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RakimSockem

RakimSockem

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  • Why would anyone WANT a game to be 18 minutes. That sounds miserable.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074042#Comment_3074042

    BBQ is probably still being used out of habit/laziness.

    Darkness Revealed is a much better informational perk, as is Floods of Rage and Bitter Murmur. As for why no-one is using them, your guess is as good as mine.

    Darkness revealed I'll admit is stupid strong. I'd even argue slightly broken on indoor maps where there's literally lockers everywhere. Went against a Nurse with Darkness Revealed on The Game (she played the Jigsaw offering)......not a fun experience

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074042#Comment_3074042

    There's also a possibility people were using the old builds to see how they still function. Maybe give it a few more tries today?

    It's possible but I played like a good 8 hours yesterday in total and noticed little to no difference in what the Killers were running

  • @Kaitsja said:

    To clarify on BBQ, it wasn't only useful for BP; it's just that BP was the primary reason for running it when other aura perks are so much better.

    See I feel like if that were true, I'd be seeing other Aura reading perks and I don't aside from Lethal Pursuer but that was also already a part of the meta as well from the time it released.

    Every now and then, I'll see something like Nurse's on a Pyramid head for some cheeky hall hack snipes but that's it. What other Aura reading perks would you say are better and why is no one using them?

  • Oh wait, I'm dumb nevermind. It didn't pop up and show that i earned the charm but I do actually have it in my inventory.

    Carry on

  • Wait, so the killer can see the survivor prestige levels in the lobby?

  • @serpentk1ng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068920#Comment_3068920

    It is a game, and thus it should be fair for everyone involved. SWFs have an inherent advantage that solo players do not. There isn't any way you can deny that.

    1. Playing solo is a choice. If you choose to play solo (which I do sometimes until I get tired of shite for brains randos), good for you. Again, the gameplay is more enjoyable and less frustrating when you have friends to play with.
    2. SWF does not makeup for raw game skill. I have multiple groups of friends I play with, some better than others. No amount of shared info can make up for their inability to loop or use mind games. Solo experienced players will always be better than SWF players with terrible mechanics
    3. Like I said, it's just a game. Play, have fun. Get 0 kills or get 4. Die once or die 100 times. The idea is to have fun. If you want to worry about competitive advantages and other crap, go play in a professional sport or pro e-sports team like Faze or Cloud9 or something. A couple of friends getting together to enjoy a game they share a mutual interest in isn't the problem
  • @serpentk1ng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068876#Comment_3068876

    One call out is still more than solo queue players have, and one more than the game is balanced around. It is the most fun way to play the game, but it also inherently is a competitive advantage.

    Boohoo. keep crying lol you're really making that big of a deal out of it. it's a game. get over it

  • Welp quick update: I got the achievement by farming and triple blinking at someone who was looting a chest. It gave me the hit animation but still counted the achievement even tho it wasn't a grab

  • can we dispel the myth that people only play SWF for competitive advantages and just accept the reality that the game is simply more fun with friends and most SWF squads do not have this god tier coordination and perk synergy some of yall claim exists...

    My friends and I literally spent an entire match talking about pizza and maybe made one call out the entire time about where basement was. We're more focused on our convo most of the time than the game itself

  • @Wampirita said:

    The Myers one i managed to do by rerolling lobby over and over, until i got really new players (my friend got it by rerolling into live ttv that was playing with swf and asked them for help, to which they obliged)

    The Nurse one... I'm not even attempting yet xD I don't want to do it by farming, but it seem like the only option. Cuz using an iri addon and getting it in normal game isn't really possible

    yeah, I'm hoping to get a TTV swf in my lobby one of these times.

    @[Deleted User] said:

    For the Nurse one, Insidious camp across the map from a gen with Tinkerer, then when your Tinkerer goes off, wait a couple seconds and then blink on over. :)

    lol I guess an alternative to farming would just be throwing the match completely for a chance to land it. Although if I remember correctly, adding a 3rd blink removes your ability to go through walls right? So you'd pretty much have to have line of sight and hope they commit or are just oblivious

  • Funnily enough, I find killer boring and survivor to be the more fun and engaging role.

    When I spawn into the map as killer, I already know where the survivors are most likely to spawn and can get in chases easily from the start of the match. And because I main survivor, I know most of the routes and mind games they'll try and typically don't fall for them.

