Rokku_Rorru
Rokku_Rorru
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441533#Comment_3441533
also helps with making the matches less stale by trying a different build
true, I often like running healer, but running an obsession build has been fun for a change
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442971#Comment_3442971
I don't understand what the selective setup is. Is bringing the single perk, Made For This a selective setup? The perk itself is my issue not bringing a series of goofy perks that make you run fast. The other ones all have activation requirements that make them fair. Made For This has effectively no requirement just like old dead hard.
It's not a single perk which achieves "Killer movement speed", it's a combination of them. Sprint burst makes you move at 150 percent on a 40(32 with vigil) second cd and that's the alternative to this. People will stick to their exhaustion. This has another activation, fearmonger among many other perks and addons inflict exhaustion (blood echo as well). If it's such a huuuuge issue as you put it, there is plenty counter play available to you.
Iron will is another perk with this requirement, and no one brings this despite how much value it can have in losing a killer, why? Because exhaustion perks achieve more. It's just a nice alternative to it, nothing more.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442848#Comment_3442848
This is not really how an asymmetric game works. Those perks have more stringent activation requirements than something that's going to happen regardless in every match(getting injured). Additionally all things being equal, if killers and survivors had the same base movement speed killers would never catch survivors. Survivors have much smaller hotboxes than killers and can hug loops more tightly. The perk is hugely problematic.
Honestly I'd say the perks that cause exhaustion are a better counter than the move speed ones that you never see for a reason. Except those are extremely conditional as well.
That is how an assymetric game works, it's a very select scenario which requires a specific set up. it's already possible to get to said speeds on survivor side with dark theory and teamwork power of two and blood pact already, and just like made for this they have requirements. Just talking nonsense doesn't change the fact that its not been on live and had time to test the waters yet. PTB its easier to get set up because everyone is fooling around.
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@Jylppy said:
I'll stick to what SpookyLoopz suggested some time ago. Make ghostface night shroud permanent, so he would be the first killer to have no terror radius. In exchange "remove" his ability to 99% stalk, so when you stalk survivors their stalk meter will decrease over time if you don't stalk them fully in short time. This time should not be too short ofc.
reminds me of trickster's exposed addon, wonder if he'd need a lullaby or scratched mirror myers speed.
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No it happens to everyone in the match, I've had happen to a group of friends I was playing with, DBD's servers atm are AWFUL, and they even closed my thread reporting the issues. even though it's a huge issue, it's not a bug apparently :clown:
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438092#Comment_3438092
Don't worry, it's just as broken from his POV. Heck, I even revealed him while he was entirely behind me. XD
Good old dbd servers. Something they need to up is the tick rate, it makes all interactions jank.
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You have to be running to gain its effect which triggers bloodlust when in a chase and not have exhaustion. The only point it's at 110 is with blood pact (situational) and hope (gates need to be powered).
Killers have:
-Play with your food up to 15 percent extra MS
-Game Afoot, 5 percent basically a bloodlust for breaking a pallet
-Devours hook reward movement speed
-Bloodlust (baseline)
-Powers.
-NOED
with PWYF + Game Afoot you can get 20 percent extra speed not including bloodlust if we had to be picky.
You have the tools to counter it if it's a huge issue for you.
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I don't want doctor skill checks on my deep wounds honestly lol
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Skull Merchant + Doctor are horrible on Midwhich/RPD/Gideons
IMO the skill check bs needs to go for accessibility reasons, or toned down. I'd be in favour of him getting better chase mechanics/ power mechanics that aren't really easy to exploit. it's not as bad as impossible skill check build days but it's getting there with merciless storm etc.
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I think it would be a unique perk idea if there wasn't so many slowdown perks that are stackable existing in the game (no way out, Dead lock etc). It kind of sounds like merciless storm in a sense. Honestly one buff I'd like to see is to oppression where if any skill check it causes fails, it causes a chain reaction (to other gens, not the same gen) until people stop missing them
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/377353/hit-validation
This has been a thing since 5.3/4.0+. In 5.2.0 they fixed this,completely. Then they screwed it,for some reason.
