SidneysBane1996
SidneysBane1996
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@HangryMogwai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853760#Comment_3853760
Point taken on how I’d started the response (see previous post). Still don’t think “quit the game” is much of a quality response to a feedback post for the devs, but it is what it is. I enjoy the game well enough outside of the highlighted points in the original post. The devs can do what they will with the feedback as the crux seems to be whether or not tunneling and slugging is needed to have fun in DBD. Outside of that, sure—make the killers stronger if you want, a challenge isn’t the issue as much as making it so the games don’t play on repeat. At present, it feels like roughly 3 out of 5 games the goal of the killer is to tunnel out one player. It’s a viable tactic, but isn’t a lot of fun. If the killers need to be stronger, loops weaker and anti-tunneling factors added, so be it. Not necessarily advocating that as I’m not sure what the answer is as much as the fact that tunneling of one player at 4-5 gens isn’t much fun for anyone involved except for the killer.
You are way taking it too seriously, my point wasn't "quit the game if it's bad", my point was "if a game isn't fun then don't play it."
And that's exactly what anyone healthy should or would do when a game sucks. Not play it.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853764#Comment_3853764
Invocations? Really?
You say this now, but just wait until a future patch if they, god forbid, make Invocations stack and create an actually broken one.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853743#Comment_3853743
Why is that, though? No matter the number of times it gets used, there's a hard limit to how far it can stretch the game. Stacking it on one target is only an issue for tunnelling, but if we're nerfing anti-tunnel to protect tunnelling, what's the point?
Because Survivors shiuldn't be able to control ALL the things Killers use to pressure. What if there were a perk that did this for Killers and randomly added hookstages to someone with the most stages? Still fair?
It wasn't a good perk idea and shouldn't have come live.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/434503/lightborn
Sure. Just as soon as they unbuff flashlights to require timing/skill again, and give flashbangs actual counterplay.
Real talk - lightborn is fine. Let's look at the long list of things survivors have that have zero counterplay before we nerf even more counterplay from killers.
We just got Shoulder the Burden, what exactly is the counterplay to Survivors being able to control hooks?
You can't undo Invocations either.
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@HangryMogwai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853757#Comment_3853757
My apologies, if you found insult in the post that you’re responding to, I assure you none was intended. I don’t think bleeding a game dry of new players is good for the longevity of the game, but I thought I was in agreement that losing was fine as long as it was fun?
Bro you LITERALLY opened with "another winning take" stated in a sarcastic manner. Please don't pretend you weren't trying to insult me and everyone else here. You were. You came off as dismissive and mean for no reason except you disagreeing with me. I am perfectly willing to discuss with you, but you need to drop the sarcasm and LOL emojis before anyone takes you up on that.
Edit: I do accept your apology though. Please consider your words next time and how they might sound.
Losing is of course fine if it's fun, yes, but again. My argument isn't that we should bleed the game dry of new players and I have no clue where you got that. My argument WAS, if the game isn't fun, then don't play it. Nobody is holding a gun to your head. I assumed you were an older player who KNEW this already, but it seems you're a much newer player who left about three to five months ago.
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@HangryMogwai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853744#Comment_3853744
Another winning take! The old “bleed the community dry until the games dead” mentality. 😆
No issues with losing or the killers being stronger than survivors. Just the aspect that the only way many killers (guessing yourself based on the defensiveness) seem to be able to win is via tunneling and slugging, which is boring and unfun on the survivor side. Again, both sides are flawed—not sure what the fix is to be honest. I’m fine if the killers get stronger, but keep the game fun for survivors too. You can have a lot of fun losing if the killer outplays you without slugging or tunneling. Honestly, some of my favorite games are against Ghosty or Meyers for this reason. They tend to enjoy the game more often without hovering around hooks.
Nice deflect, insult, and assumption. And defensive? Where? All I did was say "if you're not having fun, leave"…🤨
If the game doesn't work for you, it doesn't work for you. No shame in leaving and going elsewhere if the game no longer makes you happy. But yeah OK, let's pretend me, the C-tier Killer Main, is the issue. Let's default to the old "anyone who disagrees with my take is just a skilless tunneller/camper/slugger" take, again, as if that's a brand shiny new take that hasn't been used to dismiss people in this community for years. Whatever helps you sleep at night I guess. [shrug]
You clearly came here to argue and whine judging by the way you've responded, and you clearly are looking for more ways to sit and insult Killer players. Why bother if the game isn't fun for you? Just leave and come back for 2v8 if you hate it here so much. Or go back to the games you DO like instead. You'll be happier and so will the rest of us.
