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Seraphor

Seraphor

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Seraphor
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  • @Tigernutz1979 said:

    I'm a killer main, not a top tier one either and I avoid tunnelling and camping wherever possible. The exceptions are toxic survivors, clones, and when there's 1 or 0 gens left. I also refuse to run NOED. Most of my games are against SWFs, and every match is a real hard battle, but the sense of accomplishment at the end, whether it's a 1k or a 4k is worth it IMHO.

    Now, when I play survivor, I'm 95% soloQ. And usually (and even more so atm with the event) someone will get hard tunnelled out from the very start. I consider this a mark of a lack of skill and sheer bad manners personally, regardless of whether it's me or a random teammate. I get the massive advantage it gives the killer, but personally I feel that in general, and especially during this event, there really is no need for it. I believe that if tunnelling and camping were penalised heavily, we would end up with a much healthier atmosphere and community in general.

    I agree with this. Frankly I'm disappointed when a survivor I hooked isn't rescued, because it means I've lost out on a potential hook score event.

  • @Akumakaji said:

    Congratulations :)

    I got all my maps on my second day as a killer main, but for the last 2 days I found so many invitations as a survivor ... I guess its all part of the mindset: if you REALLY want to find them, you are way too unflexible in your mind and focus on the wrong things. If you wanna do it as a survivor, just play the game normally and every now and then you should just stumble over an invitation. The conditions on survivors are a bit more strict, but not unfairly. Its just IN YOUR MIND!

    Pretty much this.

    It's not difficult for survivors to get all 12 masks at all, it might take most of the event but it's not unreasonable to expect to escape 12 times after finding an invitation over the course of 2 weeks.

    Is it 'fair' that killers get it much easier? Not sure it even matters, it gets more people playing killer for one which is a good thing. But I wouldn't complain if a killer was required to say, get a silver Devout emblem in order to win a mask.

  • Yeah this sounds like your hits are being validated. Basically the server receives conflicting information from your end and the survivors end, as to whether they got hit, and because the survivors data got there first, the hit is 'rolled back'.

    The fact that this is happening so regularly that you think it's every hit, says to me that 1. you have a poor connection to the servers, and 2. you are taking very risky hits. (not either or, but both at the same time)

    You either need to improve your internet connection (easier said than done) or you need to make less risky plays. Don't swing just as you get into range, make sure you're closer than you need to be, so you guarantee that your hit is registered as a hit on the survivors side too.

  • I have to agree. When survivors have basically no fear because they know they can survive, despite teabagging in the killers face, due to a host of second chances and infinite healing perks, you know there's something wrong.

    I don't think they need to just "buff killers" because that isn't a solution, that would just make the game very killer sided.

    But there needs to be a way of balancing the game in a way in which rushing the killer isn't in the survivors favour, but playing reserved and stealthy is. Limiting heals and second chances, while buffing the ability to hide via better map designs and some aura perk changes (to both sides) would go a long way in achieving this.

  • I'm a killer main dude, I'm just not as biased as you.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011851#Comment_3011851

    Nope mori should give you ability to kill everyone. Sorry bro but you are way to much surivor main to understand simple logic so i will kindly ask you to ignore my posts in future cause im blocking you :)

    Where do you get these crazy arbitrary rules from?

    You can't just keep calling everything you don't agree with a "survivor main" 🤣

  • @KOT_SMASH said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011935#Comment_3011935

    But Apple always call iPad a computer, not calling it a big mobile! :)

    And what would the control scheme be? On-screen buttons right? Sounds like mobile to me.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011646#Comment_3011646

    Do you need reasons? I give you reasons:

    • DBD is NOT balanced around SWF, the rest of games that allows you to play with friends are balanced around that factor, and I can give you a lot of examples, hope you can give me just one game that doesn´t balance around playing with coms (DBD doesn´t count).
    • SWF is omega broken, every survivor knows what perks is the other running and they can make destroying builds, they can communicate and coordinate to plan everything. That breaks the game. You can have 1 healer/Unhooker, 1 player with a chase build, another one sabo and the other one full gens build..... Is that fair ? NO, Is that balanced? NO.
    • If Behaviour makes changes to buff SoloQ by buffing perks, SWF gets more advantage of that and are a super pain to play against.... why? Because they are not thinking how can strong 4 survivors on coms can be. So they can´t do any change without destroying the game and making killers quit (More than this last year), without enough killers playing, queue times will be longer, but you deserve it for playing the most unbalanced way that exist.

