SOULWARRIOR71K
SOULWARRIOR71K
About
- Username
- SOULWARRIOR71K
- Joined
- Visits
- 3,456
- Last Active
Comments
-
I actually do think every killer should be as strong as nurse. There's really no reason to have tiers on the killer side considering there are no tiers on the survivor side. Just make both sides strong/powerful and relatively accessible to use. Or in the alternative get rid of 2/3 teachables for survivors so that each survivor has something unique about them (not just cosmetic differences).
-
I don't find it to be better than Corrupt, Pop, Pain Resonance, and DMS. If gen tapping wasn't a thing, it would be super strong since there is no cool down and can be used on multiple gens. I also think it really only starts to shine after a survivor is dead. But at that point, my standard build is usually already enough to get the job done if I was able generate early pressure while corrupt was still active.
-
It's possible the killer doesn't feel like being a punching bag or playing on a bad map. Crazy thought I know.
-
Freddy main here. My standard build is Pain Resonance, DMS, Corrupt and Pop. I tested swapping call of brine for corrupt and I found myself having to work way harder for one simple reason: the regression stops as soon as the gen is tapped. As such, COB wasn't really all that useful until later in the game (the longer the game goes on, the most useful it becomes - especially once a survivor is dead and they have to leave gens to make saves). That being said, I prefer my original build because it stops early game gen rushing and if I get those early downs/hooks, PR/DMS/Pop are enough to get the job done.
-
As others have said, infinite team wide heals should not exist period. It is now so easy for survivors to reset. Boons as a mechanic are fine. COH needs to go. It serves no purpose other than to make the game even easier for survivors (specifically swfs).
-
It's to gloat and be annoying and nothing more. The "to give the killer one last hit for bp" is a load of garbage. What killer is satisfied with getting "one last hit" but losing and not getting the kill (while being tbagged and clicked at)? Same thing goes for the ones who vaulted over and over again near the gate to make the annoying explosion sound. There is nothing strategic about waiting/tbagging/clicking at the gate when all of the survivors are already there and the killer can't do anything to stop them from escaping. The worst part is when they will wait for the entire egc knowing you will not come to the gates to watch them leave and then they have the nerve to say gg after unnecessarily wasting the extra time.
-
I just played on the game 3 times in a row and no survivor even used a map offering. Luckily I play pallet Freddy so they had to eat some pallets too lol. This map is just horrendous. If you don't get pressure going immediately, it's pretty much ggs against good survivors because you'll spend 95% of the match kicking god pallets.
-
@dugman said:
No, I don’t let survivors just escape. Never really got how that thing started, 🤷♂️
Me too. I'm genuinely curious as to how that trend started. I'm going to assume it was because streamers started doing it?
-
As a freddy main, I have recently moved exclusively to using dream pallets instead. On a macro level, I lose more time to breaking pallets than I do just regular looping. As such, dream pallets tend to give me a solid advantage because of how reliant on pallets most survivors tend to be. It's always hilarious when someone breaks shack pallet during the chase and then I put a dream pallet and they somehow forget they just broke the pallet lol.
-
All map offerings can go as far as I'm concerned. 90% of the time, it's survivors picking a terrible map like RPD/Haddonfield/School/Game because they want to abuse the bad design and get an easy win. I don't think killers should be able to pick the map either.
-
No second chance perk should be basekit. You may as well just give them a 4th health state at that point. It will also probably mean every survivor will run ds since they wouldn’t need to use the slot for bt. And I can only imagine how much worse the end game collapse would get because it would mean basically a guaranteed escape for anyone who wasn’t already on death hook when the gens are finished. No thank you.
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2803402#Comment_2803402
Nah, this tells me your understanding of the games fundamentals and maths isnt really good. 1 Gen isnt 40% of the objective. Its 20% of the gen objective, afterwards theres also the exitgate objective, so its even less from full survivor objectives. Therefor you already got 2/12 hooks, even though you dont even need all 12 hooks. thats pretty fine.
I didn't say 1 gen = 40%. you are purposely misstating what I said to fit your own narrative (you can literally scroll up and see what I said lol). I said 2/5 gens usually pop. 2/5 = 40% of gens. I'm done with this conversation now. You can have it man. Mods feel free to lock this when you see it please.
