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Rezblaze

Rezblaze

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  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/793381#Comment_793381

    Doesnt sound like an excuse. Following your line of thought, if you have a load of fruit and you dont like apples, then apples shouldnt exist in the world. Instead, you should have purchased the bundle that didnt include apples.

    Its not a game design problem. Its a problem that its entirely up to the player to figure out and how to solve it. Such problems arent problems to Devs, because its based on your experience as a user, which you (as user) define.

    Well, for one, your analogy makes no sense.

    Two, it's absolutely the devs problem. They made the issue, literally. And so far there is no demonstrable reason for it existing. The whole reason I have to work around it in the first place is because of a poorly designed decision to make leveling characters seem more meaningful.

  • @PigNRun said:

    The deal here is the following. You are playing on Rank 9, as you said, thus you played a fair bit already. Therefore you already have at the very least a character with perks. If you really dont like playing a character with no perk slots or add-ons (the latter has little to do with this topic since at some point you will need to have 0 add-ons), then dont play that character. Use the characters that already have perks, and any BP you get from them, funnel them into the character you wish to play. I really do not see the problem here.

    As I said before, that's an excuse to work around it's existence, not a justification for it existing in the first place.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/793039#Comment_793039

    You said "I play games to have fun" which strongly implied that you thought this system wasn't fun. You also said "not everyone is a top tier killer or survivor who can run the game perkless and with no addons and still 4k", which in context seemed to imply that you thought you ought to be able to 4k while trying a new character, and the only thing stopping you was the locked perks/slots. I suggested that you might have more fun if you adjust your outlook and stop expecting to do well when you're trying out a new character for the first time.

    I apologise if I misinterpreted anything you said, but pointing out that you're looking at something the wrong way is not attacking your character. The fact that you interpreted it that way tells me that this issue is clearly getting way too personal for you, so I'm going to end it here before it gets ugly. I hope you find someone else to discuss this with who you can better see eye-to-eye with.

    I understand what you're saying but outlook doesn't change it.

    The perk slots being locked and being at a rank where players will have all perk slots and the perks they want isn't a matter of outlook. That's a result of what this system does if you try to do a new killer.

    Losing a game because I took bad perks, or because I played poorly, or because the other team was simply better, are things within my control.

    How can I change my outlook on something that puts me in a disadvantageous position for no fault of my own, my only mistake being trying out a killer before investing 15 games worth of bloodpoints into it?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/792999#Comment_792999

    I told you in my first post I don't know the reason, I just assume that there is one, otherwise they wouldn't have done it. I'm not a game designer, I'm not here to speculate about why the developers made the design decisions that they did.

    All I'm saying is that, from what I can see, the problem lies less in the game design and more in your outlook. Perks help, yes, but they're not a dealbreaker. It's not a "punishment" not to have all the leveling benefits unlocked from the get-go, and if you think you should be able to immediately start winning matches the first time you pick up a character you're not used to playing, perks or not, that's a fault with you and not with the game.

    EDIT: You said in your initial post that this concept was foreign to you. It's hardly an original one. Try playing other games where you unlock benefits by leveling up your characters, and then you might understand a bit better how the system works and why it's not as absurdly unjust as you seem to think.

    Firstly, it's fallacious to assume that just because someone does something means it was done for good or logically sound reasons.

    Second, you're trying to attack my character as a player rather than defend the actual merits of locking the perks, which is a red flag to me. I never said I should immediately start winning marches. All I asked for is having four perk slots open because locking them serves no purpose to progression and hinders game balance for a gimmick.

    Thirdly, other games are actually balanced, and aren't entirely RNG based. Other games done consist of holding down M1 and pressing space bar and actually require some skill. Other games aren't asymmetrical in design. Perks being locked isn't a foreign idea to me; what's foreign is why on gods earth would they lock it on every killer?

    Fourthly, your defense for this consists entirely on the idea that my conception of what is 'fun' is somehow corrupt and therefore is a problem with me and not anything to do with the game. Don't really appreciate that, but it's a non-argument anyway.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/792953#Comment_792953

    Yes, I would say that it's fair to expect players to put in a bit of effort to unlock all the content. Most people enjoy not having everything handed to them. If you struggle a bit at first, that's okay. When you're trying out a new character for the first, second or even fifth time, you should not be expecting to 4k. And If you simply must try out a character with all perks unlocked, there's KYF for that.

