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Ula

Ula

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Ula
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  • @[Deleted User] said:

    I don't see the logic in balancing stats around low mmr. They are not capable of playing a given spec at its peak so if you try and balance it for low mmr you end up with something either useless or exploitable at high mmr.

    DOTA doesn't make changes to characters based on new players, they make changes based on the best of the best, and in doing so the game is balanced when the least experienced play each other.

    Making every killer sterile to protect the new player is a bad long-term plan and it's the same for protecting new killers from survivor perks. New players are not new for very long. The right course of action is to educate new players better, not balance the game based on them.

    I think I have an example: I'm pretty convinced the last few nerfs of Wraith were meant for low mmr. I think it's pretty easy to understand how much of a noob stomper he was (and probably still is).

    The why may be because new survivors against new killer usually end with the killer obliterating survivors. If changes destined to low mmr make dbd more attractive for new players, I think that's a good thing. Maybe dota doesn't need to do this kind of balancing because it is a symmetrical game.

  • Personally, I would love that all stats were publicly available, like it is for other games (LoL is an obvious example). I'm the math-guy that asks to himself a lot of questions, and I'm sad I can't get the answers of my questions :'(

  • I agree with your 3 points. Perhaps they're concerned about locking player's loadout, people weren't that happy when they locked the killer at the lobby.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901512#Comment_2901512

    Oh I would love them to split the stats into mmr brackets (low,mid,high) and iv asked every time they do stats but sadly they dont want to...

    But as an alternative ignoring the low mmr would also be okay as most player will be in the middle

    I'll tell you why I'm not not a fan of ignoring low mmr then.

    The low mmr bracket correspond to new players mostly (they'll start there right) and on online games, the first few hours are crucial if you want to keep the player hooked (tell me I'm funny).

    Would you also ignore the high-mmr because they're not that much? That would be bad because there's certainly a lot of streamers in high mmr and they that act as the window of the store: if they feel forgotten, that's not a good ad for the game. I think high mmr is as important as low mmr.

    That's why I really think that would be a mistake to ignore a part of the player base.

  • To me, not taking under account low mmr would be a mistake.


    However, what is relevant is to analyse data on different frames, for instance "What is the most successful killer for killers within [500 ; 1000[ SBMM?" and compare it to "What is the most successful killer for killers within [1500; 2000[ SBMM?".

    Why doing that? It's because the unbalances in the game are not the same for beginners and veterans. Same for perk usages, and what are the most used perks for each category of player (availability, ease of use, etc.).


    They probably already do this kind of analysis, but I'd like them to share these results, I'd love not having to speculate :<

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2899700#Comment_2899700

    Not only survivors, the killer as well, losing the game. NO ONE escapes death, not "no survivor escapes death".

    Ahah, that's fair

  • @acharliet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901284#Comment_2901284

    Example ? I m in lobby, i m solo survivor, i check profiles and my teamates has less than 100 hours. Like right now i checked survivor profile, he had 83 hours and two other survivors console or epic players with basic skins. I left lobby, another lobby the survivor teamates has 24 hours. And its like this last 4 hours since i turned on the game. Something is wrong i think... Or my MMR was reseted ?

    Something is wrong i think... Or my MMR was reseted ?

    I genuinely think this is a possibility. I have 700h+ and I got paired with beginners all this morning.

  • I would also say "dbd is kinda pay to win", or at the very least "pay to grind less".

    BBQ is very popular not only because the effect is decent, but because people who play it want the extra bloodpoint. Why is bubba the most popular killer among beginners? How many people recommend Bubba as 1st killer?

    The shrine of secret is cute, but the time it takes for a specific perk you're looking for to appear there is ridiculous too. So yes, technically, you don't have to pay to get perks, but be ready to play a ton and wait a year.


    I think the author's statement is fair, and I think the game shouldn't have shame to agree on that. You guys need to make money after all.

  • I just want to add a quick info:

    Wraith's last nerf is from patch 5.3.0 that released on 19th October 2021. If you look videos of Wraith older than that, you will see some outdated tactics.

  • In DBD, the knowledge and the experience of the game makes a huge difference. Perks have a significant impact too, but not as big of an impact compared.

    You were most likely paired with survivors that had significantly more experience than you, and I think that's sad.

