SleepyWillo
SleepyWillo
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- SleepyWillo
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@PigNRun said:
Having NOED after triggering EGC makes no difference whatsoever. If you are found and get hit, you might as well give up.
I've been downed by NOED in the exit gate zones a couple of times. I waited by the far gate as I knew the killer knew where the hatch was and would get there before me. Just managed to get the gate open when the killer got there and boom. Death to NOED...
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That is a very compelling reason for them to rush the release and ignore their current plan...
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@SodiumIntensifies said:
I think insta heals are enough. Survivors have more then enough "second chance" mechanics.
Laughs is Rancor, NOED, mori, etc.
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What I absolutely hate about the hatch activated EGC is that it activates NOED... Surely that shouldnt be a thing?
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So meta gaming? Youi can already see who the survivors are friends with by clicking on their profile. The survivors are supposed to work as a team anyway.
Also, why not let survivors see the killers steam ID while we're at it?
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This issue I have (especially at red rank survivor) is that killers that signal to farm tend to use it to lure and weaken survivors and get easy kills... I've seen it too many times to trust a killer anymore.
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Its very killer sided at the moment but the only thing I think is unfair (other than some gate spawns) is that I can close the hatch while a survivor is mid jump. Even I feel bad when that happens...
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@Captain_Doomsday said:
The Killer walking into a Survivor should shove the Survivor aside. I've said this before, and honestly why wouldn't it?
Because this would be abused. The devs had to remove killer collision from basement stair because killers were abusing it. Do you honestly think if killers could just body check a survivor that it wouldnt be abused??
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Do you consider body blocking hooks to be toixc?
You dont play survivor much do you? Do you know the perk "We're Gonna Live Forever"? Its the survivor equivalent of BBQ. It requires 4 survivors (if all are running it) to compete for a maximum of 8 safe unhooks (would need to be 16 min for all survivors to get full stacks) or protection hits. Its also how survivors get basic Altruism and BPs.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/569693#Comment_569693
It has nothing to do with not getting what i want more to do with a delay in the first place i see a key almost every game at high ranks and im tired of seeing them. If you are keeping a key in the ground that means you are not paying attention to gens or most likely camping the key.
Keys are virtually impossible to find when on the ground. Even if you know where one ws dropped by a survivor they are almost impossible to see.
Hatch mechanic is very killer sided at the moment. I've closed it a half dozen times as the survivor is mid-jump. I dont understand how you can want them to be anymore killer sided without just removing them entirely?
Is this a troll post? Honest question. I cant tell at this stage.
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@kickass445 said:
I dont think the keys need a nerf. They may open the hatch, but unless I'm mistaken, the hatches will still close again after a couple seconds. At least that's what happened to me when I was running for the hatch, the killer closed it, another survivor opened it, and then it closed again while the killer was chasing me. However they should have some sorta prerequisite to use them. The moris require you to hook a survivor first, or kill all the other survivors. A key should only allow one escape, depending on rarity just like moris, and/or require that the survivor either works on the equivalent of 1 full generator, or helps distract the killer long enough.
I do understand the annoyance tho, cuz right now a survivor could just hide in a corner or a locker all game, and then slip out of the hatch after the killer closed it again. But making it so the key needs like a time charge to work could be a good balance.
Keys do work depending on rarity. A green key is completely useless. At least all moris let you kill the survivor...
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/567513#Comment_567513
Look survivors gain almost the same BP as the killer ( without BBQ) but not per game but per hour. Think that way what is your average BP as a survivor and as the killer. Then think that a survivor you can play 4-6 games per hour but the killer can only play 3-4 games. But if for some reason you think you need to have more point as a survivor then :
As a survivor, your main objective is to escape so you need to do 5 gens and open one of 2 doors if we say you only need to escape then you need to just do 5 gens and open 1 door ( 6 things only). As the killer, the main objective you have is to kill the survivors in order to do it you have to protect 7 gens if you fail on the 2 doors and kill 4 survivors so we are looking 6-9 objectives. But let's say you do everything this means 5 gens 2 doors 5 totems and 6 unhook total 18. Comper to the killer that they have to protect 7 gens and 2 doors and hook 12 times the survivors total 21 and i don't count the hex totems.
