PanicSquid
PanicSquid
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2082680#Comment_2082680
Although correct, it doesn’t explain coming to my exact location without Restraint Add Ons. Most reasonable Docs would start moving towards one of the other survivors scream location notifier.
I would try to hunt down the Calm Spirit person if I had time. I would make it my priority to kill them as soon as possible, I can locate the other survivors with a Static Blast, the Calm Spirit person would continue to be a hinderance.
I forgot to add the case that the Doctor had his volume set to deafening levels and heard you rustle grass, footsteps, or could hear your breathing.
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@OtakaChan said:
The only thing I would change is it not deactivating when unhooking someone. If you are the only person left and was just unhooked and the rest of your team is either getting put on the hook or down you should be able to at least use if for those types of situations honestly. The endless unhook pick up game lol
No, this is literally the reason I wanted a nerf for DS in the first place. I shouldn't lose all of my momentum as killer because all the survivors have the same perk.
@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2082625#Comment_2082625
60 seconds in the context of this game is not very long at all, nor is it taking into account being chased right off the hook for, say, 15 seconds and then being slugged for 45 - or any other random value of time.
It doesn’t matter what number you want to assign to it, this is still tunneling and an “anti-tunnel” perk should be available for this situation, not arbitrarily disabled because a killer decides to make it so.
60 seconds is 3/4 the amount of time it takes to finish a generator. So while you're slugged for that time your teammates had the time equivalent of 2.25 generators to pick you up. (3*3/4=9/4=2(1/4)).
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Its possible the Doctor watched the Hud to see that you got a tier of madness with the static blast and noted that it didn't match the screams. Which would tell him that there is a person in his terror radius with Calm Spirit. (Also he would get a score event for the tier up in madness). However, unless you left scratch marks or he saw you, he shouldn't know your exact location, but he would know you're hiding within his terror radius and not in a locker.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2082049#Comment_2082049
So you agree that the EGC is pointless then? I mean, survivors cannot outrun you forever. So the way to deal with survivors hiding is just search better?
Once a certain moment in the game lasts longer than the average game lasts 10 minutes, it can essentially be considered hostage keeping. The only way out of here is to suicide. That is the only reason it's not a hostage situation. But if he were to refuse hitting you? Definitely a hostage keeping game.
EGC is an entirely different thing, and only triggers when either the hatch has been closed or an exit gate is opened and was added with the hatch to stop the last survivor from just hiding and not doing generators to try and escape.
Your problem was also that you were not doing generators. The Doctor cannot be in literally 3 places at a time, 4 survivors can be. Work on the gen until he gets close, then run, he'll kick the gen and go to another gen, run back and keep working.
Also if he wasn't hitting you, why not work on the gens? My entire point is that what he was doing was not technically holding the game hostage as you had the ability to continue to try to progress the game forward. Survivors are the ones that progress the game, killers are a defensive role.
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He did not hold the game hostage, he did not block you in a corner to prevent you from moving.
The way to deal with a 3 gen is to heal up, split up and work on all 3 of the gens, when he comes to pressure you, run away, let him kick the gen, then go back and work the moment he walks away.
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You could also just change the display settings on your pc/monitor.
Same goes for console, just change the display settings on your console or tv.
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I, as a killer main, look forward to the mmr system.
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Clown is from somewhere between ~1980 and ~2005. His add on VHS Porn is my evidence, and this is roughly the time in which VHSs were the popular.
Trapper is probably from the early 1900's. His lore deals with the miners wanting to unionize.
Hillbilly is relatively modern, chainsaw.
Wraith is probably also modern ~80's or 90's, we could trace his age by figuring out what war he saw as a kid.
Legion are 80's or 90's
Huntress was around one of the World Wars, I don't care enough to figure out which one.
Plague is Babylonian, so shes ancient.
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@TellMeMyName said:
So I've been playing this game for a few weeks. Mostly survivor, and I'm about Rank 11 at the moment. At first, I really liked the game. It seemed fun, and the concept appealed to me. But after a few weeks due to the behaviour of other players it's becoming almost intolerable. To the point where I question why on earth would I pay for this.
