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TieBreaker

TieBreaker

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TieBreaker
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  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672247#Comment_3672247

    I know, dude, that's why i don't take everything too serious right here.

    Survivors now imo need to know toooooo many things and i'm afraid it will become unbearable for this role in couple of years with other 10-15 killers and new mechanics. And i respect it and understand why there is so much complains about everything from everyone who is not at least with 1000 hours in this game.

    And i swear, you can include me in your "we".

    https://us.v-cdn.net/6030815/uploads/YURJZFDM98FL/image.png

    Yeah, me neither. I usually just crack jokes and leave. I might use a gif if I'm feeling somewhat spicy.

    I'd draw stuff, like C3Tooth, but I'm utterly talentless. Thank God I'm pretty.

    budak.gif

    That's me at the Louvre in 2019.

  • @Iron_Cutlass said:

    Windows of Opporunity is one of the most used Survivor perks due to it providing valuable information that helps Survivors avoid deadzones created by other Survivors. A lot of people complain about WoO (I think complaining about it is a massive “skill issue” but I digress), and while I don’t really care if people run it or not, I think people are sleeping on Blindness addons being a solution to their problem.

    Blindness shuts down Aura Reading, which means it makes WoO useless. I personally run them sometimes to see how Survivors play and while for most Survivors it doesn’t affect, the Survivors who are incredibly reliant on WoO become completely clueless and their brains just turn off once they don’t get the Aura Reading (it’s kind of funny tbh).

    I got hit once and couldn't see any auras for like 30 seconds despite running in a straight line. I thought they had a blindness add-on, but then I realised I was playing on Swamp.

  • I just played a match where the killer brought us to Midwich. As soon as I saw it was Myers I knew we were up against scratch mirror. It was very fun. Plague is also fun, as she's very unique.

    @Nun_So_Vile said:

    Oni. He is the killer of every man, woman, and child's dream. As Thanos would say, "perfectly balanced, as all things should be."

    200w (5).gif

    We salute our Oni players. Especially when they are using the AoT skin.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672218#Comment_3672218

    Well, why not? Yes, to say that the skill was not required AT ALL would be untrue, but the fact that it was required ten times less than today is absolutely true. So many things i remember was carried by while i was completely dogshit at this game. I remember how i took old Coldwind, just drop every pallet without even looking at the killer and looping and it was guaranteed 3 minute chase, put on DH for distance and gg, 5 gen chase even with the fact you are new to the game. Only thing that won the killer games was camping, because no one understood how to deal with it. And Mori after first unhook. But hey, now we can escape through hatch with friends at 1 gen left. On top of it there were not many killers, and good killer was soooo rare, even every Nurse player was awful.

    I'd never deny that the game was awful for killers at the start, and has gotten progressively better over time. I also know that even when the role of killer was hideous, survivors often still thought that the role of killer was overpowered. There's always gonna be whiny types, especially online. But we're not all bad.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672187#Comment_3672187

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672192#Comment_3672192

    I understand, guys, the truth doesn't always sound pleasant, but I'm sure you'll find the strength to put up with it, it's okay.

    I started play back in 2019 on mobile and from 2020 i'm PC player, which almost didn't play killer before 2021. Now i'm 60/40 player, but feel free call me "killer main who hate survivors" if it makes you feel better.

    Your statement was so ridiculous. You might as well double down on it I guess.


  • @fussy said:

    Because survivors were God mode without any skill needed for 5-6 years and only now that has changed. Who wants to be in an equal environment when he grew up literally in luxury all his life? Who wants killers that you can't outrun by predropping 20+ pallets, when such sweet m1 killers exist?

    How many bottles of wine did you drink before you wrote this? This sounds so bitter lmao.

    Sure. Survivors never required any skill to play and playing killer has always required a PHD from Harvard. Considering you had to spend half your life training to be so good at DBD, I don't blame you for resenting survivors. Especially when they could beat you by throwing their controllers down a flight of stairs.

  • How about Weak Knees? Cos of how sexy the Unknown is.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671883#Comment_3671883

    My point exactly, why is there so many perks on both sides that incentivize not tunneling. Tunneling is my God given birth right. When will there be perks that promotes and rewards tunneling to balance things out?