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@tyantlmumagjiaonuha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853744#Comment_3853744
Are you playing the exact opposite game? Killers are subject to various restrictions imposed by gen kick counts and AFC, and delayed perks have been weakened across the board, reducing the scope of play and increasing the number of matches where you have to camp and tunnel to get kills.
Survivors, on the other hand, no longer have to bring in perks for specific uses due to base kit BT and HUD visibility, allowing them to experiment with different builds.
I assure you I am not. Maybe you're playing the exact opposite game, or more likely, playing the same game with the wrong mindset or in too high of an MMR.
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Ghostface frankly needs a rework of the entire Reveal mechanic to not be so finicky for either side, and his leaning needs to be fixed, it's been broken for months. He could stand another addon pass and some addons being outright changed, too. The rest of his buffs are fine.
Chucky didn't need all those nerfs, he was okay after Rat Poison nerf.
Houndmaster needs serious fixes to the bugginess on Snug.
TotH needs a slight nerf down to 12%, 14% is too much but 10% is clearly too little.
Shoulder the Burden might need more adjusting if it becomes too meta and people start abusing it the way they have abused other anti-griefing perks like OTR, DS, and Dead Hard. It's currently much too strong if a SWF is involved and maybe a little overtuned in SoloQ. At the least it shouldn't be able to activate in the endgame, I'd even say it should not activate more than once a round because controlling hookstages is THAT powerful. The only reason it's not used more is because it's very niche and sorta hard to use.
Invocation: Treacherous Crows should not have Broken as a downside for this effect, it should instead make the Survivor Blind and Oblivious the rest of the round in exchange. Broken is too severe for so weak an effect. I still think Invocations should never be stackable, you shouldn't need THAT many powers in one. They're not undoable like Boons nor do they have any real serious counterplay, so stacking them would be unfair.
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Maybe the game is no longer for you. The Devs have basically all but confirmed they want to make it easier for Killer and harder for Survivor to make it MORE casual. The idea is to get Survivors more used to the idea of losing as the victims in a horror movie more often, and Killers more used to being able to push through and win as the antagonists in the horror movie more often. If you're frankly not down for that, I suggest you return to those other games, because that's how the game is now and probably was always intended to be.
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@BroRespectTheBoop said:
Lol what more do you want from it? You can only use it once and you're exposed for 40 seconds? Should it make you hindered and broken for the entire match too? Like we got 1 decent perk in the last 5 dlc's and you want it nerfed into oblivion.
That's unironically the exact change that should be made. Only one use per round.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853547#Comment_3853547
Thats the Idea, increase the Gentime when 4 people are alive, but reduce it for every survivor that dies. In the end the kill/escaperates stays the same. Its just a system change that gives you a reward for not tunneling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853024#Comment_3853024
You dont, you make em go slower when 4 people are allive.
They literally tried this in 2v8, this exact mechanic, and it led to THE most Survivor-sided mode in the game's history. They tested it. They tried it. Catchup mechanics don't work because they punish the Killer for being too good… the same is true of Survivors. It punishes Survivors for playing too well. We shouldn't punish good play. That's anti-fun.
We have perks, items, and even just teaming up on gens to push gens faster. Survivors don't need more. If anything Survivors need to be able to push gens less and Killer basekit control (that is, kicking) should be stronger. Ideally no generator progression or regression ANYTHING should be above a 15-20%.
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Thrill needs it more, but I think it's stupid you can even bring four of StB, I would like to see it have an activation condition like Dead Hard or at least, deactivate in Endgame.
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I just want to see more and better stuff added BESIDES blood zones. Make injuries matter, make hiding being injured matter, make there be more things that power up either side. Get nuts with it! The mode wasn't ambitious enough and I want to see it do more.
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Yeah, I'm not getting these for some reason...
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It's not changed all day, stuck on Surv side never Killer. It's currently 9 PM and it's still on Survivor. It's usually on Killer right now. NA East here.
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@[Deleted User] said:
Since the reveal mechanic is probably never going to be fixed, they ought to just remove a % chunk of stalk progress from any survivor that manages to reveal him. Buff him in some other way or whatever, but the 99, run up and wait for power to come back if revealed to 1 shot playstyle is just lame as hell. Especially since the exposed lasts 60 seconds for some reason despite how fast you can proc it with leans + the broken reveal mechanic.
