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RainehDaze

RainehDaze

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RainehDaze
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  • @Ghouled_Mojo said:

    That’s the actual voice actor isn’t it

    Seems like it's Doug Bradley, yup.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733552#Comment_2733552

    COH does need a nerf though, never said that it didn’t. MD ring Carrie’s players that don’t want to take the time to learn Spirit and that’s why it should go. MDR + DCB is too strong and it’s brain dead to use.

    But sometimes I want a lazy game or I'm just tired of running into Iron Will all evening.

    Weird that you want to target MDR here, though, and not the one that actually makes it... well, trivial. Yes, you can cross the entire map with Yakuyoke (generally), but that's not really the same easy-mode complaint and you're still sticking with a significant part of the downside.

    It would seem like DCB is the one that needs the nerf for removing the need to learn anything, since it's a radar.

    @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733634#Comment_2733634

    People should learn her without getting carried by add ons like that. Sounds like a reasonable sentiment to me.

    Not really, you're asking for a nerf for the sake of elitist gating. Other people doing the easy thing doesn't devalue your effort; let them have their fun rather than demanding it be hard for hardness sake.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732507#Comment_2732507

    True, that's why you don't go boonhunting without atleast having a hook. Or at all under certain circumstances

    I'm not saying that certain totem spawns don't make CoH busted.

    Just saying that in general that specific argument of killer time= 4 × survivor time is flawed

    It's only flawed when you try to translate it into killer-survivor interactions. The core logic that Killer time is worth 4x Survivor time holds for everything else--and usually comes up for things like side objectives anyway.

  • @jesterkind said:

    They mean as transparent as possible with the development, not with the mechanic itself. There's no real reason to show people their MMR, that wouldn't really achieve anything beyond satisfying idle curiosity.

    Though, I agree, seeing more about how it functions regarding disconnecting would be a very helpful bit of info. That'd help contextualise how the changes will affect it- hopefully they'll be more open about that when they've got more to share about how they're making those changes.

    Spotting when matchmaking has potatoed for some reason would be nice. Did my opponents (or me) have a particularly bad game, or were we just badly matched to start with?

  • The problem with e.g. Thrill is that for some blasted reason it's also a Hex. Why is Thrill not just an effect that applies to totems based on how many are standing?

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724436#Comment_2724436

    It's not only about you though. If a person isn't having fun they shouldn't be forced to stay. If a person is being taken hostage by a hacker they shouldn't be given a penalty for leaving. If someone is facing cheaters they shouldn't be given a penalty for leaving. If matchmaking put an average killer against a team of the top survivors they shouldn't be penalized for leaving.

    You are encouraging bullying and toxicity as the platform for this games fun.

    "If a person isn't having fun they should get to leave" is a terrible sentiment in a semi-competitive multiplayer game. You create an environment where all the people who don't want to play a losing game quit out early, and everyone who doesn't quit is left unable to ever enjoy earning a victory, or even just playing in a good situation, and only get to play out full games when they lose. You're double-penalising the non-quitters.

    You have to accept some sacrifice of your own fun in MP so that other people get to have theirs. That means taking your losses as well as your victories, not being a ragequitting baby.

  • It should really be split in half one way or the other. Thing's just wonky big and hard to traverse to boot.

  • What's the other funny one, Mad Grit + Agitation so bodyblockers just waste their time and help you?

  • Honestly, most of the "do something else when hit" perks should trigger on special attacks too. It's not like they tend to have amazingly strong effects.

  • You're five hours late. :<

  • @SunsetSherbet said:

    I haven't, but I have gotten plenty of survivors to dead hard early due to it. The thing about it is that you lose nothing for attempting. So there's no actual reason to not at least try it and maybe it works. You don't lose focus of the survivor, you don't slow down, etc. There is no draw back so why not? If it works even 1 out of 10 times, it's worth it to me.

    Weird twitchy camera movements to bait people are annoying to do

  • Yes, give Survivors the ability to Morris Dance, bells and all.

  • @tippy2k2 said:

    To be blunt, people baiting out DH are usually the really bad survivors who have no idea how to actually use DH.

