Nea_Death_Experience
Nea_Death_Experience
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I love it when survivors blend. When I'm facing 4 of the same character they can't blame me for tunnelling them because I cant tell who is who and you are all healed. I just go for whoever off hook
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Those hex perks are powerless until you get the first hook, so they should lit right after the first one.
Hey man I like your Idea and I thought this too about ruin once but I believe this would actually nerf the totem perks.
1) You wouldn’t know where the totem was until part way through the game which causes you to have to look for it mid game rather than at the start. This can change your patrols etc.
2) Thrill of the hunt would be useless for protecting your totems because it wouldn’t trigger till the totems light up and they could cleanse all the dull totems before they can spawn.
3) Survivors could control the totem spawns by predicting that you will have a totem and cleansing all the hard to find dulls so the easy dulls are in view for when they light up.
At the end of the day totem spawns are RNG that survivors have to deal with windows, pallets and gen spawns.
Everyone complains about totems die instantly but I have been in many games on killer and survivor where the totem doesn’t get found for ages if at all.
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Title, oh and btw i use trapper
Hey man,
There are perks to help you but in all honesty that is the Trappers weakness. I think if you set 2 traps and start hunting the gen that's good. Slugging can help if you find two survivors. The idea is that you see two and down the first guy then chase the second. This takes the others off the objective to save. I find Knock out good for the Trapper.
Rushing is an issue and without good gen pressure you will have issues. At the end of the day the more you play him the better you will get. I have played trappers that set the right traps and I ran into all of them because he herds me into them. Trap the shack and the infinates and then go for it.
Goodluck,
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Haven't been playing the game for more than a few weeks less than 100 hours console.
I would like to correct some facts here.
Firstly, you are not crap for running NOED. NOED counters SWF who gen rush. If they aren't going to cleanse totems it is their fault.
Secondly, when you get to end phase all you can really do is camp that dude on hook. You don't have a lot of momentum without a lot of perks and if they were SWF they would have saved etc.
You are not bad. If they were good and sniped all 5 totems one of them wouldn't have died and they would have got away free.
Good job. Face camp and nod buddy.
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I think the plague is good. If someone uses the insta heal you can do more with her red puke than any other ability in the game. Because that is so OP players don't heal at fountains often and she becomes an M1 killer. If they made sickness more anoying (and it isn't that hard because it already sucks) and made vile purge weaker so players would use fountains she would be fine.
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The Devs added it for a reason. If you could take out her terror radius with a perks like tinkers and monitor she would just combo you and be op. Her insta downs would be OP. She can hit you at range and if you can't get a warning on this you would be sniped ALL the time.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/411726#Comment_411726
A lot of the time my friends aren't even talking about what's going on in the game too. I do find depending on who I'm playing with I do find myself getting sandbagged and farmed off the hook more than I do when I play solo.
Then I get messages from killers (I'm a PS4 player) asking me if we were a SWF, where I try to explain to them that it really was not a SWAT SWF team.
Although, while I play better in Solo games, I do get lonely after a while of not playing SWF.
I play with this dude (PC here). He is a casual and a coward and the one time he out ran the killer he lead the killer to the 3 of us, downed us all and then when the dude got hooked we were like "just die" and he was like "no i want the points" and the 4th guy was on the hatch and got grabbed. I was so salty that day ahahahaha.
But yeah we talk about lots of random ######### and sometimes I dont hear the killer because they are too loud ahaha.
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Stealth is OP. Think about it.
Any terror radius related charging perk is redundant and he is faster while using it. I see most Wraiths use this instead of bloodlust. Aslo this ability allows free hits. With these changes you take skill out of survivors who know how to react to the small noises and shimmer that is the wraith and basicly make an invis killer with no way to avoid his field of view because there is no hit to where he is until the Wraith decided to drop his invis.
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The Leatherface that tunneled me off hook, found out they were following the injured one (not the person who unhooked) turned around and left so I could try pip in this new system.
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Customer support
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ADD A CUTTING THROAT EMOTE. So when they are tea bagging on the other side of the pallet you can threaten them.
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Just to be clear this is not an anti SWF post, I'm a survivor main.
This made me laugh. I once commented that I find SWF harder because my friends are bad and I got torn to shreads by some killer main because he was like "THERE IS NO WAY SWF IS HARDER".
When your mates are casual, too stealthy, cowards and boosted it is harder but more fun.
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I'd like a link to said proof for starters and if it is in fact true I can only do this and groan:
I feel like both sides do this
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Is it right to cleanse a dull totem before the 5 gens are popped? I do it mostly for points and i don't care too much for NOED (i play solo).
