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RakimSockem

RakimSockem

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RakimSockem
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  • @[Deleted User] said:

    stats are 1 week old

    from aprill first to aprill 7th.

    i don't trust these stats at all

    LMAO

  • Imagine people just wanting to play SWF so they can have fun with people they like...

  • I have a love/hate relationship playing against the Spirit.

    On one hand, when I play against her I almost always get found first and tunneled (and yesterday camped two games in a row. imagine camping with the Spirit...)

    On the other hand, it feels so amazing when you can outplay their phase walk and when you can guess that they're faking the phase walk and slam a pallet in their face. I usually point at them when that happens and be like "no. you stop that." Of course they can't hear me so they probably just think I'm being toxic..... hmmm maybe that's why I get tunneled...

  • I've been accused by killers of being in SWF group many times while running solo. A lot of killers assume that if they get outplayed or if a team is even SLIGHT coordinated, they must be SWF.

    No.... you just got outplayed. It only takes game knowledge to see that when my teammates have done 2 gens on the same side of the map, I should go to the other side to balance it out so when don't get 3 gen'd. Figuring out what perks a killer has is pretty easy by just paying attention so I don't need anyone to tell me a killer has BBQ, I just watch how the killer plays. And in some cases, I just assume certain killers have certain perks always and play according (Freddy/Trapper/Pig = NOED Nurse/Billy/Leatherface = BBQ etc)

    You're probably NOT going up against as many SWF teams as you think. Do a survey in post game chat if it helps you feel better (ask nicely and don't be salty when you ask)

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/458726#Comment_458726

    The killer's FOV was messed with so that when someone is really close, almost inside your character model close, you can't look down and see them. You're only option is to swing, but sometimes that can miss.

    I play killer and I've been in those situations. It's not common enough to suggest all the changes the OP suggested

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/458726#Comment_458726

    @RakimSockem don't forget that if he was using a short killer for example hag. he won't need to look down

    Right! People complain about the dumbest things in a game that has REAL issues

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/458709#Comment_458709

    8% is much more than you're giving credit for. A survival rate of nearly 50% for a 4man swf is what the data shows. That stat only is pretty weighty, but on its own it isn't more than a cool factoid about something people already knew. Just like people already knew that the amount of full 4mans was going to be less than every other configuration of swf and much less than solo queue players.

    What we know is that teams that work as a coordinated team increase their chances of survival in the short term. I would now like to see what this information looks like in long term. Maybe over the course of six months. Also don't equate statistics with strength or game feel. For that you need to go case by case which would be a different set of data that would take much much longer to generate and compile.

    I don't disagree with any of that. I agree that having a 4 man group and being able to communicate increases your chance of living. In fact, I would even argue that it brings the game to a level of balance in MY mind (2 kills and 2 escapes is my idea of a balanced game but I know MANY people disagree with that).

    Once again, I know SWF is stronger than solo queue in every way. What I'm saying is that the strength is not game breaking.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/458716#Comment_458716

    Basic reading comprehension would show that I said that body blocking via standing and blocking the killer’s path is perfectly acceptable - crouch blocking is what’s borderline exploitive.

    It's exploitive in what sense? your field of vision? Try looking down and watching your surroundings. not that difficult, my dude

  • Again rank is not a good measurement of skill as it currently stands. People DC and de-rank on purpose to get to lower ranks.

    Also how will the game account for rank in these situations. Before the emblem system re-work (and when I had a lot more time on my hands) I was consistently at rank 1 while my friends were in the purples, greens, and in some cases yellow. So when there's a rank 1, rank 4, rank 10, and rank 12 survivor team up against a rank 9 killer, whose rank is being accounted for in these statistics? It's not a viable option to break those statistics down by rank

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/458688#Comment_458688

    Oh are you talking about the basement staircase? The very basement that’s supposed to be the killer’s lair and the one place survivors do not want to be in? Yeah, no.

    One is borderline exploitive, where you could still block standing and blocking the killer’s path like somebody with a spine, the other is you asking for survivors to have yet another free handout even when the basement is the one place killer has the advantage.

    HAHAHAHAHAHAHAHA

    Body blocking a hook is an exploit now???? lolololol

    Let me introduce to you, the m1 key. It's used to hit survivors.