Well hopefully it gets fixed sometime soon, I love this game to pieces but the only complaint I have is it's networking when it goes bad, it's really bad. Balance would be a very different game if the networking wasn't so all over
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Yeah the darkened screen effect is annoying
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@adsads123123123123 said:
Camping is an important strategy for killers to secure kills and commonly used on some killers such as Bubba. I suspect almost no one will play Bubba after the camping nerf. Camping is effectively dead with the nerf and killers need to be compensated for this as it's a large nerf.
You will literally be able to still play that way, heck they'll just be easier to tunnel likely because if they unhook themselves who is going to protect them???? Stop over reacting and do some chasing for once.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441920#Comment_3441920
I'm glad you came in with all the evidence and tried to show the truth. If it's not a bug then what is it apart from trash matchmaking? Seems like they just love to promote VPN'ing for killers to get an unfair advantage that survivors need to compensate for.
IDK It's very demotivating though, if they aren't going to fix it they need to start showing killer names and ping in the lobby so we can avoid players who exploit the networking like this. Like what do you want me to do with a red killer ping mid match, whats the point of it if they aren't going to use it to improve the game at all?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441944#Comment_3441944
When I try to hook Meg and three items come flying.
I don't think it should work while carrying survivors or it'd be bs LOL
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@Spill said:
Can someone explain how the WHOLE community told behavior that is killer is MISERABLE during the PTB and yet they ignored EVERYTHING and added buffs????? HOW could anyone possibly think that a brainless killer power such as placing drone should give the killer ALL of these???????
- Movement speed boost??????
- Random Stealth??? why is this a thing????
- Exposed 1-shots?????
- Instant pallet breaking???????
- Full map info and tracking?????
- Secondary objective slowdown????????
- 100% 3 genning???????
LITERALLY the most skill-less killer gets slapped with A MILLION bandaids. That's how you know you failed as a designer. I truly hope someone got reprimanded for this miserable experience they've added into this game. Complete and utter failure...
the same reason they ignore their terrible networking as not a bug, just bad priorities.
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lmao could you imagine how much fun the community would have with it on streams
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I made a huge bug report thread on this a year ago with a years worth of posts and it was closed https://forums.bhvr.com/dead-by-daylight/discussion/322679/high-latency-killers-killers-are-causing-very-very-incorrect-visual-hits#latest I don't think they'll ever fix it, it's frustrating that it's the case but there is so much evidence pointing toward the netcode being atrocious.
I've had survivors teleport mid chase on killer side as well, it's a mess right now.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441537#Comment_3441537
the nurse is not a nightmare, this minde game is a killer, face the fact that you cannot win by simply dropping all the pallets, and start thinking
the easiest way is to run behind the wall and then run out to meet the nurse, even such an easy move will allow you to dodge quite often
and don’t do 1 and the same tactics all the time
https://forums.bhvr.com/dead-by-daylight/discussion/377338/changes-for-nurse
again, this is minde game killer
if you have no idea how to outwit the nurse at all, then start playing as her see what people are doing, or think under what conditions it would be most difficult for you to catch a survivor
then return to the role of survivor and use the information received
there is no mind game with the current hit validation, the hits she gets with how fast she travels she is always hitting where you used to be, Until the server tick rate is increased she has no right being as powerful as she is.
She can hear you through walls and people will still run several aura reading addons, there will never be mindgames with the current synergy she has. Only answer is to run distortion, or Off the Record, and running a single perk for one killer who isn't played often just isn't worth it.
There would be more mind games if she couldn't phase through walls tbh, that wouldn't stop her going through windows and pallets lmao
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I just think making her teleports unable to go through solid objects without an iri addon would be enough really, and even then she'd still be broken.
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@Pink_Ronin said:
Changing one of these 4 things would make it more worth using and provide more consistent value.
1) The exhaustion cooldown should be 10 seconds
2) Endurance window should last for at least 3 seconds (The 0.5 second window was acceptable before the nerf but now it doesn't even make sense)
3) Allowing use before being unhooked for a maximum of 3 potential DH activations in a match.
4) Bring back original DH dash (my pick)
1) no? boi that would be way too fast LOL
2)1 maybe to make it more accessible, anymore than 2 LMAO stop please.