    I'm not a top tier player by any means, nor am I pretending that most people are. All I'm saying is that if you can't have fun trying out a new character without perks, that says more about you than it does about the game.

    I'm asking that I and other players not get punished for the crime of daring to pick a killer or survivor we don't main.

    Everything said thus far are excuses for working around it and blaming the player for being upset that they are put at unfair disadvantages in a game for no good reason.

    I haven't heard a single legitimate reason as to why they lock off the perk slots. Content unlocking? If that's the case, then why are they giving you the killer's three starting perks? Why give you three perks but allow you to only use one? That's not content unlocking, it's slowing the progression down needlessly.

    How does locking all perk slots behind a level requirement affect the game positively?

  • Another idea; claw in Freddy vs Jason is different. Longer claws, in particular.

  • @Dryhigh said:

    Just having Englund as Freddy would be awesome

    God, if only I could hear that taunting voice in game.

  • @Fibijean said:

    Side note: they have mentioned in the past the idea of having different ranks for different killers, because they all play so differently.

    This may sound harsh, but if you're good at the game, you shouldn't need four top-tier perks to do well. It's harder, sure, but you're not "stuck". You can play a killer while levelling them fairly easily. In fact, it should only take several games' worth of bloodpoints as killer to unlock all the perk slots, which is not difficult to achieve.

    Previously, it was the case that you kept all four perk slots open after prestiging a character. I don't know what their reason was for changing that, but I assume they did have a reason, which is why I'm voting for No.

    I play games to have fun, not to grind out until I am at the point where I have the ability to have fun.

    Ability has little to do with the overall point but let's roll with it. Is it fair to say 'you deserve to be forced to grind for perks' for players who aren't top tier players?

    What about someone trying to learn a killer and getting used to their power? How is getting stomped because you don't know how to play the killer in any way the players fault? And why should their ability to prolong games, which is locked behind perk levels, be blamed on skill? Longer games means more opportunities to improve.

    Not everyone is a top tier killer or survivor who can run the game perkless and with no addons and still 4k. We should stop pretending they are.

  • @Boosted_Dwight said:

    The guy is super talented. I'm just baffled as to why BHVR hasn't done something other than a shout-out.

    Michel F. April does a good job. If they're stil on, I'd love to see the two collab.

  • @Milo said:

    Only ridicolous change for me is Overcharge. Other seem neat.

    (and im going to post this on every Surge post i find, if it isn't already on there) Make it so Surge doesn't have the basic attack requirement.

    In hindsight it's a ton.

    I think 5/10/15% would be more reasonable. I often forget there's more than top tier players playing the game.

  • @marvelmovie said:

    I think Algophobia might be very strong on faster killer's like Spirit and Ghostface. It might be too many tokens. It's an up and down situation where as the survivor has haste but it leaves.Then the killer gains bloodlust and then the survivor gets a boost from the hit.

    Also if you hit a survivor do they gain haste again?

    @marvelmovie said:

    I think Algophobia might be very strong on faster killer's like Spirit and Ghostface. It might be too many tokens. It's an up and down situation where as the survivor has haste but it leaves.Then the killer gains bloodlust and then the survivor gets a boost from the hit.

    Also if you hit a survivor do they gain haste again?

    I don't think it's too different than Play With Your Food; with PWYF you get up to 15% haste at full stacks. Trouble is you lose those stacks quickly.

    With Algophobia, you have to let them heal 12 times throughout the match in order to gain it's full effect. Not only that, but you have to make sure they don't end a chase with you before you injure them, or else you start losing stacks.


    And if you down someone you don't get stacks. It only works after a survivor is healed from injured to full.

  • @HatCreature said:

    I voted for Rules #2 and add-on changes because in my opinion Pig needs more add-ons for her Ambush and crouch rather than her traps. Most of Pig's add-ons are worthless because of how the traps work and how easy they are to take off. Then you got Ghostface twerking in the distance with his superior crouch speed and laughing, Pig needs to move faster when she is crouched and since she is one of the few killers who are not add-on dependent she can sacrifice one slot for faster movement speed while crouched. This will also allow Pig players the ability to play her the way they want, I enjoy being a sneaky piggy but others might enjoy a more trap based piggy; better add-ons can do this.