-
@Yankus said:
I'd gladly give up NOED if they nerfed deadhard. I personally think that NOED is a noobstomper so I don't even use it. I never see it in high mmr as surv and I don't need it as killer.
Exactly. In the average public game, noed is nothing more than an insurance policy during the end game. Typically not worth the slot because it gets cleansed more often than not anyway. Also, you are not allowed to mention nerfing perks that carry survivors in return. The pitch forks will come out lol.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803712#Comment_2803712
Wow, it's like speaking to wall..
You know what, you do you, give me a shout when you're ready to pull out the earplugs and I'll be more than happy to help you understand what you were doing wrong in that clip
Yes it is like speaking to a wall because you really believe in your mind that something different or better can be done within 18 seconds of a match starting lol. We can just agree to disagree. No need to continue the back and forth any further.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803631#Comment_2803631
This video doesn't show that.
This video shows you not taking advantage of 2 of your 4 perks, and complaining about the fact that they are not passively doing your work.
I was commenting on the video, and I (together with other people) already tried to explain to you WHY losing a gen early is considered normal, and not a lot to worry about in DbD.
To me, this is a problem.
Why is it a problem? I explained why it shouldn't be a problem, try and do the same with your hypothesis
And no, don't use the "Experienced survivors do that, noobs killers don't know that" argument, because that's grasping at straws
- my video shows that i engaged with the survivors 18 seconds in, got 2 downs, and still lost a gen in 50 seconds. Where is this magical extra time to patrol the other gens across the map and/or how am I not taking advantage of perks that I literally had almost no time to take advantage of?
- Your hypothesis boils down to "that's just how it is". My hypothesis is i don't think it should be like that and it shouldn't be considered normal. Not sure what's so difficult to understand about that. But no worries. Feel free to keep ignoring the fact that the sometimes overwhelming early game pressure that killers face is a major contributor to why people just camp or causes people not to play killer. But I guess "that's just how it is" right lmao.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803568#Comment_2803568
I happened to correctly guess where they were.
Exactly, Ruin and Corrupt had nothing to do with you guessing correctly
So I have no idea where you get that this video shows me not taking advantage of corrupt/ruin
I already explained it in my previous comments, let me quote the first one for you
https://forum.deadbydaylight.com/en/discussion/comment/2803142#Comment_2803142
Ruin does nothing if you don't push survivors off gens, and if you are close to blocked gens, you can't push anyone off them.
I have no idea what's the meaning of your whole second point, I'm not even going to address it because it looks more like ranting about COH and map design
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803568#Comment_2803568
I happened to correctly guess where they were.
Exactly, Ruin and Corrupt had nothing to do with you guessing correctly
So I have no idea where you get that this video shows me not taking advantage of corrupt/ruin
I already explained it in my previous comments, let me quote the first one for you
https://forum.deadbydaylight.com/en/discussion/comment/2803142#Comment_2803142
Ruin does nothing if you don't push survivors off gens, and if you are close to blocked gens, you can't push anyone off them.
I have no idea what's the meaning of your whole second point, I'm not even going to address it because it looks more like ranting about COH and map design
Your posts show me that you are missing my point entirely. It's not about Ruin/Corrupt. It's about the fact that NO MATTER WHAT I DO the outcome (losing gen early) is still the same. To me, this is a problem. You clearly enjoy losing gens early regardless of how well you perform, so we can just agree to disagree.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803461#Comment_2803461
If you leave gens unattended for 80 seconds, ESPECIALLY at the start, they are going to get completed.
In the video you left FOUR GENS unattended while chasing survivors in an area of the map that only had blocked gens.
What do you expect the other survivors to do? Ruin and Corrupt do nothing if you don't know how to take advantage of them, and the video showed you NOT taking advantage of them.
it's not the length of the game the determines when it gets easier for killers to progress their objective.
It's not? Is it not easier to patrol gens if there's less to check? Is it not easier to down survivors if there are fewer pallets around to slow you down?
Of course the earlier you get a kill, the easier it is to win, but even a person who only saw the Steam front page of DbD can tell you that.