    As a killer, if I know the opponent has DH, I don't need to bait a thing. Either the survivor will panic when I get too close and use it (without me needing to head tilt or stutter step or put my left hand in and shake it all about) or I'll never have the chance because the survivor I'm up against knows what they're doing and has already DH'ed for pallet/window already.

    Or they're only going to do it at the last second when you do swing and also get to the pallet etc.

  • But in that case, how is it a harmful addition to the game? It's not malicious or being used for malicious intent.

  • @CowabungaDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723269#Comment_2723269

    Here:

    Let's say you're losing and it's pretty late in the game. What you can do is see who has the most hook states and simply ignore everyone till you find that 1 person. Right now you can do that same exact thing but it requires good memory

    That's not tunnelling, that's just trying to play strategically at all. I think you're the first person I've heard complain about "killing the most hooked Survivor when it's late".

    Tunnelling is focusing down one person from first hook until death, which needs zero memory.

  • @CowabungaDude said:

    It would make tunnelling even more braindead easy than it already is.

    As always, I'm waiting to hear an explanation for how it makes tunnelling easy since you already only look at one person.

  • @drakonukaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722879#Comment_2722879

    Survivors forfeiting immediately at the start of the game should be absolutely not allowed, but I think if the killer is holding the game hostage or there is a 3 gen with genuinely no hope of repairing or progressing it would be a nice option to have.

    I play a lot of Rocket League and that game is toxic asf. Rocket League has a forfeit option that appears after about a minute and a half into the match and it works well, obviously it would have to be longer for DBD.

    It's up to the devs though to decide how much time has to pass and what sort of conditions have to be met for you to be allowed to forfeit.

    In my opinion this is urgently needed as this game is not being balanced at a reasonable pace and rather seems to get more unbalanced with every new survivor and killer release. I think you have to realize that this game is being turned into something most people don't care for, a sweaty broken mess. This game doesn't work competitively and most matches aren't fair, yet I have to see a casual game with DC penalties and yet I have to see a competitive game without a forfeit option. This in between a casual and competitive game stance ain't working.

    "We've lost, the Killer doesn't get to kill anyone" is a terrible stance to take.

    Having to actually go through with it and put up with a brief bout of boredom for someone else's sake is the pilot thing to do. What if they brought Moris and stuff? It's not exactly far-fetched to see that "quitting when you think you've lost" is going to just steadily rob people of actually getting to... you know, do the thing they're here for.

  • Yup.

    @Grandpa_Crack_Pipe said:

    Same thing that happens when someone stands right inside a stalking Myers, probably--

    no collision for either of 'em until they exit eachother's collision boxes.

    Yeah, that's been my first thought, because I swear this has been happening to me a lot. Weird-looking bits sticking out at the bottom of the screen, which I assume is the Survivor as viewed from being somewhere inside my torso. xD

  • @ThatOneDemoPlayer said:

    The aim dressing is the most annoying thing in the entire game. Forget about Dead Hard, CoH, Sprint Burst etc., when you miss a hit because the game decided to take control of your swing and miss and the Survivor makes it to another loop, I feel like never playing DbD for the rest of the year

    Fortunately, the year's nearly finished!

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722772#Comment_2722772

    Plus I don't think people can really say killers have gotten it easy since all the killers who could compete have gotten nerfed in some way. There are arguments to be made, if only weak ones, for Nurse and Spirit to get nerfed since they've been top 2 forever. But Pinhead nerf, Wraith nerf, Deathslinger nerf? Like... #########? All of these killers are in need of qol changes as well, and they likely won't get them.

    They already nerfed Spirit to the point Survivors can get more information about a phasing Spirit than Spirit can about Survivors, so I don't think touching any more basekit there would be a good idea at all.

  • @drakonukaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722828#Comment_2722828

    Like I said, if you're not gonna let someone DC or forfeit then they're just gonna do it anyways in some manner. What's the difference between a team that kills themselves on hook and one that forfeits?. One is just dragged out more when in all truth it would be better to just look for the next match.

    Are some people going to abuse it?, sure but it will benefit more people than it hurts as I'm sure most people would rather play the game instead of constantly disconnecting or forfeiting.