    I dont mind less ambush addons.

    Her traps are far from useless. Though I think they need a bit more lethality. Maybe, after certain period of time, the trap timer starts ticking regardless of gen progress?

  • Don't be concerned about ranking up.

    Rank in this game, means next to nothing. Unless you're trying for the prestige skins.

    Keep learning the game. Learn basic mindgames. Run ruin or corrupt intervention. The Devs are well aware at how broken premades are in this game.

  • Candyman and/or Pinhead from Hellraiser

  • @Bazzajack said:

    It doesn't do anything to stealth killers anymore becuase of the undetectable status affect.

    It is a powerful perk with a massive drawback of the killer also seeing your aura, leading to you getting rightfully tunneled and killed, its not a huge problem

    I disagree, greatly.

    Having the ability to see each other is extremely boring. It makes mindgames impossible, and the user is almost always guaranteed to get a head start before OoO stops going off.

    The Killer seeing you isn't a drawback for anyone with a brain. Sure, if you throw on the perk and don't know what you're doing, its a drawback. But good players are mostly going to try and optimally run the killer around anyway, and have the team do the rest.

    Object of Obsession seems to be a badly designed perk made only with SWFs and voice coms in mind. I don't see how it has much use anywhere else unless the survivor is extremely cocky with their ability to loop.

    Its not a fun perk. Its annoying to deal with, and seeks only to boost the user's ego about how good they are at the game by giving them a heads up of where both of you are located. And while the survivor has three lives to spare, the killer is on a time crunch constantly. That isn't a drawback.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/787271#Comment_787271

    Honestly, I have always seen it as one of the best tracking perks in the game. I feel like the people who hate it, haven't used it.

    The moment some one becomes injured, there is NO POSSIBLE WAY for them to escape from you. Their blood lasts forever, glows as brightly as the sun, and is as vibrant as a glow stick. You can even use it in place of Deerstalker, it's like the Survivors are bioluminescent slugs.

    Discordance? Only works when 2+ people work on a gen together.

    Barbecue & Chili? Literally 100 counters.

    Bitter Murmur? Only works when you lose a gen.

    Sloppy Butcher + Bloodhound + Stridor? UAV ONLINE

    Love Discordance on some killers. Especially if I don't got Corrupt Intervention.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/788501#Comment_788501

    And you as killer, have a bunch of perks to stall gens. Yet there’s complaints that they shouldn’t be needed, hence the suggestion of gens taking 25 seconds longer. So why should survivors have to always use those perks?? Typical bias. Address the biggest issues on BOTH sides.

    The speed boost only thing was just something I threw out there, my point is that it needs a nerf. The idea that survivors should have to do all dulls in addition to 25 second longer gens to prevent a game changing perk is comical.

    'Typical bias' is what people usually fall back on when they don't have anything of value to say. You're missing a MASSIVE oversight on this, and its that Survivors don't actually take up perk slots to increase generator repair speed. So what perks are you referring to that benefit survivor repair speed? None of those perks are necessary for a survivor to meaningfully contribute.

    You've forgotten medkits, you've forgotten tool boxes, you've forgotten maps, keys, their addons. You've forgotten chests with rarer tools and kits and flashlights. None of those take perk slots, in fact, you're not penalized by taking them -at all-.

    As killer, you have your killer power, four perks, and a single offering. Survivors have a total of 16 perks all together, four potential tools to increase their survivability, and up to four offerings.

    This isn't even counting second-chance perks like Decisive Strike, Mettle of Man, Borrowed Time, Unbreakable if you're slugged, etc.

    Where are you getting this idea that they're somehow penalized in terms of perks by increasing gen repair?

  • @Sziosis said:

    I like these ideas, but I had one where all Totems are sealed and you can only break the seal by

    1. Finding the totem.

    2. Interact with the totem to reveal the aura of a seal in a random location of the map.

    3. Find and break the seal (only the survivors who have interacted with the totem can break the seal)

    4. Cleanse the totem. (After the seal is broken, all survivors can cleanse the totem)

    Killers can't see auras of the seals.