There is a core difference between killer and survivor gameplay:
Survivors have an easy start, while killers have an hard one:
- Gens that can be worked on are a lot and spread out, making it easy for survivor to repair them without the killer finding out
- Every pallet is up, meaning the survivors have enough resources to delay the first down
- Everyone is alive and well, so being hooked is not a big deal for the survivors, they have plenty of time and people to rescue
- Survivor items (if they have them) are at full capacity
The longer the match goes on, the more the situation reverses: survivors have it harder, while killer have it easier:
- Gens that can be worked on are less and less, potentially concentrated in an area, making the killer's patrols easier and harder for survivors to repair them without being caught
- Pallets get used, transforming safe areas of the map in dead zones
- People are injured and hooked, making them more and more vulnerable to death, being hooked can mean life or death of a survivor
- Survivor items get used up, becoming useless
- Between the time I could move (4 seconds) and the time I reached the first survivor (22 seconds) is 18 seconds. How do you have time to take advantage of anything in 18 seconds? I happened to correctly guess where they were. So I have no idea where you get that this video shows me not taking advantage of corrupt/ruin lol. The full match lasted under 8 minutes. But again, this is not about me or my performance. This is about the ridiculous expectation that most killers can or should be able to keep up with this lol.
- Good survivors (more specifically swfs) can generally have it easy all the way through from start to finish. These days, survivors don't stay injured because they can heal super quick (with or without COH). 3 gens can be easily defeated because of the war of attrition due to healing speeds. COH in dead zone = no more 3 gen. Now add in some of the atrocious map designs ie Game, Haddonfield, Springwood etc. In my experience, dead survivors are the only thing that actually make the game easier for the killer. If 4 survivors are alive with 2 gens left, that's basically at least a 3 out (discounting cheap noed kills).
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2803402#Comment_2803402
You cannot really say that each Gen is 20%. If you go just by maths, sure, 1 Gen out of 5 is 20%. But, the longer the game goes on, the harder it becomes to complete Gens. The first Gen is by far the easiest one and the last Gen the hardest. And as long as they dont complete the last Gen, all the Gens before dont matter for the Survivors escape.
"The first gen is by far the easiest one and the last gen the hardest" - I get what you are trying to say but this is highly dependent on A) how many survivors are left B) the spread of the remaining gens / map C) whether a COH boon has been placed in a dead zone.
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2803406#Comment_2803406
1/5 gens is 20%, not 40% like you claim BTW, just pointing this out since you are so adamant on percentage of objective completed
In the same time you got 2 downs (can we say that you got 2 hooks?) that translates to 2/12 completion of your objective, aka 1/6, aka 16.66%
Not very far off from 20%, considering that the longer the game goes on, the easier it is for the killer to progress in their objective
(And the survivors objective includes opening the doors as well, so saying that a completed gen is a flat 20% would be wrong as well, in reality is a bit lower)
2/5 gens typically pop in the first 50-80 seconds of every match. 2/5 = 40%. Getting 2 downs in that time frame is extremely rare and that's the whole entire point of the thread. Performing at peak levels still doesn't stop gens from popping early which is crazy to me. Does that mean I'm saying you can't win? No. Does it explain why a lot killers feel too much pressure early on and that's why they resort to camping/tunneling? Yes.
In my opinion, it's not the length of the game the determines when it gets easier for killers to progress their objective. It's how fast the killer gets their first kill vs the number of gens lost during that time (excluding gimmicks like NOED). If you have a kill before the third gen pops, your chances of winning are exponentially higher than if 4 people are still alive with 2 gens left.
-
@Yatol said:
what's the issue? im confused about your complaint. 50 seconds means the last 2 survivors are on that gen.
You see nothing wrong with 40% of gens popping in 50-80 seconds regardless of what the killer does? It takes longer to get past the loading screen lol.
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2802942#Comment_2802942
Cause thats basic game design. If you care about the first gen being done with two hooks, you should worry more about your gamesense.
Basic game design tells me that being able to complete 40% of your objective 1 minute in regardless of how well the other side does has nothing to do with "gamesense" lol. To put it in perspective, what if killers could consistently accomplish that much in 1 minute. 40% would mean getting 4.8 hook states in the first minute. Who would be okay with that? My guess would be no one would be. And in general my game sense is just fine because I still 4ked. But this isn't about me. This is about the speed of the early game in general.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2802947#Comment_2802947
You do realise how much you sound like a sore winner here, right?