    Imagine LoL without balancing the game around competitive (AKA high elo players), imagine devs making changes around soloq players hardstucked on Silver, making buffs to champs that absolutely destroy the high elo enviroment. Doesn´t happens.

    Imagine Sea of Thieves balancing around Sloops but without counting that players can use 4man ships, the gally. Doesn´t happens

    Imagine CSGO not balancing around teams, listening to Nova stucked players. Doesn´t happens

    Do you know why these thinks doesn´t happens? Because they assume that people wants and are going to play with friends and they buff and nerf taking note of that, Behaviour doesn´t. For that reason SWF is broken and the game is unplayable for killers unless you play S tier or play tunneling/camping and running noed.

    Do you need more reasons or is enough for you?

    That's simply not true for all SWFs.

    I have friends who are terrible players and terrible at communicating.

    I also have friends who don't like to use voice chat.

    Needless to say, we play together for fun and don't get any advantage from it.

    As a result, I actually have much more success playing solo.

    So what measures Could they introduce to "combat SWF" that wouldn't unfairly punish me and my friends?

    They can't tell if you're using discord, so there's no way they can do anything to penalise it.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010969#Comment_3010969

    I've genuinely never even captured someone inside of a locker before as dredge because as soon as people see it's a dredge, no one goes inside of lockers. So i've never had this happened to me so sure that can go because honestly it's so much rarer compared to the double locker strat which has happened in literally every single game of mine as dredge.

    Literally just did it back to back with the same Bill directly after he got unhooked. Didn't know he was getting in there, but he must have touched a locker as I was mid-teleport to one of the two.

    So yeah, the fact that it prioritises interacted lockers has its pros and cons.


    @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011074#Comment_3011074

    But why? His teleporting speed is ALREADY slow lmao. Pretty much forced to use boat key addon every game because if you don't your teleports are hilariously slow and it can cost you a whole gen by not getting to a place fast enough.

    Once again, I haven't found this at all, and I never run Boat key.

    Teleporting across the entire map is slow, teleporting 20-30 meters most definitely is notn and subsequent charges are faster than the first. You can kind of treat it like Nurse blinks. TP to one locker, use the killer instinct to locate a survivor, then hop to another locker close to them.

    Also, If you're teleporting often enough, you're going to be breaking a lot of locks, which means fewer locked lockers later in the game.

  • I'm sure they did. They can't unfortunately remove memories.

  • I read this exact topic an hour ago... word for word.

  • Yeah you already did this. I'm assuming it got deleted for some reason, along with your first account...

  • @UniSans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010531#Comment_3010531

    The issue is that there is no time lost locking every locker on the map. Every game I play as Dredge (which is all the time) any locker I go to a minute in is locked, it's a LARGE slowdown considering every locker is now locked, I have to either teleport to each one to break it or go around breaking each one, locking needs to take longer, to make it actually a counter thats fair, otherwise my power sucks completely to use, after 1 minute in game.

    Would you prefer if survivors couldn't lock lockers but they nerfed his power so that TP's always took an extra second or two? Because that's what would happen.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010531#Comment_3010531

    If 2 extra seconds doesn't matter, how about removing locks altogether because cluttering game is something doesn't matter is not great.

    Because it's still slow down, and if the Dredge is playing poorly, it can make the difference between a Dredge TPing directly behind you and giving you no chance to move out of the way.

    Repairing a shack gen for example. No lock = instant hit or even a grab. Lock = time to vault the window.