Removing leaning altogether just sounds lame though.
Your idea is just as bad. Removing stalk progress is a dumb idea and would be a straight pointless nerf, why reward Survivors and punish him for an accidental Reveal?
Leave Reveal alone, and buff other things. The Reveal needs a full on rework to its whole system, he shouldn't be harshly punished for the system being buggy.
"One shot playstyle" IS his playstyle. You love it or hate it, that doesn't need to be a thing at ALL.
Never, never cook again.
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I think the locker idea is fun, but Drop-Leg doesn't need a rework. The other three addons do.
He could stand to use a slight haste boost in Shroud or while going into/coming out of it on command (not revealed), but make it like 2%. 10% is WAY too strong.
I don't think his SFX need reducing, they are already quite soft.
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@DeBecker said:
Are we really still salty that tunneling got a nerf against 4-man SWFs?
The problem is the proposed tunnelling nerf also hits Killers that do not tunnel who might NEED to pressure a hook at the end, thus encouraging slugging and proxying hooks instead.
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I promise you as a Ghostface and M1 Main, WoO is the least of my worries. They always play the same with it - autopilot to Yellow, where I can usually hit them around the vault or pallet because they're too busy staring at yellow to notice I Shrouded and mindgamed them.
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@jesterkind said:
I would personally recommend not running all four slowdown perks, I find that has a nasty habit of backfiring sometimes.
Think about it for a second- with narrow exceptions, most slowdown perks require you to be getting downs or hooks in order to activate. If all your perks only do something after ending chases, with maybe only one like Deadlock being passive, that means one bad chase or any excess time spent trying to find a survivor puts you massively behind. Slowdown perks can't regress completed generators, so any gens done during that longer chase or searching downtime are lost for good, and most of them only damage one gen at a time so that's a lot of progression you can't undo if survivors are split up.
I'd recommend perks that help you find survivors quicker, end chases quicker, and generally minimise your downtime so your natural pressure can do the heavy lifting for you. The more you snowball by forcing survivors to react, the less they can do generators, and the easier time you'll have to keep going.
That's not to say you'll never have issues if you play this way, of course. Sometimes survivors are just better than you, and in cases where they aren't, toolboxes are still unbalanced- especially if everyone runs them. It will, however, help you with gen speeds in your average match, by a lot more than gambling on quad slowdowns.
This is the way, you want a diverse build. Four slowdown can backfire HARD.
That said, there's still some stuff in the game that needs looking at in regards to gen control on Surv side. Namely, we shouldn't be able to do generators up to 50% faster with multiple charges on one toolbox.
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I think hexes/boons and totems as a whole need a rework:
- Better spawns
- Do not light until their effects are activated, and they move around now (all of them, unless it's something like Penti)
- Basekit Shattered Hope
- They basekit take a bit longer to cleanse (and then we reduce TotH)
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I think he probably got overbuffed, he feels a lot worse now. He was a bit more balanced before, if a touch on the strong side. I really think these nerfs bring him closer to B tier than A tier, which okay, I'd rather see more Killers around that area than A, but it still feels real weird that they hit him this hard; there's multiple times I completely bamboozled the poor guy tonight where they'd be guaranteed hits before.
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We saw how well that worked in 2v8.
Absolutely not, not unless we hella buff Killer gen control to compensate.
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Flashbang has been glitched for over half a year now and it's blinding in ways it should not be with no warning. I've never not once met a multiple flashy squad who WASN'T trying to ruin the Killer's day, they're like sabo wiggle people that way. And I hate, absolutely LOATHE, the terrible perk design of Blast Mine, which punishes Killers for bothering to defend gens at all and helps force use of perks like Grim or Pain Res to ignore the blinding entirely, despite Blast Mine being an objectively crappy perk.
Why?
Because I have sensory issues and I cannot stand the blind effect going off every several seconds. And I know I'm not alone in this. I can avoid them just fine but there's no avoiding being in an animation lock and going into a blind, or being caught off guard by someone dropping a flashbang inside your character model which should NEVER. HAPPEN.
I will continue to use Lightborne as needed. It should never be touched, it's fine. Blinding is an accessibility nightmare for people like me.
Stop griefing Killer players with sensory concerns and pretending it's just fun troll gameplay. It's not and I'm tired of pretending it is. We ALL know why you and your SWF actually do it.
