NerfDHalready
NerfDHalready
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just use flashbangs, the challenges don't specifically need flashlights if i remember correctly. after the blindness delay buff bang saves are super forgiving and easy. and pay attention to the survivor's aura when the killer is picking rather than the killer themselves.
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i didn't see a problem with the perk since i didn't play much survivor (or dbd for that matter) against it since alien came out but i'm starting to see this perk being overtuned. i think it's just marketing tactics at this point, mft and now this.
i've seen a comment saying bhvr is pushing a chase oriented meta with mft and a perk completely invalidates stealth which also made sense to me, idk.
but back to topic, darkness' map-wide range still might be better on several killers, tp killers mostly and huntress if you are after spicy stuff.
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@Ayodam said:
Since when is playing with one health state not a risk? It’s risky even if you’re facing a bad killer.
yes, but this perk currently does NOT make you have to stay injured. you can freely heal, after the first hit in your next chase mft value is ready to be gotten.
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@Mr_pig2099 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541613#Comment_3541613
All this tells me is that you don't argue in good faith - There's a difference in having a good argument versus putting someones opinion down.
the xeno patch isnt a nerf but more a balance patch. if they adjusted the range to be shorter for its tailwhip or even improved the slowdown effect from the turrets then thats when its a nerf.
even with this its still a fair balance. "Decrease the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed"
"The Adrenaline Perk now correctly gives a bonus health state after self-unhooking" isnt this a fix and not a buff? because it SHOULD be giving that health bonus in the first place.
and the way you argue is condescending i get it you may be more educated than I am but that should not give you the right to invalidate my opinion. or compare me to a DOG.
can you chill and not play victim(???) for a second we are discussing a game noone is attacking you. did you bring anything of value to the discussion i couldn't read all that. you just assumed i was a killer main and that was why i wanted a survivor perk nerfed. that's not an opinion, and no i play both sides but no killer perk is more free and annoying than mft, if you think anything else or some other perk needs adjustments/nerfs you can create a whole post regarding that. balancing isn't like hey this needs nerfs but we need to nerf the other side as a payment.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541472#Comment_3541472
How to sabotage the topic by making unrelated comparisons 101.
To the OP, it being only single use probably too big of a downgrade.
I think the big kicker is end game stacking with other perks for some serious speed. That needs to change first.
Players should get one speed boost that takes the larger of the two bonuses. That goes for killer and survivor.
Then they can start looking at its game impact directly.
You could even temper it by increasing the speed buff but actively reducing the hit speed burst you get, trading base line escape speed burst for a more sustained speed increase. Something along those lines.
mft by itself also is a problem not just the stacking. shorter speed burst sounds interesting, getting caught in the open especially against stbfl would be death. although the perk's problem mostly is the infinite availability for such a strong effect so a possible nerf imo should address that.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541492#Comment_3541492
Actually been playing for a couple years now. I know GOJ is a crap shoot on both sides. But look at autohaven another example of how crap the layouts are. Unsafe pallet into unsafe pallet into open striaght wall loop with a window in the middle and a hole in a short section just for a pallet.
Killers break the door on main at the gas station that loop becomes pointless too. You go in the garage you're trapped. You use the pallet inside the store you're trapped.
More and more maps are headed that direction. Do you want to even talk about shelter woods or coldwind farm?
And you're also talking like I play swf all day. I play solo 90% of the time. I'm lucky if I can find a damn pallet a random hasn't wasted. GOJ might be strong in some cases but if it's a killer that has range like nemesis, huntress or xeno you're screwed because of the vault bug.
not autohaven but on coldwind maps i'd say killers never need bloodlust anymore. and gas haven main has one of its garage doors auto-broken now. and definitely no, breaking the door next to the window doesn't kill the loop, you can easily entity-block that window against m1s.
shelter is a good map now the main "building" is really strong, imo at least. i don't get sad spawning in it as survivor anymore. but i'm gonna add, the new map is a bit weaker. BL is a bit much on it as well.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541477#Comment_3541477
Band aid fix to what? Loops have all been spread out. 90% of pallets are unsafe and now you're lucky if you have enough time to connect two loops after being hit because they reduced the movement speed bonus from becoming injured.