    The difference is, the Dredge is still a good enough killer to be able to cope with that scenario, drive the survivor away from the shack, or even re-TP back into the shack during the looping phase to the now broken locker and complete the chase. Or, use gloaming to cut off the loop.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010531#Comment_3010531

    It's 3 seconds not 2 unless you use an addon to decrease a second. Additionally, I disagree that 2-3 seconds is "really not that big of an issue". It's half of a DS stun and most people would say a 5 second headstart on a killer can literally be what turns the game around. Dredge regularly stunning himself for so long automatically is awful. If survivors had to make the choice of whether to lock both or risk getting 0-1 stuns max potentially it would be a lot more interesting in my opinion.

    Right now there is no locker lock choices going on because the game literally plays it for you. All you need to do is lock each single locker you see and lock 1 of every double. Grats, you just completely shut down the dredge's TP ability in chase unless the dredge wastes 10+ seconds at any given locker concentrated area to break locks and EVEN if you invest that time a survivor can just come and lock the other single locker in the set and you will STILL get stunned.

    In another twist of ######### design it also takes a ridiculously short amount of time to lock a locker so there's no reason to not do what I just described.

    I don't know what to tell you.

    I've been playing nothing but Dredge since he came out.

    I've got a 90%+ kill rate with him.

    I've never had a problem breaking out of locked lockers. It's a minor inconvenience.

    The fact that you can so easily catch survivors out and cut them off far outweighs the 2-3 second stun from a locked locker. It's nothing like a DS stun or a pallet stun, those have the survivor automatically running away from you. Cutting survivors off usually catches them off guard and you still end up with a lead on them.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010531#Comment_3010531

    and in those 2 extra seconds the survivors have already won the championship in running, probably reached half of the map

    Of all the killers that can deal with that, Dredge is one of them. He's not an M1 killer, he's a mobility killer. He's up there with Blight, Billy, Spirit, etc. He's significantly better than Freddy and Sadako, and even slightly better than Demo.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010687#Comment_3010687

    Not really, it just remove waste of time.

    When there is only two survivor left, killer has all the advantage he needs, hell, if that killer is determined enough, he can even carry third survivor on his shoulder to prevent bleed out or actually revive survivor by multi-dropping.

    You are even understanding how hatches are pity escape, yet somehow will not accept 3k as win for killers, that also doesn't makes sense.

    What are you talking about? I do accept 3k as a win for the killer. I accept it as already a win for the killer, regardless of whether I kill the 4th or not.

    I do not accept that a 3k should guarantee a 4k.

    Otherwise, why not have 4 gens guarantee a 5th?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010678#Comment_3010678

    Where is "free" part when killer killed all three survivors?

    That's like "remove the hatch while giving killer hatch equivalent", doesn't makes sense at all.

    https://forum.deadbydaylight.com/en/discussion/comment/3010681#Comment_3010681

    Literally everywhere, hatch escape doesn't counts as hook or kill, thus everything that needs merciless/4k will count it as lose.

    Because he didn't kill the last one yet, the killer has only killed 3 out of 4 survivors. But you want to make it so 3 kills guarantees the 4th is killed too.

    That's a FREE WIN.

    That's exactly the same scenario as repairing all 5 gens guarantees an escape.

    Which is why the hatch is a fair mechanic. Either the survivor or the killer can get there first, and either leave through it or close it. It's entirely fair game. Consider it a 'sudden death' mechanic.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010658#Comment_3010658

    https://forum.deadbydaylight.com/en/discussion/comment/3010658#Comment_3010658

    Yes but thats stupid cause that gives survivor FREE WIN. I cant watch gates and look for hatchh and survivor can just wait at the exit gate and moment i move away he will open it in 25 seconds

    Ok so remove the hatch, and give the killer a FREE WIN

    Is that fair?

  • Exactly!

    The hatch exists as a way for the killer to trigger end game collapse.

    Without the Hatch, no end game collapse.

    Glad you finally understand.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010636#Comment_3010636

    You know, at that point it's quite obvious survivors as a team did lost, let them lose when they lose.

    Just kill it with the entity, because it's pretty much what happens when killer tried hard enough anyway.

    https://forum.deadbydaylight.com/en/discussion/comment/3010635#Comment_3010635

    of course, how about this then, when last survivor dies, he gets 5k bp for losing.