    If you're not willing to extend any empathy towards other people, why do you expect people to care about how you feel? The easiest way to ensure that people don't care about you or your feelings is to demonstrate that you have absolutely no interest in their wellbeing.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671814#Comment_3671814

    Why not? Why is tunneling so demonized. It’s a valid strategy and survivors already got spoon fed back to back basekit mechanics to limit a killer’s choices and free will. Destigmatize tunneling.

    Running Unbreakable + Boil Over and going down in a part of the map that makes you unhookable is a valid strategy. That doesn't make it healthy for the game.

    Tunneling is stigmatized for the same reason that chaining Head On stuns and running For the People + Buckle Up is. It's miserable to play against.

    At the end of the day, your personal enjoyment doesn't matter as much as the game's health.

  • I sometimes wonder if killers tunnel their way to consistent 4K's, only to eventually end up playing against nothing but sweaty, high level SWF players, then proceed to get ripped apart and then come to the forums to complain that their matches are too hard.

  • nerd-ackchyually.gif

    When you account for the DS's drop animation, it's less than a three second stun.

  • 5K hours, and you're calling it the trap door?

    Trap_Door_The_Trap_Door_DVD.jpg


  • @elderwitcher96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671411#Comment_3671411

    I would agree that it won't be super broken, but it's very easy to set up a situation where it can often be very unfun to go against. I guess after it's live for a few weeks we'll see how annoying the perk really will/won't be

    Anything that causes any type of inconvenience to the other side could be considered unfun. I find NOED very unfun, but it's just part of the game. If it doesn't have the potential to be unfun for the other side then it's probably useless.

    Like you said, might as well just wait till it releases and then see how often it cause you problems.

  • Gotta love how many calls for nerfs there were before launch, only for it to be competely useless.

    @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671481#Comment_3671481

    That’s because of specific killer content creators; i.g. Otzdarva. His videos more recently are downplaying or outright ignoring survivor issues—which is strange because he used to speak about them quite a bit. Anyway he’s known for rallying the killer community against certain survivor perks with his ‘balanced’ philosophy, but glosses over if not outright ignores killer perks or add-ons that are overpowered. I believe he’s largely responsible for the dev’s new approach to survivor perks (he made a lot of noise about MFT, but he thinks Weaving Spiders is good btw).

    I guess that was the point of threatening to stop making certain content, as he felt BHVR never listened to him.

  • This perk isn't blantantly broken, so why should it get nerfed before it's even been released? Because hypothetically it might be unfun to go against in certain scenarios?

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671340#Comment_3671340

    That is very interesting.

    And if thats how it is i stand by my previous point and say there should be a ping limit so killer can not cheat with it

    If the killer's ping is over two hundred (being generous), then survivors should be able to DC without getting punished for it. Either that or there should be some warning prior to the match starting, so survivors can volunteer to play in matches like that (not sure why anyone would want to though).

  • @Starrseed said:

    that absolutly depends on what a high ping does.

    can someone give me a quick run down how the ping affect the game?

    if its only to the players own detriment im inclined to say it does not matter but realisticly survivor are a team so the rest should not carry the burden of a bad ping. if you can gain advantage from a bad ping then ofcourse there should be a ping limit

    A killer with high ping can hit survivors in locations they have already left. So the survivor clears a window, but because the killer has high ping, the survivor gets hit as though they hadn't cleared the window.

    I played against a killer running a VPN. I dropped a pallet, the killer freezes in place. Two seconds later I'm on the other side of the pallet with the killer and he hits me. Lagging out your connection as killer basically allows you to rewind time for the survivors you play against. It's probably more effective than running speed hacks. Plus it's not against the rules, so it's a win-win.

  • Oni is always fun.

    @GeneralV said:

    Many seem to dislike going against Freddy, but he will always be my favorite killer, regardless if I am playing as or against him.

    And I'll go as far as to answer Skull Merchant. I have fun against her when my teammates don't leave me alone.

    I don't hate going against Freddy, but he's rather boring. It feels like he doesn't have a power. I wouldn't say that about any other killer in the game, even the weaker ones.