    This gives totems more life and the survivors an objective to take away a useful perk from the killer.

    I can see that being useful, but honestly, what about NOED? Do we have to find it, diddle with it, THEN find the seal, THEN cleanse it? That's a lot of time for NOED to snowball. Sure, its NOED and that's its thing, but a little long in my opinion.

  • @Karl_Childers said:

    In exchange for this, I would like to see the following to balance it out :

    • Hook time is extended by 1 minute to prevent any camping buff due to slower gens.
    • Borrowed Time is reworked. BT effect as we know it, becomes basekit . Tunneling now takes a hit in the base game, since you are addressing “genrush” in the base game. This is only fair.
    • Spirit is nerfed. Sorry but this killer can’t remain as is with gens taking 25 seconds longer. Completely unnecessary buff which would make her OP.
    • NOED is nerfed. It’s unreasonable to expect survivors to not only complete gens that take longer, but to also cleanse all totems. It should only give the speed boost and that’s it, for example. No way can it remain as powerful as it is now.

    Almost everything suggested here is awful.


    Spirit should be counterable, but honestly, Borrowed Time as base kit? You kidding? We already have Borrowed Time to prevent tunneling AND we have Decisive Strike. You literally get a free out for a period of time between being unhooked, that's free time the killer has to chase you. And against some killers, that's all it really takes.

    NOED doesn't need a nerf, because its use is already niche enough; making a HEX PERK, where the idea of it is supposed to be extremely powerful, only give you 3% haste at the end of the match, when all gens are done and two exit gates need to be powered, is a comical nerf.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/788338#Comment_788338

    I just wish dying light didn't give 33% healing speed bonus. Previously, it used to be that having dying light alive hurts you, but when you killed that player, you got a reward. now, you need keep that person alive, but you get hurt for that person being alive. I just wish that when you play well, i.e kill all 4 people, hook a lot and injure/apply antiquate map presence, you end up winning. It's one of the reason that Freddy is like one of my favorite killers now because when you play well as him, the game says you win and you often know yourself that you played well. I don't think they need increase generator time with Freddy, they need make other killers around same level of Freddy and I think improving dying light would might do that. these days you'll mostly just see corrupt intervention or hex:ruin and both of those perks are hit or miss. both of them don't really influence my play as survivor so I could care less about them i guess.

    Killing the obsession doesn't mesh well with any of the Shape's other perks. Play With Your Food and Save The Best For Last all worked by ignoring the obsession.

    Having Dying Light activate by KILLING the obsession is counter to the Shape's beginning perks. It just meshes better with everything else, and doesn't require tunneling to activate. The change needed to happen.

    Though I agree, the buff is really strong and makes Dyling Light only optimal on the Plague.

  • @Onyx_Blue said:

    I've heard stuff like this before, and last years Hallowed Blight did a great job at showing how much slower games can be with an additional objective to do.

    Only reason I leant towards extending repair time is soley, for now, that I can't see any drastic new changes to dbd coming; with the archives and rift, I can't see a brand new change coming soon. So in that vein, I feel like an extension to gen speed in the current dbd state of play is the best way to go. It's a meme at this point that "killers play because they love to feel pain" etc so why would it be fine to leave dbd in this state for any longer?

    Really just shows where BHVR's priorities are at.

  • @Phox said:

    There’s been lots of talk of this before, and the consensus for most is we would rather have another objective to extend the game. Nobody wants to play a progress bar simulator. Doing gens is already boring, especially with things like ruin, dying light and thana. If gen times were increased I think a lot of people would just quit playing survivor because of how boring it would be.

    Someone on the steam forums suggested that there should be parts that the survivors have to find first.

    Parts could be found in grey-colored chests around the map, taking about ten seconds to search and five seconds to install the part.

    I added onto that suggesting progressive difficulty:

    • Rank 20 - 16 = Default gameplay. Hold M1, skill checks occasional.
    • Rank 15 - 11 = Modified gameplay. There will be one part required to start generator progress. After that, its a matter of holding M1.
    • Rank 10 - 6 = More modification. There will be one part required for beginning generator progress and one part to finish it.
    • Rank 5 - 1 = Final modification. There will be a part required for beginning gen repairs. Halfway through the repairing, a part will be required to continue. Then, a part is required to finish gen repair.