"I got a 4k, but it's bullcrap that the survivors stood a chance in the first place!"
How often do you think the average killer gets 2 downs in the first minute? Rarely. How often does the average killer lose 2-3 gens in that time? Most games unless the survivors make a huge mistake early. It’s not about survivors not having a chance. It’s about how is the average killer supposed to have a chance when they more often than not will not have this kind of start or enough experience to bring the game back? And then people wonder why so many of the remaining killers just pick bubba and stand next to hooks lol.
-
@Mooks said:
Wait… you got 2 downs in under 50 seconds and that’s a match that you want to complain about? Because you lost a gen?
there is SO much wrong with this game. This is not an example for it though. Maybe it’s bad for the two survs that have to deal with two mates going down this fast. But this is not a bad start for the killer player.
No. I’m pointing out the fact that even with an amazing start, it doesn’t matter. I can only imagine what’s it’s like for inexperienced killers. But I guess on this forum, killers should just love losing 40%-60% of gens in the first 2 minutes with almost no way to stop it if the survivors are decent lol.
-
@dallasmedicbag said:
you're playing as freddy. go play nurse or blight then you'll have all the 4ks u need :)
I exclusively play Freddy and I win most of my games. The issue here isn’t killer my mains like myself. My concern is for the non-tryhards who play killer. How in the world do they keep up with the breakneck speed that survivors can do gens?
-
@ukenicky said:
Corrupt intervention doesn't stop survivors from working on gens that are not blocked off and Ruin doesn't regress gens unless you actively pressure survivors off of them.
This isn't hard people
Again missing my point. All the gen defense in the world + downing half the team in under 1 minute still isn’t enough to stop gens from flying early. That’s kind of crazy to me.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2802942#Comment_2802942
That's literally facecamping lol
Unless you are bubba, if you hard face camp at 5 gens, you essentially guarantee a loss if the survivors don’t just throw themselves at the hook.
-
@Slaughterhouse3 said:
I used an end game build with Freddy and gens got done quick. I still won at the end.....2 gens getting done early wont hurt you.
I still 4ked but that’s not the point. If I wasn’t as an experienced killer main I would have gotten steamrolled without being able to stop it. I find it problematic that we are just supposed to accept that 40% of gens will be done before the game even starts.
-
@fulltonon said:
You are not meant to defend every gen, first three gens are almost always pop no matter how you play.
As long as you are defending "important" generators, it'd be fine.
Imagine a world where one survivor has to accept being on second phase 1 minute in no matter how they play. Would be dumb right? So why should killers just accept that they will immediately be on the defensive less than 1 minute into the game no matter how well they do? Lol.
-
@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2796805#Comment_2796805
This is certainly something I'd be happy to see. And I get that camping and tunneling is required because of the current state of the game for killers. But some of the camping and tunneling killers do is just uncalled for, like ignoring all other survivors to tunnel a survivor out of the game, or tunneling and camping at 5 or 4 gens. Its just not necessary at that point and just frustrating.
It's always necessary for a killer to do whatever they have to do to secure kills at any time possible. 5 or 4 gens becomes 3 or 2 gens in 2 minutes. Killers have no way of knowing whether they will get survivors who are super efficient or potatoes. As such, I play every game as if I am going to get gen rushed. I try to end chases as fast as possible and will proxy camp when it makes sense ie can get them to second phase or death without throwing the whole game.
-
Punishing camping or giving survivors free perk slots or even more second chances does nothing to address why killers tunnel and camp in the first place. Killers need more time to chase without immediately losing multiple gens in the process. Make some version of corrupt intervention base kit and increase kicking regression to at least 10%-15%, then maybe you would see a change.
-
I may be in the minority but I think NOED is fine. All it does is remove 1 health state at the end of the game from survivors who get multiple extra health states and undeserved second chances ALL GAME LONG. And now with Boons in play, the likelihood of NOED surviving to the end game is even lower. I would be in favor of completely removing NOED and most second chance perks (other than BT).
