Orion
Orion
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- Orion
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Comments
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@RailY said:
What the hell are you talking about? Are you listening to your self?Yes. Are you?
@RailY said:
Stop bloody White Knighting for a moment and listen to what you've said.
Entitlement at it's fullest.Pot calling the kettle black much?
@RailY said:
The point of this post is not giving the power to anyone to use power over others.
Do you think Survivors "enjoy' playing a game with Mori ? The single most broken offering in the game?
No one does. The thing is, they just put up with it, and if they "don't enjoy the game" they leave.Not only was Memento Mori nerfed so that Killers have to literally allow hook rescues to use it, but Survivors disconnect at the slightest hint of a challenge, including a Killer they don't like, a secret offering (never mind if it's a Memento Mori or not), a Killer trying to use a Memento Mori, and so on.
@RailY said:
The same Rules should apply to killers. If you want to DC after you get Flashed, feel free to do so.
Survivors don't get to know what ######### combination the killer is bring, they killer shouldn't know what survivors have prepared for him either.Except the two sides are not equal. The Killer is supposed to be the more powerful side, so giving them more information about what to expect is only natural. There are Killer perks that become outright useless unless they know which items Survivors are bringing. The best example of this is Lightborn. Survivor items, on the other hand, are always useful, no matter what.
To reiterate, the two sides are not equal, and the fact that Survivors don't get information about their Killer is irrelevant to what information the Killer should have.@RailY said:
People seem to think that survivors are BRUTALLY overpowered and they DOMINATE the game.
That's almost laughably wrong. Although survivors have the edge right now the balance is TOO damn thin.
Remove 3-4 pallets from every map, make only purple Flashlight being able to somewhat Blind, and it's over. The game is dead. reviews hit 50% the next day, because the game is THAT broken at this point.Survivors are brutally overpowered. The so-called "depip squad" proved this over the course of 100 games. It's the reality of the game. Maybe your reality is that you're just not as good as you think.
@RailY said:
You don't want survivors to pallet loop you, and you don't want them to heal or Flashlight you.
Then tell me. What exactely do you want me to do? Do you want us to have the ability to throw ourselves on hook just so it's more convenient to you ?I don't want Survivors to exploit map design (pallet loop), just like I don't want Killers to use whatever exploits they may have available.
I don't mind if Survivors heal, but when they have a perk that renders hits virtually irrelevant unless you spend inordinate amounts of time chasing them without any room for error, I consider that a balance issue.
I don't mind flashlights so much as I mind the fact that they can be used to essentially stunlock a Killer for a long time and have zero counterplay, not to mention the fact that the screen suddenly going white physically harms some players' eyes.
I don't want Survivors to throw themselves on the hook, but they do keep doing it whenever one of them is hooked, and then they try to insult me instead of realizing how absurd their "strategies" are. -
Survivors are the ones who don't want Killers to pick their perks in accordance with the team they're facing and want Killers to be forced into unfavorable/unfun games. Fact is, if you try this, instead of dodging pre-lobby, you'll just have Killers DC when they realize the game is not going to be fun.
You've got two ways to fix this:
1. Heavily nerf Survivor items (particularly flashlights).
2. Try to make items less of a pain in the ass for Killers so they won't mind their presence.Until either - or both - of those things happen, if you don't want to get dodged for bringing items or last-second switching, then just don't bring items you know Killers will dodge you for nor do a last-second switch.
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The Survivors' strength should come from not being seen by the Killer, and not in their ability to loop Killers indefinitely. In a straight chase, the Killer is supposed to have the advantage, since it's 1v1. You can still escape, mind you, but it should be difficult to do so. It should be easier to stealth than it is to loop.
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@Someissues said:
Still having fun at Rank 15-20 destroying noobs, 4k every gameCompared to suffering at Rank 1
That sounds dull. Easy wins are boring.
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@DocOctober said:
DS / Good Playerpick one
^What he said. Good Survivors don't need a "get out of jail free" perk.
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Stay out of his terror radius instead of ignoring it until he's right on you.
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Is my name acceptable, my liege?
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@commtech said:
I’m an extremely patient and understanding person, the military will make you that way. I expect people to do their jobs though. Don’t tell people dates and times and not deliver. Don’t fix one thing and neglect another in hopes of appeasing people. If you are full of ######### then say that don’t blatantly lie to try to make yourself look better. Basically do your job right the first damn time!!! (Devs)Sorry to say this, but it seems, in your case, military training has failed. You also don't have a clear understanding of the chain of command when it comes to games.