If you want to know what I mean by unsave. Go take a look at all the loops in customs and see exactly how many don't have a hole in the wall next to them on a pallet gym.
I had 2 loops on garden of joy yesterday that didn't even have a pallet. One of them had 1 window and a straight wall with a gap at each side. Essentially just a kill box.
claiming maps are weak and giving goj as the example... idk man. ok you might be a newer player so i'm going to explain: maps have weaker and stronger areas and goj as a whole is nowhere near a weak map. you should learn maps and run to the stronger areas if you are vulnerable (injured and/or on death hook). the entire "top side" of the map is a line of connecting loops all the way to the car loop.
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@antag0nisticw0mble said:
OK if after you hook one survivor as killer bloodlust is disabled.
"here's the long awaited reworks to the strongest maps, and with that bloodlust is finally gone!" would be more like it. because bl isn't tied to mft, it's the band-aid fix for maps.
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hard disagree. let people have fun and as a careful killer fl players are your friend. they aren't holding a toolbox and aren't on gens most of the time.
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of course can't tell out of experience but the first killer came to my mind was also freddy. both the killer himself and his add ons aren't worth the investment.
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@Orochi said:
Killer Perk OP: must be a skill issue
Survivor perk OP: OMG the devs are so survivor sided, please fix your game it's impossible to win!
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killer perk op: omg nerf blindness op
survivor perk op: yes survivors shouldn't get one decent perk. it's just 3% anyway killers should get good
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@Neprašheart said:
As much as I'd love to do that just for the sake of fair-play, it could be seen as griefing, no? In the end, you're literally and purposefully pushing the other survivor out of the safety, kinda the same kind of scenario when one drops the pallet earlier than the second survivor gets past it, so they get blocked by it and the killer gets a free hit by your action.
I will play without helping the killer, they aren't gonna expect me to help them.. Unless they'd be naïve. Most of them will tunnel and camp when the situation asks for it, which goes against my own definition of fun, and since I could very easily end up being the tunneled or camped one, I'm not gonna help them out.
As long as there's no official statement from the developers regarding this exploit to allow players to push those survivors out of the locker's hitbox by entering it without being punished afterwards for „teaming up with the killer“, I will play like usually and won't mind those players.
what are they gonna do, send a video proof to report? i'm sure bhvr would be cool with the "griefing".
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540565#Comment_3540565
Heartwarming. I will remind you the next time I read that you are not responsible for the fun of the other side.
it's cheating, not the responsibility for anyone's fun.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539642#Comment_3539642
Oh, I wont help. I just know that Killers dont appreciate it if someone helps them, so I will just not do that.
I will be out of the match at some point either way. The exploiter is not my problem when I am a Survivor.
going along with the exploiter's way IS helping the exploiter. as humans we shouldn't need treats for our good deeds, preventing cheating should be a good reward by itself regardless of the killer's appreciation.
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i really don't think she is op, but you cannot do much against her. it's like a better huntress who is holding her hatchet all the time. dodging is as hard, if not harder than that. but there are turrets and the range is relatively short so this is why i don't think she's op.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539524#Comment_3539524
Just to get killed afterwards as well. Yay.
go help exploiters then.
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how can you be both relaxed and competitive? how does playing "competitively" without putting the tiniest bit of effort feel like? does it satisfy you?
since you made this post for us to comment, i'll judge. you are just enjoying free wins with survivors giving up left and right.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538916#Comment_3538916
Gunna have to disagree here. Managing a Killer's Bloodlust is a Survivor skill as well as a Killer skill. Stuns drop 1 level, and a pallet kick drops all levels. Putting the Killer into a position that forces them to kick the pallet ensures you can carry on the chase to the next loop. If you fail at the stun, then they can simply Bloodlust you at the weaker filler pallets. To an extent that is what makes Xeno so oppressive, as they can respect the pallet and change this formula to a Killer only win instead.
ask them if they know what shift teching is 🤭
and yes surely mft is justified because bloodlust exists, like the sole reason for its existence isn't the poorly designed maps... i really wonder how they feel about new rancid and cowshed, where killers actually don't need bloodlust.