Today has just been one crap match after another. Of course, almost every single Killer camps the hook. It's getting to the point where I just come to expect it, and sure, it gets annoying when the other survivors dive bomb and screw us all over when they should probably just do generators. I don't blame them though, because as much as it's encouraged for all of us to become sociopaths devoid of empathy, I understand how miserable it feels to be that first player camped on a hook. What a waste of time. So it's easy to see why people try hard to save them.
Of course, it appears the game creators seem to perfectly support facecamping, which is annoying, but since it's in 80% of my matches, it's not going anywhere. So I thought that maybe I can get some friends into it and play with them so it's not as irritating (I can literally tell them to do generators).
What I don't understand, and cannot tolerate very well, is when I'm the last survivor in the match, and when the Killer downs me, he/she becomes an absolute ass. Just today, this has happened to me quite frequently; the Killer downs me, and rather than just hook me and let me move on, they carry me around the map, drop me. Pick me up, drop me. Run around me swiping their weapon, and just stand there being a shithead making me stay in game until I bleed out.
Another match a Killer (Wraith) left me on the ground once again, left me to bleed out by 3/4 while he searched for the hatch. He picks me up, takes me to the hatch. Has me crawl to the hatch, then slams it in my face. Then he proceeds to clang his bell *CLANG CLANG CLANG CLANG* the entire time, never hooking me, once again, until I bleed out.
I'm not ashamed to say that I closed the game rather than put up with it. Because why on earth should I PAY for a game where I can have my time eaten up by some demented child who just wants to make my experience insufferable? Oh! But then I get a penalty of course, and the jerk is off to do it to the next player.
Because that makes sense, Punish the person who literally has no choice but to be some weird ego-boost for a 15 year old psychopath, or get a "time-out".
I'm on PS4, and I do see the option to hit "Report" and choose a reason. But I'm not convinced at ALL that these reports go anywhere. Either that, or it's possible that the behaviour I'm encountering is considered normal gameplay, and much like face-camping, it's a pat of the back and 'good job, slugger!' from the developers.
I suppose after my rant that is my question; is this just what I should continue to expect? If so, then I don't think I want to carry one with it. Or are these actions reportable? Does reporting even do anything?
Nothing you listed is reportable. Sorry you got bad luck on the killer roulette.
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This rambles a lot for very little pay off.
Tl;dr seems to be "Nobody likes being tunneled or camped, but its going to happen"
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If a gen is not regressing it is normally red
If the gen is regressing, it turns white
If the gen has just switched from regressing to progressing it turns yellow for a few seconds, then goes back to normal red.
If a regressing gen goes back to 0%, the gen goes back to red. (It does not turn yellow)
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@SunTzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2072285#Comment_2072285
What is the PTB for? everyone said it needed a buff but didn't listen.,
The PTB is mostly for finding bugs, so they can get a head start on bug fixes before the live version is released. They will probably do some QoL changes over the next few weeks, if I had to guess.
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@Revzi100 said:
ive never seen this before in all the time I've played DBD, it was a beam of light going straight up
https://us.v-cdn.net/6030815/uploads/MCPIK4QDH16B/thumbnail.jpg
Its a map add-on that lets you leave a marker for teammates
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Jeez, give them a few weeks to make adjustments, the killer only came out a few days ago. Not every killer is perfect on release, and they err on the side of a weak killer.
It'll be okay.
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I put in like 5 hours a week, not as much as I used to, but its a non-zero number
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Also, heres a shoutout to the Mods that do their best to make this forum an okay place.
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I think they've done a pretty good job, so far.
Also I love playing Demo or pallet Freddy. Demo is a good boy. Pallet Freddy causes the same accomplished feeling of a plan coming together as a good Trapper game, you can watch the survivors fall into your trap (or try to hit you with a pallet), and know you won this exchange.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/2068029#Comment_2068029
I think the great misconception here is that most killers that will go after a recently hooked survivor do it with some sort of animosity. It’s because it is the most effective way of slowing a game down. Unless there is a mechanism that incentivized leaving a hook that also slows the game down at a similar pace, it’s just going to wind up the same
Agreed, tunneling is not usually malice but a means to an end to slow the game.
Imagine adding a mobility buff after hooking someone, I'm just going to say a 10% speed boost for 10 seconds, it would speed the process of crossing the map to get into another chase or deliver a pop to a generator.
If you had this as well as bbq or thrilling, you could know where to go next, a potentially have the speed needed to reach that location fast enough to do something about it.