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@Aari_Piggy66 said:
Rule set no.2 blocks the aura of jigsaw boxes until the traps are active if they activate when placed on people's head it would make the add-on uselessYeah, I understood that you were referring to the add-on shortly afterward.
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@StickyCheese said:
@Orion said:
No. He can interrupt Survivors. It wouldn't be remotely balanced if the Survivors were unable to see him coming at all.What are detection perks.
What is balance.
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@PigNRun said:
Understandable with the first one.
As for the second one, depending on the speed the moving target, it could easily be as fast as, if not faster than, normal skillchecks. I should have specified the moving target will move in a single line. What should change with every skillcheck is the position of this line (as in, horizontally, diagonally, vertically, etc).Ah. I was thinking like what old games had, where the target was moving in a random pattern centered around the objective. I suppose that could work.
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@PigNRun said:
She is referring to her add-on; Rules Set No.2. It would become completely useless because RBT will be activated instantly, while the add-on disables the survivors' ability to see them before they are activated.Yeah, I realized shortly afterward that she was referring to an add-on. At first I thought it was just a poorly written way of referring to the second point in my suggestion, which is why I was confused.
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No. He can interrupt Survivors. It wouldn't be remotely balanced if the Survivors were unable to see him coming at all.
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Other than the last two, I like the idea. The problem with the last two is that skill checks are supposed to be quick, and those sound like they could take a while.
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@thesuicidefox said:
@Darckshado9 said:
@thesuicidefox no, i 100% get that person should have died, but my request in that you take 4 people, and group them together, and they all go either stealth builds or High Agro builds (all stealth one match and All agro another) against killers of equal skill, they should come out with a similar result. Im not saying that they should be equal, again because there are just so many killers its hard to stealth against but easy to loop, but when I tell everyone I'm running a stealth build in a rank 1 lobby, I shouldn't feel their eyes rolling into their heads. Taking the situation I described, I would say the average in those matches would be 3 alive in the agro match with 3-4 hookings between them, and 1 alive with 5 hookings. After-all, This is a horror game, an currently, its not exactly scary, and I play these interestingly bad ways in an attempt to return that tense feeling I loved so much back to this gameIt's only a horror game in the context that it shares horror themes. Only new players will feel scared in this game, because any veteran player will look at is at that, a game.
And as I keep telling you, going stealth is viable even against a killer of your skill level. It doesn't matter what my team runs, 99% of the time I run the same build; SB, SC, Spine Chill, and Small Game (last one I swap around, using this now because it makes finding totems easy and every killer runs Ruin at rank 1). When the killer comes close I hide BY BREAKING LINE OF SIGHT. I don't sit in a dark corner, or a bush. I walk around an object, a tree, tire pile, a car, the hill, anything that will hide my silhouette from the killer. I will flat out walk around something and be 5m behind a killer where they just walked and most of the time they keep walking one way and I just go the other way. No idea I was even there, and then I leave. That's how you stealth in this game.
Someone who actually understands that stealth is not the same as hiding? Am I dreaming?
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Probably a "what it feels like to be a Killer against SWF" simulation.
In all seriousness, did you try simply left clicking the mouse on the game's window?
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@Th3Nightmare said:
@Orion said:
These are three changes I would like to see to The Pig, given my (admittedly limited) experience with her.- The timer on Reverse Bear Traps starts as soon as they're placed on a Survivor. I don't know why this is even a thing to begin with, since it effectively gives Survivors the power to disable her ability for as long as they want. In other words, it gives Survivors control over her ability.
- The Pig's ambush attack no longer makes her roar. I get that it's a fairly long dash attack, but given that she's already slowed while crouching and the attack doesn't even do double damage, I'd say this would make it a true ambush attack.
- The Pig moves more quickly while crouching through grass and corn. This would make her able to set up ambushes more easily in maps with a lot of grass and corn.
- Each generator repaired takes off a chunk of time from the Reverse Bear Traps (say, 30 seconds). This would make repairing generators actually dangerous.
I think these changes alone would make her a better Killer.
I love this changes, This avoids the rush of gens and that the traps are quite a challenge for the survivors. But it would change something else ... the jigsaw boxes are very easy to find the right key and remove the trap .. some idea to complicate the skill checks of the boxes.
Just make them invisible to Survivors. Easy.
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@Cecaelia said:
@Orion said:
@Cecaelia said:
She should also be able to get more head traps from closets. Everyone else's power is unlimited except hers and it has me like "why?"Because hers is the ONLY Killer power that can actually kill Survivors. I do not disagree with the idea that she should have a limited number of them.