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oh sorry i meant as plague, i edited but you were probably working on the vid in the meantime.
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yea... i really don't get mft defenders. be a man and just take it, say you enjoy using a broken perk it's fine. it's not like a gimmicky perk like blast mine, pebble or whatever. it's simple, flat movement speed how tf can that be "fun"? obviously it's fun because it's free and omega strong.
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@GroßusSchmiedus said:
She is currently in a good spot, she definitely takes a lot of skill to master but i would like to see some few changes, i mained her a for good while. She has a lot of things going for her with her default playstyle and probably one of the best designed set of higher-tier add-ons in the game. But i think people camp with her to much because the game kind of tells people to do it, it really leads people in that direction.
- Teleportation range is now infinite.
- Teleportation range add-ons now increase the max amount of traps.
- Can no longer place traps within 12m of a hooked survivor.
- Speed add-ons now work on the entire duration, rather than just the drawing animation (they are low-key kind of bad right now).
I think these changes should give her a little bit more of flexibility regarding trap placements, nothing is more frustrating than trapping up good spots on large maps around high-traffic areas, having them trigger only to be out of range. It really hurts her and leads people into playing more defensively than they should. The nerf of placing traps around hooked survivors is more intended to help people catch on how to play her "aggressively".
Hex The Third Seal and Ruin should also be buffed. I think The Third Seal should simply activate after 60 seconds into a match and Ruin should get unnerfed, it was a much more healthy perk than most regression/stalling Perks that came afterward because unlike most of them Ruin demands you to go harass people of gens to get value.
i'd love that. having to hang around a specific area is the reason i hate playing her and trapper.
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as far as i'm aware xeno can also re-adjust her aim mid charge time too. but it has a fairly short distance idk, very unfun to verse that's for sure. and no as plague you definitely aren't hitting a vaulting survivor if you start charging after the animation, even with rubbing oil.
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@Ayodam said:
I understand your frustration but I kinda feel posting about it is a bad idea because doing so encourages more players to look it up and try it.
i'd love bhvr looks it up and sees there is a game breaking exploit going around because there is no acknowledgement yet.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538325#Comment_3538325
Just because you've killed 3 survivors, doesn't mean that you've automatically killed the 4th by default, so no, you haven't 'already won'.
The fact that this is a prevailing sentiment only speaks to how much of an advantage the killer has when there's a sole remaining survivor. The odds are heavily stacked against the final survivor, and so this it matched with a high risk mechanic against the killer.
Fundamentally, the final survivor has to have a significant chance of escape, that's uncoupled from the way the match has played out until that point. A 'sudden death' mechanic of sorts.
Otherwise, if the final survivor is already more or less guaranteed to die, then that means the game is already over at 2 remaining survivors, because the killer WILL find and down at least one of them with little to no chance of a recovery. When there are 3 survivors, one can serve to take the killers attention while the other assists the hooked/downed one, but that's not possible with 2.
If the game is over at 2 survivors, then survivors have no incentive to do anything other than give up once that 2nd sacrifice is made. If the last 2 survivors always give up, then every 2K becomes a de facto 4K automatically. Every 2K equalling a 4K means kill rates skyrocket, which will be met with heavy killer nerfs to ensure that killers have a roughly 50-60% chance to score TWO kills, instead of four. That means insanely tough chases, powerful survivor counters, etc.
first off, do you really think hatch being the only incentive for survivors to play the match out is healthy, aka playing for hatch? this will involve not contributing and waiting for the other teammate to be found and die.
Just because you've killed 3 survivors, doesn't mean that you've automatically killed the 4th by default, so no, you haven't 'already won'.
noone is saying the last survivor should drop dead instantly. if they didn't lose, they always can try to do gens and escape. hatch is simply the laziest solution imaginable to the whole "taking hostage" situation that still does nothing when 2 survivors want to do it, and it only benefits selfish survivors refusing to contribute to the TEAM. there is a team. and this garbage mechanic incentivizes people to wait for their teammates to die, even right from the start of the match with specific builds. i really don't understand how this s*** is healthy and people are defending it.
