Vampwire
Vampwire
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Comments
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NOED isn't even a good perk. You play with 3 perks for the whole game and if you win you never use it. At most it secures one kill in egc since any smart survivor will just leave when they see the killer has it. It's annoying but it's also really preventable. If you worry about NOED then do bones.
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No. Definitely not.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2616008#Comment_2616008
and a self destruct button
Self destruct should mori the killer when in a certain radius
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@Sakurra said:
Yes, they are. Survivors usually are like this Solo or swf it doesn't matter. They are disgusting people. Pretty sure they are same in real life too.
Survivor mains are satan now for pressing the crouch button
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2614316#Comment_2614316
I know i am about to commit whataboutism but:
They play "toxic" because its funny, not to personally insult you. If you take it as anything other than that you're just making it hard on yourself.
The same could be said about the average tunneling or camping.
And:
Just stop taking it so seriously. It's a video game and you really can't control what happens in it. Those clicks and t-bags only affect you if you let them.
I do but those are still MEANT to be aggravating.
Maybe with a tactical purpose but still nonetheless intented to cause the opposing player stress.
Tunneling and camping are different because you legitimately are unable to play the game now. The killer just wants you out of the game so now that's what's happening. Clicky clicky doesnt make you unable to play the game or basically make you lose. You still have options against it.
do but those are still MEANT to be aggravating.
Yea so don't let it be. It doesn't mean anything and it only effects you because you let it. There is no legitimate reason to be stressed. Maybe you want to win more now but that's something you want. You are the one who let it get to your head. It's immature to lose your composure and get triggered over video games.
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@drpynz said:
I play both sides now. I am a killer main for a long time and consider myself a decent killer and a very bad survivor. Playing survivor and escaping is much easier than playing the killer in my experience. Let me rephrase that. Playing survivor when there are CoH totems I get out almost every time. If there isn't a boon totem then I would say the playing field is level. CoH has introduced a big balance issue. It takes away all of the killers pressure and snowballing potential. Survivors are going to have to get used to being tunneled and NOED in almost every match. I actually made a post about it when the boon first came out. Sucks but that's how the game is now. I feel bad for both sides.
There it is! The guy in the comments talking about how something unrelated is op!
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I dont like Cheryl
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@Holkapolka said:
https://forum.deadbydaylight.com/en/discussion/comment/2613631#Comment_2613631
How about making perks bannable against SWFs. The Killer could prechoice 2 to 4 perks pro game, depending on the number of SWFs. As an example , you have 3 SWFs+one Random. Three of the four perks would be banned according to a priority list for the SWFs. The SWFs would be informed , that they have to repick their perks in the lobby. The SoloQ can still use everything the game.
This is one of the worst takes I've heard in a while. Why does the killer get to ban survivor perks only to turn around and run his best perks? All it does is make the game less enjoyable for SWF because killers don't like it. Also what's the difference in a solo-que player using the meta perks? (which would be the only ones I could see killers taking the time to ban out of the match). It doesn't matter that SWF has it, what matters is knowing how to use it. A dog ######### SWF with whatever set up of perks u give them will die unless matched with an even worse killer. Perks mean nothing if they aren't used correctly.
If anything all this does is remove the scapegoat mentality by giving u literally nothing to complain about if you lose. It forces you to admit that you screwed up at the expense of other peoples game experience.
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SWF surprisingly isn't as awful as killers make it out to be. The only killer it completely butchers is Trapper and sometimes stealth killers. And that's assuming they're making call-outs and not just playing with friends. SWF is more of a scapegoat at this point. If you lose to a SWF then they probably were better than you (assuming its just a normal match and not one dedicated to making u lose). SWF does give an advantage but it's not such a huge advantage that you're just screwed from the start. I see a lot of SWF players who suck at dbd. Any half decent killer can and should be able to put up with a SWF. Especially if they're running the regression meta. The thing is that a majority of killers don't know how to handle a SWF so they get ez wins. A lot of killers just hope that survivors make mistakes instead of forcing them to make one. The only advantage that they have over solo-que is communication. So you have to improvise your strategies to trick them. They play "toxic" because its funny, not to personally insult you. If you take it as anything other than that you're just making it hard on yourself.