When was the last time RBT actually killed a survivor lol
That is a problem with how her power works, which I explained in the OP, as opposed to the number of traps she has.
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@Cecaelia said:
She should also be able to get more head traps from closets. Everyone else's power is unlimited except hers and it has me like "why?"Because hers is the ONLY Killer power that can actually kill Survivors. I do not disagree with the idea that she should have a limited number of them.
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It's a suggestion that people want.
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@HookedonDemand said:
@Orion said:
@Jack11803 said:
@Orion said:
You can lead the Killer to the other Survivor if you want.That’s a ######### solution.
True, but it's effective. If the Survivors aren't willing to work together to repair one of the three remaining generators, that's all you can do.
Mimicking others bad behavior doesn't make you any better, try to do what's right and give up on trying to force others to change, it never works.
So what do you suggest? Moralizing is fine if you have an actual alternative that's better than the rest. Otherwise, I'd prefer to take a pragmatic approach and deal with the problem instead of wishing for a better solution.
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This would encourage slugging, which is definitely not fun.
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@Mercury said:
I don't know... not really on par with your suggestions here. The first one would lead to heavy trolling and griefing in matches. We all know Dead by Daylight.The suggestions I would have are these:
Make combat straps part of her base kit.
She moves at a faster speed in crouch, like 4,3 instead of 4,0 I believe. New combat straps would allow you to traverse faster slightly, like 4,4.
She doesn't make the insidious noise but keep the roar.I've split the first suggestion in two. In retrospect, they shouldn't have been grouped together.
The idea is that her crouching speed will fool Survivors into thinking it's just another one of them. I suggested she should move faster while crouching through corn and grass because those things obscure vision.
The roar is dumb, period. Not only does it provide a delay to her actual attack, but it alerts all Survivors to vault through literally anything to dodge it. -
@IronWolf115 said:
@Orion said:
@IronWolf115 said:
I like this, the only thing I would add personally is that if they try to go throught the hatch while a trap is on them, it still kills themI'm ambivalent about that. On the one hand, sure, it makes sense that the hatch would do that; it's still an escape. On the other hand, it could lead to trolling (put a trap on the last Survivor, he can't get up by himself, can't check the boxes, can't do anything except choose how he dies), and I don't think it's exactly fair to be able to put a Survivor in a situation where they have to find a box whose location the Killer knows instead of the hatch (which is anyone's guess as to where it is).
Hmm yeah i actually hadn't thought of that.
Still is annoying that they can escape though lol
I get it. Her power is already weak because Survivors have a say in whether or not it triggers and when it triggers, not to mention the fact that it requires Survivors to be caught before it can be used, but on the other hand, the hatch is usually only available as a last resort. Furthermore, the situation I described could become ubiquitous, and I'd rather not give players more tools to be toxic.
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@IronWolf115 said:
I like this, the only thing I would add personally is that if they try to go throught the hatch while a trap is on them, it still kills themI'm ambivalent about that. On the one hand, sure, it makes sense that the hatch would do that; it's still an escape. On the other hand, it could lead to trolling (put a trap on the last Survivor, he can't get up by himself, can't check the boxes, can't do anything except choose how he dies), and I don't think it's exactly fair to be able to put a Survivor in a situation where they have to find a box whose location the Killer knows instead of the hatch (which is anyone's guess as to where it is).
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I had a game yesterday where one Survivor (obsession) DC'd as soon as he went down. I killed another one, and a third DC'd when he went down as well. I gave the fourth one the hatch, but he never gave up. Hell, I've had Survivors try to wiggle free with 4 generators left.
I guess it varies from Survivor to Survivor. -
The fact that Survivors are legitimately suggesting they should be rewarded (with points) for failure (being hooked and dying) speaks volumes about their entitled nature.
You are not making the Killer camp you. The Killer made a choice to camp you. You are not entitled to a reward because you failed. This is like giving the Killer points if everyone escaped.
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@ShesArebel88 said:
@Orion said
Really? You're gonna be pedantic? Fine.
The main difference is that camping only allows Killers to get more points, kills, and slows down the game if Survivors feed the Killer, whereas looping only allows Survivors to gen rush, keep the Killer busy, and avoid capture without actually escaping the chase no matter what the Killer does. Get it through your thick heads - camping and looping are not equivalent in any way, shape, or form, because both put all the power in the Survivors' hands.
Is that clear enough for you, or are you going to complain about the very obvious things I was referring to when I used the word "benefit"? This is like those trolls asking what is meant by "toxic", when everyone knows full well what it means.