    For the last 2 days, some matchmaking experiment were going on. We don't know yet what they were about, Behaviour is supposed to communicate on it today. The matchmaking felt really random to me.

    By the way, the game has a sbmm (skill based match making), however this morning (french time) I was paired with and against beginners. Guess why I think dbd's sbmm is flawed.


    My advice is: if you have friends, play with them in private games. DBD isn't an easy game to master at all, I have 700h+ in the game and I consider myself as an average player. Do not be surprised to struggle even with 100h+.

  • @Raptorrotas said:

    A hit with the melee weapon is a hit with the melee weapon.

    I hear legion mains crying.

  • @Mewishis said:

    The perk that many people say is useless and super bad, I feel like people don't understand just how powerful this niche perk is. Sure it may not be as strong as circle of healing or other meta perks, but in my opinion, this perk is definitely A tier worthy because it only gets better if circle of healing is also in play. The problem most people run into while using this perk is that you really need a good totem spawn and understand where this perk will get the most use.

    Think of it as unbreakable, when it works it works wonders, but boon: exponential's difference is that it doesn't work once it can work multiple times throughout the game all it takes is some work on the survivor's part. The perk itself has a harder time in solo, but it really shines in swf and can win games if everything aligns, I have no idea why people say it's a bad perk perhaps it gets overshadowed by circle of healing?

    To be fair, I don't understand how we really are supposed to play Exponential. From my point of view though, I don't think CoH overshadows exponential because their purpose is different even though they're both boons:

    • You mostly want to set CoH in a corner of the map, where you don't want the killer to go
    • You want that action goes near Exponential, so the boon totem should be close to the middle of the map

    That makes me think you shouldn't have a survivor with both CoH and Exponential.


    You have some good points though, I can imagine Exponential doing wonders on rpd or gideon if you have teammates pressuring the killer with flashlights.

  • @humanbeing1704 said:

    They are afraid of scaring people who get mad at a number going minus

    LMAO

    @jesterkind said:

    Generally speaking, a game will show you your MMR only if it wants to incentivise climbing MMR. Think of your classic ranked mode- in the games that have those, you don't tend to see your Quick Play MMR because there isn't much of a point, you're not being incentivised to make that number go higher.

    It's the same for Dead By Daylight. There's no reason to show MMR to people, and if you did people might think that they're "supposed" to be trying to climb it. Feedback for how you played is meant to come from the emblem system, but it's not particularly good at that nor is it given all that much weight, I'd like to see it leaned into a little more.

    Generally speaking, a game will show you your MMR only if it wants to incentivise climbing MMR. There's no reason to show MMR to people

    I disagree, for instance on Hunt: Showdown I never felt I should increase my mmr. The matchmaking on this game is decent, not perfect, and it shows the mmr of teams (there are some modifier on how many people are in a squad, if they were premades or randoms) and also each players' mmr. This way, when you get stomped by a squad, you can at least understand what kind of players you faced.

    I believe that nothing can be flawless, and not showing the mmr feels like they actually want to hide it from us.

  • I'm fine with the current ds. I don't think adding 2 seconds of stun would change anything; if the killer wants you, he'll get you.

  • Scratched mirror is one of the addons I wish could stay forever. We don't have enough addons that radically change the gameplay of killers.


    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2899638#Comment_2899638

    I use RPD and 75% of the time the survivors DC before the match starts. Also, they can use map offerings too. In the scenario you don't get an indoor you're screwed.

    Why do you send yourself to rpd? Oo Yes it's an indoor map, but it's also by far the biggest map in the game, good luck patrolling.

  • I wouldn’t be surprised to see medkits being nerfed again in the future

    Same, I think self-healing with a medkit is too fast. 32 seconds like self-care would be too long for an item that consumes charges. Something like 24 seconds (yup, like 5.7.0 CoH) would still be fairly strong.

  • An interesting change I think of that would require some work around is: make all hex perks as strong as the number of totems in the trial.

    For instance, Hex: Ruin could act like that:

    • 5 totems: 200% regression speed
    • 4 totems: 175% regression speed
    • 3 totems: 150% regression speed
    • 2 totems: 125% regression speed
    • 1 totem: 100% regression speed
    • 0 totem: no more ruin.