P.S. The problem is not the amount of BP the devs will give the survivors but the fact that will be free BP
Bloodpoints per hour? Where are you even pulling that data from? If its due to the killer queues than the proposed changes to survivor Bloodpoints would lower killer queues (and likely increase survivor queues). Most games I play the survivors last roughly the same length (unless tunneling/camping) and I think that if both killers and survivors are playing the same length and doing work for that time they should be rewarded similarly.
As survivor, if I max Altruism, Objective, and get a good chunk into boldness and escape I get almost 10k under the killers points for a good game.
If I'm killer and just mucking about with the survivors and one leaves I can still get a 32k cap (which I honestly dont understand how without a 4k but its been happening for me).
If as killer I 4k early I get a decent amount of points. If I play survivor and escape without anyone being hooked or injured I get almost nothing.
I'm not saying (and nobody here is) that survivors need a 100% increase in Bloodpoints. But its clear that a rework to how bloodpoints are gained is necessary (and necessary to both sides - its hard to get deviousness points on some killers and dont get me started on chase points on Spirit/Billy).
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/567583#Comment_567583
i can't believe you can type nonsense like this and not realize how much it outs your killer bias, but i also can
the only reason anyone feels the need to point it out on this forum, specifically, is because people get accused of being survivor mains when they don't
I'm pretty sure he's trolling. Nobody is that dumb... I wouldnt bother replying to him at this stage.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/567296#Comment_567296
There are exactly 2 killers that don't require addons. Guess where they are in the food chain.
https://forum.deadbydaylight.com/en/discussion/comment/567263#Comment_567263
You know, I would love to have a killer perk that gives me free addons. Just like plunderers and ace in the hole.
But such things only exist for survivors.
When I equip my farm build on my survivors I get items worth of 10-12k points.
Survivors have the tools. But complain when they don't use them.
Not one survivor is complaining that they dont get enough items or addons! They want BPs to be fair. If I'm in a game as long as the killer and have done as much as possible (and survived) I dont see why I'm 10k bloodpoints below the killer.
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I think its extremely complicated due to multiple reasons. Combined with the unfortunate death of Wes Craven and the uncertainty of the Harvey Weinstein position with Scream: The TV Series Season 3, I dont see any clarity in this. I think the most you could hope for is a lesser character from the TV series.
(Personally I wouldnt mind Brooke from the first 2 seasons. If movies were an option but Sidney was out then I'd like Kirby)
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@Warlock_2020 said:
It's why I have recommended rank-based tweaks. At purple ranks, survivors get a 5-10% repair speed debuff. Increase it to 15% at red ranks.
Basically, whether it is nerfs, or new map objectives, the higher rank you climb, the harder the maps should be for both.
This would be terrible and would only encourage deranking.
The game needs a reason to rank up. A reward of some kind. The game wont be able to be balanced unless that happens first. Otherwise you'll be balancing around killers that should be rank 1 at rank 15 and visa-versa.
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Play a killer that can also teabag and have a dance party?
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Why not just have safe unhooks stack across those with the perk? That way survivors can play normally and not have to compete for unhooks. Plus it would still occupy a perk slot for the survivors. Its a win-win!
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High ranked players are punished. Regardless of killer or survivor. They need to give a reason/reward to rank.
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@Neprašheart said:
I am definitely supporting your suggestion.
To lose hope, and feel less scared of death just lacks the common sense!
But thats already a perk - Dying Light... If it means so much to you they can just swap the perk names?
Thanataphobia is one of my main perks (I favor it over ruin as it cant be destroyed). Combined with Sloppy and its amazing. I dont think the proposed buffs are need or justified...
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@AetherBytes said:
If you want it to be a truly "Survivor BBQ" perk, here's what it should be:
Your few friends deserve the best help.
When within 8/12/16 meters of a hooked survivor, see the killers aura up to a maximum distance of 64/72/80 meters. When performing a safe unhook, gain a token, up to 2/3/4 tokens. For each token gain 25% more bloodpoints in the altruism category. Reward is only applied post-match.
Thats the dumbest idea ever. And a complete nerf! Does BBQ only effect the hunting category? And it still doesnt fix the fact that its not possible for survivors to get 4 stacks per match (a maximum of 8 safe unhooks if the killer doesnt tunnel or camp).
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The thing is that given how fast the pickup is now that the killer would almost HAVE to see the survivor waiting to do a blind/stun before pickup. Its not like before where you could run from behind cover to implement it...