    After parts are installed, progress on generators are as normal and the killer cannot damage the generator to break parts (of course future perks could alter this).

  • Honestly, I expect big things from Skywalker if I'm going to see it. The Last Jedi was a big disappointment, and I'd rather wait to see it, if I do at all.

    Not sure how they would recover from that mess of a story.

  • I'll throw my hand in:

    The Pig - Rule Set #2 is base kit, replaced with the following:

    [Ultra Rare] Filled Syringe

    A syringe filled with sedatives, used to knock out multiple victims in preparation for the game.

    • ALL survivors start the trial with inactive reverse bear traps on their head.

    [Rare] Partially-filled Syringe

    A syringe filled with sedatives, with enough to knock out one victim in preparation for the game.

    • Match selects an obsession.
    • At the start of the trial, the obsession starts with an inactive reverse bear trap on their head.


    The Plague - Have tiers of sickness like the doctor has tiers of madness.

    • Tier 1: Survivor gets the Broken status effect
    • Tier 2: Survivor gets the Hindered status effect (3%)
    • Tier 3: Survivor gets the Blindness and Oblivious status effect.
    • Tier 4: Survivor gets an additional Hindered Status effect (7%)
    • Tier 5: Survivor gets an additional Hindered status effect (11%) and will not heal to full after they cleanse.

    The Plague can bring people into these later tiers by puking on them after being broken. But all survivors will enter these tiers very slowly the longer they do not cleanse. This will force survivors to eventually find a fountain and cleanse or else the Plague will simply get stronger.

    To balance this out, we can have the timer for Corrupt Purge shorten by 15 seconds, and when the Plague downs someone with Corrupt Purge who is broken, she loses all her Corrupt Purge.


    The Clown - Make direct hits with bottles injure, or at least make an addon where it does.

  • Have you seen half these killers? They're twice his size!

    That's not to mention that, no sane person in reality would throw themselves at someone with a lethal weapon.

    When you're in a life threatening situation, believe me, its harder than it appears to 'just run up to someone and tackle them' if they have a weapon. You're essentially putting your life at risk just to one up the guy who has the advantage; most people will run away, even if they appear strong.

    Surprising a killer into a stun is far different than bum-rushing them.

  • @marvelmovie said:

    We need to get this implemented or have the devs take a look at it

    Appreciate your kind words.

  • Decent ideas. Not sure I fully understand the first one though.

  • @WTBacon said:

    Bloodhound is a good perk. :(

    Not saying its BAD persay. But once a killer gets good at tracking blood, they don't really need Bloodhound anymore. Not in the face of other, more useful perks that can slow down the game.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/787235#Comment_787235

    What about it? RezBlaze is the one who brought up the BP.

    Your grinding problems are irrelevant to this discussion. That's a differfent issue, one we can discuss at your leisure. Here I'm refuting this statement:

    Here's the problem:
    Survivors lose out on teamwork, but can still grind out a lotta BPs.
    Killer loses out on Hunter BP, Sacrifice BP, a good amount of Brutality and Deviousness too depending on the Killer.
    That's not mentioning the fact that often times, if one survivor DCs, multiple survivors will start DCing.
    

    Because it is simply not true and Survivors are punished a lot more in every way, including BP-wise, when a survivor DC's.

    If you're butthurt over how much BP you need to grind, we can talk about that. But it has nothing to do with this point I'm discussing.

    What?

    Distribution of bloodpoints and the relative amount you receive isn't relevant to the point?

    I'm just quitting this discussion at this point.

  • @KnifeaToMeetYaXD said:

    I don't know much about Candyman myself, but the concept seems interesting and these perk ideas are fantastic! Very unique, strong, and potentially game changing! Very nice creativity.

    https://www.youtube.com/watch?v=qOt3D01rCTY

    It'd be impossible to really get a hold of all his powers in one setting. But the bees are very symbolic of Candyman and can be a useful power.

    Though I think maybe it could be a bit weak in practice. He could use a secondary power, perhaps.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/786948#Comment_786948

    Do you even play survivor? 3v1 as survivor is no picnic and you'll be lucky if you can even make 10k BP when someone DCs at the start of the match.