    I'm not saying it's perfect, but I find this idea interesting in the optic of fixing hex perks' rng.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900115#Comment_2900115

    It's always brutality and chase.

    But for the most part yeah, Brutality with Hillbilly is always sooo low.

    Yeah, that sucks he gets penalized there because he can one shot survivors, so you have less chases and less hit scores :/

  • The only killer I really don't want to play ever.

  • Imo, the game should put as much weight on personal performance and team performance. Rank mostly take into account personal performance, mmr doesn't take into account team performance.

    What would change then:

    • You're being face camped and your 3 other teammates manage to escape -> you're not penalized;
    • You're sneaky for the entire game, not doing generators and waiting for your teammates to die so you can get hatch or escape through exit gates -> you're penalized.
  • What about buffing noed then? When exit gates are powered, boom! All survivors DIES!

  • Although this is no breaking news, I agree.

    I have 700h+ on pc, and about 200h on dbd mobile.

    On pc, I might have played with or against cheaters that I didn't notice except one very obvious flying ghostface throwing hatchets. On dbd mobile, it's about 1/20 game has a cheater, mostly speedhacking survivors. Yes that's a lot.

  • I don't like it because this would make forced penance a situational, but direct counter to adrenaline.

  • If there were no cheaters in the game, I'd like dc penalty to be more significant (for instance you must have your client open so the dc penalty timer ticks, so people won't alt+F4 knowing they won't have any impact). But because of cheaters being a real issue, I think that would be unfair.

    Removing dc penalty would be bad, even if people can just run to the killer to suicide on hook, because on times where there were no dc penalties, people dc'd very very frequently.

  • The box spawns as far as possible to all survivors and the killer

  • @Dwight_Fairfield said:

    Why has hit and run suddenly become viable? Survivors with their dead hard and iron will don't really care about being injured.

    What you state is true. I don't know if it will be a viable strategy, but this will definitively be stronger: being able to nullify seconds spent on healing is very nice. I'm curious to see how it will turn out.

  • Am I the only one that wish events were only seasonal? If there are monthly events, I'm afraid all events will loose quality.

    As of seasonal events, I mostly think of: Halloween, Christmas, Lunar event, April fool, Easter Egg (I can miss some seasonal events I think could be relevant). I'd really love some stuff for April fool.

  • Face camping is a cheesy strategy, and the only viable counter play being smashing generators is not great. The risks you take to unhook a face camped survivor are ridiculously high so it's not worth it.

    I'd like that some changes were made to make face camping more interactive.

  • There's a mmr experiment going on , it started yesterday at 5pm CEST (I'm french).

  • Indeed that perk makes basement insidious bubba more threatening, but I think noed is just better and requires less skill for the bubba. Although I agree this perk should get a rework.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897913#Comment_2897913

    I'm very confused on your point about Head On.

    On what map and in what area could 4 survivors stun lock a killer? Vigil doesn't even lower the timer by that much to begin with but even if 4 survivors decided to run Head On AND Vigil.... then they're throwing the match for a meme and so what if they do. they're not going to win by doing that XD

    I saw some people trying it just before hawkin's got removed. If I remember correctly, you can find locker tiles with 5 lockers on Mother's Dwelling, this could be abused there, and I'm pretty sure Midwich also have 3 lockers in a row on some spot.

    The purpose of this is a meme, but making it potentially an infinite stun lock is dangerous. This is for this reason that Soul Guard has a cooldown, even before CoH appeared, it was possible to heal a survivor faster than an m1 killer without Save the Best for Last could chain 2 hits.

  • What I do is:

    • I struggle a lot when the killer is camping/facecamping trying to say "don't come!";
    • I struggle a tiny to barely raise the hands trying to say "come over here!" when I see a survivor is hesitant;
    • I stand still if I have no information;
    • I sometime kobe if I'm annoyed by survivors' bad decisions.

    Voila.

  • My though:


    Balanced Landing

    I don't think the cooldown of balanced landing is the reason it is underwhelming. I think the issue is the inconsistency of how much value you can get from balanced landing from map to map. This perk is amazing on Gideon meat plant, but absolutely useless on Shelter Woods. On most maps, there are not a lot of places to activate balanced landing, making it powerful early on, but weaker and weaker as the trial goes on because you will have to go away from areas where you can get value out of balanced landing.