    It feels like I'm playing tag with a bunch of 8 year olds I know I'm going to catch, but every now and then, I find one that's a little better at running than the rest. I go into every match knowing that if I play seriously, I'm going to come out with a win every time (my winning conditions are not a 4k)

    On survivor, I actually feel challenged to better my mind games, find the most efficient routes, out play the killer's power depending on the killer, and see how long I can run the killer and buy time for my teammates to hopefully not be useless. To me, that's more fun and engaging personally

  • @Fuzzycube said:

    Late match 3 gen stalemates make for really boring matches if the survivors just urban evade around the map or hide in lockers, there should be an effect or at least a perk where if 5 minutes (Or maybe less) has passed without a chase or any gen progress survivors start gathering stillness crows as if they were AFK.

    they are really boring. It can be solved by the killer just committing to a chase tho and taking a risk to end the stalemate. A stalemate is caused by both sides refusal to do something, not just one side

  • @danielmaster87 said:

    Auto aim hitting pallets/walls instead of the survivors.

    Having auto-aim at all.

    If the killer loses me and can't track me while swinging, they shouldn't get rewarded with a hit. especially Nurses

  • @[Deleted User] said:

    controller ######### sucks in this game

    I play on controller and I am the best in my whole friend group at the game

  • Also very few people will actually quit this game over these updates because overall, they're good.

  • @TheycallmeLix said:

    The meta change is really unnecessary, why did they do it like 6 years later and not something in the beginning of the years of DBD? Many of my friends are gonna uninstall/stop playing after the update, and it really makes me feel sad about them leaving the game when we used to play a lot! They completely nerfed all perks to garbage and they want us to get used to new perks.. like after using the same perks for 1-2 years, they are forcing us to new perks which we all don’t like. Many camping and tunneling after the update which is gonna be really annoying.

    What are your thoughts about it?

    considering that my unironic main build for the past 2 months has been BT, We'll Make It, Saboteur, and Diversion I think I'll be okay. And the BT was only out of necessity because not bringing BT in the current state of the game is just throwing because killers camp too much.

    With the basekit BT, I can finally start using Repressed Alliance

  • @kaskader said:

    Like i said many times before and i will say this again KIILERS needs a reward and Incentive for not tunneling and camping, however the recant patch has turned it to the other direction nerfing healthy perks and forcing killers to ''unfun gameplay'' lets do it by examples:

    pop: Pop goes the Wessel has been nerfed so badly its no longer pays off for the killer to leave the hook, you probably waste more time going to that gen than you gain on the actual regression. healthy perk got nerfed into the ground good job devs :).

    pain res: Giving the killer information after hooking a survivor is ALWAYS good and healthy, if there's information to work with its more possible that killer go and pressure that gen instead of camping. Well they removed it so what's going to happen is the most killers will just take the 15% regression in the background and stay under the hook.

    Overcharge: Now, overcharge had a potential to become another healthy perk that promotes and rewards the killer pressuring the gens, well guess what? it got nerfed so extremely that nobody will ever use it. Do devs understand that walking to a generator and kicking it and also camping the gen until its regressed is a HUGE time investment from the killer?.

    Devs for god sake you cannot complain about killers using ''Unfun tactics'' or whatever you called it and making changes that incentives this gameplay AT THE SAME TIME.

    Generator kicking perks are the most healthy things in this game, rewarding the killers and at the same time making the game more ''Fair'' for the survivor. Nerfing them is only making the game less enjoyable and YES especially for the survivors which is hilarious.

    Since the healthy perks got nerfed into the ground what i will do and probably many other players we'll be using the passive game slow down (deadlock, tana, corrupt, dms, dying light ,dms,gift of pain,) and it will be a new meta. Ultra camping and tunneling making the game very unfun for the survivors and unrewarding for killer. I suggested many times before about making pop base kit to reward and incentives killer to pressure the gens giving the killer a TOOL to do that. Like i said i think tunneling and camping will be more prevalent than ever before.

    Correction: No one is "forcing" killers to "unfun gameplay" besides boring killers.

    It's called taking risks. It's called fun. Hook someone and go search for the other people and have an interactive gameplay experience with as many people as possible instead of being boring. No one is forcing you to camp or tunnel anyone. That mindset is a self made one, not a forced one

  • Bruh what are you talking about??? Why would you think you could reset the wiggle just by dropping someone over and over? That would be broken as hell and hook sabotage would literally mean nothing at that point.

  • As a person who uses Saboteur on almost every build I have, I wholeheartedly disagree that the Sabo buff is meaningless.