    Survivors forfeiting would of course count as a win for the killer and vice versa, bloodpoints should be awarded depending on what you have done so far into the match as survivor or killer plus extra concession bloodpoints.

    Ultimately there is no point forcing someone to play a match out who has lost the will to play. This is not even touching on the point of how this game is riddled with balance issues, bugs, hackers and a very toxic community. If this game was near-perfect, I would easily be against disconnecting but it's current state does not warrant this. It would be wise to root out the causes instead of just applying band-aids and treating the symptoms.

    Because I get more bloodpoints even if they suicide on hook, I get BBQ stacks if I'm using that, I get to use any add-ons I brought. It is, in fact, a multiplayer game, and you have to accept when you're playing a multiplayer game that other people should get to actually play and win.

    A vote proposal for Survivors means that if the Survivors decide this game isn't "fun" for them (or they're just sore losers) for any reason up to and including "I don't like the Killer you chose", the Killer never gets to have fun. Meanwhile you still propose the Killer has to wait until enough and then they get the option to leave? So only one side gets to enjoy things, and that one can hold the entire game experience hostage.

    I've played games with consequence-free quitting from minigames before. Inevitably, one side would lose a round, then most of the other side would promptly quit out. Every. Single. Time. Never got to play a full set where everyone would stick around and there was any point in the later rounds.

  • @drakonukaris said:

    Seeing as many people are resistant to DC penalties being re-introduced, despite it making only a small difference as survivors will kill themselves on hook and killers will go AFK, and ultimately still quite a few will take the penalty and DC anyways.

    Just add a forfeit option, much like Scott Jund has suggested, very easy. 3/4 survivors vote forfeit, then the game ends and if killer hasn't got a certain amount of hooks within a certain time limit the killer gets the option to surrender also.

    Oh boy I can't wait for every game that starts reasonably well to be ended immediately because Survivors outvote me.

    No. No voting. No player-controllable "I don't want to do this now", not when you're screwing over other people's rewards, achievement attempts, and ability to actually enjoy earning a victory.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722380#Comment_2722380

    Perfectly aware. If he keeps the quickscoping, that's how slow he should be imo

    And then someone mentioned Trickster and that's another killer who I think has a power that's way too oppressive in chase and who deserves to be slower because his power needs little to no skill to down someone with like 10 knives (or whatever the number is, i don't care enough to know the exact numbers)

    Killers shouldn't be slower than Survivors if they have literally no way to keep up with them or get around loops. That's why Nurse is potato speed.

    Saying ranged Killers should be the slowest thing in the game is asking for them to be literally unable to win because everyone will just squat behind a wall and circle it faster than the Killer. No LoS ever, no getting M1's.

  • It's nearly as bad as the filter on Dark Souls character names, what with censoring random in-game terms all the time.

  • Because the stabbity stab part can be decisive in whether you live or die, not because you're deciding to stab the Killer. It's emulating a scene which is basically "panic stab Michael when he wasn't expecting it", not "cunning plan thought out to murder the unstoppable killer".

  • @ThanosPAWG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721994#Comment_2721994

    As an Oni main I know and Trickster with the trick blades and his green add on that give him extra blades is actually really good on RPD. And everyone is entitled to there own opinion but I wish more people would give the mapcmore of a chance and take some more time to learn it if they haven't.

    I don't need to memorise its layout to know that it interacts awfully with a bunch of powers, perks, and especially boon totems; has way too many annoying rooms (hi library, and office); and is just too damn big because of all of this being piled in one place. Plus, it has more dead ends than a female duck.

    Taking wrong turns in it just makes it annoying to play on, all the bad elements are still there otherwise.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721508#Comment_2721508

    Not sure why tennis balls would relate to memory processing and management... because one correlates with growth where the other does not

    Because it introduces arbitrary additional skill in needing to play whilst dodging tennis balls hitting anything important and not giving full attention to the screen and visual feedback. Or, the same-old "because this is slightly harder, it's skill" insanity used to justify every random last bit of irritation.

    Stockholm Syndrome for unnecessary inconveniences is way to common a sentiment. "In my day we played the game both ways uphill in the snow!" etc.