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@sirlemonhead said:
Achievements are utterly pointless, so I don't really care to be honest.
Not everyone is you, some people like cheevos hunting. And for them, this got a lot harder
So glad I got this one before the update.
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Honestly just put it at 12% and call it.
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If it's two minutes to die on hook from first hook, and two minutes to endgame collapse, it should be two minutes to bleed out.
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If they cannot fix it, they need to remove it and add a new achievement. It's impossible to get for 95% of people now; it was already a struggle to get it before the changes for most people.
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We need less god/strong pallets, maps to all be no bigger than a certain set size, and probably other effects more than we need more access to Exposed.
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That's the point of Ghostface.
Why on earth do you want to nerf a mid-tier stealth Killer? He's literally fine, close to balanced actually.
Bait used to be believable.
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Generally, at least for Killer, it takes about 20 rounds I fiind. Of straight actual 1ks or 0ks, either on purpose or by mistake.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852810#Comment_3852810
Houndmaster, Myers, the new Invocation, Hex: TOTH, the overpriced Houndmaster legendary, bugs...
Not to mention the fact that there's still some issues with some Killers' mechanics.
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Invocations are dead in the water and niche by design, I think the only change Treacherous needs is to make the downside different since it just works on crows scattered around the map. I was thinking permanent Blindness or Oblivious for the Invoker instead of Broken. That's really all the perk needs.
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You know?
If they don't want hexes busted but want them more useful, why not nerf TotH a bit and also nerf totem cleansing speeds period? -
Yes. It is.
The achievement just got even harder because of the update. It's really poor sportsmanship, if you see someone going for a really hard achievement, to not help them get it. You can always stomp some other round.
In fact I believe strongly, in light of these changes, that Myers should be able to mori you out of a Locker. That, or the cheevo should happen on ANY Mori item or offering or perk that kills all four people, as long as you tiered up to Evil Within III first.
You simply shouldn't be able to deny someone an achievement like this.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852613#Comment_3852613
we can clearly see how less fun it started becoming since more than half of the community are members of comp scene, while also so many players are complaining about their experience in dbd even more since dbd started cattering to those "casual" players. At this point you are simply hating on players that want ideal balance in the game, classical Fortnite kind of mentality.
I'mma need citations on that statement that more than half the community is comp, I certainly am not and neither are any of my friends.
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@fixblitzskin said:
Those add ons that prevent a couple seconds before breaking out of stalk is so boring. I would love an addon pass
I think those addons promote bad habits, reveal should just be longer basekit and these addons need new effects entirely.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852592#Comment_3852592
Yes it has been a thing always but it has gotten worst because it was more like a 50 50 whether the killer does hook the third or not before finisher mori came. This finisher mori update every match always now is third survivor slugged for the 4k to see the stale out of date mori.
IDK, feels like it's always been this bad to me.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852593#Comment_3852593
Yeah ofc you would try to use that come back, but do remember killers are always the one first to complain and ask for survivors perks to be nerfed, its only fair the survivors asks for the same thing. How about both sides stop asking for nerfs of each other things?
You want to try responding to me again in a less rude and confrontory manner? :)
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852595#Comment_3852595
I feel like this is a rumor made by Ghostface mains to make BHVR avoid fixing his reveal because never once in my history of playing DBD have I revealed a Ghostface through an object or wall
I promise you I see it a lot, and it usually has to do with ping. I've seen clips of bots revealing him from the basement when he is 30 feet away.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852606#Comment_3852606
why? Because casual players think it shouldn't because they can't handle having to invest time into learning how to properly play the game?
The game IS casual and BHVR has started to cater to the game's CASUAL fanbase more.
If you want an e-sport, go play Overwatch.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852598#Comment_3852598
counter strike was a true definition of party game and it has one of the biggest tournaments in the world and huge competitive scene. Party games are not really what you think they are
And this is not the competitive e-sport you apparently are insisting it is by responding this way.
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Vuk, literally all Killer gameplay, the bread and butter of chase, depends on Survivor errors… some Killers just capitalize on those better than others, and some can force them to happen better than others.
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@Spare_Them_Mori_Me said:
Let's face it dbd cannot be competitive no longer because survivors will never let the killer side have nice combinations, no perks have withstood the test of time for killer so let's keep it that way with an easier going system and end the drama.
Dbd has never been comp worthy. I know thats rough to hear, but its a game that, by design, cannot be balanced in a way that is 'fair'.