    The rest, yeah they're meh at best. I'd even argue that Off the Record is meh because it only matters if you're getting tunneled.

  • Hiding 10 meters from the killer for an entire 60 seconds in one trial is harder imo and can't mostly only be done if the killer is farming or if they're AFK.

  • If the killer has had a rough match (like 2 hooks the whole match), I literally just open the door and make it spicy. It's the least I can do for them.

  • @Mattie_MayhemOG said:

    The major strategy against both Legion and Plague is no heal so buffing Thana changes up that part of the meta. If you don't like it just heal.

    "if you don't like it just heal"

    Legion mains must love going against you

  • No. He deserved every nerf received. In fact the only thing they should do to slinger at this point is killswitch him XD

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043055#Comment_3043055

    Actually... no. You could gain WGLF stacks by blinding or pallet stun rescue teammates from the very release of the perk.

    Most people simply were not aware of that. So the devs had to mention it, like its something new. But it wasn´t. The only thing that got buffed with 4.3 was the increased pick up speed. Nothing more.

    On top of that, it was always much, much easier to get 4 WGLF stacks than 4 BBQ stacks. With BT, you could get 3 WGLF stacks in a single, not so safe unhook. Absolutely not comparable to getting BBQ stacks, which could even completely denied by a survivor who disconnected before the killer got the first hook.

    On the first point, cool I didn't know that. I still don't think it's comparable

    As far as the second point, I hard disagree that it's easier to get WGLF stacks.

    1. you have to compete with other survivors so if someone else gets that unhook before you, no stack for you.
    2. Again, you have to go out of your way to take hits for someone else who is injured whereas BBQ stacks literally just come to you for playing the game. I can't recall a single recent game where I haven't been able to catch and hook everyone at least once.
    3. None of that negates the fact that with the BP bonus removed from both perks, one perk is still an A tier perk while the other is D tier at best
  • @Witas said:

    Seriously, what the heck ? Whether the new grind reduction is actually good enough and accomplishes what we wanted it to do well is a separate topic (All they had to do was remove perk tiers lol), but with it being mostly better, and the new matchmaking incentives, the overall bp gain and grind definitely won't be worse even without the bonuses from these perks. Regardless, did people actually like using those ? How ?! You had to run these perks or you were actively robbing yourself of bp, it was annoying if you couldn't get the perk since you felt cheated out of bp due to pure luck and annoying even if you got it since you actually had 3 perk slots instead of 4 and the game was actively punishing you for every match you chose to opt for a different perk by reducing your rewards by half. It was unhealthy as it made the whole grind revolve around it and substantially reduced build variety. Them addressing the core systems and finally removing this reliance on a single perk (per role) for efficient play is just straight up a good thing and it boggles my mind how people miss it. I remember letting out an audible sigh of relief when reading those perk changes and thinking to myself "FINALLY ! After 5 years my builds won't be handicapped. The game will be way better off thanks to it".

    So yeah, I don't understand why so many people are going to miss it.

    I'm actually okay with it because I've been saying for years that survivors need an equivalent to BBQ's usefulness for year and while people liked to pretend WGLF was an equivalent, it never was even after they added new ways to get stacks. Let's look at the 2 perks:

    BBQ: Literally only have to hook each person once to get all 4 stacks. On top of that, you get an aura read and can see where every survivor outside of 40 meters is located for 5 seconds which on the best killers, is all the time you need. Now unspoken on top of that, if you only see one aura, it's relatively safe to assume that the other two are hiding in lockers (not making progress) or they're close by which some killers can then use as an excuse to proxy camp

    You take all that versus WGLF: Up until patch 4.3 (Perform a safe hook rescue or take a protection hit to gain stacks which meant you had to lose health states or be the first one to the hook FOUR separate time to get that 100% bonus) Eventually and very recently, they added in stunning or blinding the killer and gave it the secondary effect of healing a dying survivor faster.

    When you look at the two perks side by side, they're not even comparable. On one hand you have a perk that you get naturally by just playing the game and doing what you're supposed to do (hook people) and you get aura reading and other info out of it. On the other side, you have a perk where you have to go out of your way to take hits for your bonus BP and that's all you get in return. It's a night and day difference on TOP of the fact that killers naturally earn more BP per game regardless of perks. So both of those perks can be gutted of their BP effect for all I care

  • @Viridyan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043001#Comment_3043001

    Thank you for regurgitating what I said without providing a "for" or "against" on the topic. As has been established by both you and I, I won't use Starstruck on Freddy. That doesn't change the fact that the terror radius isn't removed. It's there, just in silent mode. So if it is still there, perks should still work. I see no reason why it couldn't or shouldn't be that way and you didn't provide one either.