Once you improve at the game I promise it gets way easier. Just stop taking it so seriously. It's a video game and you really can't control what happens in it. Those clicks and t-bags only affect you if you let them.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2613246#Comment_2613246
I really don’t understand why you’re making such a big deal out of this. I guess I just have to like Trickster to satisfy you.
It's just killer mains being salty about everything per the usual. Ignore them.
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I have a feeling that when the Stranger Things game fails we'll get them back.
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It's frustrating to try and get this point across because people WANT to be outraged. They don't really care about balance, they just care about having some scape goat as to why they lost. Sometimes they are legitimate issues but even in those scenarios they're mad about it for the wrong reasons.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2609901#Comment_2609901
sorry about that. Just fix it for you
ty <3
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Yes that is why it's thrived for 5 and nearing 6 whole years.
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@TheMadCat said:
I think people will be happy when they will win all their games with no efforts.
seems like the case
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2607845#Comment_2607845
Demo shred, pig dash and victor pounce used to went through the survivor that used dead hard and pig dash would still the survivor bscause of her long dash.
Even if he prove only nemesis power is eaten by dead hard that still mean that powers like demo shred, pigs dash, victor pounce, billy chainsaw, huntress hatchet, deathslingers redeemer, trickster knifes, pinheads chains and blight lethal rushes.
https://forum.deadbydaylight.com/en/discussion/comment/2608840#Comment_2608840
Dead hard intended use is to dodge an attack not enduring it. It doesn't give i -frames for no reason. If a survivor use dead hard behind another survivor while the killer is attacking that can hit the other survivor, the killer shouldn't be punish for the mistake of the survivor which is why mettle of man got changes because it reward the survivor for doing nothing or rewarding them for something that should punish them.
Dead hard will be and always will be a unbalance perk unless they completely change the perk into something else.
I don't really understand what you're saying. You left out a lot of important stuff in your sentences and it makes it hard to follow.
You could always dead hard pigs attack. You dead hard into her just like demo and victor. You still have collision so killers just fly off to the side when you do that. Also what do you mean at the part "Even if he only prove nemesis power is eat by dead hard that still mean that powers like (long list of killer powers)"
That's literally all that you said. What does "it still" mean?
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I hate that people are using this video for reference. Everything that's mentioned is not game breaking and he can only prove 1 one the claims. That being the Nemesis whip. On top of that, some of the things he claimed have been pre-existing bugs. (Demo shred, Victor pounce, Pig dash). There's no evidence yet people are just taking his word and preaching to the choir.
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I've been loving Plague. I would play her a lot before the buffs and she was still strong. The only thing I didn't like was how janky she felt at times but the buff was really nice QOL stuff.
She also forces survivors into making actual decisions and has amazing snowball potential. You either take your chances with CP or stay injured the whole match. Many survivors actually don't listen to the "don't give plague her power" statement. That usually goes horrible for them. Plus I love her aesthetic. I only wish she had more grotesque skins but it seems like we're getting more content for her now.
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@SadLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2606795#Comment_2606795
Im not playing like this because its easier. Im playing like this because CoH made the survivor meta even more broken than before. Effortless reset every time they make a mistake, any injury healed up in 10 seconds. Thats faster than i can hit someone then close the hold W distance. Multiple injuries are worthless as well. I was able not to focus on tunneling this hard before, now its impossible if i want a chance to win.
I do agree that CoH is very broken, but even then if that's such a huge problem for you run stuff to counter it. Play plague or run sloppy so that the heal takes a little longer. Undying helps too. You have to adapt to the new meta as it is rn.
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The meta didn't make you play like that. You chose it because it was easier. Nothing wrong with playing the game how you like to but don't paint it as your hand being forced because people run good perks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2602603#Comment_2602603
I think this video explains what I'm talking about better.
I love pixel bush but this video was really dumb. All of the things he mentions are super niche scenarios that don't heavily affect gameplay. Most of what he says are things that have been in the game BEFORE the validation as well. (i.e demo shred, pig dash). Everything in this video is either bugs that have always been around or the bad feedback from attacks that missed anyways. Another note is that he never shows proof for more than 1 of these, yet rants about it anyways as if it were true.