    I had a killer block the basement for an entire 30 seconds just to make sure there was no borrowed time which I'm sure you would say is fair game (and I agree even if it is a dick move). But you have an issue with a survivor taking a hit and sacrificing for each other to save their teammates..... right...

  • @thrawn3054 said:

    The sample size was small, and therefore hard to make an accurate assessment of the actual effect. They also (I don't believe) had it broken down by rank either. I imagine those two factors leave the data a bit skewed. I'm not saying your assessment is wrong. I'm simply saying drawing a conclusion from this is premature.

    Everyone knows rank does not mean much in this game. You have trash killers who camp and tunnel their way to rank 1 and you have insanely good killers who hang out around rank 10 because the queue times are better. Likewise, you have survivors who get carried to red rank by a good team, and you have some survivors who are insanely good but like to hang out in lower ranks for queue times and to bully baby killers.

    Of course the data is not a set in stone indicator, but it still says something.

    @Cymer said:

    The statistics clearly shows, that the more SWFs you have, the higher your survival rate gets, therefor it offers a non reproducible advantage in comparison to solos and no in game mechanic to date can sufficiently close this gap, thus SWFs are OP!

    And yes. that is what the data shows (which is also what I said so congrats I guess for reading??). I ALSO said that the increase in survival rate is insignificant and makes very little difference. 41% solo. 42% with a 2 man group. 46% with 3 man group. 49% with 4 man group.

    So the difference between me running a solo game with no communication and running in a full squad of my friends where all of us can communicate is only 8%. That's not "OP" or game shattering.

  • And until you're ready to address the fact that a killer can stand in the middle of a staicase and somehow block the entire thing, you complaining about crouch blocking a hook is 100% laughable.

  • I don't care about the Killer knowing I'm in a SWF group but everything after that is basically BS. You're basically saying that 4 solo survivors with a combined total of 16 perks and a 4-man group with a combined total of 4 perks equates to "balance". What are you on?

  • @Tru3Lemon said:

    The only 2 buff it needs its

    1. Start the trial healthy but you cannot be heal again

    2 giving bp like you said and make the ui dont show that you have no mither

    Both of these are great. I hate starting a trial and seeing some fool using No Mither and the killer has Thanataphobia which immediately kicks in and is permanent until that person dies. Let them start healthy.

  • Because I want to. Fight me lol

    Nah but for real, it's just more convenient and it's especially helpful at the end of games when I'm the only one left and need to heal myself before looking for hatch.

    Also as someone mentioned, sometimes I want to 99% myself because certain perks only work when injured.

    Also realistically, the only time you self care is when you are hurt but the killer breaks off of the chase with you to do something else, or when you get unhooked and the killer decides to chase the other person instead of you (the few times that actually happens because people have no honor XD). So I'd rather heal myself than take time to look for someone else to stop what they are doing and heal me.

  • Why make it after 3 missed swings? One missed swing is plenty. Ever hit should connect with a survivor.

    In fact, the killer should just be able to pick up a survivor and Mori them from the start of the game.

  • @Frozenscum said:

    DC epidemic can be easily solved - bring back -2 pips and item loss on DC, no matter was it by bug or by killing process.

    Sooo..... you want the game to punish people for the game itself not working correctly???? right.....

  • I read it and attempted to sympathize but all I heard was a bunch of entitled whining.

    You're not entitled to a 4k because you decided to slug (boring strategy btw) and leave someone on the ground. The hatch is not free at all. You have to complete gens to even unlock the option of a hatch, and I've had many games end with 3 gens still not done. You have to be the last person alive for the hatch to spawn with 3 gens, and then the killer and survivor both have an equal chance of reaching hatch first (except not really because killers are faster)

    The issue then becomes that instead of continuing to LOOK for the survivor, some killers get lazy and just wait there and then complain about hatch standoffs (which is a situation they created in the first place).

    Solution: Find hatch, then look for the survivor if they are not there. I do this all the time and often find the survivor before they can locate the hatch. And if they DO reach the hatch, oh well. 1 person survived. Get over it and go to your next match knowing you killed the other 3.

  • I play 95% survivor and Killer is much easier for me. I rarely have a game where I get less than 2 kills. Probably 1 out of every 10 IF that. Majority of my games end in 3 or 4 kills with NO Ruin (except Trapper because it's a must).