  • @C3Tooth said:

    I think the perk can not be buffed further, given its most possibility to give you 7 BNP. But the gameplay is not the same on paper.

    https://us.v-cdn.net/6030815/uploads/57SLSU9M8WX9/image.png

    • Use it early game: 0 Gen done. David in chase. Vitto, Renato and you do are free

    Its still better to have 3 survivors on 3 different Gens, than to have 1 of them sits in the basement. And being Broken for the rest of the match from the beginning is a huge risk.

    • Use it mid game: 2-3 Gens done. David, Vitto, Renato taking heat.

    When the gameplay become a loop of 1 in chase - 1 on hook - 1 go unhook. Spend 2min in basement while other 3 keep taking the heat is a quick downfall to the team.

    • Use it late game: 4 Gens done. Possible one of the team dies (David) at least.

    Now to think, why would anyone spend 120sec to exchange permanent 30sec that split into 3 different Gens? And you can not leave Vitto on hook while Renato in chase.

    Do you think this perk will be popular? Or may be they will buff the perk further to make people buying Sable then hard nerf after and remove the Invocation concept out of existence like Boon and Teamwork?

    It's the most logical buff for the perk without having to completely rework it. It's not going to meta but it's not as useless as it was originally. Still requires sitting in the basement and doing nothing for two minutes though.

  • @HeroLives said:

    my best advice is don’t heal under the hook, like ever, go somewhere covered close by but not right next to the hook, where if needed you can use a pallet.

    100%. I've lost track of the amount of times where a killer will drop chase when an unhook occurs and come right back to tunnel. Move to the nearest loop, so you can at least waste the killer's time if they return, even if you can't get the heal off in time.

  • I wish getting put in a cage by Pyramid Head didn't stop DH from activating. It seems kind of dumb now that it's limited to only two uses per match.

  • I'd love to have a drag queen survivor. That would be so funny. Running about with a wig that's five times bigger than their head. Fake sounding screams. It would be amazing.

  • @Felgoose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668059#Comment_3668059

    It's the killers job to defend gens. If gens aren't done 30 minutes in, the killer has done their job and should win. They uoght to have fixed 3 gen games by progressing endgame collapse anytime no one was on a gen at 1 gen left.

    Sure. If SM manages to hold the gens for half an hour against a solo team then she definitely earned that win.

  • I think so.

  • @Emeal said:

    No, please. Im just getting into using the perk again.

    Sorry, but the Skull Merchant is still finding ways to hold matches hostage.

    So no cake for you.

  • @mikewelk said:

    Matchmaking is the worst I've seen in any multiplayer game. I've seen Roblox games do it better...

    Because no matter how well you play as survivor, if the match ends with everyone dead then you lose MMR and get even worse teammates. They have all these in-game stats to determine how well you play, but the game uses none of it to adjust your MMR.

    According to the game, the player who hides in a bush and lets everyone die, then escapes with 7K BP, is better than the player who did three gens solo, got four unhooks, six heals and looped the killer successfully for five minutes, but died at the end.

    It's no wonder the matchmaking barely functions. The game doesn't even try to figure out who played well. If you die, you suck. If you survive, you're good.

  • @Peanits said:

    We'd like to know what you think about the Rotten Fields map, part of the Coldwind Farm realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!

    Have you guys thought about including some info so we know which version of the realm you're asking for feedback on? I've played for three years, but I still can't tell you which version of a realm is being referenced based on name alone.

    I know we can go google it, but you might get more feedback if people could identify which map you are asking about without having to go look it up.

  • I don't care too much about the perks. The issue I still encounter is that solo teams take too long to realise that the killer is just patrolling gens and only commiting to easy chases. By the time everyone figures out what to do, half the team is dead and you've got two survivors left trying to break a three gen by themselves. It's doable, but still takes like half an hour to beat.

  • @Hitman2000 said:

    U got:

    basekit bt

    u got anti 3gen cuz most of the suvs are not able to notice in which order u have to do gens

    u got OTR

    u got DS (which is still strong if u move near a window and go there down on purpose

    u got strong maps with pallets over paletts

    u got the game/palett city since 3 years without any rework

    u got buckle up/for the people

    u got deja vu

    u got adre

    u got the screen that u can see what ur mates are doing

    shall i continue?😂

    not forget: hook graps are deletet cuz suvs said: its unfair that killer grap me while on my screen it wasnt a grap whereas killers has the same problem on the other side (jits that should have been a grap)

    so they took the grabs and its only a disadvantage for the killer

    so please dont try to say: suvs got a bad time

    Stop blaming survivors for the three gen fix. Knight and Skull Merchant players discovered they could hold games hostage for an hour and proceeded to do it constantly. Put the blame where it belongs instead of blaming survivors for everything.