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Why is it an ego thing now? Most people are just trolling as survivor and you let them get under your skin so bad u wrote a forum post about it.
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@ShadowIce said:
I like trickster
based
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Trickster is fundamentally flawed. He's actually a lot like old Legion in terms of not working within the games mechanics. His whole power is about hitting combos. In a game with a 2 state health system. The fact that the laceration just decays over time is also pretty detrimental but essential to keep him from being a tunnel machine. If you use him like old pyramid head and just hit survivors during animations then you will kill them eventually. But that's why Trickster sucks. He's not fun for either side. At some point the survivor is going to go down, but when? Using your power at anything other than a low wall loop takes either longer or the same time as it would just running around and getting an M1. Looping Trickster isn't hard but it's also really boring. You wait until he's done with his knife barrage and then he's just a 110 with no power again.
I really think BHVR just wanted to push out a K-pop killer for traction. After all K-pop is one of the biggest industries rn. His lore sucks. His power sucks. He does have some good aesthetics though. Sadly his fashion is his only redeeming quality. His power seems really uninspired and trying to implement it into dbd only made it come out awkward.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2604851#Comment_2604851
oh so were talking character balance now
character balance coming from the same studio that has left billy gutted for years and nurse which has had bugs since release
I hate to say this but your not making a very good point
How to miss the point 101: DbD forums edition
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2604627#Comment_2604627
Than theyll make COH let you clease without corrupting a pool as a counter to plague
Yes bhvr will totally rework mechanics just to buff an already good perk. Completely realistic.
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literally just play plague she hard counters boons.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2598731#Comment_2598731
There are so many inaccuracies stated here.
There is far more than just ping at play when we are talking about net code and what actually is determined by the server. It isn't by definition that the better ping wins or doesn't get hit validated. I have a glass fiber connection, my ping is perfectly fine... yet I still experience roll backs, humm...
Then it comes to player feedback, if the survivors were on the ground and exhausted or the killer hears the scream and sees the survivors take the hit but just magically recover and keeps running. It is the exact same issue just reverse. Seeing it is once again one sided just means that the implementation is still extremely flawed. Being exhausted on the floor was bs and just the same having survivors magically heal from a hit is bs.
The game always already had a validation of the hit, it just prioritized the input of the killer previously and now it doesn't. They stated that it was to difficult to press the button in response, so they changed it. It is clearly handling the actions of pallets and dh before the hit. The priorities in the code got changed.
Anyone that claims dead hard or pallets are now fixed should go play killer, experience it from the other end. It is not fixed by a long shot.
I play killer almost everyday and I have never experienced the DH bug. The worst thats happened to me is sometimes the pallet drop sync is off. If anything I have more problems when playing survivor. Running away from the killer only to teleport back to them and die happens a lot in my experience.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2600587#Comment_2600587
So basically, you don't want killers to be able to get good with a killer and win.
What I want is a killer who doesn't win just by showing up. I have stated a million times of why Deathslinger was unfair and I'm really getting tired of people walking around what I say just to put words in my mouth. If you're not going to read anything I say and just say unproductive stuff like this then don't bother replying in the first place.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2600587#Comment_2600587
Tell me you never played Deathslinger without telling me you never played Deathslinger.
That or you're an obvious troll. Good survivors had plenty of tools, even up close, to extend chases and DeathSlinger downs.
Are you going to refute what I said or just keep trying to discredit me through strawmaning?
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2600188#Comment_2600188
Yeah, I was just responding to where you said:
“He can still do everything he did before just as good as he always could”
Which is just patently false 😅
That being said, I understand why the change to his aiming was made, but that doesn't soften the blow of an already weak killer being nerfed, nor does he feel any less clunky/awkward to play.
He was a B tier killer at best and already struggled to hold his own vs decent survivors. Sure, introduce some counter play but at least add something to compensate!
What did they do instead? They nerfed him even further by increasing his terror radius! 😂
Soon this game will have only 2 competitive killers left. Think about that. It's sort of ridiculous if you're being objective.