-
Glad to see that most people agree that the killer did what was necessary. If you run boil over, I'm not wasting time making multiple attempts to get you to a hook that I can't see. I'll either ignore you until you are the last survivor or you can have fun looking at the dirt if I down you. Fighting to get a hook ends up wasting too much time especially if you wiggle off (not to mention body blocking). And I'm not running 2 perks just to maybe counter boil over. Get slugged or don't run it.
-
@Azshhh said:
Killers: we need ways to stop survivors slamming gens
Devs: adds a new mechanic that preys on survivors overly altruistic behaviour
Killers: nerf that
I laugh every time someone pretends like blessing boons slows survivors down at all lol. The first boon up and 2 gens almost done by the time you even reach the first interaction. And if you take the time to snuff, it’s back up by the next time you hook someone. Gens have not gotten done any slower so we can stop pretending thanks.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2783010#Comment_2783010
They should address "camping" when they address all maps and all RNG that can spawn unfair set ups
They don’t ever want to address why killers camp. They just want killers to be punished so they can have even easier games. Hence why have no issue camping or tunneling as much as I please. Everyone should be free to play how they want full stop.
-
I run an all hex build every round and for the most part it works pretty well.
-
@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2766830#Comment_2766830
i mean you dont really have to camp solos to win and if you buff solo its still solo
People really need to stop pretending like 100% of solo games are people hiding in corners and/or dcing at first hook. Sure are some games garbage? of course. But not every solo game is a slaughterhouse.
-
@Johnny_XMan said:
I don't understand how people keep thinking "buffing" solo means buff killer.
Not when 90% of the reason solo has a bad rep isn't because lack of comms.
Let's be honest, 90% of the reason solo is bad is because most survivors aren't that good without 1 or 2 teammates carrying the game lol.
-
@Zachcjjj said:
nothing? solo being buffed is to match up to killer why would you then buff the thing you are trying to match solo to
Because the devs are also hinting that they will be nerfing another killer strategy (camping) along with buffing solo queue. Do you really think giving survivors more information and killers less options will have no impact?
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2766041#Comment_2766041
I think everyone here knows what the system is. This topic was likely created to discuss why the system is stupid. You're arguing something else entirely.
I'm responding to him running the killer for 5 gens instead of focusing on escaping like the devs want him to do. Running the killer for 5 gens and dying does not represent skill in the MMR system. Escaping does. Escaping is all that matters if you care about MMR. If he doesn't care about MMR and cares more about having fun, then how the MMR system works doesn't actually matter at all.
-
@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/2765707#Comment_2765707
Dude, it's NOT in his control what the killer does. The killer wanted to tunnel him, ######### else was he supposed to do? Even if the team took agro, that won't change the killers mind to tunnel him. Yeah sure go work on a Gen while the killer chooses to tunnel
In the ideal world, he should run to where the rest of the team is and force them to take hits. Think about himself. His escape is all that matters.
-
@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765429#Comment_2765429
This the dumbest crap I've ever heard. Is she supposed to hide in a locker al game?
According to the people who developed this game, yes that's an option. They have told you in no uncertain terms that a survivor's objective is to escape and a killer's objective is to kill. How you get there does not matter when it comes to MMR. We can make up rules about skill this and skill that but does that change the system that is currently in place? Nope. No one is saying you have to like the system.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765707#Comment_2765707
Why would I think of a 4v1 as a 1v1. Someone has to take up the killers time or they have to be afk.
Because MMR is based on a 1v1 not team performance (just your ability to escape or kill individually). This is one of the flaws with the system that people complain about.
-
@GannTM said:
Freddy used to have add ons that slowed action speeds while you were in the dream world and combining them together or combining one with Red Paint Brush was seen as an incredibly boring killer to go against because games would last “forever.” They removed the slow down add ons in 4.7.0 thankfully.
As someone who is still a Freddy main to this day, I always found this funny. Forever Freddy simply made games last 10-15 minutes instead of 5-10 minutes like they do now lol. And because of the complaining, Freddy's addons went from good to trash tier along with his powers being indirectly nerfed due to the alarm clock change.