Then while you're there, you lose the speed boost making going back to the hook less viable.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068029#Comment_2068029
You mean BBQ. There's killers who run BBQ and still tunnel. It will not stop them.
As a killer main, bbq isn't that great of an info perk. It has a minimum radius and can be spoofed by hiding behind a gen or in a locker. Plus is provides no bonus to mobility, so its nice that you can see a survivor across the map, but it doesn't mean you can get over there fast enough to do anything about it.
Theres a reason I didn't just say basekit bbq.
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Honestly, a basekit info/mobility perk that activates on hooking a survivor could give incentive for a killer to go away from a hook, especially in low ranks where the killer might not know where to go next.
This would encourage leaving the hook, indirectly discouraging camping, while also discouraging tunneling off hook, by directing the killer somewhere else, so a safe unhook and heal can happen.
Meanwhile its a direct buff to killers, so both sides benefit from this arrangement.
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Don't blame the whole community, its mostly the forums, but lets be real, don't we all come to the forums to fight with strangers on the internet?
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I agree with this post. I just want to listen to the sweet menu music, without so much bloodweb noise.
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There is no voice chat in DBD, everyone uses some external application, like Discord, to talk with each other.
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I don't like that Dead Hard gives I-frames and (sometimes) ends collision. The fact that it makes you invincible for that sliver of time is annoying. If you dead hard poorly and you're still within the lunge, you should get hit.
Also you should not be able to Dead Hard over Trapper's traps.
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What's horror related about a cowboy with a speargun, 4 teenagers with knives, or an addict who runs into walls, or an obese, asthmatic, clown?
Horror is whatever it needs to be, it all depends on the narrative.
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@[Deleted User] said:
Oh my. Are they actually banning people to quash the negative feedback? wow. I don't think even EA does this.
The dude directly insulted the devs with the title of the thread, criticism is okay, but the devs are people too and directly insulting them is against the rules.
Also the forum mods don't just hand out bans, there are usually warnings and getting jailed that happen first.
Tl;dr: Nobody is suppressing negative feedback, just don't be rude.
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@REL1_C said:
(This is not confirmed, just an idea)
It's very clear that the developers don't listen to the community, I mean look at the "Trickster Buff" which is terrible by the way. The DS nerf and the OoO nerfs was quite good I guess. With all that aside, the developers goal is to BUFF solo's. With the MMR this will happen, solo's will be as powerful as swf, no joke but maybe even better that most swf.
The Twitch steamer Tru3Talent gets a lot of hate because of the wild things he says but for once, that built in ruin is actually genius, obviously kindred will be base too. This will make it so where the killer gets rewarded for Pressure and not Screwed by the rubbish Mechanics.
Basekit ruin is a dumb idea, it would hard buff survailance, and would destroy any perk that relies on kicking gens, like Pop, Oppression, Trail of Torment, etc.
MMR will not magically make solo queue better than SWF, you just won't have really good solo players mixed with terrible players. It should make the survivors all around the same level in a given trial. SWF is powerful because of their ability to communicate.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2056355#Comment_2056355
i understand what you mean but i think madness should be used to stop vaults, pallets and items. So for shortening loops not used to stop generators since u already got so many perks for doing that.
Thats the effect of the shock itself, the madness is a passive slowdown effect, like Pig's RBT or Legion's Deep Wound, it forces you to do something else for a few seconds. Then there are the add-ons that add passive effects to the madness, like the illusory Doctors, pallets, red stain/terror radius or aura reveal on madness up
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2056303#Comment_2056303
i agree he is quite weak but what i meant is that if the gen is on 99 and u get shocked while working on it it shouldnt stop you from working on i mean you have chilling thremors for that
Except that is the value of madness, if you could continue working on things while in madness 3 there would be no point in having madness tier up.
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@Tillablerhino44 said:
Noed blood warden haunted grounds undying pop this is I don't have a problem killing I'm an excellent builder.
1.Noed
2.Blood Warden
3.Haunted Grounds
4. Undying
5. Pop Goes the Weasel
Your build has 5 perks my dude.
My Freddy build is BBQ, Surge, Enduring, Sloppy Butcher or Franklin's Demise (depending on the situation), I run the brown Fake Pallet add on the brown shirt that increases regression penalties for missed checks.