Deathslinger was never weak. Being able to get downs in 90% of all scenarios more than makes up for map pressure. Deathslinger only lost because of the player being bad with him. Never because survivors did anything to outplay him. Playing against old Deathslinger was just hoping that he missed and the chase goes on for a little longer.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/290937/deathslinger-isnt-dead
Objectively speaking, he def can’t do everything he did before. Sure he can still hit some cool shots, but no amount of “planning ahead” will make some things possible now. Also bare in mind his terror radius was nerfed for no reason and now everyone has a huge warning and can just hold W. His map pressure was already one of the worst in the game. Just hold W and watch his pressure crumble.
Yea he can't do everything as well as he used to. But that's the point. Him just existing meant you were zoned out of everything. If you were in the open you had to dodge because you didn't know when he'd shoot. And if he didn't shoot then you lost distance. At a loop you couldn't take windows because he could shoot you during the animation. If you dropped certain pallets he could reel around the side and hit you (and he still can do that). That's considering you even reached the pallet before you got speared.
He just plays like Huntress now. He has actual balance instead of winning in every possible scenario.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2598823#Comment_2598823
100% wrong- his core gameplay has changed. Because it takes so long to raise the gun, he now can't take a shot at survivors while they go around a corner at a loop. That's not "raising the skill ceiling". In fact, that's lowering the skill ceiling and limiting what he can do. You can do all the mental gymnastics you want, but the results will show that people stop playing the character because he isn't worth using.
You can still shoot before they turn the corner. I'm pretty sure I already stated that all you have to do is aim earlier now instead of just being able to insta shoot. All this nerf has done was give survivors reaction time. I've played him a hand full of times since the nerf and all of his mechanics are still in tact. Quick scoping wasn't healthy gameplay so it had to go. It's as simple as that. The hardest part of new Deathslinger is readjusting from being able to quickscope.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2597967#Comment_2597967
If the killers hits the survivor before he activates the perk - the hit is deserved. But such deserved hits then get rolled back by the survivor sided hit validation.
Well yeah but if you don't get it then you obviously didn't hit them in the first place. Just because you see it on your screen doesn't mean that's what happened. The client isn't survivor sided either, it just goes based off of the best ping. Everyone complaining about this are being selfish and not taking into account that survivors need the game to be fair too. The game shouldn't become imbalanced just because someone has mcdonalds wifi. Bad ping killers used to be able to hit you through windows that you had already vaulted or pallets you dropped earlier than they swung. And that still happens. It always will. The goal is to just make that happen less. This isnt some crusade against the killer mains to give survivors ez escapes, its just a fix to something thats been broken for a while.
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People just forgot about it after a week lmao. This is why BHVR doesn't take us seriously.
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@Kurri said:
Ngl this latest update was the poorly thought out update yet. Absolutely ruined the game for solo and killers. Didn't fix hackers. Didn't do anything about the toxicity. Gens can be completed in two minutes instead of 4. Can't run Hex perks at all anymore.
The event doesn't even feel like an event.
I am out till they actually do something to make the game worth playing again, it's no surprise there has been a steady drop in players.
Well ig you're gonna be gone for a while because gen speeds dont need to be changed and probably wont be. See u whenever u get over that team who tbagged u all match and play the game again.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2592855#Comment_2592855
You can't compare hatch nerf with virtual immunity at pallets and with dead hard survivors now have. They added survivors a third health state.
It's not immunity. They're hits that you shouldn't have gotten regardlessly. Survivors would get hit during the dead hard and that wasnt intended. All that's happened is killers cant get cheap hits due to bad connection.
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hilarious and original
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2596280#Comment_2596280
Thank you for pointing that out.
I can't believe killers are still complaining. What we have here is a survivor, not doing the objective, but looking for a hard to find totem to give them ability to heal. That's too good to be true for killers.
Every time I use the boon, even if it is in an inconspicuous location, killers are drawn to it from their loud emitting sound. Hex perks should give off this sound to be fair.
@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/2596379#Comment_2596379
I agreed with everything you said up until the point when you said hexes should also make a sound. That'd be a bit too survivor sided, we break that permanently after all.
Since we can re-bless totems, i think it's fair that killers can find and remove boons easily, and that survivors have to work harder to find and break a hex.
Hexes already make noise. That's how you find them through walls. Listen for crackling.