Why?
This is a party game and they continue to develop it as one. Some will argue its pvp regardless, and it is! Its just not balanced or fair pvp. The sooner the comp scene understands this, the better for all. Until then, this is what we got :/
This is the truth and it's high time we all admit it. DBD is NOT A COMP GAME.
It is a party game.
It is a party versus game with comp elements. You cannot ever balance it and shouldn't try, because when we do we get the stripped down paltry version of DBD that is 2v8. It is not an esport, not designed to be one, and never will or should be one.
Now let's convince the Devs to finish the job by reworking emblems and balancing around hooks, not just Kills.
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@AlexXHunter44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852528#Comment_3852528
I rarely experience anything overly toxic from either side. I think it's greatly over exaggerated by both sides. I think a lot of people on both sides are just kind of ego driven and if a survivor crouched on them at a pallet they are now equivalent to a third world dictator.
This is actually what most people ACTUALLY experience in the game on a daily basis. They just remember the bad rounds more than the good ones, because you remember negatives more easily than positives.
You are not getting 4 man slugged by every Killer.
You are not getting tunnelled every round.
You aren't dealing with genrushers or flashlight squads every day.
Someone isn't giving up every single round you play every single time you play.
And no, your favorite side, dear reader, isn't too weak.
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If endgame collapse is 2 minutes and dying on a hook from 1st to death stage is about 2 minutes, then bleeding out on the ground should be 2 minutes too. Nobody is gonna be upset being slugged for just 2 minutes. Because it benefits everyone to have it:
- If you're really just downing for pressure it won't affect you to change this since you intend to pick up anyway.
- A faster bleedout timer puts pressure on Survivors to help Survs downed this way more.
- You should NOT need to bring perks to counter bad actors.
- People who like to slug for a bleedout or for the 4k would be the only people affected by this.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852057#Comment_3852057
I don't have a problem against Unknown when I'm playing survivor, his mechanic seems fair.
Ghostface's though.. yeah, no. It was the reason why he was my most disliked killer in the game, despite the fact that I really enjoy the Scream movies.
How is Ghostface unfair when we have Killers with way more unfair mechanics than a Reveal that often screws him as much as it screws Survivors? You're entitled to your opinion, I just really don't understand it.
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… I still 100% think everyone's blowing this out of proportion and it's just that the game has found a balance, people are happy with it or over the issues with it, and everything's solid now. THAT is why the bonus is lower, we have more even numbers of players. Reminder that modes bring in new people, and many of them do stay. Meanwhile old players leave if modes they don't like aren't on or if they just get sick of it.
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@buggybug said:
If they stop nerfing every decent perk survivors get, shrinking and nerfing maps and making busted and easy to play killers they have been doing as lately, maybe it will stop.
However looking at other aspect too I have seen whether am survivor or killer where the game could have been won by survivors but the rage quitting tiny timmy leaves. Usually its the gen jockey who dies in 10 seconds wanna kamikaze cause they did not want to be found at all while. Like you gotta understand the looper is the reason you did 2 to 3 gens and you do other things other than twisting wires.
Then you have the weird moment where a person loops for 2 to 3 gen and get down and gives up on first hook, like I gemaubybe you wanted a 5 gen run and 0 hook challange but kamikaze cause of ego is pathetic.
Once more this why people should stop complaining about swf so mich, a swf is most to almost never dc vs solo q. Honestly win or lose when I vs a swf I have never have a dc on me like I get 95% of time on solo q. This again is why I barely play unless am a full 4 man.
I think a slight fix that can work is people who gets chased and loops killer as long as possible should always have the highest points. It is unfair imo to the looper to get last place while gen jocky gets first. Idv does this and that is why being chase on it always feel good. You can do all 5 cipers and get the least points out the team for not doing anything else lol.
They will stop nerfing Survivor perks when they stop nerfing Killer perks. That will be never.
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@buggybug said:
They should put the 2 hook rule to it but I rather it be removed. I lol all these killers acting as if we do not know camping,slugging and tunneling aint a thing befire finisher mori, the point is slugging has increased 100000 folder.
Always trying to use survivor t bag excuse is so stupid because you can progress the game by whacking them out which also give you bp. A slugged person cannot do anything and unbreakable and expo niche and garbage uses is a poor excuse of a solution.
How has it increased at all if it's always been a thing? I don't think people want the Finisher that bad, it's just a faster way to end the round…