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having obviously sandbagging survivors especially for absolutely no reason sucks, but ugh i'm so glad that rule isn't strictly enforced. i can't imagine the pressure i'd feel playing on either side since so many actions have potential to violate it.
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i don't think bleeding people out is any better than just letting them go if you want to lower your mmr since i'd assume survivors escaping would lower it and bleeding would, neutralize it? bleeding people barely gives any bloodpoints anyway. idk about emblems but i doubt it does anything there either. if it does increase your mmr why would you not just hook and get your points? no point either way.
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@saintjimmy456 said:
Part of the problem is people's logic.
"I slug because survivors tbag at gate/hatch."
"I tbag at the gate/hatch because killers slug."
What you mean is you are slugging this group of survivors, because a survivor in another game tbagged at the gate/hatch. You mean that you are tbagging at the gate/hatch because a different killer in another game slugged you.
You are just carrying it on and taking something that happened in a previous game out on somebody new, and the cycle repeats.
i mean, a survivor can tell how the killer is playing, if they bm or not, slug or not. you cannot bag on top of hatch if the killer slugs you afterall.
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oh yeah you do you king, i generally don't care i'll just hook but i definitely don't judge "slug for the 4k"ers anymore since the last survivor will still tbag a nice fair killer on hatch/at gate because they are that happy about their pity escape, AND after seeing people here that don't mind slugging if they are the reason for it (like crawling to a hook-dead zone)
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i really really REALLY can't see the problem with wesker, he is super fun to verse. xeno is just another slinger/nemesis with a tp and is awful for survivors. and way more common than weskers now. ew.
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@OneNineTwoNine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536256#Comment_3536256
I mostly agree with you but there are times where there is no doubt at all that the person is doing it to be toxic. If the killer is JUST tunneling and camping, that's probably just a gameplay strategy. But when they do that, and on top of that, do every other toxic thing in the book, it's very obviously done to ruin someone else's fun. 99% of the time when I am slugged out for 4 minutes it's not because of a lack of hooks, it's because the killer wants to waste 4 minutes of my time to be rude. Their behavior in the end game chat also confirms that.
I'm not advocating for straight up bans, but something like a reputation system or something to discourage this kind of behavior would be appreciated. Other games have them, why can't dbd?
A replay-system would also let devs see how the player is acting both in game and with end game chats logged as well (when someone reports) this would make it easier to understand intention. One thing you should definitely do, is teach new players to not play in a way that is considered bad for the game. You have a tutorial, why not use it to teach people how to play in a way that everyone will enjoy?
nah. "you playing wesker?? i hate that killer! thumbs down!" if you are gonna say the majority of the lobby should vote someone good or bad, that could be so easily abused by, once again, ✨swfs✨. idk how that could be implemented without failure.
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killer can find it easier because of the simple fact that they are faster and some have mobility powers. but hatch is not fair or deserved, there can be countless other solutions than that hatch bs to prevent taking hostage situations or whatever.
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@grandpa_general said:
thank you for not falling for their tantrums and cries. Thank you so much.
my guy its m2 is literally BUGGED. not strong, bugged. its cooldown specifically
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@Nirgendwohin said:
(killer was from denmark, usually they have pings below 80. i'm from germany with a 40 ping)
idk how "fall down" vaults work, but that vault is pretty late and a free hit at a normal window. so it looks weird but i'm not that surprised honestly.
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remove dc penalty? hell nah. but they can add a feature where you can suicide after you are half way through your bleeding bar.
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why are you seeking confirmation here? do it if it makes you happy, don't if it doesn't, simple as that. what kind of people do you want in the community, do you want to contribute to that, does others' fun matter to you... you can consider all these and come to a conclusion yourself.
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the only toxic thing in the game itself is the existence of map offerings, otherwise i agree
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(which is """now""" thankfully a more viable perk)
the whole post is kinda... but... this is crazy lmfao
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he is NOT "new player" friendly whatsoever. unless you see someone do well on him like this person above and see his potential, you'll probably give up trying because he is hard to play, even harder than blight. you need to have map knowledge, good pod placement, good macro game sense and you need to anticipate survivors' pathing.
