SunsetSherbet
SunsetSherbet
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2728003#Comment_2728003
I never even said that happened.
and… we both know even if I gave a legit example you wouldn’t accept it either way.
"I could tell you but I don't want to."
I'd have to assume it didn't happen then. I'd need some examples, which I am not getting.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2727989#Comment_2727989
lol
these forums are actually great entertainment
So, what was this recent survivor nerf and killer buff that was complained about and when was it?
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2727914#Comment_2727914
Are you trying to gaslight me? What is your point with this comment?
That Otz isn't evidence of anything and you do a massive disservice to yourself trying to use his video as evidence of anything.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960
https://forum.deadbydaylight.com/en/discussion/comment/2727970#Comment_2727970
killers could get a superbuff and survivors get, like, a change to Deja Vu to make it a better information perk and they'll still say the devs do nothing for killers and it'll become a new meta perk because it'll constantly prevent 3 gens and ensure survivors have 100% guaranteed info on where to go next or something equally as idiotic as that.
Nothing like that ever happens though lol
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@GannTM said:
People will be eating their words if there are killer buffs announced tomorrow lol.
I already stated in a post earlier today that if I am wrong I will say so and say kudos to the devs. I'm not really holding my breath, though. And they need to be meaningful buffs. I'm not going to take a TOTH like "buff" as anything. If I had to bet physical money there will be no meaningful killer buffs, I would. Because nothing from day 1 notes or the past year or so of development has lead me to believe any such things are coming.
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@KayTwoAyy said:
@Kalinikta I've been meaning to ask, why do you think the developers are so pressed about the issue of face-camping, and not all forms?
I am of course assuming that we agree I do not face-camp (as demonstrated in my video).
I think it stands to reason that face-camping is the least effective form of camping, so why is it a problem? Are we just accepting that so many people in the community are incapable of overcoming an insignificant challenge? Or are the devs recognizing that the game is not designed to help survivors overcome this problem?
And where does that leave my demonstration of camping? I wouldn't classify what I did as proxy-camping--it is a hybrid.
I think my demonstration is a more concerning issue than face-camping because it presents the same quandry that we've seen in DBD and in many other online multiplayer games--success via low skill floor with big reward.
...but to play devil's advocate against myself for just a moment, I wanted to share a video that Otz just released. Although I don't think it instantly discredits the results I've been seeing, and their correlation to camping, he does point out that my success in this study is not a 1 to 1 causation. We touched on this topic breifly @Kalinikta, when I asked you what you'd think about matchmaking accounting for player builds.
Edit: You also brought it up early in this thread, but I don't think the conversation at the point was ready to identify the problem, so I had put off the remarks until now--the conversation has since shifted to thinking about solutions
Tru3 did this exact same test and got 0.98 average.
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I was expecting this to be about giving survivors tons of info for free to let them play far more efficiently. Not the skill checks which will most likely be done in a way so that you can't wiggle any faster than the maximum you do currently, so it probably won't change anything. The wiggle change seems like a strange thing to get upset about. Meanwhile the info buff is flat out giving me half of what I run my build for. For free lol. Frees up multiple slots for me to replace with meta perks.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2727779#Comment_2727779
Mine are fine though. Which is why ques aren’t that reliable considering how they vary across regions and ranks. And once again some killers get nerfed because of how Pathetic Solo Q is like Cenobite
The vast majority of players are experiencing extremely long queues.
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@MikaelaWantsYourBoon said:
You can not balance game if you have 2 different groups. SWF has much advantages than Solo-q. And this created all DbD problems:
- You can not buff killers because Solo-q will be worse.
- You can not nerf SWF because you can not punish people who wanna play with their friends.
So best you can do, buff solo survivors and buff killers. Balance game around this. Even after this game will not balance perfectly but it will be most healthy version for sure. This is good step to balance game, i hope there is more buffs for solo-q and ofcourse for killers.
Buff solo-q, buff all killers in general, buff weak killers, rework Nurse and remove Trickster. And DbD is great game.
Clearly those killer buffs will come at the same time as making survivors stronger, right?
Right?