    Head On

    I wish this perk could get some love, but lowering its cooldown is dangerous: squads with 4 head on and 4 vigil could abuse that and stun lock a killer.


    Smash Hit

    I wouldn't mind since Smash Hit is hard to get value from. Killers can always respect pallets,, without mentioning anti-loop killers. I wouldn't even mind if this perk simply increased the stun duration instead of giving a sprint boost.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897767#Comment_2897767

    Why would everyone play meg? I would most likely play Min or Elide as they are my main two characters. I mean sure just add a different mode but if they are making perks basekit I don't get why Adam would get X as a basekit when its not even his teachable perk.

    Simply because that would be the only way to have sprint burst, and adrenaline is very good too. Although I agree Feng would be popular too.

    My point is that on average, people will seek to play what is meta. Meg, Feng (and maybe Nea and Mikaela?) will be meta with these rules, so there will be even less variety than what we currently have.

  • @DriplordDrew said:

    I don't think that making perks basekit will stop any of this. The farming tomes challenges are a huge problem. The moment I see another survivor with a key and and offering to spawn the hatch in a place I know that survivor is going to be useless and avoid trying to be seen. Out of interest what perks are going to be added as basekit? I personally think that if they want to make a survivors perk basekit it should be to take away teachable perks and make it so they always have those three perks with 4 universal perks (Example you see David you know he has no miter and Dh and WGtLF). Same for killers Bubba will always have (knock out, BBQ and FD). This would at least killers know what the three main survivor perks are going to be while not know the universal perks. Some perks may have to be changed and reworked into universal perks such as Iron will (should on take the grunts of pain and not all breathing) so players who hate the sound of injured survivors are not punished for not playing Jake. This could make a little bit of balancing easier and DH would not need to be nerfed.

    Why not for another game mode. There would be huge gaps between characters and everybody would play meg.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897681#Comment_2897681

    Why should you play nice? It's a game it's not like you're doing anything wrong, I learned along time ago no matter how nice you are these people will still talk trash and be trash, people should just play for their own personal enjoyment because these salty people didn't pay for their game, and if people don't enjoy the game and get offended wouldn't you agree it's better for them to just move on to a different game rather than subject themselves to what they consider torture?

    Yes and no. Yes you can do whatever you want and it's also not illegal to be an #########. However, it's not because some people act as such that I would encourage others to behave poorly

    Edited to clarify.

  • I see wake up as a situational selfish endgame perk. I'm not a big fan of these kind of perks.

  • I'm afraid what Bhvr is most likely to do to fix the chat toxicity is to make it exactly like dbd mobile's: you can only use stickers or predefined messages such as "GG". I'm not a huge fan of that, but I won't be against it if that helps.

  • Weirdly enough, I like Ace in a hole even though this perk doesn't do anything except greed. I used to play it very often with a strong medkit considering that my Ace in the hole was a selfcare on stéroïdes.

    @OpenX said:

    Spine chill for survivor. Way too many people run around like headless chickens in solo Q when spine chill gives you all the information you need to already be at a loop ready to go when the killer starts chasing you.

    Although spine chill makes some survivors run for their life as soon as it lights up ahah.

    Yes it's a really good perk, but it's also one of the 4 cursed perks (I remember otzdarva made a video about how survivor can play very poorly with sprint burst, spine chill, urban evasion and selfcare).

    Here's the link if you're curious, or if you wanna revive some memories: https://www.youtube.com/watch?v=DH9Hmf6Xt10

  • Why not. To be fair, I don't mind that there are perks designed to be combined with other perks. Vigil has the same spirit with a much more impactful effect.

  • I mostly play Cheryl and Hillbilly, so I'll pick them. I don't mind Cheryl's perk not being the best of the best.


  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895311#Comment_2895311

    But why should it punished or nerfed or 'become weaker' when you said it yourself;

    is that a lot of survivors don't do these counter play

    So, basically, you're advocating that anything Survivors hate, but are too lazy (Or too META-slave) to combat, should be nerfed so they don't have to go off-META or grow a brain? That's a GREAT way to keep Killers, right there.