  • @Sandt1985 said:

    I keep hearing that solo que players still need more help in DBD, but I got to ask..........Really??

    I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled is being gutted in the next update, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want?? Basekit 5 second DS? Basekit Kindred? When will it be enough? At what point will they be satisfied?

    Gotta love that you included the VHB addition, in a post whinging about survivors being entitled. Classy.

  • The Twins rework needs to be fantastic. It's taken so long.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667306#Comment_3667306

    This is something I see happening quite a lot lately. Stealth-Perks. Which is understandable, because if you cannot really defend yourself anymore after you get unhooked, you need to make sure that you dont get hooked in the first place. So Distortion to block Lethal Pursuer and Calm Spirit to block Ultimate Weapon are things I see quite often in my games nowadays. And while Distortion is at least a good Perk (so the high usage is not surprising), Calm Spirit certainly is not a good Perk.

    But at this point it is more simply to avoid being the first one found.

    My solo teammates never seem to be able to loop, so I wish they'd just hide and leave the killer to me. Not that they'd be able to figure out how to repair gens though.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407137/what-will-happen-after-ds-change-a-possible-chain-reaction-survivors-would-not-like

    It will continue to be as is, just with DS, you just won't tunnel your obsession because they are likely to have it. The other problem is tying anti-tunnel to a perk to begin with. It should be handled at a systemic level not via bandaid through perks.

    I agree with this. I would love to be able to run creative loadouts without having to devote between one and three perks to avoid tunneling or to at least deter it. It would also be nice to relax a bit and not worry about having to throw myself in front of the killer because they decided to eliminate one of my teammates before a single gen has popped.

    Having to deal with the worst things that this game can offer removes all the fun and just replaces it with stress.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667296#Comment_3667296

    Except now Killers have perks to flush survivors out of hiding. lol. They (killers) don’t like immersed/stealth gameplay either—look how they complain about Distortion.

    I honestly think survivors who experience tunneling should just equip Distortion and CS, then just stealth gens till all of them are completed. Fight one miserable experience with another.

  • There were a number of bugs present after he was reactivated, including being able to teleport. No clue if those have been fixed yet.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667279#Comment_3667279

    I personally think they should just leave it as-is. Lately when these devs ‘improve’ a survivor perk it ends up somehow worse than before.

    At best it will be a stun increase, that does nothing to affect mobility or ranged killers. No new perks are allowed to be strong enough to become meta, and meta perks are gradually getting nerfed one by one.

    Might as well go back to the old days of doing gens and hiding in a bush when the killer gets anywhere close.

  • @Aven_Fallen said:

    The thing is, this is way too many thought for a change like this. If DS gets buffed to 5 seconds, it will not change much. Killers already know that tunneling one person out is the best way to secure a win. Having a DS which is 2 seconds longer will grant the Survivor a bit of distance, but will not really change the Killer tunneling. And on second Hook, DS is not active anyway.

    At best, it will help against weaker Killers. But thats about it, every above average Killer will not have much of an issue with DS. As it was before.

    I guess many Survivors would equip DS again after it was buffed to 5 seconds, but will drop it once they realize it does not do anything.

    Let alone that I dont think that it will be buffed to 5 seconds. 4, at best. And since the Devs want to ensure that Killers are ok with the change (as they do it with every Perk nowadays, trying to not upset Killers in the slightest), I expect either a Killer-Buff with it or something that balances out the buff of DS.

    Unless DS grants a decent stun, disables the killer's power for a set time and grants the survivor either haste or endurance, then it's gonna be next to useless.

    I don't care if the survivor loses the ability to body block, or deactivates when the survivor touches a gen or the killer hooks someone else. Unless it's strong and can't be nullified by certain killers, then it's gonna be useless.

    But like you said, it's gonna have to be approved of by killer players in general, so if it's better than mediocre it's going to be objected to.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667168#Comment_3667168

    Yes, but they will loose more often. What do you think about the rest of my posting?