    That's exactly what a hatch escape is. it's not classed as a win for the survivor, it's commiseration points. It's MMR neutral for both killer and survivor.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010623#Comment_3010623

    Yea it doesnt but what when all gens are done and i kill third guy . Last guy can chose between hatch or gates. So i should make a guess . Thats just bad design and we all know it man.

    Ok so you can patrol both exit gates and prevent the survivor from opening them.

    The survivor doesn't stand a chance.

    You go back and forth, never letting the survivor get close enough to a gate to open it.

    This lasts indefinitely.

    The survivor gives up on trying to open an exit.

    The survivor hides in a corner, so you can't find them.

    Nobody leaves the game. For. Hours.

    This is why the hatch exists.


    The survivor has completed their main objective by powering the gates at that point. So the hatch is a fair shot at an escape.

  • @fulltonon said:

    Just remove hatch, who needs literal pity escape with sole purpose of ruining killer adept/merciless?

    So neither survivor nor killer can hold the game hostage when there's only one remaining survivor.

    The hatch didn't always exist. That's exactly what happened.

  • @Blueberry said:

    Not sure why Knockout is even on the list either now that I think about it. I know there's this completely irrational hate of slugging out there for whatever reason but honestly when's the last time you even saw someone run Knockout? It's extremely rare to see and more of a meme build perk than legitimately ran for the intention of winning.

    If anything I hope it's on the list because it's getting buffed. No idea why they would nerf a perk that already isn't that great and rarely ever ran.

    Not all the perks are getting nerfs, some are getting buffs.

    That said, there are a range of aura-based perks in the list, so it stands to reason they're making some kind of base-game change to auras in some respect.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010585#Comment_3010585

    Nope like i said i was hooking last guy while other guy finished gen soo what i wanted to say is that first he did gen and thenn i killed third guy.

    Dude.

    The hatch spawns when there is one remaining survivor.

    It has nothing to do with gens.

    No amount of "nuh uh"s is going to change that, it's a fact.

  • Likely next week. We still have a week of the event left to go.

    We'll then get an announcement of the changes and possibly the PTB. Then 3 weeks later any further changes due to PTB feedback.

  • Let me spell this out to you.

    1. There are 7 gens in the game, not 6.
    2. The hatch does not spawn when the final gen is repaired.
    3. The hatch DOES spawn, when the third survivor leaves the game.

    In your case, the hatch was already open before the last survivor completed the last gen.

    When you are down to one survivor remaining, the game becomes a race to the hatch. That's the format of the game. Live with it. It's there for a very good reason.

    Finally; a hatch escape is not counted as a loss. Your MMR (if you even care about that, you shouldn't) does not count it as an escape.

    A 3k + 1 hatch escape is a win for killer.

  • 😂yeah I'm the one who doesn't understand.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010512#Comment_3010512

    But then I have to ask. What is the need of needing a counter that strong when locks are already strong. Why force the dredge into a locked locker as if this character isn't already practically forced into running the "escape lockers 1 second faster" addon because of how strong locking lockers is.

    The killer is too mid tier to be needing to force him into locked lockers.

    It takes 2 extra seconds to break out of a locked locker. It's really not that big of an issue, but it helps slow the killer down slightly.

    The Dredge is a pretty strong killer. I've yet to lose a game with him unless I'm purposefully giving away escapes. And I'm not a top-tier killer.

    I've noticed a lot of Dredge players who have struggled, are simply not using the power well enough. They don't even bother using it in a chase because they think it's not good enough, but I get tons of success jumping ahead to cut survivors off. It doesn't need to be right on top of them, it just needs to push them to another area of the map where they're less safe, or to close some of the distance.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010504#Comment_3010504

    Bro it does it JUST HAPPENED I killed last guy while gates were powered and i was looking for hatch and last guy was tbagging at escape through it. #survivorsidedgame

    You said it yourself.

    The last guy.

    You flat out do not understand how the hatch works.

  • It's decent counter to his power though, as it allows double lockers to effectively be locked twice.

    I wouldn't mind though, if you had the ability to teleport to a locker that's right next to yours. You'd still use up a charge by TPing to the locked locker initially, but if you haven't used all 3, you can then swap to the one next to you on the off-chance that one is still unlocked. It still slows you down a little, but not quite as much, and it retains the lock, so it's a fairly neutral change.