    'Yes, we know Camping is valid. Yes, we know camping has counters. But we're still nerfing it because Survivors are too lazy to use those counters, and they don't want to go off-META. W-why are there 0 Killer players left!? 😮'

    So I will ask again; if there's counters and if there's perks; Why should it 'weakened'? Just because Survivors don't want to counter it? Just because Survivors want easy unhooks? Just because Survivors want to stay on META and glue themselves to gens for 5 minutes?

    Why should it be changed, just to appease people who are too lazy to use the counters that exist?


    Why should it be changed, just to appease people who are too lazy to use the counters that exist?

    Nothing to do with laziness! It's the opposite! To me, face camping is an issue because it's boring, and the purpose of nerfing face camping is to make it interactive. It's boring to sit on gens, it's boring to stay on a hook, and I find it boring to face camp as a killer.

    This means I'm not satisfied with the current counters. Why not making face camping more interactive?



    That's a GREAT way to keep Killers, right there.

    Face camping isn't great to attract new players or to keep survivors in the game. I'm sure there's people on this forum that pressed alt+f4 as soon as they got face camped. Would you say face camping in its current state is healthy for the game? I don't.

    Also, I don't think face camping has something to do with the balance of the game. To me, killers that face camp just want easy kills, and face camp would exist even if the game was balanced.

    If you are one of these killers, there are still plenty of other cheesy strategies out there that are slightly more interactive you can use (I don't like them, but I would prefer killers to use them rather than face camping).


     [Survivors] don't want to go off-META

    That's not the point, and do killers want to go off-meta? I think you should take a step back.


    @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894975#Comment_2894975

    It IS a valid strategy. Source: the developers. You know, the people that made the game.

    #DEALWITHIT

    Yes it is valid, but that does not mean it should not become interactive. You are off-topic.

  • I'm surprised nobody mentioned Hillbilly yet, the synergy between his 2 iridescent addons is cute (no terror radius for 2s+ chainsaw sprint and no chainsaw sound outside of terror radius).

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894392#Comment_2894392

    I mean, if your best reason not to make the game more fun and balanced is - that by doing so - bad players will only make the game worse... then what's the point of the discussion in the first place?

    That's like not stopping a bank robbery because 'bank robbers will find a worse way to rob a bank if we stop them' - it makes no absolute sense.

    If IH Huntress is a problem, it should be fixed in addition to other problems - not used as a cudgel to discourage positive change.

    This isn't constructive discussion. it's shutting down constructive discussion because bad construction exists somewhere else in the world.

    https://forum.deadbydaylight.com/en/discussion/comment/2894975#Comment_2894975

    Agreed.

    Not only do we all need to come together to find legitimate community definitions for these terms, but Ii appreciate your wording. Intentionality.

    Camping is when the killer is sitting within 6m of the hook, often staring directly at it, and doing basically nothing - even (especially) when unprovoked. When survivors are rushing the hook, or you're patrolling, perhaps staying nearby to defend the hook, or have nothing better to do - so you intend to secure the kill and force other survivors out. Completely fine. The problem is when killers choose to stay directly on top of a survivor in spite of everything - even to their own detriment. If they just had 4 sneaky BT unhooks in a row within seconds of a hook - sticking around to make sure there are no sneaky survivors waiting around is fine. Camping is NOT simply existing near the hook, nor is it returning frequently or staying in the general area. Camping is when the killer sits and stares - game be damned. 2 minutes is a lot of time, and survivors can get a lot done, but it isn't enough to make for a guaranteed 3e. It just makes the game stagnant and boring for all parties involved and must be discouraged wherever possible. If EGC has started and the other two survivors are at exit gates - go ahead and stick by the hook as killer, it's no big deal. But if you're sitting and staring at your first hook and waiting for 2 minutes (or for a silly would-be-savior to step up) you're just wasting everyone's time. I've played over 1k hours with the majority as killer; camping - by this definition - has not, is not, nor ever will be 'a legitimate strategy' in this game.