    I regurgitated it to you because you already answered your own question but you've made it clear now that you don't understand what's going on.

    There is no "silent terror radius". Your terror radius literally decreased to 0 when Oblivious is applied or when you are considered "Undetectable". So Tinkerer for example puts you in the undetectable state in which your terror radius literally drops to 0. Let's move on to a perk like Plaything. To survivors who are not affected, you do have a terror radius. To the survivors who ARE affected, you literally don't have a terror radius to that specific survivor. It's not there but on silent mode. It simply ceases to exist for that survivor as long as they are under the Oblivious effect.

    I thought my position was pretty clear that what you're complaining about doesn't need a solution because it already works as intended

  • So it seems that you understand the issue of what you're trying to do so just.... don't do it. Terror radius perks are based off where a survivor can hear you from. Removing your terror radius means you no longer have a radius for your perk to take effect in. It's simply not a perk you should use on a Freddy

  • @Sheridan_LT said:

    This would make it a lot easier to find survivors sneaking around in the Boon healing area, would make it easier to find which totem to snuff out and would prevent games turning into HIT SURVIVOR, Survivor HEALS, HIT again etc.

    In case no one has said this already:

    No.

    If you can see the border, then you can immediately find the center and on a map that doesn't have multiple floors, that instantly tell you where the boon is. Might I suggest turning your headphones up because the boons literally make noise XD

  • There was one time when a rando farmed and sandbagged me and the Huntress I was playing against wasn't cool with it. So when she caught this survivor, she let me walk up to the hook and farm them TWICE and knocked them down and rehooked them until they were dead while I tbagged the entire time.

    I then stood there and let the Huntress kill me too. It was my own brand of justice and the killer clearly agreed. This was YEARS ago tho XD

  • Can't speak for all streamers but if someone's first interaction with my channel was an immediate seemingly accusatory question, I wouldn't ban you outright but I'd question it a little. Maybe interact with the streamer in a friendlier way to start would be my suggestion

  • @jesterkind said:

    Great!

    Now you can focus on the other options available to you, instead of bringing Self-Care. Including the two buffed ones, in fact, new Pharmacy and new Botany Knowledge are looking pretty strong.

    I was never a self care user since like 2017 but suggesting someone bring 2 whole perks in just to heal themselves is a bit of a joke

  • @FacecampingTunneler said:

    If this could be implemented would it become too toxic or annoying since i feel it would add some fun elements to the game like choosing when to communicate and would also help buff solo queue so that players can communicate, i would also like it if the killer could hear this and communicate with the survivors that are close so constant communication can be punished.

    Most people are extremely against this. There's already enough toxic and racist people in this game. I don't need anyone calling me the N word mid game or have to worry about voice chat while I stream and people saying things that will get me in trouble

    1. I'm a hoarder
    2. If I bring a toolbox, it'll be strictly for sabo. Speeding through gens is boring.
    3. I don't feel like you need items to win so i see no reason to bring them
  • The goal is to get the perk out of the meta and force you to use other perks. I think this will do the job properly. The same reason DS and Self Care both got nerfed AGAIN even though neither perk needed a nerf (maybe Self care needed the medkit part taken away but not the speed)

  • lol I'm well aware of that and at no point did I say I was already marked.

    I'm talking about times where I see him chasing someone in stealth, I'm literally running behind him, and I have to tilt my camera UPWARDS from neutral position for the game to register that I'm looking at him

  • A god tier blight can be just as oppressive as a nurse

  • The thing people need to understand about the game is that the number of pallets is to compensate for the fact that there's maybe 2 vaults on the entire upper floor (one that jumps through the tube to get to the bottom and the other above the bathroom where all the monitors are). Without those pallets, it would literally just be "hold W until you eventually get caught"

    And then even when you get to the bottom floor, you have the freezer room, and like maybe two other tiles in the basement where there's a vault? The high number of pallets is a necessity

  • @[Deleted User] said:

    Good feedback.

    By the way i don't believe Dark Sense is one time use. I believe it activates when a gen gets completed, deactivates when a killer comes within 24 meters of you and reactivates once a gen is completed again. Usually when a perk can no longer be used again they are referred to as disabled, which the only perk that happens with is Decisive Strike afaik.