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@Knuckles said:
It's better to determine a survivors skill by the decisions they make in game, not what they're wearing. As mentioned earlier in the thread, prestige doesn't always mean skill. It more represents time invested.
Unfortunately killers only see customization before the game starts and often anything other than default is seen as OP...
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The main QoL change I'd like to see is maybe a hook counter by the survivors names so I know when a teammate is on deathhook or when I'm farming survivors that I dont accidentally kill them.
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@Zender said:
What do people think about:
1) penalizing quitters with a 5 minute cool down before they can search for a lobby?
2) Having player stats above their head in lobby, like # of DC's last 50 games, hours played, etc?
3) Ranking system that if your buddy is rank 18 and you and your friends are 2, 4, and 7 you get a rank 2-5 killer?
1) Hell yes! I'd even suggest longer. If you DC or just leave a match for genuine reasosn then its fair to assume you've done so for some reason. That reason taking at least 5mins seems perfectly reasonable.
2) Hell no! No reason to give killers more reasons to dodge lobbies then they already have or to make it easier for them to do so!
3) What? How does that make any logical sense? Shouldnt the average of those 4 numbers be 7.75?
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@SirPiggy said:
https://forum.deadbydaylight.com/en/discussion/comment/565330#Comment_565330
https://forum.deadbydaylight.com/en/discussion/comment/565171#Comment_565171
Your "solution" makes zero goddamn sense! If you were to make all the good killers as weak as the weakest, then survivors would be even stronger!!!!!!!!!!
That was kind of my point... That doing a blanket buff/nerf across the board wont fix the issue. Either the top tier killers would be even more god-like or the bottom tier killers would get pushed even further down.
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@Kabu said:
On PS4 I get survivors who message me while waiting in the lobby so it's not just killers who are able to see profiles. At least on PS4.
This only works on console. On PC you can see who is in the game only once the match has already begun.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/566058#Comment_566058
I agree! Survivor isn't stressful at all. That's why I mainly play solo survivor.
But I really don't understand why people think that survivors get less points than killers.
Because they do...? As a killer I get close to the 32k cap pretty frequently. As survivor an amazing game will only get you to mid 20k if youre very lucky.
People seem to say that survivors can just jump from game to game but the killer has to wait until the end, etc. What about the games where you play as survivor until the end? Only to get a fraction of the killers BP. No one is asking for survivors to get more BP per game than the killer. All anyone is asking is for survivors to get an equivalent amount of BPs to that of killers.
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@DocOctober said:
that was tested and abused to bits. So no.
Really? Thanks - I honestly hadnt heard anything about it since they changed the pick-up timer. Do you remember who tested it or where I could find it? Would love to see it
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@thrawn3054 said:
Killer is already fairly easy to get decent blood points. In most games I average 20k. Add on bbq and I'm up to 40. I'd have to play extremely well to equal that as a survivor. Also added bp is good for everyone. Lessened grind, quicker lobbies, and more enjoyment overall.
To the OP's original point, I do feel killers are a bit over taxed to get good addons. My suggestion is to make it so a killer can keep addons based on performance. Either through pips or kills. 1 pip you keep your cheaper of the two addons. Two pips you keep both. With the kill version a 3k you keep the cheaper addon. With a 4k you keep both.
The only problem with this is that killers with top tier addons would consistently get 4ks. Think Prayer Beads or Insta-hatchets. Hard to play around Ultra rare addons when all but medkit addons on survivor are basically trash...
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@Shad03 said:
"Also, if the killer can see IRL steam names should survivors see the killers? If the killer is dodging survivors that they dont like shouldnt survivors be able to do the same? I just hate double standards..."
For the same reason Death Garden removed it. The scavengers would leave a match if they saw they were up against a fairly well known and skilled hunter.
I don't like that killers dodge survivors, but when survivors are given these tools, they more likely then not abuse it more then killers do. And you can't say killers do it more, since
A) They of course had more time to dodge and stuff, so it isn't a fair comparison
B) If it were really that much of a problem, the Devs would have done something about it by now.
My point was that killers really shouldnt be able to see the steam names of the survivors either. It can only be used for dodging. I see no other reason/use for it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/565972#Comment_565972
Funny how you say that killers should´nt play anymore, if they don´t enjoy the role. Right after pointing out, that the devs need to make survivors more appealing.
Irony...