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i don't think there are any op perks on either side except for mft atm, and ftp buckle up combo but that can be easily fixed by adding an injury condition to buckle up.
pop and nowhere to hide imo are the strongest killer perks right now, maybe along with pain res.
not because it's op but i also would love knock out get reworked.
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they did something to skill checks. they fixed the OC bug, but i feel like they are overall better; the register after pressing space was delayed before for me i guess but they aren't anymore. i missed like 10 skillchecks going for greats in the first match i played after patch. they feel smoother
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@ryz said:
killers can get up to 130% speed what is fine.
survivor gets 3% only if injured and not exhausted is broken and unbalanced lol
people crying about everything.
survivors have a 5 meter hitbox.. its fine.
killers get free hits because of latency and the cheap dedicated servers... its fine
blights addons still havent been touched... its fine.
survivors lost multiple good chasing perks after the big perk changes like iron will, DH (multiple reworks)... they have to adapt.
DS went from a 5 sec stun (actually 4 because the falling anmiation and till you can run takes already 1 sec away) to a 3 sec stund (actually 2sec) is fine because killers should tunnel and survivors should adapt.
BHVR released a killer like SMerchant... its fine.. a killer should be able to hold 3 gens for 20-30min...its fine.
i would go with more stupid things but it doesnt matter.
you know it is really funny how everything is fine what gives killers advantages in chases but a 3% speed boost is so busted and totally gamebreaking not even funny anymore.
Survivors are literally forced to not use exhausting perks to have it active at all times.
just mindblowing the crying of most people. lets first fix survivor hitboxes and latency advantages for the killer side before nerfing anything, but nah you wouldnt complain about it right? because it favors you :)
130% speed? great! what do i need to do to get that? oh chase someone uninterrupted, without breaking pallets and using my killer's power for 35 whole seconds? oh shoot, not that tempting anymore. on paper you could run at 155% speed with pwyf and gf's purple add on. hell you could run at 300% speed as blight.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530600#Comment_3530600
Not always, according to the video. They said 50% in it but I haven't actually tested how often it's open
hopefully it's not a feature
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IS IT ALWAYS OPEN???????????????? oh god. gas haven and now this. just remove all breakable walls at this point then
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@Nos37 said:
The people who can read this / are reading this won't likely be matched with new players.
The people who aren't likely to see this (new killers) will be playing with new survivors.
new players versing new players is fine, but you know mmr... we definitely can face brand new players, i do at least lol
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528827#Comment_3528827
No, blocking a survivor in a corner for an extented time period is bannable, even if there are still other survivors alive (unless EGC is already active).
https://us.v-cdn.net/6030815/uploads/ML99SP4N1XJG/screenshot-20220717-104010.png
https://us.v-cdn.net/6030815/uploads/GK43XGSD5CF7/screenshot-20210624-094357.png
i've seen so many posts and comments suggesting playing for hatch -by not trying to progress the game- is ok and not against the rules. if that's against rules there are way too many players waiting to get punishment, even some big streamers when they are doing "escape streaks".
and tbf i wouldn't expect one of multiple survivors getting body blocked by killer is bannable offense since the game can progress. this is their signature(?) answer to all this kind of questions.
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@Xendritch said:
The other survivor and the killer are both at fault here. Neither one was progressing the game so they should both be reported.
sadly this type of survivor gameplay is endorsed by the devs, but it should be a rule violation imo. improving afk crows to prevent such bullshittery would make the game so much better.
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i don't think it's reportable, even if they trapped you in a corner as long as there is still another teammate in the match so it is end-able or whatever. i'd just wait in the center of the map and afk so the killer can take their sweet time looking for the rat, personally.
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i mean yes, if you are at a point where your dc penalties get too long to wait you shouldn't play this game. it's unbearable and unfun for you obviously. hopefully they finally address a very few problems that make the game pretty much unplayable soon, like skill merchant.
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i never thought windows was a problem despite the usage rates. the problem is the maps themselves, nerfing the perk is just a band aid fix. but it's fine it got nerfed until they do something about maps like garden badham etc.
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slug.