    Ah thank you. I forget how they use the terms deactivate versus disabled when it comes to perks. Dark Sense is fine then.

    @SoloQKev said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023539#Comment_3023539

    Someone needs to go touch grass, take a deep breath and calm down.

    Agreed. Some people are just so irrationally angry about any opinions that differ from theirs. "Oh you main this side of the game. Nothing you say matters even if it's against the side you main" -_-

  • Yall keep talking about the length of the timer while ignoring the fact that the perk deactivates if you do anything. This isn't 80 seconds of invulnerability while you do gens, break totems, etc. This is 80 seconds of an extra health state IF a killer decides to tunnel you off hook to punish them for tunneling you instead of going after someone else.

    If the killer chooses to not go after that person, the perk is wasted. If the person touches anything to progress the game, the perk is wasted. It's specifically anti-tunnel

  • @steamed_hamzzz said:

    It’s never made sense, not from a gameplay or lore perspective. It’s always felt like an unintended bug that was just left in

    why is a scrawny survivor able to push around a big scary killer? I thought killer was meant to be the power role?

    Isn’t the whole point of survivors that they’re weak individually, only be coming together are they able to overcome the odds and potentially survive? Escape! That’s “escape” not “bully”

    Killers should never be in a situation where they’re unable to chase a specific survivor because someone is blocking a doorway or running in front of them altering their trajectory

    and before you say “just hit the survivor blocking you” what if they have BT? What if you know they have DS so downing them wouldn’t make a difference anyway? What if it’s endgame and you know they have DH and are on route to the exit gates and hitting them would mean a definite escape for everyone?

    see the problem. Maybe allow killers to lose their collision on demand, or at least make survivors lose collision during the endurance status effect to stop the obnoxious BT body block

    your logic falls apart when the killer is a Hag, Pig, Legion, or anyone who isn't a "Big scary killer" as you describe

  • @Avocium said:

    title. If you want to give survivors more protection against camping then why not also end looping by blocking windows for 5 seconds or so after a player vaults over them to give killers some frustration relief that causes camping? Make it happen inherently, I'm not talking about making this a new perk.

    looping is a huge problem, especially for slower killers, and can easily buy survivors a huge amount of time with a small amount skill/map knowledge. Inherently block windows after a single vault for 5-10 seconds would prevent this, would make many killers more viable, and would end a lot of the frustration that leads to camping.

    Why is your take on everything today just bad?

  • @Avocium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027317#Comment_3027317

    2k/2e will piss off everyone because it is impossible to balance every killer for that ratio. At high levels of play there are maybe a few killers who can secure that kill ratio.... at low levels of play there are even fewer because knowledgeable survivors have the advantage.

    The reason perks NOED exists is to achieve some balance for otherwise useless killers who wouldn't get any kills at all - but its only use is for end game which is bad design because it basically says the beginning and middle of the game was irrelevant. The reason why you get a lot of campers/tunnelers is because many killers literally give up on the chase/hunt and try to get a team kill from preying on rescue attempts. This isn't fun for the killer or survivor - it's just a result of poor game design.

    I mean seriously, have you played killer? Maps get abused so hard now it's possible to loop for days against most killers. Maybe a balance for this would be for the entity to block any window thats recently been used if survivors now get a free borrowed time

    Have I played killer? Yes.... yes I have. And if what you said earlier about your playtime ("140 - 90" is your hours as survivor and killer respectively, then I have roughly 4x as much experience on killer than you have your total playtime combined.

  • @Avocium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027304#Comment_3027304

    imo the idea it needs to be balanced around something is wrong. Of course we don't want the killers to be impossible to win against so they should individually be adjusted so that they're both fun and possible to win against.

    A major problem however is that there isn't really a definition of what a "win" is in this game. Many people think the two out two dead is fair because.. well... on the surface it seems like 50% of kills would be fair. The issue is that to most killers this does not feel like a win, at least it doesn't feel that way to me. If I was responsible for this game I would place much more incentive on trying to escape as a team and have different degrees of winning - right now bloodpoints are the only validation players have for whether or not they've won and ideally I would change that. There are varying degrees of victory in this game so there should probably be varying degrees of rewards as well - some variation of team points awarded based on how many of your team escaped that could be spent differently than bloodpoints. This would be the bare minimum for me however, I think the blood web/ bloodpoints/purchasing perks is terribly outdated and gatekeeps new players too hard

    For the record I have more time as survivor than I do as killer, I think my hours are probably something like 140-90 so I wouldn't presume to call myself an expert on either, I'm just saying what I've felt over the last few weeks as I've put most of my hours on killer recently and overall I would say the experience is much more frustrating and much less fun than survivor overall.