Dude you do you, you are meant to cleanse the totems. I don't do it if there is no survivor momentum and i try make sure noone is on the hook but play the way you want to.
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@Maelstrom10 said:
To be fair i really like this idea. its quite hard to pip as survivor now in the team sided portion of the game where its hard to everything at once.
i know we're not talking about killer emblems here but i actually think the opposite problem is true for them (this isn't me saying killer pipping is in a bad place please hear me out), in a way at least. here me out, a killers having to stretch themselves over 4 objectives (emblems) at once, and for the most part, they actually bleed into each other quite well with the overall objective (killing a survivor/chasing them) giving points for the multiple emblems at different stages of the chase. for survivors this isn't the case for their overall objective. so while a killer has to be extremely good at multitasking and juggling survivors and emblems the survivor only has the ability to focus on one at once, and therefore due to their ability to only focus on one emblem at once, should have other emblems in theory brought up alongside it (to a degree.) My main point is that survivor objectives don't bleed together quite as well, and expecially don't as team objectives towards the overall objective of yours and your teammates survival, whereas the killers objectives do in fact all sort of mesh together (Even if it requires good multi tasking skills and the ability to pressure the map properly which is kind of only present on killers with the ability to do so but thats a whole other argument entirely)
Tldr :
a killer can gain points in most of their emblems from following their main objective - killing a survivor, and simultaneously does not have to focus on multiple emblems, but is instead focusing on multi tasking in game in order to achieve their goals. the killer emblem system has some problems, but its reliant more on what killer you use to achieve the goals of the game rather then any skill based issue and should be tweaked slightly per killer. i mean a leather face can't exactly patrol the whole map at once like a nurse can, and thus should have a bonus for keeping gens up for a considerable amount of time. ( an off meta bonus, which i guess would be tweaked for low tier killers while they are in an "off meta state")
a survivor is forced into a situation of doing only one emblem for their main objective which may lead to being successful in it but is reliant on others to pick up the slack ie one goes for saves one goes for gens while anothers being chased etc. therefore a survivor is forced into multitasking objectives in game in order to pip out of game where the two things should be independent of each other - making base progress in your goals in an overall match should help bring overall progress to all of your emblems. sure if your being chased all match you shouldn't have iridescent in gens, but if all your teammates did gens in under 3 minutes you should definitely get a distraction bonus.
TLDR FOR THE TLDR: A TEAMMATE PIPPING SYSTEM WOULD BE AMAZING. GIVE US A BONUS LIKE KILLERS GET FOR DOING GENS IN A SHORTER AMOUNT OF TIME (whereas killers get a bonus for keeping them up for longer), OR FOR BEING CHASED WHILE ANOTHER SURVIVOR IS UNHOOKING SOMEONE/CHASED WHILE OTHERS DO OBJECTIVES.
thank you for coming to my ted talk
ahahaha BRO i love your work.
Do you think it would be cool if there was a map pressure thing that you got for keeping people off objectives. For example BBQ and chillie makes everyone hide, or having ruin makes everone search for the totem over doing gens thus people arent doing objectives. So From what it sounds like from your side of the story (which I read btw and thank you for your ideas and feedback) it would be nice if killers got bonus XP for denying survivors from being able work on a gen or do any game progressing objectives.
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It's very simple to make the endgame more fair and funny for both parties.
A lot of people have already mentioned the gen time and I agree that it would be far too long for a survivor to do it alone. I think it would be more fair if the killer couldn't close the hatch but rather the hatch would close its self after 3 minutes, doing a new gen would respawn the hatch. If the killer can close the hatch then they will most often win because of their fast movement speed so there isn't a lot of point
Thus, if the killer finds the hatch first the survivor can do a new gen with hope to escape. If the survivor does a gen then the killer now has to patrol the gens and the hatch and the survivor can slip through.
In summary I think this is only balanced when the killer does not control the hatch because they can close it and go for the kill straight away. The balance over the entire game is the killer multitasking all the gens, survivors and gates.
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@TheBean said:
@Nea_Death_Experience I beg to diff. There is 2 sides of the coin.
Survivor can't lose the killer, as admitted to by the OP. The Killer was good enough to keep the chase going.
Killer can't catch the survivor, but doesn't leave the chase.
Both aren't playing correctly based on the emblems.
Also.. As mentioned above about the specific scenarios, i.e. with Freddy.
The emblems are a generic representation of skill and playstyle the Devs want. So either you are good at that to earn points or not.
Not saying their does or doesn't need to be adjustments to emblems or whatever.. but this is my take on emblems.