  • It doesn't. It spawns when 3 survivors are eliminated.

    It now only exists as a clause to prevent holding the game hostage, for either side. Either the survivor who literally cannot get out of the exit can escape through the hatch, or the killer who cannot find the hidden survivor can close it and trigger EGC, ending the game.

  • Without knowing what the rewards are there's 0 incentive to prestige right now, especially knowing that the new system won't steal all your items from you.

    And knowing that the reward is not cosmetic is even less enticing.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/9MU6SC7X7C6N/image.png

    I take this as a hint as to what the meta they want. The two people running dead hard in this match don't live but the person running a full stealth build does. All of those perks are getting changes. Also the nea gets killed with no mori. Does that possibly mean one of the perks that the twins is using allows you to kill a survivor with these changes? Or is it typical twins gameplay and they got slugged to death 😆

    They've also mentioned making mori's a basekit feature, possibly the final survivor if they're on death hook.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009194#Comment_3009194

    Your power isn’t robbed. You don’t risk the chance of losing it after a match ends. And if anything, survivors are the ones being robbed whenever you bring in lightborn or franklins but you can’t see through your entitlement so. 🤷

    Tell me you don't play Wraith or Hag without telling me you don't play Wraith or Hag.

    Flashlights can lightburn Wraith. They work faster than decloaking, so once a survivor starts to shine their flashlight at you they're guaranteed a stun, without even aiming it at your head, it can be any part of the body at any angle, while you're completely powerless bevause you cant attack while cloaked.

    Flashlights also burn away Hag's traps. You can spend ages setting up your web, and it's all for nothing, you're worse than an M1 killer because youre 110% with a low FoV.

    And Lightborn doesn't negate any of that, so you can't just slot that in. You can't change killer in the lobby. 4 flashlights is a guaranteed loss on either of these killers.


    The survivor equivalent would be if all four of you stacked full healing builds with boon, botany knowledge, aftercare and we're gonna make plus 4 medkits, and you ended up going against the Plague. But of course the killer cant just switch to Plague in the last 3 seconds after they see 4 medkits can they?

  • You have a countdown on your portrait icon, much like Freddy's dream state. It fills progressively before nightfall triggers, then it depletes until it ends.

    During Nightfall, the Dredge has a much faster teleport, so beware of chases during nightfall and when he teleports, as he could suddenly appear in front of you to cut you off.

  • @HatchIsMyMercy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009955#Comment_3009955

    Ive played 4 games as survivor where ive gotten invitations, I only escaped two and I only have 2 masks

    You need to make it to EGC. The games you didn't survive, you likely also didn't make it to EGC.

    This means if you've got a team mate on the hook, you want to open that exit ASAP, so that hooked survivor gets their mask even if you can't rescue them, or likewise, if you go to rescue them and end up trading hooks, you still get yours.

    It's allowed me on a couple of occasions, to offer myself up as a sacrifice to a killer who hasn't done so well, because I know I've already secured my mask once the gates are open.

  • @Aven_Fallen said:

    If you really think that Overzealous is a problem, I dont think it is the Survivors or Gen Speeds fault that you lose games.

    Same can be said for Prove Thyself. All it does is negate the stacking penalty. You want multiple survivors on a gen, it's when they spread out that you can't pressure them and they end up 'genrushing'.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/329284/survivors-are-rushing-gens-too-fast

    Yeah gen speeds are pretty fast and camping and tunneling is happening too much. Unfortunately it doesn't seem like they're doing anything about it any time soon.

    Considering they're reworking 39 different perks and making basekit changes to account for them in a few weeks time, I have to wonder why you think it 'seems like' that.

  • @MrMori said:

    To get the unique reward you must be P3 before the update hits. Your characters will gain Prestige levels after the update hits too, but you won't get the reward if they're not P3 before it hits. So a P0L50 character that gets bumped to P6 due to having all perks will still not get the unique reward.

    But a P3L1 character will get the unique reward. So the choice is yours, should you Prestige now and lose your items, but gain a unique reward, or should you wait to keep your items?