3) Unhooks would be nice, but even with 2 DH's a match I'm getting a lot of value with it, it's a broken perk especially as the obsession and being able to remove stbfl stacks in cases.
4) I prefer the current one, the endurance allows game turning plays, allowing me to be more altruistic with it.
It's easier to use now the killer doesn't expect a dead hard, the mind games in the case of using it are better.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440057#Comment_3440057
and you are playing it smart...good perk loadouts are either finish the objective quickly (doing gens at every given opportunity) or stalling the killers objective (the loadout you are running)
it is up to survivor team to stop the tunneling and camping...your loadout plus lithe/sprint burst or sabotage or flashbang and bodyblocking is how you deter the killer
it is just common sense if gens are popping quickly then a survivor is going to most probably get tunneled (if the killer wants any chance of getting kills in the match)
Yeah and being the obsession is the only way to stop STBFL (coz no one runs DS anymore) in your control, so I've been taking those measures to try and be more altruistic with my build and serve as a distraction.
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Something people aren't considering is you can get the survivor out of their 1st hook state faster possibly and tunnel them out quicker if the bar fills up super quick. much like BT this mechanic will be possibly abusable but in the killers favour if the surv doesnt have anti tunnel perks.
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let me use it both hook states :) muahahaha
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I don't want to see anymore wraith buffs honestly, I think of all the base killers he is comfortably doing well right now for how basic his power is. good map mobility for the 4v1, and even though he is just an m1 killer the servers can barely keep up with his speedboost when a player is lagging that you end up trading with whatever interaction you did to avoid it. (though that's more a server issue and most players who play him have red ping... I wonder why...)
If anything killers like trapper could benefit with a way to traverse the map faster (I feel some kind of global mechanic dark portal the entity rewards you with when you hook someone/start a match to choose where to go, it wont be as useful for killers who already have movement abilities) and maybe an addon that gives him some kind of time to set up. I don't think there is anything more they can do to trappers traps that could help him.
Hillbilly I have no idea what to suggest, because I don't play him enough.
Huntress doesn't need help, she is a strong killer, I feel the portal mechanic would be a really powerful tool for someone like her to take advantage of I mentioned earlier. She has so many wall hack perks these days she is very very strong, and the ability to proxy camp and camp very easily.
Doctor needs some changes to his madness mechanic which don't make him an accessibility nightmare, I feel like more ways to make his power nice in chase but taking away his stupid skill check effects, so many friends I care about can't play with me when he is in play and my partner in particularly because of his nystagmus (eyes tremble and struggle to focus on one part of the screen) it needs to go, it's not a healthy mechanic, replace it with more chase power or anything.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441077#Comment_3441077
They took it out because of the climbing glitch right? They need to fix that already so you can get your perk back.
it's working in the ptb so it will be here when that goes live (hopefully) <3
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441037#Comment_3441037
Yeah but the problem with the pip system is it penalized you for other peoples actions like killer and survivor DCs, killer AFKs and survivors hook suiciding and leaving you when you’re 2-3 minutes into a match to escape and impossible game.
I realize that they can’t do anything about hook suicides but the pop system should at least be changed where you get an auto safety pip for any DCs. That would help a lot.
Bot survivors should help with that honestly, its better than what we have now.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440897#Comment_3440897
I’m just worried because they seem to always leave in op survivor buffs or bugs for months or years. Yet killers get the hammer within days or just a few weeks. So if the survivor bots or antiface hooks do come out to be very strong or worse broken, how long will they take to fix of balance them? I’ve been playing since 2017, my trust in timely action from the devs got destroyed in 2020.
we have been without Any Means Necessary for what feels like months now
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Honestly the pip system is more accurate than the current escapes/kills system
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@Adaez said:
I'm pretty sure the last chapter which was the Skull merchant made more people quit than actually join the game, maybe they will finally realize that releasing content every 3 months doesn't equal more players, stable playerbase if said content makes the game worse.
The game could have easily break through 100k players on average if they took those 3 months, even the last 6 to fix the game and take their time to think more about the ideas of the chapters they wanna bring in so they wont be so awful and actively do more bad to the game than good.
What's even the point of releasing new content if the vast majority hates it?