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Yes in like two years. How about buff the killers first and later solo queue? Pretty dumb decision consider queues.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/302853/what-do-you-killers-mains-think-about-coh
I think if you take away a lot of the meta perks it's super weak. Facing a whole team of meta slaves with a COH is a different story
You can get like a 6 sec heal with it with one other non-meta perk equipped, and a good medkit with good add ons. Botany knowledge+coh+emergency medkit with 30% buff from add ons is enough to make your heal around 6 seconds or so from last time I counted. You don't even need rare add ons for the medkit. Two specific yellows can be enough. So it's pretty strong using just one other largely weak perk, and bringing a medkit you'd use regardless of COH or not. I don't think meta perks are what make it srong.
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Imagine getting a buff, looking at it and then going "No this isn't good enough. I need more."
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Features Added an new Killer - The Cenobite Match Results - When players leave a Trial with a Limited Item (Example: The Nemesis's Vaccine) they will now be notified that they do not get to keep it. It has been consumed by The Entity. Large Text Settings - The players can enable this option to enlarge all texts in the HUD,…
- The Cenobite's voice over lines have been removed due to complications with the audio files.
I guess they could pull an Obiwan and say legal issues are complications, so it wasn't wrong, from a certain point of view...
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I question why they wouldn't put that in part 1 but hey, hold out hope it's in the second.
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From the devs who couldn't even be transparent about Pinhead's voice lines being removed and made some lie about audio issues and to this day we only know anything because others did digging. Hey, maybe they will be transparent, but I'll believe it when I see it.
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Can't say I agree. The game was pretty unfun for killers prior to October. It just got worse then.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2727263#Comment_2727263
I haven't seen a single person say that that Mid-Chapter was a 10/10
Scott Jund flat out released a video where he goes on about it being one of the best patches. Otz was on his stream claiming it was one of the greatest patches/a great patch and saying everyone should let the devs know how great it was.. I remember Otz having an entire stream where he said he was telling the devs how everyone loved the patch, and even put a little idol of Mcclean on the screen since he attributed it to him.
Most of these claims, however, came during that week where we only had half the diary, and did not have part 2 yet (which is where the boons, nerfed slinger etc were) Once the second diary came out, "This is the best patch ever!" seemed to die off.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2727279#Comment_2727279
The difference between the build you laid out there and this change is that those perks show you where those things are happening. An icon just shows you if someone's on a generator, if someone's in a chase, if they're healing, on a totem, etc. It doesn't show you where those things are, and that is a huge difference.
This is a great suggestion for a change specifically because perks like Kindred, Bond, Empathy, and all the other aura-reading perks will still have their niche and will still be far more useful, because knowing what someone is doing is only a fraction as important as knowing where they're doing it.
Objecting this hard to such a milquetoast and obvious change kinda implies to me that you're going to object to any change to help out the gap between SoloQ and SWF, and at that point, why even bother commenting? Do you have a better suggestion in mind to fix that problem?
I don't need to know where it's happening. If the killers terror radius is audible then it's close. I am not running the perks to see the auras but for the info of knowing what is done. IMO there is no way to argue this isn't a sizable buff. But hey, at least I now have 3 free perk slots to work with.I will not be running those perks in the future now as they won't be necessary anymore. Guess I'll switch to DS, BT, COH, DH.
And yes, I will reject any improvements of survivor until killer improvements come. Solo queue is far stronger than killer and queues are becoming absurd. Fix the actual issue instead of just buffing survivors more and more and more. You can keep pretending giving the survivors massive info isn't powerful, but that really means little to me. My suggestion is buff the side that needs buff and then maybe buff solo survivor later. And I'll comment because it's not against the rules and you aren't entitled to a group hug thread where people don't state they have issues with the devs design. Do better at design and the posts may leave.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2727225#Comment_2727225
Buffing survivors to godhood? Dude, it's a QoL change to ensure SoloQ survivors aren't at quite as big of a disadvantage, there's no reason to assume this will result in longer queue times. Relax. This is a good change that has been a long time coming, and they're not even committing to actually doing it without more deliberation.
Miserable games are a problem. One side having them isn't more or less important than the other, in either direction.
Bro, giving survivors the ability to see what each other is doing is such a massive buff I don't even know what to tell you. If I know when my team is doing things, I can react appropriately and know when X or Y is safe or not safe. My entire survivor build involves bond, open handed, kindred solely because the info of knowing if teammate 1 is working on a gen, or teammate 2 is being chased, or teammate 3 is doing a gen. Knowing this information vastly changes what I do, how I play, and how effective I am. I actually won't even run the build I have primarily run for near half a year now because this one change will give me most of the reason I run the perks, but as a passive.