    Never said it was a picnic. Just saying that there's still the potential.

  • Doctor, easily.

    His power is to annoy the survivors. That's it. There's no mechanical usefulness to it, and its effects wear off overtime, meaning you constantly have to prolong chases to keep putting people in tiers of madness.

    It detects well, but there are other powers that are way more useful or force the survivors in more precarious positions. The Plague forces survivors to be injured the whole match, and has huge snowball potential. Freddy has actual mechanics that can trick survivors.

    The Doctor? He can't trick survivors on a good day. Fake pallets are worse than Freddy's as it doesn't force survivors to commit, and you can't strategically place them. The images of the doctor do little, as they just stand there (maybe if they rounded a corner at the survivor it would make them hesitate, but as it stands, its useless) and they only work as a second detection perk.

    All in all, Doctor should be way more scary, but his mechanic just does too much that does too little.

  • Make them Maniac Cop and you gotta deal.


    I love the amount of effort you put into this, but I don't like the power. Too much like the Huntress but without the usefulness of downing. Its like a ranged Legion.

    I do like Hex: Revenge, but I do think it should affect just one survivor; the one that stuns you. This way, it doesn't project to the whole team that you have the curse (even though SWFs would be able to figure it out in an instant because SWF is broken). Also, the timer is a bit long; maybe 10/13/16 would be better, as 20 seconds of Exposed is pretty significant.


    Hot Pursuit is a nice meme perk, but with a team of SWF its useless. Perk that's easily bullied or ignored. Might be good teamed up with other Terror Radius perks though, like Unnerving or Overwhelming Presence.


    Impatience is rather interesting, and can reward frequently switching targets.


    I can't speak on Survivor perks as I'm not a good survivor.

  • @Starbricks19 said:

    Sorry but I can't understand this sentence: "We do not have voice chat in our game as we feel this would ruin the survivor experience. However, you are able to use certain gestures in order to communicatewith other players".

    I really can't immagine anything bad for this game if a voice chat is implemented. I am main killer so not that big of a problem, but already on this forum I keep on reading that the overall experience of a solo surv is not that great.

    Surely a voice chat will help to create a bare minium coordination among surv.

    Let me know if you do agree that with a voice chat the experience will be ruined.

    I can tell you haven't played against may SWF groups.

  • Why not just tell the survivors every perk you have then?

    Survivors should play to NOT get hit to begin with. Playing risky can be rightly punished.

    Why punish the killer for just running the perk by notifying the whole team you have NOED and have them run around and look for it as soon as the first gen is done?

  • @darktrix said:

    Pretty sure everyone remaining in the game gets punished after a DC.

    Here's the problem:

    Survivors lose out on teamwork, but can still grind out a lotta BPs.

    Killer loses out on Hunter BP, Sacrifice BP, a good amount of Brutality and Deviousness too depending on the Killer.

    That's not mentioning the fact that often times, if one survivor DCs, multiple survivors will start DCing.

  • @Lost_in_the_Fog said:

    I love this game. I don't always win and I still love this game. There are so many posts with people completely trashing every aspect of this game and being incredibly rude and insulting to the devs. My question to all of those people. . . If you hate this game so much why are you still playing it?

    I want to say thank you to the devs for the hard work they do. Are they perfect? Is every addition or change perfect? Of course not, they're human! I am in no way saying people shouldn't play this game just wondering why people have to be so nasty on these forums.

    We're allowed to complain about games.

    I play this game because it has fun moments, and sometimes those moments really outshine the bad ones.

    But when the bad moments come? Jesus, are they bad. They're infuriating. They're mind numbing and its why I've uninstalled the game on and off for the last two years.

    A game should be fun to play, but a lot of the fun in this game is left to chance. And whenever you bring up something that's unfun in design or in practice, you're often met with "Oh so you want killers/survivors to win every match!?" or "Just get good lol".

    I want people to complain about the game. Sure, it's a lot of BS to shift through for the devs, but it allows for the negative feedback to improve the game.

    Not every decision that's popular is the right one either. But this game is so all over the place, people get rightly frustrated.

    Let's not blame them for trying to enjoy a game that has genuine moments of fun. They see something of value here. They just want it to reach that max potential.

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