  • It's not fine.

  • He also doesn't give much of an impression of speed. Plod plod plod plod...

  • Somehow I always wind up in the exit when I'm trying to get back to the middle.

  • Lethal, BBQ (gimme BP pls), Plaything because it's hilarious, and some sort of regression. No room for Corrupt too. :p

  • Really, I have no idea why people are taking issue with Franklin's like that's the cause of item vanishment here. Yes, it makes you drop the item. But it's the second part WW doesn't work against, not some perk override, and it's not the only way to get an item on the ground.

    What you want to go after is WW not having an anti-duping mechanism that allows for taking dropped items.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721816#Comment_2721816

    Tunneling is already rampant. That would be like pouring gasoline on a wild fire. Mystery is a good thing here

    So how does knowing hookstates lead to tunnelling? It's pretty hard to make mistakes if trying to do that. You just need to follow one person.

    And if you get the wrong one oh well you still got someone. New target or back to finding the old? Either works.

  • @Mister_xD said:

    all this would realistically do is help newer Killer players by telling them who has been hooked how many times so they have an easier time deciding who to go for based on that information.

    one crucial thing everyone who thinks this would "encourage tunneling" seems to forget is, that us Killers do have brains. We are able to remember who is on death hook and who isnt, so a change like this would quite literally change nothing for experienced players.

    I don't think that's a matter of being an experienced Killer, so much as just having good memory. Maybe getting really attentive to skins/names in the lobby is sort-of-a-skill but that's not really a game-limited one.

    And you still see streamers who play this all the time and are talking about who they've hooked lose track occasionally. So, neither experience nor making it easier is going to avoid slipups every now and then.

  • @Aurelle said:

    Yes. That would promote camping and tunnelling which is already frequent enough in game as it is.

    At what point in camping and tunnelling do you benefit from a counter telling you who you've hooked? It's the one person you're following the entire time. Especially with camping.

    Sure, in the event that you have identical people and they've been unhooked and healed and you lost track, it MIGHT be used to find that one person again by hitting everyone until the right one dings. But that's a very specific situation for tunnelling only AND relies on sheer single-minded desire to not down anybody else.

    By this logic, seeing hookstates of hooked survivors is promoting camping. And bleed out timers are promoting slugging. Even though all of those would keep happening without change even if the entire UI was deleted.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721484#Comment_2721484

    You could keep a running tally and jot them down. It does help and it does contribute to gameplay because you are using all of your senses available along with your memory to help you develop a strategy or strengthen your abilities as a player. Helps you rely less on visual stimulus and strengthens your mind...

    By that logic playing whilst having tennis balls shot in the face every ten seconds would also improve gameplay, but I'm not going to be rushing for a pitching machine.

    That's a real stretch of "contributing to gameplay" or developing a strategy. <_>

  • @legacycolt said:

    Yes it would hurt, we don’t want it, period

    It would hurt how, and who doesn't want it? Who is this "we" you're speaking for? Come on, don't claim to speak for everyone when you're immediately contradicted in the thread itself.

    Not having it just adds a weird asymmetrical hassle that probably gets more people killed than it prevents. It'd be nice to have. <_>

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721315#Comment_2721315

    Saying stuff out loud to yourself promotes memory functions ... the same way writing them down or repeating them several times would

    I don't think that has anything to do with my objection, which is that it doesn't really contribute to gameplay to start using memory tricks. Whether that be mnemonic devices or talking to yourself (which I'm not going to do because that's a bad thing to the time I play).

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721213#Comment_2721213

    Sorry, I wrote "Agitation" for Doctor when I meant "Distressing." Agitation is only useful for basement builds and possibly scourge hooks. If a survivor team is planning on getting in your way when you have Starstruck, you either don't need Agitation to hit them because they're just body blocking, or they're dancing nearby to try to lure you into a losing chase and you won't catch them even with agitation.