    Survivor, I have to actually put in some effort and have a team that isn't useless to survive.

  • Is this sarcasm or......

    I don't see how nerfing a perk that wasn't even in the game until like a month ago is going to magically improve every killer to OP Billy/Nurse level..

    Nani?

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/447829#Comment_447829

    4 survivors SWF match:

    You find 1 survivor.

    You down the survivor after 60 seconds.

    You hook the survivor after 10 seconds(animation,etc...).

    After 10 seconds, 3 gens are done.

    You find 1 survivor.

    You down the survivor after 60 seconds.

    You hook the survivor after 10 seconds(animation,etc...).

    After 10 seconds, 2 gens are done.

    Survivors only need 2,5 min for all gens.

    And my Killer skill doesnt matter.

    If I dont play Nurse, Spirit or Billy I lose vs high skill survivors.

    Viable = Can win vs high skill survivors

    If that's how your matches go, you need to get better at the game and catch them faster.

  • lol good joke. Too bad it's false.

    Every killer is viable. You just have to NOT suck with them. I main Trapper which most killers argue is one of if not THE weakest next to Freddy (who is also not actually weak depending on how you snowball and what perks you run). I get through the majority of my games, even against some SWF groups with 3ks. I also play Michael, Wraith, Doctor, and Huntress (typically in that order from most to least) and get the same results.

    And the ONLY killer I run Ruin on is Trapper because he needs set up time. You just need to be good at the game, find people quickly at the start (I run Whispers on most of my killers except Doctor because Doctor = Easy Mode), and find ways to outsmart your opponent.

  • Why does he lose his whole power bar? To punish trash killers and make him dodgeable.

    Solution: Don't miss.

  • @samination said:

    Easy solution. They don't care about rank, so when someone quits take 15000 blood points, 500 shards, and maybe a few rare add-ons and items? They won't quit anymore, guaranteed.

    Except I care nothing about bloodpoints at this point (I use most of them as I gain them) and I care nothing about items and add ons because the only items are use are toolboxes specifically with Sabo add ons. That wouldn't stop me

  • It's also useless if you get found and hooked first since you can't escape second hook. So, just basically don't use the perk or don't get found first if you do XD

  • @NuclearBurrito said:

    @RakimSockem Since those are meta perks you with the possible exception of NOED just assume they have it and do the counter in every game you play to the extent that you can without giving up too many advantages. So one at a time:

    Ruin - You will find out if the Killer has this before it really matters too much. Just work on it like normal until you get a skill check

    BBQ - If you are working on a generator then walk behind the generator. Otherwise hop in a locker for 4 seconds. Again always do this even if you know specifically know they have BBQ

    Nurses Calling - Don't heal in the Killers terror radius. You probably shouldn't do that anyway.

    Whispers - Not impactful enough to require a dedicated counter. Just avoid them like normal.

    Spirit Furry - Try and stun the Killer early in your chase before SF would have been built up. If the Killer has enduring continue stunning them like normal. Otherwise drop your pallets early since even if he doesn't the stun isn't worth it.

    Make your chose - You are told if the Killer has this in time. Go immersed when it procs.

    M&A - Use your eyes. You can see them before you get in their terror radius when it is small enough.

    NOED: Cleanse any totems you come across. If you identify 4 Killer perks that are not NOED then you can stop.

    Naturally, that's how I tend to play. But then you could also make that same argument for playing against MoM. Assume that someone has it, and deal with it as it occurs. Certain killers get screwed, but Nurse isn't affected by it, there's two chainsaw killers who can avoid it, Myers has his tier 3 which means he'll hit people less than most killers would have to. I just don't think it's that big of a deal that people can't adapt to it.

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/430983#Comment_430983

    So umm how's BBQ &chilli a crutch for someone who plays wraith and leatherface please enlighten me

    lol okay so First: I was listing some top tier killer perks (which everyone will agree BBQ is) because someone else mentioned some high tier (and mid to low tier) perks.