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Head on does have risks. If I know someone is in a locker, I either try to bait them, or I rush it and spam to open the locker and hope to get a grab.
Avoid lockers when you're carrying a survivor. Otherwise if you get Head On-ed just chase them and kill them, they're exhausted.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2054709#Comment_2054709
Its weird because borrowed actually gives the person who was reckless unhooked a chance. If someone runs up and unhooks me in the killers face hows that my fault? I should be downed and just die because my teammate screwed me?
I think it should punish the unhooker in some way if the unhooked survivor is hit. Make it more of a calculated risk. I cannot count the number of times I've watched a dangerous unhook, just to have the unhooker dead hard through the unhooked, just to make them take a hit for them.
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@IronWill said:
Well then Freddy should be able to see his clocks as well, no?
Freddy doesn't need to see the clocks, survivors can blow a check to wake up, or an awake survivor can wake up a sleeping one. Also survivors can be put to sleep an infinite number of times.
Pig gets at most 5 RBTs, and the ability to hinder their removal gives her the ability to add additional pressure to a trial.
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I would agree, but only if we add in some method to deter people from using Borrowed Time needlessly. I don't want to give incentive for reckless unhooking.
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Most overpowered perk in the game, you die faster in the Basement.
See that man with a chainsaw in the corner, watching you on the hook, its a shame your teammates don't hear his terror radius...
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If you run DS no matter what, then there will never be no obsession.
Also have you considered that the reason killers tunnel when there is no obsession is because, depending on rank, its pretty uncommon for there to be no obsession.
A better solution than giving out an obsession for free, would be to make other obsession perks more viable.
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TOTH is the only hex totem that warns you that it, or another hex totem, is being cleansed. TOTH also slows down totem cleansing, so theres that too.
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I am way too fat and out of shape to escape the killer. I would die brutally.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2043180#Comment_2043180
Calm Spirit wants to know your location
Umm... I'm in a cowshed and there is a lot of corn outside.
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I doubt that it is hand picked by the devs, if thats what you mean.
I doubt its purely random, but random with some added rules. Like preventing a perk from showing up 2 weeks in a row, stuff like that.
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They never said that the chapter was going to be released this week. Everyone just assumed it or trusted "leaks". You can't reasonably be upset that they didn't tell you it was delayed, when they never gave a release date in the first place.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041167#Comment_2041167
But if your at a gen viva survillance then you don't have to work about hooks period I have one rule and I get survivors that say gg and that was fun by not approaching a hook unless I am carrying a survivor I never get cursed on any system or comp I always get ggs my goal as killer is to make sure everyone has fun including myself I don't get made about being teabaged I teabag back if I am ghost face just stay away from hooks never get hit with ds borrowed time is not an issue and all yeah make your choice and dragons grip haunted grounds of course the Best killer perk survillance that's just my opinion but I was playing that load out today and it worked well today got my daily done n one match
Your Ghostface build is questionable, you have a lot of exposed perks on a killer that can give the exposed effect. Survailence is an amazing perk, but works best with synergy from other perks such as ruin, oppression or surge. Anyway, none of this is the point of this thread.
In my ~600 hours in this game, I have gotten plenty of fair DSes or BTs. Let me give you an actual example of why current DS and BT are broken:
To set the scene I am playing a humble Blight game, and 2 people end up on basement hooks. I catch the 3rd survivor and am carrying them down to my basement party, as I hook them a wild 4th survivor appears. I hit them, interrupt the unhook, they unhook during the weapon wipe and I hit them again.
Now there are 2 hooked survivors, 1 slug and 1 injured person who just got unhooked. I want to end this game, but if I hit the one that was unhooked, BT will trigger and they'll unhook another, but if I grab them while they unhook I get DSed and then they get the unhook too.
I end up smacking that survivor, they get the unhook, they dead hard through the 2nd unhooked one, triggering BT on them as well, and the cycle continues.
This ends in all of the hooked survivors getting free, and all I have is the 4th survivor who got slugged.
How is it remotely fair that a game that was essentially over, because of their mistakes, can stage a comeback like that just because they all have the same perks? I'm not tunneling in this case, I'm not camping, I was just in the process of adding another survivor to a hook. 3 people got caught near the basement, this should be the end of the game, but it wasn't.