    DS will not be effective enough to cost them matches. Just watch it have almost no impact on tunneling. BHVR will not allow survivors to have a perk that makes it significantly harder to tunnel. At best it will be a slap on the wrist that only delays your return to the hook by a few seconds.

  • Even if the five second stun returns, very little will change. Plenty of killers can invalidate a 3.whatever second stun pretty easily. Nurse, Blight, Huntress (who can now sprint whilst holding hatchets). Don't expect a rework of the perk to make it useful in the current meta. It will get a stun increase and nothing more. Killers that could ignore it before will still laugh it off as they carry you back to the hook.

  • @Rudjohns said:

    I love to see people complaining about solo Q, and I agree that solo Q is dreadful

    However, are you playing it correctly? Are you bringing perks to help everybody, such as Kindred, Bond. We will Make It and Deja Vu?

    Not to throw shade to anyone but sometimes I see people complaining about everything and they have in their build: Sprint Burst, Dead Hard, Off the Record, WoO, Adrenaline, a flashlight, etc. They bring Deliverance and get mad at the teammate rushing for a save. They bring Unbreakable and get mad at the teammate coming to heal you. They have Power Struggle and...yatta yatta

    Today I gave up on expecting much of my teammates and decided to run a full looping build. In two matches I was the last to go down, despite throwing myself at the killer and being the first person chased. Eventually they both just gave up on me and went for everyone else. I rescued my teammates, healed them, took protection hits for them, even got gens done, but it made no difference to the outcome.

    Either the matchmaking consistently fails or there's just no intermediate survivors players left, so I just get weak players on my team. I outplayed those killers so hard, but I still lost and depipped. No matter what role I take in a match, I can never consistently win.

    When it comes down to it, if the killer refuses to chase me and my teammates can't last more than thirty seconds in a chase then the match is doomed. No matter how well I play, I'm gonna get kicked down the MMR ladder where my teammates are even weaker.

    I wish I knew people who wanted to play this game so I could get out of this loop of losing matches constantly. Having a SWF is the only way to ensure that your skill as survivor is rewarded.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666948#Comment_3666948

    When I say intentional I mean, they are scared to add them I believe. Not doubting it is a challenge probably, but I think they over-estimate survivors and under-estimate killers imo.

    But I have experience having played some chinese DBD (it's super similar to DBD) and communication can only do so much for survivors. Even there I still have afk survivors, survivors who go down in 10 seconds (literally) etc. Although certain aspects of it are more brutal, as both killers and survivors have unfair strengths (survivors are a lot more varied and have a unique identity and strength as well as cost less than killers🤣). Still you can use certain canned phrases and ping your location as well, as well as communicate traits/perks a killer might have brought (ex. Bamboozle). I do believe it would be an overall improvement and obviously there will still be survivors who will fail a lot regardless because decision making is also a skill. But at least we might stop having to deal with stupid bullshit strategies where it takes the team 3 gens to realize what the killer is going for.

    I don't think we can fix this mess. You just have to hope that the good matches are enough to make you tolerate the bad ones.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666923#Comment_3666923

    I agree with you. It's a game that keeps becoming more and more team oriented on the survivor's end, and the devs still refuse to implement any co-ordination or communication feature for survivors. The game works against solo survivors and I'm starting to think it's intentional, not that it makes it acceptable.

    I don't think it's intentional. I think the devs had no idea what this game was going to become when they built it. They don't want to commit to overhauling the game to fix it's fundamental problems, and are more happy just selling perks that address issues that the game has.

    It is true that the survivor role is balanced as though everyone is playing at the highest level possible with a team on comms, which leaves everyone else in the dirt. The game just keeps getting less and less accessible to survivors who want to play solo (or don't have a choice), and haven't put in the mandatory one thousand hours needed to be considered competent.

  • The role of survivor is the most volatile role in the game. There are so many things that can go wrong purely because you need everyone to pull their own weight to win. Survivors need to work as a team, but the game does everything it can to stop survivors from coordinating. The matchmaking fails to match survivors with teammates of equal experience. This is why survivor matches fall apart so much. I sometimes see killers wishing they had teammates, but that feeling would soon go away after they had lost their tenth match in a row because of their teammates screwing things up for them.