Damn man I misunderstood what you were trying to say because of the way i read it. That ones on me, and I apologize for the response as a result. When I'm wrong I have no problem admitting it and I apologize for any hard feelings as a result.Apology accepted with no hard feelings. Not everyone can admit they were wrong.
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@HeroLives said:
Maybe installing a 45 -60 second non bleed out no penalty For the survivor timer upon the first and second hook phase unless they are combined then it follows as normal , however they can’t be unhooked within the time frame. I feel like that would be pretty fair. Gives the killer time to break the things, and do a scout before heading off or whatever. What do you guys think? It could slow the game down a bit.I think it's a bad idea, because you're not slowing down the game; you're giving Survivors a reward for failure. Slowing down the game would be a 45-60 second no generator progression penalty for all Survivors when one of them is hooked.
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Takes a big man to admit you were wrong. I hope you understand now that when Killers complain, there's usually a reason for it, and that what Survivors call "playing fair" is usually the least optimal playstyle possible.
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@Jack11803 said:
@Orion said:
You can lead the Killer to the other Survivor if you want.That’s a ######### solution.
True, but it's effective. If the Survivors aren't willing to work together to repair one of the three remaining generators, that's all you can do.
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@Nickenzie said:
I'm okay with camping but I just wished it's more fun for the receiving end, ya know?Unless you want rainbows to shoot out of the Killer's ass when you're hooked, I don't see how that's possible. If my team is playing smart, I take pleasure in knowing that I'm probably the only kill that Killer is going to get.
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@deathdoer1 said:
For F's sake please....I just wanna get home from a long day of work and chill out and play. I keep getting a you need a network connection to play killers and have been sitting in a waiting period for 15 minutes as survivor...what's going on with the servers. Are they unaware. Can we get an update as to the issues and resolve time....pleaseYes, they are unaware, because it's four ######### AM where they live. Go play something else. I hear Civ V is good.
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@ShesArebel88 said:
@Orion said:
@ShesArebel88 said:
What's good for the goose is good for the gander... Camping irks survivors in the same way looping irks killers. Yes its a pain but using the strategy on either side has its pros and cons which are up to the player do weigh out for themselves. Complaining because you're the one on the receiving end of either one doesn't change the fact that they are in fact viable. However rage inducing they may to the opposing side. Don't let bias curve your perception.The main difference is that camping only benefits Killers if Survivors feed the Killer, whereas looping only benefits Survivors no matter what the Killer does. Get it through your thick heads - camping and looping are not equivalent in any way, shape, or form, because both put all the power in the Survivors' hands.
Camping is the only counter to hook rushing. Camping is the only proper response when the gates are open and you caught a Survivor. Camping is the only proper response to having 3 Survivors crouching around the hook the instant one of them is hooked. Camping is the only proper response to being followed to the hook by body blockers clicking their flashlights.That is a blatantly biased response... Get this through your thick skull: the entire game isn't centered around you getting your way... You can call a pig a cow all day but it doesn't change the fact that at the end of the day, the pig doesn't magically change because YOU decided it should be seen as something else!
Camping is only beneficial to the killer if his strategy is based on getting one kill. Every player has their own goal... (Surprise! Other people play in a way that differs from your way!) I may prefer implementing a strategy that is based on getting x amount of points. Every player has their own strategy and that needs to be kept in mind before trying to argue how the way you play should set the standard for everyone else. Survivors have their own way of implementing a strategy tailored to reach a goal as well. I main as killer but I don't pretend that my perception of a strategy that differs from my own changes its effectiveness for the person using said strategy. But then again I don't nit pick everyone else's experience all because the outcome of a game may or may not have ended in MY favor...Really? You're gonna be pedantic? Fine.
The main difference is that camping only allows Killers to get more points, kills, and slows down the game if Survivors feed the Killer, whereas looping only allows Survivors to gen rush, keep the Killer busy, and avoid capture without actually escaping the chase no matter what the Killer does. Get it through your thick heads - camping and looping are not equivalent in any way, shape, or form, because both put all the power in the Survivors' hands.
Is that clear enough for you, or are you going to complain about the very obvious things I was referring to when I used the word "benefit"? This is like those trolls asking what is meant by "toxic", when everyone knows full well what it means.
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@MeatN2Vedge said:
If you're afraid of survivors, you have no business playing killer.We're talking about the imbalance provided by SWF voice comms. Were you confused?
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I still do. If a game stops being fun, I stop playing it.