    Second: Are we really gonna sit here at pretend that there's an issue with calling BBQ a crutch perk when it:

    1. Gives you the exact location of someone far away.
    2. Lets you know that someone is LIKELY to be close if you DON'T see them and
    3. Is capable of doubling the bloodpoints you get at the end of a match

    But you aren't going to address the comment above that I was addressing where someone called "Unbreakable, Deliverance, and Borrowed Time" crutch? Lok okay, sure.

  • Lol that's funny because I ONLY use toolboxes for Sabo purposes. I hate gen rushing so I only use those kinda toolboxes when I want to prestige a character but don't want to waste their good purple and green items.

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/430983#Comment_430983

    So umm how's BBQ &chilli a crutch for someone who plays wraith and leatherface please enlighten me

    LOL First: I was listing all the top tier perks for killers since someone else listed all the top tier (and some mid to bottom tier survivor) perks as "clutch"

    Second: BBQ & Chili on ANY perk tier list is either AT or NEAR the top, regardless of the killer. Yes, it is still a crutch.

    1. It tells you someone's exact location if they are far away.
    2. If you can't see them, you can more than likely decipher that they are close to you and use that info as well.
    3. It gives you hella bloodpoints.

    So you're trying to say that it's NOT a crutch that I have a perk that can show me two people across the map, I know one is on hook, and I can probably find the last one close to me. But you're going to ignore the fact that someone (and I'm too lazy to see if it was you) called Unbreakable, Borrowed Time, and Deliverance "crutch perks"? LOL, ok sure.

  • I think you also have to consider that End Game is triggered when a killer closes the hatch. So if you're the last Survivor and the hatch is closed and you have to open an exit gate by yourself, is dropping the timer to 2 minutes really the fairest idea?

  • SWF actually brings a level of balance to the game not present in solo queue.

  • I get a feeling that if there was some way to tally up the number of times a killer dodged a lobby vs the number of survivors DC in game, it'd be about even (more on the survivor side obviously because there's 4 survivors for every 1 killer in a match).

    There's no way to do that though because maybe the killer had to use the bathroom or go somewhere. Maybe it was a broken lobby and a 4th person couldn't join. There's way too many variables

  • @malloymk said:

    I'm about a 2:1 survivor main. You have raised all fair points. I think stealth killers would be completely unviable though if you know ahead of time who the killer is. I wish both sides would play it out regardless. Games only last about 10 minutes. Even if you get rolled, it's not like you're stuck playing a 30 minute game or something like that.

    Absolutely. I would never suggest that survivors should be able to see their killer before the match start. At most, they should be able to see the Username of the person playing and look at their game hours the same way the killer can do for survivors, but beyond that, no.

    I only mentioned that to point out that killers can "DC" in a sense before a match starts because they know what they're up against. Survivors can only make that choice in game when they find out.

  • @Trikset said:

    https://forum.deadbydaylight.com/en/discussion/comment/430876#Comment_430876

    This what @RakimSockem was getting at @Orion

    In order for Spirit Fury to activate and get the instant pallet destruction reward the Killer needs to have a pallet slammed on them x amount of times stunned, taking them out of the game for a short period.

    In order for MoM to activate and get the extra hit point the Survivor needs to be hit x amount of times, between and before that event they need to escape and heal taking them out of the game for a significant amount of time.

    By that reasoning SF would be considered ridiculously OP by comparison to MoM because of the amount of time your taken out of the game before MoM can activate to the comparatively, significantly shorter amount of time your taken out of the game to get SF to activate.

    If we're comparing that is. and SF is not OP therefore MoM certainly isn't OP. I had a couple of matches where I was up against it today and you know what I did? I just kept chasing them down and hit them again. Done.

    Thank you for stating that more efficiently.

    Also if I'm correct, you don't even have to be stunned to get your Spirit Fury stacks. You just have to break 2 pallets. Is that correct?

  • @SurgDexil said:

    https://forum.deadbydaylight.com/en/discussion/comment/431204#Comment_431204

    @RakimSockem

    Interesting question. Well I personally can't speak to all killer mains because each killer main has a different problem then the other, but my best suggestion to nerf swf would be to label them.

    Why label them? To show the killer they are swf. So if the killer decides to accept the swf, or bring an ebony mori, or to simply dodge them, they'll know in advance what to expect.