Since RNG plays a big portion... What map... The tiles... What killer are you facing.. what addons are they taking... what survivor are using which perks.. what items and addons to they have....
All that plays a role in skewing the measurement of the emblems. When people use specific scenarios about one killer.. that doesn't reflect on the emblems but the skewing effect RNG plays on emblems. Since as a survivor you have no idea which killer, which map, nor which add-ons and offerings the killer players is using.
The killer can skew the odds in their favour, just as survivors can skew the odds into theirs.
Emblems then represent that generic skill and playstyle for each player in that match.
So as Peanits mentioned about about the Freddy scenario, it doesn't matter if Freddy can see your aura, by going out terror radius. As the survivor player, you should know he can do that, and play accordingly. Thus if you still can't lose Freddy, then you didn't adjust properly to the RNG, thus the emblems reward you for not playing correctly to the match.
I appreciate your comment and you are right. I am not disputing that this is true. But sometimes skill doesn't come into it. Taking Freddy aside if you take a camping Leather face that Tunnels you off hook (accept in this scene that other survivor had to save you, without borrowed time and in the terror radius) it doesn't matter if you are super good if the pallets are gone, the killer is too close or you are in the open you are going to die. With this example you are punished for the killers bad play.
This negative impacts everyones points. With the system I advised the survivor would be in the killers Terror radius and gain some points and the killer camping would loose because of it. This means the survivors doing their job go up in rank and the killer will stay lower (in an ideal world, I cant predict the future but this is my best guess).
As for the emblems an it being how the Devs decided to rank skill: I think this system might just be their best way to measure this at the start of the game but if the game is to evolve that may need to change. I am a good survivor and an average killer. I barely pip in survivor games unless I CARRY. I want to not write too much more so this isnt a rabble so Ill leave it here and await your reply :)
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@deathsia said:
https://forum.deadbydaylight.com/en/discussion/comment/409940#Comment_409940
You'll have to pardon my rudeness then but I've seen tons of threads complaining about this so my impulse was to not bother reading and rip into (what I thought was) yet another noob who thought ruin was OP because they are bad at the game.
Allgoods my dude! Have a lovely day ;D
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@deathsia said:
News Flash Nooblet:
I play both killer AND survivor. So I know the Survivor perspective and ya know what it is?
"I'm OP as hell and only get caught if i screw up."
Survivor's have the ENTIRE MAP as their weapon.
Killer's only have their power. So perks are the edge they REQUIRE, not just want, to have a remote chance of downing a survivor. That's not including Flashlight Jesus players who hide around corners waiting for the pickup.
But on the flipside, this advantage of perks can be completely stonewalled depending on the survivor team's perk makeup. Putting the killer back to square one with just their power.
I didn't read your post because I already knew it was an overblown excuse as to why the already underpowered Ruin is OP(which it's not).
Ruin may have gotten a buff with the most recent patch but that buff is pointless when the hex totem is sitting in plain sight and the sound effect it gives off it a clear indicator of its position if a fire source isn't nearby.
Dude, your are thick. Read the post but I will summarise it for you. It's a meme on people who complain that it gets broken at the start of a game. The joke is that survivors need it to be broken, so they break it.
You should really check your facts before you blow up @deathsia because honestly you look like a fool if you don't and then say you don't. Ruin isn't OP. But it is annoying, so we break it ASAP. I too play Survivor AND Killer, I main Myres thanks for asking.
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If the killer can't catch you, you are probably too good for this rank and should rank up to a level where you find a killer than can catch you and then you will have a balanced game.
I don't think this negatively impacts the game. If anything it stops the person from being about to stay at a low rank even though they are really good.
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@NoShinyPony said:
Your concept works when you play together with good survivors who do their job. But there's a problem when you play with people who just sit in a corner and hide.
I'd like a different approach: The amount of points for a category shouldn't be limited. You loop the killer for 5 gens, then you get a super high amount of points for that category. I'm referring to both pipping and bloodpoints.
Hey man I stated in their that you can only gain this bonus on selected objectives. So if you are doing gens, chases, totems and altruism. When you are afk, hiding, self caring it cant count
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When you fail at click bait
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@Boss said:
Good reasoning actually for Ruin.
The oversight though is that other Hex Perks work in the exact same way, some won't even be able to do a thing and no one could know about them, yet they get cleansed by this 1 person who just happened to spawn on it, see it next to a Generator, spot it from 100 meters away because it's in an open field or just happens to stumble upon it cause it's not well hidden.
I know this is about Ruin, but when you say that it's okay for it to be cleansed early, you say that about every Hex Perk.