    Not feeling like a win to YOU is a personal issue though. It doesn't matter how it feels to you. 50% out and 50% dead is a good balance for an asymmetrical game to aim for

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027293#Comment_3027293

    Except the OP specifically said they are fully health, wait for the killer to go over to them, and then they walk out before getting hit.

    So you didn't get hit so that checks off your first thing. And you didn't get bored waiting for the killer as the killer is actively walking up to you to hit you.

    There is literally zero other reason besides taunting for a survivor to do that. But sure, if you'd rather just insult me, I suppose that's an equally valid argument.

    I said I personally take hit. Everyone doesn't have to and they could just be doing it for the boldness points like I said. Staying in your terror radius until they can't anymore.

    Secondary reason, a teammate may be trying to open the other gate and if the killer wants to spend their time chasing me out, I'll stand there and waste their time. Obviously I can't speak for everyone, but I know that's what I do and I'm sure many others think the same way. I just think it's weird that the first conclusion some of yall jump to is "they're doing it to bully and be mean". Why is that always the first assumption

  • @Avocium said:

    balancing the game around 2 survivors escaping is just going to piss off killer and survivor and make the game unfun. Adding game mechanics that force killers to play a certain way is bad, insecure, lazy game design - if all you are concerned about is the survivor experience then hire a team to create a decent killer AI that plays exactly how you want them to.

    When did this game become hide and seek instead of a horror game?

    If people are so upset that they're being camped or tunneled as a survivor then the real problem is that person is more concerned about continuing to play hide and seek than they are about actually "beating" the killer and getting the win for their team. This is very obviously the real problem here - even though survivors have the advantage in 4 swf (even without perks) they are only happy if they get to ######### on the killer instead of managing to get their team out alive.

    Maybe solve that problem before buffing body blocking and adding more survivor perks that let them get right in the killers face and ######### on them

    What are you rambling and whining about??? How is balancing for a 2k/2e going to piss off anyone? When I play killer, I'm happy to get 2 kills. When I play survivor, I'm happy if even ONE of my teammates lives, let alone 2.

    People who camp and tunnel to secure kills are the ones who are trying to make the game an E sport because they're tossing FUN out the window to compensate for their lack of ability to secure kills and all they care about is securing kills as if it's an E sport and their stats are being tracked and they aren't going to get paid unless they try their hardest to secure a kill. I agree the game is not an E sport, so why care about kills so much instead of just enjoying the chases and having fun?

    Being upset about being camped and tunneled has nothing to do with wanting to hide? How did you draw that conclusion. It's irritating to wait for a match, load into that match, and then not get to participate in said match because some dingus cares so much about securing kills that they forget games are supposed to be fun

  • @tippy2k2 said:

    They're still mocking you

    That's what they're doing

    You can't touch me Ne ner Ne ner Neeee neeeeer

    you sound very paranoid and insecure XD literally sound like a 4 year old

    You get boldness points the longer you're in a killer's terror radius. So I'll stand there until I get hit out unless I'm bored and just feel like moving on

  • @Marik1987 said:

    With the changes, killers will become more weaker than they already are. All Slowdown-Perks are getting nerfed, while gens become more boring for the survivor-side. These 10secs mean nothing.

    So its time to use STBFL and CAMP every hook u get.

    This will be pure fun, long have we waited. Come to the hook, give me all my wonderful stacks and then its time to camp the hook + 1 on the ground.

    Well... at least this will become the new Meta, I guarantee you. Is this an enjoyable Gameplay? Maybe not, but leaving and running around is not the way (as M1).

    And finally: Corrupt and Ruin will PUNISH killers when they do their objective. Fun, right? You have to down and kill survs, but instead of gettint benefits for doing a good job, u get punishes. This is so hilarious, i cant even tell my frustration about this "reward system".

    you're not original. Killers already camp survivors out of games for stupid (or no) reasons

  • @kaskader said:

    Killer nerfs = fair

    Survivor nerfs = unfair

    Uhmazing

    Also you didn't understand the pop nerf.

    Someone didn't read very clearly. I supported most of the survivor perk nerfs (aside from Self Care and DS which were both unnecessary as they were already nerfed)

    I also think the Corrupt nerf was too much. which you would know if you read

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