    I personally feel like any character that gets bumped up to P3 or more should get the unique reward anyway, since prestiging kind of always was a scam, you shouldn't be punished for not having done it by losing out on a special reward. And I say this as someone who rushed every character possible to P3 without caring about rare items or offerings being lost.

    That absolutely sucks.

    There's literally no incentive to P3 right now considering we currently lose all perks and offerings, and we know that if we wait until the changes we won't lose them.

    "Sacrifice everything now and win a mYsTeRy PrIzE"

  • @versacefeng said:

    So you dc from matches when a survivor brings in a flashlight?

    In my case, this only ever seems to happen when I'm playing Wraith or Hag, so yeah. I'll dodge the flashlights, and if you change last second, I have no reason to stick around because you've just completely robbed me of my power.

  • Probably so they can repeat this format for the next 3 years.

    Next year it'll probably be something like: Meg, Feng, Jeff, Zarina, Jonah and a newer survivor. Plus Wraith, Clown, Plague, Oni, Twins and a new killer the next patch.

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009073#Comment_3009073

    Are you sure? I've spent entire matches running around the map looking for it, and just given up because I've assumed a survivor already collected it.

    Yes. Every time you here the bell chimes, it's moved or respawned.

    It's always there, it never runs out, it only moves.

  • @MsCaits said:

    also if we do the maths on this 2,750,000 with 10 contributions each will mean 275,000 players doing it. steam is peaking at 85kish so is this even do-able?

    The other challenges worked out at 275,000 and 250,000, so yeah, it's just doable if everyone who has played continues to play.

    My guess is Steams 85k, a handful on epic, leaves anout 160k between the 3 consoles, which isn't unreasonable.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008318#Comment_3008318

    Not 100% this tome, but I feel that the event tome is rather close. The event tome was mostly okay, but I am quite taken aback by the crass divergence in difficulty between this chapters characters: Haddi just has to escape one trial in whatever way you manage. The Dredge on the other hand hast to hit 5 survivors within 15s seconds of emerging of a locker - ok thats not that bad ... oh wait ... 5 TIMES during a single trial!

    Yeah that's not that bad either, I had no problem with that one. If you're using your power, particularly during nightfall, it's going to happen, 15 seconds is a long time in dbd.

    The only one I'm having any issues with whatsoever is getting hit in a vault, but I've got 2 of those so the other 2 will happen eventually.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008563#Comment_3008563

    You have to agree? Yeah, sure, another killer main "agrees" that solo q is fine. Who would have thought..?

    EVERYTIME I read "solo q is fine" it's ALWAYS a killer-main soloQ "god", who "wins" most of his solo q games and all other soloQ players just "can't play".

    And just to prove my theory, here are your quotes:

    "Oh no.... Killers now have 3 maps that are killer sided. Such unfair balance lol"

    "Current dead hard allows them to press a single button and completely erase any outplay I did, and fix any mistake they made by getting them to the next area of safety. "

    "Clicking and teabagging are toxic playstyles as well, both have been in the game since it started. Camping does not take advantage of any exploits or bugs, but is rather a playstyle around the mechanics of the game."

    "Slugging the 3rd person to deny hatch for the 4th person is a strategy. If we're to remove a valid strategy for killer as OP suggested, then I'd like to see a strategy removed from survivors as well"

    Another Killer-main biased opinion detected and successfully ignored.

    Oh a biased survivor main opinion. Ignored.

  • The range is too big, it covers such a wide area I can spend minutes searching for the survivor triggering it.

    The noise is too loud, it drowns out the noises survivors make, making it harder to find them.

    There are better perks to locate survivors.

  • I've had "why were you just crouching when I'm being hooked?"

    Er... I'm crouching close by so that I can rescue you when the killer leaves.

  • @Triplehoo said:

    *because players saw very different rank grades and knew the SBMM was not doing its job

    Ranks didn't mean anything anyway, so players derived faulty information from seeing ranks. SBMM could have been working perfectly (not saying it was) and the ranks would have been all over the place, causing players to whine about SBMM indefinitely.

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