It's a terrible change and I hope tomorrow shows killer buffs. If not, that's enough evidence the game is entirely survivor sided and I expect more "Why are my queues 15 minutes?" posts in a month. Entire perks exist solely for information. Giving info for free is a buff. Plain and simple.
A common thing for me with bond+open handed is that I can see if a teammate is actively being chased. This allows me to know I can safely continue working on the gen, even if it seems the killers terror radius is nearly on top of me (which is common on Midwich and the Game.) if I didn't have the info, I might pre-emptively leave for fear of the killer coming. But since I know my teammate is being chased, I have no reason to leave the gen. I know I am safe. The info has ensured I did not stop working on a gen at all. Now, this buff won't give them an aura, but it effectively does the same thing. On my HUD I will see my teammate is in a chase, and thus I will know the killer is not right out in the hallway about to kill me. I may not know exactly where they are, but I know what I need to know.
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Penalties should never leave and I would permanently quit the game if they did.
However, the variety of issues with it causing people to get banned when they haven't DC'd, need to be fixed. But I don't think it is anywhere near a large enough issue to justify removing DC penalties so no one can ever have a full match again.
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@ThatOneDemoPlayer said:
It looks like a 10/10 update, and I'm hoping it will be, but what "scares" me is that they're buffing the communication of Survivors without giving Killers anything in return, since there is no mention of any Killer buff
People said the patch that put in boons and nerfed slinger was a 10/10 update too lol
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More OP than pre-nerf MoM, but still weaker than current DH as a whole.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2727230#Comment_2727230
So it was nerfed because the stats said that those people escaped a lot, right?
I've seen the screencap a lot of Almo once stating here that OoO was okay because statistically people who ran it didn't have a higher escape rate. Which ignored that it was not fun for people to play against and that it could destroy specific killers like Trapper. I'm not sure the exact time he made the post and don't care to scroll through his post history, though.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2727212#Comment_2727212
Lol no it had nothing to do with it being unfun.
So, why was it nerfed? Enlighten everyone.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2727147#Comment_2727147
The opposite is impossible, and soloQ survivors still have a miserable time in some games. This approach is the only logical one, and it's not like they can't also buff killers and nerf some survivor tools at the same time/afterwards.
It doesn't seem logical at all to ensure queues increase when they are already closer to 10 minutes than ever. No one has any reason to believe the devs saying one day, after buffing survivors to god hood, they will maybe buff killers. Do the buffs at the same time. Otherwise, killers are entirely in the right to be upset that once again they aren't getting much but more difficult tossed on them. "We can't have the solo queue survivors have miserable games but for some reason it's fine if killers have them until the devs finally feel like tossing a bone."
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2727142#Comment_2727142
First of all that was the individuals escape rate not the teams. Second just wow lol, this forum never ceases to amaze me at what it thinks is comparable
It doesn't really matter if you think two perks being compared is comparable or not. The fact remains that it is true. OoO was nerfed due to being unfun. Simple as that.
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The idea of "we'll buff killers AFTER doing more survivor buffs" is laughable. Like I'm supposed to believe that? Come on. This is the same dev team that nerfed mori's in a surprise, and then waited a year to do anything to key's. All this reads to me is "It'll be a good year or more of survivors being even stronger, but maybe in a year or year and a half, it will result in killer buffs!"
Plus, the devs don't have any ability to demand my trust when they are prone to lying about even simple things, like Pinhead's voice lines. I'm not going to blindly trust devs who have lied repeatedly, and who previously took ages to give killers something after taking away something they had. Any buffs should come with or after killer buffs. "We'll get to it some day after buffing survivors" isn't filling me with any confidence and I am full Ron Burgandy "I don't believe you." at it. Their QOL fixes for survivors will massively harm killer even more than they currently are. Maybe I'll be wrong and part 2 will be loaded with killer buffs and fixes. If so, I'll admit I was wrong. I'm doubting I will see anything substantial in part 2, and if there is something substantial in part 2, it should just have been in part 1 so as to not make players feel like one side is getting everything.