    Lots of gen rushing, and so on. While there is no clear way to ballanced swf group 3-4. This I think is the most fair one out of all.

    https://forum.deadbydaylight.com/en/discussion/comment/431197#Comment_431197

    @Orion

    Dude, or Ma'am. When you come from various of toxic communities, you tend to accept this as a part of life. Toxic people are everywhere. Every multiplayer gets them. So is normal.

    https://forum.deadbydaylight.com/en/discussion/comment/431209#Comment_431209

    You agree because of a bug? If is a bug then is just that a bug. Something that isn't supposed to happen. Nothing more.

    I'm not at all opposed to that (although you did bring up an unrelated killer favored gripe I have, but that's a whole different discussion). I'm totally cool with having that label attached when I play with my friends and I don't think it would harm me in any way. I already get camped enough because I usually keep the TTV in my name so I'm used to that. XD

  • So I disagree with the premise of this game being survivor favored, but moving past that I have a legit question.

    Killer mains complain about SWF a lot and say something should be done about it. What?

    What exactly are people's ideas involving SWF? Are people suggesting getting rid of it? Are they suggesting only allowing duos instead of a 4 person group? Like, what do you want to change about SWF? I'm really genuinely curious

  • The only F Legion gets from me is a "F you" for being annoying to play against.

  • @Larcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/430983#Comment_430983

    bbq you can counter at least 2 ways hide behind gen enter in closet not clutch.Noed destroy all totems before game end ez.Nurse calling one time use next time you alredy know killer got nc and no one heal in killer terror radius.Make you choice is bad i can counter on obe hand fingers how many times this perk work for me as killer.Never find person who got myc.Whispers is not a sonar i know survs is near but i dont know in what direction but survs got premonition.Spirit fury not big deal i must break 2 palets before i can use this so no clutch.

    You clearly didn't read my whole comment but that's okay. I acknowledged that all of those things have counters and my point was that you CAN'T counter most of those things until AFTER you've figured out they have it.

    MoM doesn't necessarily NEED a counter because it's likely you'll only get it once per match anyway. Maybe a nerf to 4 hits instead of 3, but that's all it needs.

  • @Frozenscum said:

    Ruin destroyed in first minute of match, NOED never see air due to all totems destroyed. Name counterplay for MoM for M1 Killer?

    The thing is, there's no counterplay for a LOT of things until you know it's there. What's the counterplay for a Plague running Corrupt Intervention to block the 3 furthest gens and just walking back and forth between the remaining gens and puking on them?

    You can't counterplay against Spirit Fury until you get that stun and the pallet breaks in your face and you get wrecked.

    You can't counterplay against Nurse's Calling (unless you constantly waste a perk slot running distortion), until a killer mysteriously finds you feeling in a place they should've had no idea where you were.

    What's the counterplay for hearing a faint heartbeat and thinking you have time to hide, but then you see a Leatherface and he's running Monitor and Abuse and he's breathing down your neck.

    My whole point is that in order for you to have a counterplay to something, you have to learn they have it first. And like I stated earlier, with MoM, by the time you figure out they have it, that person should be about to go down on their second hook and won't get it again for the rest of the match.

    NOW, with all that said, I would support a nerf of the perk where they have to take 4 hits instead of 3. That way, they basically won't get the perk until they're on their death hook (assuming they never escaped a chase).


  • @UltimateHit47 said:

    The problem is that survivors have too many clutch perks:

    Adrenaline, DS (not as much anymore), Metal Of Man (as you said), Borrowed Time, Unbreakable, Deliverance and there's probably more I can't think of right now. It's like a free escape and the killer has no way to counter any of them except DS and Unbreakable. (Deliverance kind of but you'd have to camp to counter it, but then you don't know they have it sooo).

    Yeah, Killers have NOED, but survivors have all of this. Like, they CANNOT complain about our NOED. At least they can prevent NOED, we can't prevent most of theirs.

    LOL. The fact that you're calling Unbreakable (just don't slug, 4Head), Deliverance (seriously???), and Borrowed Time (Necessary for anti-tunneling/camping) "crutch perks" makes me almost want to dismiss your whole comment.

    If those are crutch perks, let's talk about Ruin, BBQ & Chili, Nurses Calling, NOED, Make Your Choice, Whispers, and Spirit Fury. (Yes, I threw in a couple of extra perks just to make a point). All of those aren't OP, but if you want to talk about crutches, both sides have them.