    You may not have used STBFL very much or properly, but let me break it down: Save The Best For Last gains stacks from M1 hitting the non-obsession targets. But you lose a bunch of the tokens if you hit the obsession. If you're an M1 killer, you have no recourse with the Obsession but to either refuse to hit them or lose all the tokens you've been building up. If you're playing someone like Demogorgon, however, you can M1 all the non-obsession targets and use his pounce on the obsession without fear of losing tokens. That way you can get to max and stay at max all game long. It's pretty good on a handful of killers (demo, pig), but pretty useless on M1 guys, or killers that rely on their power for virtually all their hits (huntress).

    The sudden extra terror radius from Agitation can be handy, though. And people who don't get out of the way in time whilst you trudge over to a hook at higher speed.

    STBFL isn't optimal all the time on M1 killers due to the Obsession thing, but by sheer weight of numbers it's still beneficial: there are three non-obsessions and one obsession. You can gain six stacks and lose four if you hit everyone twice. That's ignoring bodyblocks, protection hits, and healing, which can all feed the stacks up just as easily as they come down. That makes it very far from bad on Killers who, by definition, have to be making a lot of M1 attacks.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721299#Comment_2721299

    I mean you could make a mental note of it and say it out loud before you hook them. So you could say "Ok this is Neas first hook" or "I've hooked Elodie twice now", etc.

    I'm not sure adding mnemonic devices is really contributing much to the gameplay, that's all. It's just unnecessary withholding of information and probably leads to more unintentional mistaken-for-tunnelling than anything.

    And you don't even need all that much weirdness to get two Dwights or two Claudettes or two Megs in a team or something.

  • @throwaway79465468797 said:

    It would promote more camping and tunneling when you can still keep a mental note of those survivors instead

    Because the game doesn't have enough things to keep track of without memorising who's been downed how many times as well.

    But sure, accidentally killing someone when BPS or whatever's been played really feels great. /s

  • @Adjatha said:

    Hoarder USED to reduce the rarity level of items that survivors found in chests. You know, to have SOME kind of anti-survivor aspect to it. Now, it just gives survivors more chests and tells you if somebody nearby picks up an item. It is hilariously useless in 99% of games. It's ONLY value is on Pinhead. But by all means, let's nerf it further. How about it spawns 20 more chests and doesn't alert the killer. But keep it as a killer perk. That seems like a fair and balanced compromise.

    It's perfectly fine for some perks to be good on some killers. Agitation is good on Doctor because it extends the range of his shocks. Useless or actually harmful on every other killer. Pop Goes the Weasle is a mostly good perk on most killers, but after its nerf, it can be hard to find the right gen before its shorter duration wears off. But on Freddy, who can teleport to gens, it's actually pretty strong. Save The Best For Last is completely useless on any killer who only has an M1, but on killers with alternate hit options, like Demogorgon, it's snowballs pretty well. Stridor is a terrible perk, but it was actually useful on Spirit, who depends on sounds. You know, until Iron Will got buffed to override it completely.

    Stop trying to kick Pinhead even further. He's got a terrible power, a gutted AddOns list, and he's not even allowed to talk any more. The poor fellow has endured so much already. Just let him chill at the bottom of C-tier and move on with your life.

    Agitation is bad when people want Scourge Hooks and Starstruck exists? STBFL is bad on M1 killers that it benefits the most? You okay?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/302213/i-think-windows-of-opportunity-is-a-little-nutty

    Thanks for the build idea lol, first game

    https://us.v-cdn.net/6030815/uploads/Q8P1JUSTPIXJ/image.png

    (was a myers + someone else brought inner counterforce so no, COH got no use that game)

    forget the build, i can't look away from that name

    #########

  • Eh, but we can see what the balance issues generally are by looking at the perks people are running. If you make all the perks mediocre that's not going to change our ability to determine stuff.

  • STOP BLOOPING AT ME.

    Damn environmental noises.

  • @SpitefulHateful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719634#Comment_2719634

    So, just be a good little victim and accept what is done to you?

    Yes, because you can't make every mechanic in the game heavily punish one side when it crops up. Bleeding out is a necessary mechanic to make the game end when it's being stalled out by either side and unrewarding for the winner. And, as a consequence, the majority of Killers will hook someone because they don't want to wait around either and want the points. It's working as intended.

    Asking for more won't hurt the people doing it by spite (they don't care already) unless it's something excessive like bans, and you know who gets hurt then? The people using it as intended and random players once hackers start forcing themselves into infinite slug situations.