I don't even get the point in splitting things in 2 posts over a 24 hour period.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2727067#Comment_2727067
This. COH could do with a slight adjustment but I guarantee these perks barely change the escape rate due to how much time survivors are off gens.
Some maps are badly designed for boons as you said but it’s also the same for hexes
Neither did OoO and it was nerfed because it was unfun to play against.
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The only group the devs care about are brand new players because the games business strategy is a revolving door style where people are sucked in, milked, and then spat out. Player retention isn't the games goal and doesn't seem to have been in years. Virtually every major change they make comes with a diary stating it's largely meant to help new players. We basically have SBMM just so brand new 2 hour players can feel good about them selves when they win. Then they stay, buy stuff, and either succumb to sunk cost fallacy or leave sometime after that once they leave the "fun zone" the devs designed and get into the real game, but once you already have their money, who cares if they leave?
Also no clue how you can say knowing what your team does won't change anything. My entire build as survivor is based on auras for this exact reason, because when I know what my team is doing, I can play a ton more effectively. Pretty much every talked about change in the diary is going to be harmful to killers but I am sure part 2 will have something lol. Maybe another nerf disguised as a buff, like back with the TOTH change.
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Makes me sure not to take him seriously in the future, much as Otz tier list did.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2726796#Comment_2726796
I'm sorry you can't accept that Killers try to win just as hard as Survivors running 4 meta perks each while trying to complete gens as fast as possible.
But of course; most Survivors don't care if running a sub-5-minute game & zipping out the gates ruins a Killer's fun. That's just how the game goes.
Killers DCing don't really ruin my games because the game ends. Fellow survivor teammates DCing does ruin my game because I am now stuck in an unwinnable match where there's no real point to playing anymore since victory is likely now impossible.
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Trying to win instead of letting the survivors win seems to generally be considered toxic.
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Dead hard and IMO it's completely inarguable. I don't even think the next best perk is in the same tier. It's basically Dead hard>large gap>next best perk. No other perk can do what dead hard does especially since it was "fixed" so it can now cancel entire powers.
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"Hey you know those extremely overpowered perks everyone uses? What if we gave everyone those for free!"
This "suggestion" comes up so much and it's so silly to me. Can I have permanent non-totem based ruin? BT and DS as innate mechanics would be god awful, and as mentioned before, corrupt and deadlock as a mechanic would also be tedious to play against every match
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So people like you are punished for ruining my games.
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Yeah I used to think it was extremely silly but then I actually had to go to home depot for some tools and they actually do have screw drivers that long. Now, Look-see's wrench I have to believe is actually truly oversized. What needs a wrench that big?
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@ColdWater said:
How do you have that many shards? JFC
He's devotion 26. I ran out of things to bother spending shards on by devotion 5. If you aren't big on buying dlc with shards, and you don't care for the cosmetics that can be bought with shards, and you already have all perks unlocked, then shards basically do nothing except maybe giving you like 600k BP or something if you really want to trade shards for it when the shrine resets.
Shards need more uses.
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I feel like forgetting to hit the next two skill checks on the hook.
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@jamally093 said:
Two matches I delt with campers something is going on now and I want to know what.
What was the context of the camping? Helps to know. Was the killer camping at 5 gens 30 seconds in? Or did he camp one of you after he had 1 hook all game and all gens were done? Camping has so many meanings that it helps to know what your personal version of camping is.
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anything that is a survivor aura ability and works on meters. Open handed will double kindred (adds 16 meters to the already 16 meters of kindred) but it won't do anything to Alert, because Alert isn't based on any meters or distance. It will also work on a key with an amber.
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They've allowed cheating to go about virtually unpunished for years. Often giving excuses as to why they just can't possibly do anything about the cheating. Not sure why you would expect things to change now. The only "cheating" they could ever stop was mods because it impacted the ability to sell over priced Feng skins. It's been 5 years and people are still using comms to give themselves free perks, stretched res to reveal ghost face from behind safety, equalizers so they can hear Dwight breathing 500 miles away, filters so they can see Claudette a mile away etc. All of these methods of cheating still exist so why would you think they could handle people using cheat programs?