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@SoySensual said:
https://forum.deadbydaylight.com/en/discussion/290353/hit-validation-still-isnt-fair
THE DEVS ARE IN THE SURVS SIDE, IF THEY DON LIKE SOMETHING, THEY CHANGE IT VERY QUICK
i thought we dumped this thinking back in 2018
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2592105#Comment_2592105
you really are complaining when you don't comprehend the analogy huh.
the annoyance of bamboozle and blood favour is that you get outplayed with no skill, i.e. killer vaults a window and/or hits you (in this case, legion hits you with an uncounterable power that takes no skill) to activate blood favour and you have no resources nearby to use. such skill right?
Lithe you gain a nice amount of distance and (partially) reset chase because you vaulted a window. It's just as skill-less as bamboozle / blood favour.
i understand it i just find it funny that u think lithe is prevalent enough to be a problem
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2591955#Comment_2591955
Now you guys know how it feels to go against multiple iron wills and dead hards/lithe's
my mans is really complaining about lithe
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@pyramidheadmain6233 said:
I main Pyramid Head because of his power. He can trap survivors in vaults and pallets, hit through walls, and Mori without an offering.
Also I'm a massive Silent Hill fan.
i main him too for the exact same reasons lol
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@OvercomeTrout40 said:
Also I've been here since the doctor came out so I know what I'm saying
lmao
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I did like the movie except for one part.
spoilers btw
I didn't like the part where the asylum guy killed himself. Not because it was disturbing but because of the aftermath of it. The message of it was clearly showing how mental illness is treated in society. They see the asylum guy as Micheal because its easier to pin it on him then actually deal with Micheal. They drive a man who just wanted help to take his own life. It was a good message. Then they're just like "okay lets kill micheal now" not even 5 minutes later. Literally a minute after the dude jumps theyre back to the main story. So it really killed the impact of an important topic and turned it into filler.
Another thing would be some of the dialogue is clunky like "You came home Micheal". The same dude who said that just had his husband killed and he's like "Oh this would be perfect to say to the hulking death machine right in front of me". There has to be a level of realism to the dialogue and not just "hnnnng im so edgy im ######### edging rn hnnnng".
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lmao its so obvious how personal u took one match that u had to make a whole forum post about it
classic killer main move
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@Lord_Dem said:
Looking at the game from a pure math point of view a killer cannot win the game.
Gens take 80 seconds to complete without addons without perks just base time for 1 survivor.
Killer needs at least 15 seconds to find a survivor, and considering how loops loop to another loop and another and another and another lets say for arguments sake it takes an additional 60 seconds for a killer to get a down. Then 12 more seconds to hook total for an average killer 87 seconds. By the time he hooks, and tries to go to one of the 3 gens considering survivors split up on gens he can't prevent any of them from popping so he is 3 gens down 1 hook.
You make the math then and see if the gen speed is fine.
The sad part is that the higher you move in MMR as killer the more efficient people you find on gens because those are the ones who manage to raise their MMR by sticking on gens and getting out.
I swear almost all my games since the SBMM (skill btw the way = escaping) people stay injured just to get out cause adrenaline will pop on the last gen.
I have good games sure on smaller maps but on big maps unless I play Nurse or Blight or Freddy or Twins is extremely hard to impossible to win unless I make the game unfun for the other side which I don't want to.
Ruin/Undying is the most overrated and bullshit combo people spew out and then cry when it goes down in 20 seconds in a match. Now with boon totems every single survivor will know all totem spawns and good luck running any totem perks. I gave up on them long ago every time I use them they go down in 20-30 seconds giving me no value.
I stopped taking the game seriously and just try different builds and rarely use gen defence perks cause they are mostly detriment anyway.
Discordance.. people realise you have it and split on gens when you do.
There are core issues in the game that the devs refuse to see or admit. For them the maps are balanced, killer should bust their ass and have to deal with bodyblocks, pallet stun saves, flashlight saves and so on and so forth but please don't camp or slug the poor survivors.
And survivors with BT or DS don't just run in front of your face feeling immortal.
I played a game 2 nights ago on Yamaoka with Nurse. I blinked 4 times from one edge of the map to the other to find the survivors and a gen popped.... True the survivors all spawned together. I won the game because I made it unpleasant for them.