    It's not surprising that survivors are so prone to giving up. Unless they are in a full SWF, there is no consistency. The game punishes them for bad matchmaking and when their teammates screw up. Try playing well, but losing several matches in a row because your teammates were inept. See how it affects your mood and your willingness to play through matches that start of poorly.

    People can get mad at survivors for not having enough mental fortitude to stick it out, but at some point will have to realise that the game's systems set survivors up for failure. The only way to avoid that is to go outside of the game's systems, and that is a terrible solution for the problems that the game itself creates.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666810#Comment_3666810

    What we need is a choice-based play system for beginners, rather than a public system that applies to everyone.

    Like modern and classic in Street Fighter 6. Modern, which has inferior overall ability but is strong against tunnels and camps, and is easy to survive until the end. It will be a kind game.

    I genuinely have no idea how you balance this game. It's probably impossible to do. If I could do one thing, I'd force every survivor to start off wearing WoO. Would it be a crutch? Yes. Would it help survivors get past the game's skill floor? Somewhat.

  • I don't think it's going live like that. It's ineffective and beyond boring to use. There's no way it doesn't get tweaked somehow.

  • I get that the mostly unavoidable hits aren't fun to play against, but that's just how their power works. If they didn't have that then they'd have nothing to work with.

  • The game's balance is just not forgiving enough for survivors until they have played hundreds or sometimes thousands of hours. I feel like some killers will play for a hundred hours or so, do well and just assume that survivors are inherently less talented than they are, without taking any time to consider that maybe the game's systems are just more punishing for survivors learning the game. This is why killers do extremely well at lower MMR and gradually get weaker as they climb the MMR ladder.

    Whilst I understand that survivor nerfs have to happen to maintain balance at the highest MMR, we can't just pretend that those nerfs don't keep raising the skill floor for survivors who haven't been playing the game for the last few years at least. A survivor with a hundred hours or so is not going to be able to make tunneling a losing strategy against a killer with a similar amount of experience.

  • @i_dont_care223 said:

    So in the last 24 hours i played 48 surv matches with friends and i documented all the killers i faced here is the list:

    Wesker: 34 times

    Blight: 10 times

    Wraith: 1 Time

    Billy: 2 Times

    Bubba: 1 Time

    if u dont see a serious problem here then idk what to tell you im tired of wesker and his stupid music it gives me a headache

    I'm sorry you had to play against a Wraith player. Nobody deserves that.

  • @Sava18 said:

    Maybe I'm just unlucky, maybe someone like @Nazzzak is lucky. I really can't tell.

    I have played about 20 games of survivor over the last week and a half, my swf ranging from 2-3(majority 2). In probably 12/20 games a random gave up without penalty.

    You might say "oh they were being tunneled, camped or the game was already over" that's not a valid argument but only 2/12 games met any of those conditions and I am being generous towards that quote to factor out any bias that could be called out.

    It's tiring to oh so barely lose a 3v1 or even clutch out a 2v1 after someone pulls this crap. Neither me or my friends do anything that would could warrant the random to "freely leave the game via self unhook without punishment" were all just doing gens, healing and taking chase. People just give up, that's it, that's all it is, nothing was done to them, nothing remotely toxic or tilting even touched them besides playing the game.

    I just can't believe the devs said they had no intention to remove this "mechanic" when it is 95% of the time used to leave the game freely. What's the point of the miniscule dc penalty? Why don't killers get the same bs option? Imagine you load into game as survivor, 2 gens pop and the killer just disappears 1/3 games. How boring would that be?

    Yet to a see a single valid argument on this topic. If you do directly respond to me though I would heavily appreciate logic and reasoning on top of your opinions instead of just dropping one sentence and leaving, or even coming back for a reply just to yet again restate your argument with no backing(happens all the time on this forum).

    It's just unrealistic to expect BHVR to rework the 4% mechanic as well as all the perks and items that would need to be changed.

    BHVR could try and police it, but that would require resources for just that, which would be a lot of man hours considering how often it happens.

    There's a bunch of things I would like to see changed in this game, but I don't bother asking unless there's some chance it might actually happen. If perks being displayed in the lobby will take years to implement, how long would it take them to fix this?

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