Tbh I dont have a say about how fast it gets done. It's a high risk high reward. I once played and we didn't find it for 5 gens. In a killer game of mine I killed them all while they were looking for it and no gens were done. Once they know where it is and if it is still up they normally go right back if you loose them in chase so I don't mind it.
@Incirion makes a good point that some times you spawn and b-line for it and its gone. I am the survivor that does this a lot because I play this too much and know where totems spawn. It's half skill half luck. This is the issue with RNG games
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Thanks for all the positives guys
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/399855#Comment_399855
Nothing RNG about it.
The totem spawns are a joke, i can find a hex totem on any map in the first 2 minutes tops it's only a matter of time.
Small game even faster, not that i need it totems spawns are pretty much fixed.
It's all RNG dude. Pallets, Windows, Basement, check placement, hook placement, totems, windows and Gens spawn in lots of ways. There is no way you can even debate RNG isn't a thing so I will close the matter here.
I want to address your complaint about totems. When you take ruin it ######### survivors up. So in alot of cases 5 survivors go hunting to the totem and smash it and go on their merry way. What do you want us to do? Sit there and ######### about why this gen is taker longer than normal? Of course a totem isn't going to last log if it is a direct threat to our progress. If you don't NOED to be wiped asap take thrill of the hunt or somthing
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@Gorgonia said:
When people compare tunneling to gen repairing, mistakenly called “rushing”, it makes me feel bored... if you chase someone for as long as it takes for a gen to be repaired, then you’re too obstinate to deserve a win. You should be able to acknowledge if a survivor is a good looper once you start chasing them. Why would you waste time chasing someone you know you can’t kill while another 3 potential potatoes are repairing gens while tea partying?
Either way, imagine having to hit a survivor for over 60 seconds non-stop to actually kill them? Let alone having to hit skill checks for your hit to actually land... a killer can take down a single survivor in seconds. Gens, while not a challenge for the majority, need time to be completed. So when you say tunneling counters gen rushing, really? So if the one you’re tunneling takes you for a walk around the map and all gens get repaired how did you actually countered anything? In my experience, killers always focus on those survivors that want to be chased, not on the ones that silenty crawl from gen to gen while you try to catch the rabbit. Don’t be hard on yourselves, learn when to admit you can’t win a chase. You can make the start of the game go slowlier thru Ruin or Corrupted whatever. Pick your fights wisely.
Still, not like every game is won by survivors. Unless you only consider it a win when you 4k.
The moment they run to an infinite or do anything too skilful I'm out. Ill find them later in a bad spot and go hunt the gen jockies. Best strat, good comment.
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@sKetch said:
Shouldn't anti tunneling mechanics be a part of the base default game mechanics rather than just a perk?
How about just Remove DS' perk status and build it into Survivors basic game mechanics?
Everyone would get slugged always
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@ClogWench What powers. Flashlights are so hard to use compared. They counter hag traps but thats it now. I havent Light burnt a wraith in Months and I have tried.
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/399759#Comment_399759
Completely negating a perk? you mean like a Hex perk getting totalled 2 seconds into the match because a survivor spawned next to it?
Sucks doesn't it.
this game is all RNG dude
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Doesn't work Vs insta downs so chainsaws are OP, Michael can get around it etc. You have to not heal
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@JinX_Of_Fire said:
I feel like it's considered "unfun" to go against him because looping is the primary way of dealing with survivors. Stealth imo is a wonderful option against legion.
When he hits someone and you are close enough he knows where you are. Stealth isn't an option then.
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To the killer mains or anyone playing killer, stop dcing just cos you are butt hurt! dont like the map? dont play dbd!
This could be said to survivors too. Don't blame the other side this ######### is why the community is so toxic to both sides.
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@Mushwin said:
why come online to even say this? if you are gonna quit etc, just do so....
This is good. Alot of players do this to show that the game is ######### and it currently is.
Have a good time bro
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She doesnt need a buff, she has map preasure and can throw up on everything. Everyone gets sick and she can 1 hit them
Her red puke can 2 hit people if you want and dont have to aim it.
get good dude
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In all seriousness, why bother dc-ing vs a killer just because you don't like to face them?
At the end of the day some killers are just not fun to vs. Legion is really annoying. I play vs him and dont't DC but thats why most people DC vs him.
Sometimes I DC vs franks mix tape if the dude is tunneleing because I cbf.
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I don’t play survivor very much because of how much I don’t like the struggle phase alone.
The phase would be allgood if there was a point to it, struggle more = more points or stay alive longer etc.