Wow - way to miss the point... He literally said that if you dont enjoy playing a role then maybe dont play that role? How is it a bad thing to want to enjoy a game and not be pigeonholed by the bloodpoint disparity
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@Acromio said:
Because they caved in to the survivor-meme know as "kILLeRz EaRn MoRe BloOoOOdPoiNtZ!11!!!11!!!"
Its true though. You cant dispute that fact.
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@Atrushan88 said:
@SleepyWillo Honestly tunneling is not a thing. It's literally making the correct choice, provided they don't have borrowed time. If you chase the survivor that did the unhook right in your face, they're just gonna get a sprint burst to the nearest pallet and you'll be right back where you started while the other survivor gets healed. Unhooking in front of the killer's face should NOT be a common thing to do, and I get pissed when survivors do it to me, unless I'm being camped and they have BT. This is a survivor misplay, not a killer one.
"Tunneling" can be prevented by simply waiting until the killer leaves the vicinity.
I think its very unrealistic that a survivor would crouch/slow walk to the hook, saving Sprint Burst and not being seen, and then BT unhooking in your face? That scenario just doesnt seem plausible... In a normal "yolo unhooking" scenario you'd get a hit on a healthy survivor as they run to do the unhook. After unhook you have two injured survivors. I play as if everyone has BT and DS unless otherwise proven. Besides, no point in being a dick regardless of how "effective" it may be.
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@EerieBloodyToxicity said:
Ofc they need to do something about gen times. I can't down everyone so fast and still get gen rushed while I'm clearly the better player. Add swf comms on top of that. Yeah they should do something but as you see even from these comments the entilted crybaby survivors want it easy and they're already crying and their daddy devs will listen to them. It's a survivor sided game and that won't change.
LMFAO - if you were "clearly better the better player" you wouldnt be getting gen rushed and would actually be applying pressure to the gens. L2P, etc.
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I understand why the killer can see the survivors items. But why can they see steam profiles, cosmetic items, characters, etc. Seems like its only used for meta gaming...?
I wish the killer could only see the survivor character tile and the item below it. Or just have all characters appear in default outfits so you can wear what you want!
Also, if the killer can see IRL steam names should survivors see the killers? If the killer is dodging survivors that they dont like shouldnt survivors be able to do the same? I just hate double standards...
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"I honestly think this could help fix some of the balance that overly favors survivors in this game. What are your thoughts?" - BloodMoneyMerc
That may have been true but with all the changes over the past year its clearly the killer thats now in the power role (EGC, hatch mechanics, healing, etc). The devs have stated that their goal is a 2 kills 2 escapes in a game. From the last statistics they released, killers were averaging over 2kills per game. And that was BEFORE the changes I referenced above.
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Or just have survivors lose their addons each game (regardless of survival or death). This would mirror the killers addons. The only issue then would be should survivors keep their items on death/use since the killers dont obviously lose their power.
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Borrowed Time is supposed to punish tunneling off the hook. If its such an issue for you them perhaps try not tunneling off the hook?
The reason those two are such common "meta" perks are because there are so few viable survivor perks they use what can actually help them. That said, most of their perks dont have any effect if you dont tunnel and camp so the issue seems to be on you here...
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@Commander_Riker said:
Killers should receive more BP because it's much more difficult and stressful to play killer. There needs to be a higher reward for playing the tougher role. Survivors the real power role
That may have been true but with all the changes over the past year its clearly the killer thats now in the power role (EGC, hatch mechanics, healing, etc).
As it stands it is simple for killers to get points in each category playing normally. Survivors can only get max in one category (objective) without either competing with other survivors and/or playing off of the killers actions. Its ludicrous to me that I can get max points as a killer when the survivors are terrible but get minuscule points as survivor when the killer is trash.
The only remotely logical argument I've seen here for killers need more BP is the fact that they get far greater bonuses from using addons than survivors do and, as such, survivors can opt not to bring anything into the match. The only remotely viable survivor addons are instaheals and they, like killer addons, are exhausted on use.
Personally I think killers base kits should be buffed to no longer be so reliant on addons (while balancing with a slight nerf to current addons, obviously). Either this or a buff to survivor addons to make them worth bringing in. As it stands there is no challenge or guess work to playing killer as when you see a survivor the only item you really would worry about is insta medkits (or flashlight with a hag/wraith...). You can also be confident to each survivor loadout due to the lack of viable perks (but that is an issue for another thread).