  • @Tzeentchling9 said:

    @RakimSockem name one buff that killers got equivalent to an extra hit the majority of the killer roster can't tech against.

    I already mentioned one that's been in the game for a while that is basically or ALMOST an equivalent. While MoM extends a chase, Spirit Fury basically ENDS it within 3-4 seconds, especially when combined with Enduring.

    But on top of that, killers have been getting little buffs here and there for the past year basically. Those little buffs add up.

    Mind you, I still think the survivor side is playable, but it's gotten to a point where the majority of matches end with a 3k or 4k for the killer which if the game was "balanced", it would be more like 2 dying and 2 surviving.

  • What Survivor Buffs???? Name 3 besides MoM because I can give you about 10 killer buffs in the past 3 months XD

  • (Killers get like 30 buffs in the past year)

    Killer mains: ........

    (Survivor gets their first buff in like 6 months)

    Killer mains: "RAAAAAGEEE"

    Seriously. MoM is something that will realistically pop up once per match (more if multiple survivors run it). And I'll still argue that it's similar to the effect of Spirit Fury. You think you're about to get this stun and have time to run and the pallet breaks and you go down two or three seconds later. Inversely with MoM, you think the chase is about to end and it gets extended instead.

  • This is literally a non-issue. I've never even seen someone crouch in front of a killer "mid-chase". When does that even happen?

  • LOL. So ignoring the bs about the game being survivor favored (statistics show that most matches end with a killer getting 3ks or 4ks)

    Did I just hear a killer main complain about BODY BLOCKING??? lololololol

    Hmmm, at least you have a way of moving someone who is body blocking you. Unlike hmmmm, a survivor trying to escape a basement while the killer stands on the staircase and somehow blocks the entire thing. Or a Wraith who traps you in a corner when there's 5 gens left and refuses to move until all the gens are done because they want a free NOED kill (luckily my team broke all the totems). Stop crying, hit the person, and follow their bloodtrail.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/430887#Comment_430887

    @RakimSockem

    Oh ok, sorry, my bad. If I get to play against you I'll just camp you to make sure I dont let you go and heal yourself, I hope you give me a gg when I do :)

    Isn't that what most killers do anyway? Kappa XD

    Real talk though, the two perks are essentially the same and if anything, knowing you have to drop pallets early is a waste of pallets which is still an advantage for the killer. So as far as I see it, nerf both or leave them both alone.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/430875#Comment_430875

    @RakimSockem

    It's definitely not the same...

    Spirit Fury can be countered, just throw the pallet earlier.

    That's fine and dandy once you know they have it and you can counter it every moment from then on.

    MoM is likely to activate once a match? So yeah, it basically is the same. The only way to get it to activate more than once is if the killer lets you escape the chase and get healed which would then be the killers fault for not having enough skill to catch the person.

  • @Plu said:

    I don't remember Spirit fury giving killers a free hit @RakimSockem

    Yeah, it basically does. When you see that Spirit Fury activate, you basically go down within the next 3-4 seconds because that stun you thought you would have was your only option in that area of the map.

  • MoM gives the same advantage to survivors as Spirit Fury gives to killers. If they're going to nerf it, Spirit Fury should also be nerfed.

  • @Milkymalk said:

    Just to support what I am saying: Had another game like that just now.

    https://us.v-cdn.net/6030815/uploads/349/9SWAZ0UIPG70.jpg

    https://us.v-cdn.net/6030815/uploads/158/AI8QWRSW2MYI.jpg

    https://us.v-cdn.net/6030815/uploads/699/FE1H22HRXUW8.jpg

    "2% Survivor found"??? At 3 kills, I am only awarded 2%? 17% Survivors hit? What else am I to do, let them escape and catch them again just so I get the % to pip? The game is basically telling me, "You did what you needed to win, but that's not what I expect you to do. No cookie for you."

    Yes. That's exactly what you should do. The fact that you have bronze in chaser tells me that you probably camped most of this match and some people probably died on their first hook because you didn't allow them to be saved.

    It's really not that hard to get kills in this game. I play killer with no hex ruin and get 3ks in at least 70% of my matches. Killer is easy as hell right now

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