I think the current roadmap proves they are willing to slowdown content, with survivor only chapters they aren't introducing a whole new power and set of interactions into the game, probably giving them more breathing room for balance and health changes. One would hope at least.
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All the backfilling from people dodging lobbies likely, usually happens aggressively on weekends.
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@MikaelaWantsYourBoon said:
For using gen effective builds, i don't blame survivor players.
For tunnelling, camping and all boring strategies i don't blame killer players.
I don't blame Blight players for using busted add-ons or abusing Hug-Tech.
I just blame BHVR for this boring current meta which both sides hates it.
I blame BHVR for unhealthy balance changes. Just because something is overused, it does not mean they are busted. It can mean they are just band-aids for your core game problems.
I blame BHVR for making this game the worst state ever except the first year.
And the sad thing they don't even listen community.
Killers are talking about gen problems and yet we are getting gen progress perks with each new chapters.
Survivors hated Knight & SM and we are getting 3rd gen holder killer in row.
They are releasing killers like Sadako and then leaving them in Oblivion. No buffs, no changes for them, like they never existed.
Trapper is more like joke than killer, 7 years and this killer was always weakest one. Still is.
It's just sad to see DbD's current state. I really loved this game, i am still trying to have fun but it's just becoming harder and harder.
Agree 1000000 percent, they've been making some steps in the right direction but the glaring problems have been elephants in the room for so long it's like they dont play their own game.
And not to mention the abysmal state the servers are in right now, survivors teleporting, killers hitting you from aeons away. The servers can't even keep up with high movement speed killers for goodness sake.
Then there is the rampant cheaters constantly also, it's getting old, I think it's time to remove PC from cross play and make console players have to play with the pc pool if they want to play with pc friends.
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@Alionis said:
Guards can in fact phase through solid objects, walls, windows, floors, ceiling, you name it during the wind-up phase for a hunt (the time between detecting a survivor and the actual hunt starting). That is by design, because Guards are programmed to start the hunt at the exact location the survivor was detected at (it's where they place the flag) and have to do so in a fixed time frame, so the devs have them phase through everything for that time.
It's not a bug, it's design.
Yes, I know that but they are detecting through the closed doors, as if you are in line of sight, it doesn't seem to be from noise. I'm aware they can phase but they cannot detect normally through walls.
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Honestly if their horrible netcode wasn't so bad I imagine she'd not get half the hits she gets currently, her, Wraith, Wesker and Blight are all culprits of odd hit dressing atm
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440095#Comment_3440095
Oh, I thought PC got it first, then it went to mobile. Huh.
You may be right honestly I'm not sure I just thought it was from mobile
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@Technature said:
The mobile game is handled by a different company, so I'd say it's unlikely to happen.
Wouldn't be bad if it did though.
Yeah I was thinking that would be why, but we got the cat and dog collection mobile got, so there is hope. I'd love to run around with the tail catching the killers attention LOL
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439605#Comment_3439605
There’d be almost none.
In order to remove the penalty (which I agree feels bad to play with), the healing speed would probably have to be brought back down to what it was before.
Then there would still be situations where DM can shine.
I mainly take desperate for the unhook times, I see your point I just figured botany had the limitation because of self healing.
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@Pulsar said:
They definitely caught me off guard with that one lol. From my estimation, that's about a 20 second gen. Probably the fastest I've seen one pop in a bit. They definitely came to play, but I don't think the outcome of the match is super important.
Just a fun little post that I wanted to share :)
We love Brand New Parts
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435371#Comment_3435371
which is why this game needs a casual and ranked mode
honestly a mode that doesn't allow certain add ons I'd be there so quickly
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@Pulsar said:
oh boy, the whole tunneling gens thing again. That's just extremely dumb, imo, so I'm gonna ignore that.
They aren't considered bad per se, just very unfun and unintuitive to play against. A lot of players crutch on these tactics to win when their macro gameplay is lacking. The skill required to tunnel someone is MUCH less than the skill required to make tunneling a losing strategy, same with camping. A lot of Killer powers also synergize well with those strategies making them even more difficult to counter and even more effective.