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From the latest statistics BHVR released regarding SWF teams escapes vs solo players there is a minuscule difference. And that survival rate is still lower than the proposed goal of 2 escapes and 2 kills that the developers say they are aiming for.
TL:DR - Thats a no from me, fam.
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I don't think it's fair, or fun to only play, or vs hillbilly, nurse, spirit, and sometimes huntress, only because they're the only viable killers that can apply enough pressure to stop genrush.
So why not nerf Hillbilly, Nurse, Spirit and Huntress? That would be more balanced than buffing every single killer - people would still play the top tier killers because it would be even easier to win. Your "suggestion" does nothing to remedy your outlined problem.
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@Commander_Riker said:
Killers should receive more BP because it's much more difficult and stressful to play killer. There needs to be a higher reward for playing the tougher role. Survivors the real power role
That might have been the case but given the changes in the past year I think its pretty clear that the killer now holds the power role. That said, its still easier for killers to max each category playing normally. Survivors cant max more than one category (objective) without competing with the other survivors and/or playing off the killers actions.
The only reasonable argument I've seen here for killers realistically needing more points is because they get greater benefits from using addons and their addons arent reusable. That is only an argument because survivor addons are useless (with the exception of instaheals which are the only viable survivor addon and arent reusable).
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@DarkGGhost said:
@visionmaker Ok let's me put in same way that you can understand as survivor you get most of the good perks free and you have to lvl less character as killer you have to lvl every single killer that you buy with money or play the game around 30-40+ hours ( for one killer) and don't forget that you have to spend more BP in order to have add-ons to use that's mean the killer need more BP. Before you say that the killer has BBQ that's better than WGLF the reason is that the one needs money to get it and the other not. Yes, the game is paid to win as killer you need to put money in order to have a chance as survivors you don't.
@miaasma The thing is most of the good killer perks have been 2-3 ( at best) time in the shrine and don't forget you have to wait until one day the perk you want to show up in the shrine if you don't want to put money on the game.And the reason this thread exists is that as survivor right now you can make the same amount of BP per hour ( without the use of BBQ ) and the problem is the logic that devs use " Well one survivor must make the amount of BP as a killer perk game" which means that the survivors can make more BP per hour. Now the problem is not the BP but how they treat killer and survivors ( survivors get a free mechanic that help them in the game and killer get perks that may help but you need to pay for them ).
Lets not forget that the majority of good survivor perks are free because any good paid ones were nerfed to being useless after release (when most players bought them). Most recent example being Mettle of Man. DS to a lesser extent. Left Behind anyone?
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@Bongbingbing said:
I like the change, I just wish they took one thing into consideration, that being Killers add ons.
I wish they'd reduce the cost of killer add ons aswell with this change to help even things out since as Killer you loose your add ons every trial while survivors if they escape get to keep their items, with the new changes it's going to be even easier to stockpile your items/add ons as survivor.
The only reason you feel that way is because survivor addons have been nerfed into the ground. BNP was great but is now worthless. Survivors dont bring items or offerings into games because there is generally no point anyway. You can just Franklins the item out of their hands regardless.
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They only needed to fix it so survivors could still harvest pods when at max vials. There is still no point to playing as survivor in the event at vial cap. Killer queues will be high again in a few days...
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@Zagrid said:
Stop complaining there are Halloween spoops to be had and bloodpoints to be farmed.Thats the problem. There isnt bloodpoints to be farmed if you play survivor after 30 vials. Survivors will just switch to killers and we'll have incredibly long queues!
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@Just_Meh said:
Killers still get double BP and so what if survivors finish and can't get anymore.It means killer queues are going to be atrocious for the whole event mate...
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It's the insane killer queue times that get me. Killer is always way more beneficial during these events. I wish they made some insentive for survivors so the queues were even slightly reasonableJust_Meh said:
That's too bad for survivors but for killers it's not a problem.MegaWaffle said:@DeadByFlashlight said:
You do realize that every player will play both sides?
Also its a complete mess at the moment, some survivors even let themselves be grabed of the planets - thats how desperate they are
And on console since we still don't have DC bans people instantly DC if they know they are going to die so as to avoid losing vial progression...The event has been a nightmare as a solo survivor player.
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How have your games been going? Survivors don't exactly have time to do anything other than gens by the looks of things. Only games I haven't gotten 4k is where I took pity and let em farm.