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@some_guy1 said:
i dont think making trapper's traps neon pink and other stuff colored was harmless fun
The magical mod no one could ever actually point to existing and seemed to pop up on twitter when a comp Blight got called out for stretched res and started a "what about." for deflection. Worked like a charm, since stretched res is still in, as are SWF comms, filters, equalizers etc. I am sure it had nothing to do with not wanting people to make their own outfits which would make them less likely to buy the latest Feng outfit for 11 dollars.
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@KingSlay3R2928 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723996#Comment_2723996
What etiquette? There's no right or wrong way to play as a killer. You sound exactly someone I played against less than a week ago who whined about etiquette when I tunneled one or two of the survivors.
There is no rules on how a killer should play, survivors can't make up their own rules for how a killer should play.
There are no rules, but etiquette is just something large groups of others expect other people to follow as a silent social contract, and your experience shows such people do exist in the game. Survivors are the majority of the playerbase and a very very sizable amount of them think tunneling or camping is evil. Some even have thousands of twitch viewers to pass this off on, who in turn regurgitate until you are "expected" to play by the rule book they made up. Which is an issue this game has had since pretty much launch.
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It's bad for the Ghost face, too. Especially since stretched res can completely wreck him and allow survivors to reveal him while they are totally hidden. But yeah, the reveal not working right makes him frustrating to play as or against. He is one of my least favorite to face because it often feels like even attempting to reveal is just letting yourself get killed, since it's a coinflip if it works.
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I haven't, but I have gotten plenty of survivors to dead hard early due to it. The thing about it is that you lose nothing for attempting. So there's no actual reason to not at least try it and maybe it works. You don't lose focus of the survivor, you don't slow down, etc. There is no draw back so why not? If it works even 1 out of 10 times, it's worth it to me.
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People don't want to play killer+MMR and how it allocates people. I'd also note it's currently prime time for survivor right now (queues have always been bad between like 5 pm my time until 4 am.) People will argue it has nothing to do with killers possibly quitting, and while that certainly may not be the sole reason, I think it's foolish to assume it isn't part of the reason the queues are longer. I for one absolutely not longer play killer after maining killer for a very long time.
Now I haven't touched killer in almost a month, and it was pretty much MMR that made me stop, along with just constant changes that always felt designed to be middle fingers to killers and a safety net for survivors. We've had 3 meta survivor perks buffed in some form in the past year. Meanwhile we have killer perks like TOTH getting nerfs (which the devs in their diary pretended was a buff lol)
I don't think I'm the only one who quit killer due to a myriad of reasons, but the key reason being: It's not fun to play killer and the devs have all but said they don't care how fun it is for the killer. Hell, the lead dev famously basically stated he doesn't care and you should quit if you dislike it. Seems people took the advice.
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@Cmoon3147 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723727#Comment_2723727
I guess that’s true, I just can’t fathom how it’s any fun to just stand there. I know being a killer at this time is tough (tried playing some matches as killer and I wanted to rip my hair out” but is securing 1 or 2 kills the only way people can enjoy this game?
It's not fun for me when the survivors win because of gameplay design meant to coddle them, and then they tbag out the game acting like they're good. Maybe I wouldn't make sure none of you escapes if most survivors didn't act like sociopaths when they win.
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People want to win in the PVP game and the devs have stacked the deck so much against them that they'll pretty much do whatever it takes to win. lots of people who never used to camp now do camp with the introduction of numerous buffs to already meta survivor perks, MMR and boons being a serious problem. Many other killers have just been so nerfed into the ground that camping is the only way they can actually secure a kill. I don't expect it to get much better since the only appetite for change in the community seems to be "The devs should punish/ban/beat up campers/tunnelers and not let them do it" rather than like, fixing the root issue which is killer being miserable and almost every killer besides 2 being a pile of garbage at top MMR. MMR is likely the biggest reason you see more camping now.
I personally rarely come up against face campers myself.
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Yes there is an auto dead hard hack
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@drakonukaris said:
Seeing as many people are resistant to DC penalties being re-introduced, despite it making only a small difference as survivors will kill themselves on hook and killers will go AFK, and ultimately still quite a few will take the penalty and DC anyways.
Just add a forfeit option, much like Scott Jund has suggested, very easy. 3/4 survivors vote forfeit, then the game ends and if killer hasn't got a certain amount of hooks within a certain time limit the killer gets the option to surrender also.
No