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He's powerful?
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@Asssthetic said:
I like how they don't even tweet out about this problem regardless of whether or not this is Sony's fault or their faultProbably because it's 4 AM where they live and they don't know about the problem, because people who are sleeping can't read forum posts nor check connectivity statuses.
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@Aari_Piggy66 said:
You would have to change rule set no.2 if that's the caseWhat do you mean?
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@ChesterTheMolester said:
How the [BAD WORD] did you spent 200 dollars on this game before the store was released? I smell bullshit.Good question, especially since if you were to purchase literally everything (including cosmetics and the soundtrack), it'd only add up to 100 (assuming the exchange rate is 1:1).
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You can lead the Killer to the other Survivor if you want.
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No.
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@ShesArebel88 said:
What's good for the goose is good for the gander... Camping irks survivors in the same way looping irks killers. Yes its a pain but using the strategy on either side has its pros and cons which are up to the player do weigh out for themselves. Complaining because you're the one on the receiving end of either one doesn't change the fact that they are in fact viable. However rage inducing they may to the opposing side. Don't let bias curve your perception.The main difference is that camping only benefits Killers if Survivors feed the Killer, whereas looping only benefits Survivors no matter what the Killer does. Get it through your thick heads - camping and looping are not equivalent in any way, shape, or form, because both put all the power in the Survivors' hands.
Camping is the only counter to hook rushing. Camping is the only proper response when the gates are open and you caught a Survivor. Camping is the only proper response to having 3 Survivors crouching around the hook the instant one of them is hooked. Camping is the only proper response to being followed to the hook by body blockers clicking their flashlights. -
No self-sustainability perk will ever be better than the one that allows you to heal yourself as many times as you need.
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@Grey87 said:
@RemoveSWF said:
You are not entitled to a free rescue.You're not entitled for a free ko either but here we are with survivors crying about campers and killers crying about every thing that the survivors can use to not get downed because they for some reason shouldn't have the ability to get away.
Killers primarily complain about:
- Self Care, which renders hits irrelevant. It does not help Survivors get away.
- Looping, which lengthens chases to unmanageable levels. It does not help Survivors get away.
- SWF, which heavily tilts the game in the Survivors' favor. This can actually help Survivors get away.
- Gen rush, which heavily tilts the game in the Survivors' favor. It does not help Survivors get away during chases so much as it prevents Killers from having enough time to catch them in the first place.
Survivors primarily complain about:
- Camping, which is a problem of their own creation. It helps Survivors get away (besides the one being camped, obviously).
- NOED, which can be shut down before it even activates. It can help Killers catch Survivors, but Survivors have all the power regarding when this perk is available.
- The Nurse, which is one of the few viable Killers at high ranks. Even though she's been heavily nerfed since her release and sits at barely above 50% winrate at high ranks, because she's not susceptible to looping and can actually catch them, Survivors want her nerfed.
- The Hillbilly, which is one of the few viable Killers at high ranks. He's built the way a Killer should be, with good map control, decent movement, and a way to end chases quickly, which is why Survivors want him nerfed.
- Killer add-ons that give double damage. Even though every single Killer add-on that has any decent impact in the game has severe negative effects and can be countered, Survivors don't want to have to play differently, so they want those add-ons nerfed.
- Everything that requires a change in strategy. Even though there's not a single Killer perk in existence that can't be countered through gameplay alone (the same cannot be said about Survivor perks), Survivors don't want to have to adapt; they want to play in the exact same way they've always played.
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People who are toxic do not listen to reason. They don't care about anything except their own egos. The one thing they do listen to is a zero-tolerance policy that physically prevents them from being toxic.
You want to get rid of toxicity? Take away chat rights of toxic players. Queue them up with their own kind. Ban them (permanently, if need be). In short, take away their toys until they behave.
What you absolutely shouldn't do is justify it and excuse it, like so many people here do and probably will do in response to this comment. -
200, huh? So you purchased literally everything in the game twice over?
The devs are fixing bugs and exploits and such, but due to the nature of consoles and how updates are performed, it takes longer to fix stuff on consoles than it does on PC.
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Or they wanted to buy back their game because the publisher was forcing them to make bad business decisions and they thought this way, they could do it better. Note how most balance changes that were actually necessary only came after they bought back the rights from the publisher. I don't think it's a coincidence.
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@Master said:
Devs even purchased rights on their own game, so there shouldnt be any money problems btwYou do understand that a purchase requires that money be spent, yes?
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How are you moving around with only one hand?