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/396342#Comment_396342
@Nea_Death_Experience Yeah, the new update seems to affect solo players the worse. If the team is bad, you won't pip and solo players don't control how good their team will be. Before killers would go easy if there were multiple DCs, but I've seen none of that as of recently.
This is the DBD blood point recession.
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@fluffybunny said:
@Nea_Death_Experience That stinks. I hope they adjust the emblems to have some room to be nice, then. The game becomes a taxing experience when people are being toxic and rude.
I made a post about this in balance feedback that before in a game with alot of DC's killers would let you go or be nice. I had a game with a DC then anther dude DC'd and the third dude got found and DC's. So here is my little Dwight and the dude just run up to me and rips me off a gen and on the hook I go. I have had a lot of games like this. Now I think I will just DC too. Duck it
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50/50
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Yesterday, a survivor was trying to be toxic and click their flashlight at me twice, so I was like OK, I'll play around with you, and then I nodded at them every time I downed them, and especially when their DS was rendered useless by my Enduring.
I have 2 I would like to share.
1 time I was Billy and I just had a bad game. So I am chasing a Claud out this exit gate and this Jake teabags me the runs in and tea bags me hard before an escape. In the lobby after He ABUSES me so much for being #########. So, I load a lobby, no jake, Load a new lobby. Rinse and repeat and after 3 lobbys I get him. So Green mori time. Cutting the story short I mori him and He DC's then let everyone else go without harming them. Good salt.
Another I had a Nurse who was salty that I played immersed. I wasn't immersed. I just an not dumb enough to run into the Nurse on 'The Game'. I got about 25000 BP and the next best survivor got 6k. I did both gens and got almost every unhook as well as escaping the Nurse and healing (Balanced Landing OP), then hatch. She got mad salty and then just left mid chat.
Good times
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I had a game last night that took longer to load up than usual. I had an irreplaceable Leatherface challenge and tbh I think Leatherface sucks.
Hey man sorry to hear about the ######### ruining your game.
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@Jaarthan said:
I mean, if you're in a situation where there is only one survivor left and they are trying for hatch, then not all gens were done and all other survivors were eliminated, why is one going through the hatch a total failure? Like clearly you kicked ass for that match. Also you can't say killers are punished for taking action on a hatch standoff because then a survivor who takes action and tries to jump in is also punished in the same manner. Standoffs suck for both parties, and whenever I play killer, and from the really high ranked killers that stream, tend to just hit the survivor and watch them jump down because it's just one of hundreds of matches you will play.
I think the issue at hand here is that there is nothing to do in the end game. Hit them and they escape or wait FOREVER.
There needs to be a balance.
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Could somebody make sprint burst into a button to press instead of the sprint button like dead hard because i think that you should be able to run without triggering that until you want to.
This would be so OP and would make dead hard a useless perk.
I like balanced landing because I have some control or maybe use Lithe.
Sprint burst is for starting the chase at an advantage.
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@thesuicidefox Thanks for your input bro I appreciate it. Glad to know it's not just me.
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Has anyone else noticed an increase in toxicity from killers since the DS rework?
With the new pip system killers cant be nice if they want to pip. Same with survivors. Both sides are being ######### to each other tbh.
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My solution would be 3 mins after the last survivor dies the hatch auto closes. To open it again a survivor must complete a gen.
Another 1 is after 3 minutes the survivors aura is shown to the killer.
I have had the same thing and it sucks. It also sucks when they don't finish any gens and the last dude just hides to piss your off or make you go AFK.
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@Blueberry said:
This is bait.
Í posted once oin killers "DS DOESNT NEED A NERF
I got a way better reaction here. I will wait a while then complain about freddy I think that will be fun
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Not throwing shade at killers in general but just sharing a funny story. I was facing this nurse today, obviously good. I got all 5 unhooks, did both gens that got finished and escaped her. At the end I was told off for playing immersed and the nurse not able to find me.
After a long rant and the other survivors defending the fact that the game is to hide and not be seen. Some killers get really salty and I am not sure why. I had a really good game. I GG'd them, why is there all this hate on both sides. The ending sums it all up.
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Why can killers be blinded by flashlights during the pick up animation and drop the survivor when there's absolutely nothing that can be done by the killer to avoid this happening, if the survivor times it right?
There are so many counters to this and it isnt that easy to hit. I can do them but I need a yellow flashlight.
You are playing vs good players. Kill them first or look before you lift.
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If you have a flashlight and she is standing at a pallet for the mind game blind her and walk away. Most will flinch and move thats how I tell if they are phasing or not. Else just leave she can have the pallet