With the new DS, I would have been able to grab the 1st unhooked survivor when they went for the 2nd unhook and end the game there.
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Depends on what killer you're playing.
Clown and Freddy can use their powers to slow the survivors to end the loops.
Deathslinger and Huntress (maybe also pyramid head) have ranged advantage.
Trapper and hag can trap at the god window and shut down the loop.
Doctor can just shock them and stop them from vaulting.
Wraith, Blight, Spirit and the Twins have a power that makes them faster.
Nurse is nurse.
Everyone else pretty much just has to bloodlust it.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2040771#Comment_2040771
It is simple don't tunnel people that tunnel n camp just make survivors depip stop taking pips for being camped n tunnel as for gen rushing just patrol gens it really is that simple
People misuse the word "tunnel" in regards to this game, so let me be clear about what I mean:
Tunneling a survivor is shortened down from implying the killer has tunnel vision for that survivor, focusing on them even in cases where better targets have been presented.
Hitting a survivor who has just been unhooked may or may not be tunneling. If the unhooker is healthy, hitting the injured, recently unhooked, survivor is the more beneficial action.
If the unhooker hides after unhooking, and the only one there is the unhooked, you're not tunneling. They are the only available target.
If the unhooker is injured, they are a better target, because there (should be) no chance that they can use DS and escape.
Now lets address why one should go back to a hook after an unhook occurs. If you are not actively in a chase with another survivor going to an unhook confirms the locations of 2 survivors. In an ideal world the unhooker will be there and take a hit for the unhooked, and the unhooked will now have to seek out another survivor to heal. In this ideal case, 3 survivors are busy healing or being chased, and not doing gens.
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NOED is just the killer equivalent of Adrenaline.
One gives an extra health state and a speed boost, the other takes an extra health state and gives a speed boost.
The difference is that one has a timer and adds exhaustion, the other is a totem that can be destroyed after it activates or can be destroyed preemptively.
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If the killer is tunneling a survivor, other survivors could try to take agro, body block to slow the killer, or take a hit to make the killer go into a weapon wipe. All of which would buy the tunneled player some time to escape.
If you're being tunneled; you can use as many pallets as you like, you could run to a corner of the map where there are no hooks, run to a place where all the generators are done, or even run to your teammates to try to make one of them take agro.
And none of these things deactivate the new DS. New DS just doesn't let you attempt to progress the game. No doing totems, gens, unhooking, or healing. You could follow the killer around teabagging for a whole minute knowing that the killer can't pick you up.
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@GoodBoyKaru said:
That's right, it's that time again.
https://us.v-cdn.net/6030815/uploads/R16FALNZC9X2/image.png
Time to look at pictures of cows.
In exchange I offer you one alpaca picture, with a Donkey cameo.
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@pigsaag said:
what is wrong with you. why you tell us you got hacked a week after. what was the point. you could have remain silent and it would have been the same. you are hopeless.
There are data security laws in some countries that require them to notify us.
As for the timeline, they probably had to confirm that they'd been hacked, discover what information was breached, determine how many users were affected, and look for secondary breaches. A few days really does't surprise me.
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I may be wrong, I need an original player to confirm, but I think when Nurse was introduced she didn't have the fatigue after blinking she did her normal weapon wipe. But she was all sorts of OP. So they reworked add ons, took away a blink, and added the fatigue to make her more fair.
Deathslinger, Nurse and Hag are a good comparison. Hag teleports to her trap then swings for an m1. Slinger shoots and reals you in to then have to m1 for a hit. Nurse blinks, maybe blinks again, then she m1s to hit.
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If you don't want an MMR, then real question is how do you improve emblems and ranks in a way that fixes matchmaking?
Emblems as is, are awarded for achieving a certain number of points, awarded for performing certain actions in a trial. Those actions are not necessarily dependent on skill. This leads to the problem of solo-queue where your teammates can be terrible, but still within the same rank, because they do the right actions to pip up.
Meanwhile on the killer side: each killer is inherently different from the others, with different strategies and mechanics. It is unreasonable to assume that an experienced should be matched the same when they play their main killer versus the killer they are playing for a daily quest.
The beauty of a skill based system is that if you want to be chill when you play the game, you just need to chill as you play and the matchmaking will match you with people who are performing similarly. Conversely if you play sweaty, you will be matched with sweaty players.