You, once again, mention the carrot and the stick approach. We have tried the carrot, it didn't work. People kept tunneling and camping because it was easy and effective, not because they had to tunnel to win. Until those two aren't the easiest way to win, they'll continue to stick around.
the funny thing is it's so common these days I'm able to run at a killer with OTR + DS + Dead hard and make them lose an entire match just to kill me because they fall for all three, that's when you know the situation is getting out of hand. and they get so angry and BM when it happens lmfao
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@Cyn0_0 said:
In the description of the knights power it notes it goes through floors and ceilings (does not specify walls but my assumption is it would) once the survivor is detected. In addition the wiki notes the following:
*Guards react to Loud Noise Notifications created by Survivors, akin to The Nemesis' Zombies.
The following link is to the wiki page for what all produces those notifications.
https://deadbydaylight.fandom.com/wiki/Loud_Noise_Notifications
Given that I would recommend checking the perks the knight was running to see what noise notifications he could be producing. My bet is Call of Brine since it doesnt show the survivor it's in effect, as opposed to oppression and overcharge.
Yes, that's fine they follow noise notifications but they don't go through solid objects, only windows/broken breakable walls and short walls. The closed game doors are fully closed objects often leading to dead ends. This ALSO spawns the flag on the other side of a wall you often can't get around. I don't see how thats hard to understand.
The zombies don't phase through solid objects and the knights guards have little to no interaction as it is, this doesn't need to be justified as a feature.
I also would appreciate if you didn't explain game features to me like I don't understand how it works, this is a bug report, I've reported it. It's up to the devs/admins to decide if it is or not.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/376332/wesker-bound-charge-bug-other-concerns
No.
Just no.
Killers meta perks got nerfed every patches for a solid 2 years. Meanwhile survivors got a million buffs through built-in [insert any meta-perk survivors cried to have base kit]
Wesker right now is bugged as hell... as in, his special attacks go through survivors without registering a hit.
His hits do rewind you, from one side of the window to the other as well as through pallets. He isn't working properly when interacting with survivors as if there is a desync. it's not a "Nerf" it's a mess.
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@Krazzik said:
There's no reason a mid killer like Knight needs -that- much counterplay when killers like Nurse and Blight don't :p
Just have the flag dismiss the guard, none of this silly Haste and Endurance stuff.
There is plenty reason, very boring, or make the guards stunnable/blindable.
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I think her iri addon should be the only way she can blink through walls honestly.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438691#Comment_3438691
Prove saves like 7 seconds and it's still inefficient to group up on gens.
You wouldn't mind if we just got rid of those changes then, I presume?
It's like people don't understand gen regression/slowdown gets more value because gens take longer to do... which means more time for it to be effective.
That's why people are bringing objective based perks, to ease how oppressive slowdown can be without an answer.
If you want gen rushing to be addressed slowdown AND speed up would need to go.
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@Cyn0_0 said:
I dont think this is a bug. The knights respond to noise notifications and when they start the hunt they will move to where the survivor was first detected to plant the standard even if its through an obstacle. Perhaps the killer was using something to generate noise notifications when you were on a gen?
no it's a bug, they can't go through solid objects, pair that with the holes in the roof, it's near impossible to avoid them on that map.
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@sizzlingmario4 said:
I just want them to fix his reveal mechanic.
Or generally just the networking in general. It's awful
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@[Deleted User] said:
I'm not high enough Survivor MMR to see them EVERY game, but from what I read on these forums, they are the "Big 3" for being competitive.
Truthfully, at lower MMR, when I see a Wesker or Nurse, they are usually pretty bad, and I never see Blight.
As Killer it's either brand-new players who have no idea what they are doing, or quick gen-rush squads. Not much in-between.
Maybe the game has a shortage of intermediate level players right now? Veterans and Rookies only?
I have no idea.
My guess is it's either because I play so much my mmr has evened out somewhere (I play lots) , or I'm just really unlucky and backfill is a thing which is happening due to killers dodging lobbies (it happens often so not sure how matchmaking works to replace those)
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I feel like save the best for last is one of the main culprits of tunneling being so effective atm. There are other reasons but I feel this perk is an enabler.
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Yeah I'd like even partial cross prog... just so I can earn bps on switch