The fact is that all these things to blame are purely on the devs and not the players for using their tools to win.
The devs balance for 1v1 when the game is 1v4.
There are so many things that could be done to help both sides and create a bigger interraction, more objectives etc.
Totems for example when lit could be in a cage that requires a key to unlock. For every hex totem an extra chest could spawn in the map with a key therefore giving a different value to keys all together as well as not rendering hex totems completely useless for killers.
Gen speeds could be altered based on how many gens are left. 5 Gens should take 180 seconds to complete each, 4 gens 140, 3 gens 100 each and last 2 gens 80. The game simply handicaps the killers.
Everyone says this but they don't take into account the variables of a match. They don't account for snowballing or anything like that. Increasing gen times would create artificial difficulty for survivors. Because then the killers who already know how to pressure survivors well would always win because the first gens would take too long to complete. Not to mention solo que where most players struggle to do gens efficiently. It's also assuming that survivors are only on gens the whole duration of the match which is not true.
Pressure builds. It's not given after a few hits. Pressure relies on you to capitalize on survivor mistakes (i.e not healing, getting greedy at a pallet/gen).
Also the devs have actually recognized camping, slugging and tunneling as a strategy. They just said they don't want to encourage it too much because it ruins the fun. Which is fair, it isn't always needed unless you're struggling.
Also what's wrong with people recognizing your perks? Good killers have learned to recognize what perks a survivor has so why is it bad when its the other way around? It's game knowledge which is something that gives you another advantage.
Also yes hex perks are way over rated and the people who want to take away the gamble from it have no clue about how the game balance works.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2571292#Comment_2571292
breh these are exactly the type of survivors that hold m1 on a gen if you're not imminently about to attack them and they do that exact thing several times in the video, the killer can be in one place at a time and they're completely split on gens, there is no scenario here where you get a better result than a free hit and then having a bunch of extremely safe pallets dropped on you because there isn't a way to stop three people on gens while you chase or push off any singular survivor
you keep trying to make this point that it'd be better to go for completely uninjured people with fair warning you're coming as if you'd be more likely to get a down out of them than someone who's a 1-shot and it's just not going to hold water, three gens were going to pop either way no matter what he did there because that's just math but he got the down out of it and had something to work with instead of a few injures (i.e. one quick reset party) and nothing substantial
'corrupt is for patrolling gens' doesn't do anything vs survivors that will get back on it as soon as you turn around once they've found theirs it's for stalling early gen progression and by shrinking the gen progress zone getting into encounters far faster + turning a down into a majorly amplified proxycamp, and yeah it does very little on a tiny map with high-end tiles for days like abattoir where you can be denied a down for ages but what can you do
Yeah, they're greedy. You punish that greed. If they're holding M1 in front of your face then they aren't going to have enough time to get to pallets without DH. You're not suppose to be everywhere at once. You're suppose to dwindle the survivors resources, waste their time and snowball. That's how you beat good survivors.
I'm not saying you'll get a guaranteed down either. But pushing survivors off of their gens is way better than chasing in an area with no objectives. That "quick reset party" is what you want. You want them to waste time so you can make them lose time on gens. What's even better is if you interrupt it because now that time was mostly wasted. You're going to lose gens eventually as killer but your job is to make that part hard on survivors. By NOT interrupting them you're basically just giving it to them for free. Also "that's just math" literally doesn't even apply. Because that doesn't account for the variables of what could happen if he did chase them off.
Also isn't what you said about corrupt exactly what patrolling gens is for? To find survivors easier and prevent progress? I also find it funny that you think that they had god tier loops when over half of them were unsafe. Dude literally got a 3k as well. The only thing that was denying him downs was himself.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2571300#Comment_2571300
"some" time
not everybody wants hag, plague or clown
i myself have those killers and but i didn't buy them for perks
my point still stands
Then he shouldn't complain about not getting the perks he wants with this logic. Beggars can't be choosers, so no, your point doesn't stand.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2569214#Comment_2569214
You can you know ignore the gens hide and move or locker hop until they can be done, hmm, did you say you had corrupt? Must have done so much.
You can also LOOK for survivors. And no, perks don't matter if you don't make use of them, so you're right there.