    True enough. Tunneling, however, is not so much placing priority and mentally juggling hook states to know when you need to brute force a kill. it is, however when the killer refuses to extract health states from others or apply pressure to only lock down on another survivor - instantly acquiring them off hook and chasing them down world-be-damned. If the person unhooked has had 30 seconds to breathe, has worked on other objectives, has been restored to full health, been caught out in any way, or you - the killer - have invested time pressuring or injuring any other survivor after the unhook... you're not tunneling. It comes back to what you said 'intentional'. I've had silly survivors walk right into me after being unhooked because they thought I was approaching from a different place - that's on them. I've had unhooked survivors refuse to heal and hop on a generator - their risk, their fault. II've had survivors heal back to full health only for me to re-acquire them and beat them handily in another chase - it's fair game at that point. Some people seem to think that tunneling is an over-broad term, but I think you nailed it on the head with your 'intentional' feature. Quantifiably, though, tunneling is more-so accomplishing nothing outside of one survivor upon their unhook. If your only aim in life is to make one survivor's game dirty and rotten - mean, but fair enough, just don't forget to spread the love over the entire 4 survivor roster. You have lots of generators to defend, health states to strip away, survivors to chase, and pallets to break. If you cannot find ONE other thing to do with your time that doesn't involve a freshly unhooked survivor - you're just ruining the fun. Tunneling survivors off the hook is not sporting, and is extremely - extremely foolish. It serves little other than to make the game a frustrating bore for all parties involved for no net benefit.

    ~

    Absolutely agreed.

    When a survivor telegraphs an unhook, defending the hook is a major priority.

    If there are no nearby survivors - or the survivors have clearly left - or there iis no REASON to suspect nearby survivors, snuggling up to the hooked survivor is the very definition of setting up a camp.

    . . .

    War Phead.

    Not 'Pee-head' but like... 'fed'

    Like in the cringy early 2000's when we said 'Phat'

    Unless it IS War Pee-Head.

    In which case it must be like Pinhead but with more... like... Call Of Duty sponsored Mountain Dew ?

    Also...

    @tastespurple

    Here's a perk change I wanted to get feedback on:

    https://forum.deadbydaylight.com/en/discussion/317295/camaraderie-anti-face-camping-perk

    If you just make it so that face campers have to sit under the hook for 4 AGONIZING minutes when they sit there for no reason - it will completely shift the game around.

    Campers enjoy the luxury of the 2 minute hook time - which is usually super well designed for normal gameplay, but campers rely on this 2 minute countdown to leave enough room for them to find another camping victim before the end game rolls around - or 3 if a couple kill themselves.

    On a side note, it would also be nice if Killer players that meet this criteria (Remaining within a short range of the hook when no other survivors remain within a larger radius) have BP sapped from their post-match earnings and transferred to the hooked survivor.

    For the killer, it's a clear punishment that may take hundreds of BP away - maybe even a couple grand! Easy BP are out the window for campers.

    On the other hand, if you're being camped, just hang in there, you're earning all those bloodpoints that the killer is shedding and more.

    Drag this out for a long period of time, and the killer will have their BP gains in the dirt if they choose to camp, and regardless of how unfun it was getting camped - you still leave with a lot more earnings than you previously would have had when falling victim to the predations of such grievers.

    While I'm skeptical as to the viability and reception to making Kindred Base-Kiit, I'd love to hear your thoughts and approaches to something along these lines.

    Oh, I just opened doors about what could happen, but I completely agree that facecamping should be weaker. Sorry if my writing looked like I though these changes were useless.


  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894975#Comment_2894975

    Camping is a valid strategy.

    You deciding it's not does not mean it needs to be punished by easily abused mechanics, or gift-wrap perks for Survivors to have basekit.

    Yes it's a valid and accepted strategy by bhvr, but you're off-topic, the subject is not to know if it is valid or not.

    The subject is about how face-camping can go from a viable strategy to a poorly consistent strategy. Yes there are counterplays, but the point of tastespurple is that a lot of survivors don't do these counter play. That is why facecamping is currently a viable strategy.

    I'm not just a survivor main ranting about killers' strength (and I do play kinda equally survivor and killer). I just think cheesy strategies should get looked at and become weaker.

  • I think it would be even better if it was automatic just like in VHS for what can be applied (ok, that doesn't apply for "I'm going to rescue").

  • I don't think it would improve matchmaking time because the time zone difference to keep a low latency would be about an hour or so. Also 100ms is very noticeable in game and I'm not fan playing with high latency (or against someone that has a high latency).

  • I used to hate Claudettes too. Like you know, a squad full of p3 blendettes in old gideon meat plant

  • I don't like plague. I just find it ridiculous that she makes every healing perks in the game useless, and also cute locker perks useless too.

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