The most interesting part to think about is that the devs basically took Freddy's slow down addons and repackaged them as Hex Pentimento. So now I just use a full hex build with Pentimento to achieve basically the same thing as before when it comes to slow down.
-
@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2765429#Comment_2765429
I don't think it was this person's goal when they went in. What I understand is that, yes, the goal was to escape when the match started, the killer found them and chased them.
This player was skillful enough to run the killer for 3 gens and got hooked and camped for the remaining 2.
That's the point they're making.
I completely understand the point that is being made, but my point is that it doesn't matter. The "win" condition for survivors is escaping. If you don't escape, you don't get credit. I'm not saying they have to like this, I'm saying that's how it is. Running the killer for 5 gens may be fun and that's great, but the game doesn't care about this. If you are doing things for fun, the end result/MMR doesn't matter anyway. If you are playing to win, then you have to play the game as a 1v1 with a focus on your individual objective (escape as survivor, kill survivor as killer).
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765429#Comment_2765429
Let's see it was a doctor and me and another player was found first. He chased me for 3 gens finally downed me camped me I got save(go team) then he proceeded to chase me for about 1 1/2 hooks and I died because he camped me. When was I supposed to do gens? Getting camped and tunneled isn't my problem it's that I lost because I didn't escape even though I took up 100% of the killers time .
Your job isn't to take up 100% of the killer's time. It's to escape. I know the community may not like what I'm about to say but here's the truth of the matter: If you want to win and/or want your performance credited to you, you have to play and think about the game as a 1v1. If you don't care about winning or MMR, then the end result doesn't matter anyway.
-
@Gamedozer7 said:
But apparently I suck according to Patrick. I ran the killer for 3 gens around one loop the team got me off ran him for another gen and a half and he killed me.
Now I'm not throwing shade on the killer they did what they did I actually had fun because they were good chases on my end. I just find it funny they consider me a loser in that situation.
Your objective is to escape, not run the killer for 5 gens. You made the choice not to focus on your individual objective and as a result, you did not complete your objective. So it's good that you had fun, but you simply had fun throwing your objective lol.
-
It might be time for people to consider accepting the fact that it’s the devs who decide what the win condition is not the community. If they say kills/escapes are what they value most since those are the objectives, accomplishing those objectives are what matter most. Anything else is just optional filler to round out the experience. If you are survivor your job is to do the gens and leave. If you are a killer, your job is to get kills by any means possible before the survivors escape. People may not like that it’s this black and white, but how many times do we have to be told this before we actually believe it lol.
-
@MaTtRoSiTy said:
NOED rewards failure, simple as that.
It is a crutch mostly used by bad killers in public matches to compensate for failure to complete gens.
Survivors have plenty of crutch perks too but by far the cheapest and biggest killer crutch is NOED
I don’t use NOED but I will say that the argument that it rewards failure is false. The killer’s job/objective is not protecting gens, it’s stopping survivors from escaping. If you haven’t escaped, you failed not the killer. And at the end of the day, all NOED does is remove 1 health state from survivors after the gates are power for as long as the totem stays up. Meanwhile survivors get multiple unearned extra health states ALL GAME LONG INCLUDING THE EGC. Survivor second chances revolve around failure ie getting hit/downed/hooked. Let’s remove those and then we can also remove NOED to compensate.
-
Sbmm made me acknowledge that I always have played and will continue to play sweaty as killer. I bring my favorite load out every game (including moris when possible). I strategically camp/tunnel when necessary. And I do not care about the survivor rulebook at all. I play to win.
In truth, I don't think sbmm really changed anything. It just exposed who we already were as players and the impact that the core game design has on the player base. Map design, fast gens, camping/tunneling, 2nd chance perks being stacked, boons (COH specifically) have ALWAYS been complained about. You could remove sbmm today and all of those issues would still exist because it's not like people will magically start "playing nice". We never really played nice other than the nonsense notion of "giving" hatch - which I never did or do lmao.
-
Nancy’s masterpiece, paint brush, black box, pill bottle, swing chains and the block that makes snares cause blindness. To be honest, your perks are what matter on Freddy since his addons are pretty much garbage. I use a full hex build every round. Essentially a modified forever Freddy build.