    So yes, eating the five minutes of nothing is actually the best outcome. We all have to do it occasionally on either side.

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719672#Comment_2719672

    Incorrect. You will only be "laser like focused on trying..." if you're biased. You're assumption is that the people doing this are automatically biased which, from this thread, you don't know. They're playing games and seeing what happens "out in the wild" which is valid for the assumptions presented. You can, from a general set of data, start to ID trends, if the trends are actually there. Both people have offered to have you and others provide your own data set, which, from what I can see, you have declined to do. Why is that?

    And no, it isn't useless, because the advice to dealing with camping doesn't change. No one delinates between [x camping] and [y camping] except during ECG. Therefore, the question is interesting but not valid for the purposes of this test.

    You are kind of putting the cart waaaaay before the horse. But I respect your disagreement! I would suggest if you care about this topic to get enough people together to test it to your satisfaction.

    If your intent is to prove a general camping point, doing so with specific builds and Killers is inherently a biased starting point. I don't see how that can even be in question: intentionally or not, you've skewed your data and heavily limited its scope. I wouldn't even say it's that useful as a test case to check your methodology, beyond "yes you can still camp".

    Literally every conversation regarding camping on this forum, attempts to fix facecamping, and developer commentary have delineated between facecamping and more general proxy camping (and all sorts of grey areas in between). The advice to deal with it is always regarding facecamping--because, by definition, facecamping precludes looking around and patrolling nearby gens or going for anyone else. And then there's the trap-setting Killers. Which I think proves my point about why we need to define what we're talking about when we bring up camping.

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719597#Comment_2719597

    Mmm, I disagree about survivor perks for one reason. BT is the strongest surv perk against camping and it's a hugely run perk, especially in SWFs. The rest are probably Killer dependent as far as effectiveness goes which gets way too granular for a "is camping weak" question. Because again the arguement isn't "is camping weak if survivors are against [killer perks]" or "is camping weak against [Killer] if survs run [these perks].

    Camping advice across the internet is NOT that granular. No one is telling survs to run any perk aside from maybe BT. In fact most of it is "if you aren't in a SWF coordination a save against anyone but Bubba, let them die." It's very general to survivors "just be 'efficient' on gen and you will get a 3E". No perks. No map. No other variable. Therefore, other variables don't need to be tested at this point.

    And I think it's pretty apparent from our two testers that they are face camping. However, that is an interesting question because some Killers will excel at face camping while others excel at what would probably be called proxy camping. Example, my friend gets downed by a Huntress and hooked. Huntress goes so far away that I can't hear her lullaby. I go to get my friend and get sniped by Iri head. (She later admitted in post game that was her strat.) I couldn't even be mad, because to make that shot, she had to have a practiced a bit.

    BUT even that said. This is a "is camping weak" test which can encompass any type of camping at this point.

    The questions you're asking are relevant, but they are relevant later down the line. If it's established that camping is actually pretty strong, then you start to dig into the specifics, but you need a general baseline first before you can dig into the specifics of this [Killer], those [perks], [etc] become relevant.

    I disagree with your disagreeing. If you don't record the Survivor perks, you're not going to have a starting point for asking any further questions, because you've laser-focused on trying to prove a point. And in the process, you've eliminated a lot of information that might be useful for eliminating games that were pointless in general--e.g. a team full of people who don't even have a full set of perks, in which case we can predict that basically anything would have been strong. Not recording information because it might not be useful yet is not a good habit.

    And if you don't actually establish what you mean by camping, both your testing and results are meaningless for communication. If you can't even agree what you're talking about, you can't answer the question. And if you mean "camping in general" but you only test facecamping Bubba, what we've proved is that Bubba can facecamp well--but not why, especially if you ran an optimal build for that. "Is a build designed to do one thing on the Killer best suited to it good at that thing" is a very different question from "is facecamping an effective strategy in general" is a very different one from "are all forms of camping effective", and in the last case you'd need to make a case for why this is even worth asking--you have, after all, ruled out literally half of the ways a Killer can locate Survivors at that point.

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