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VikingDragonXii

VikingDragonXii

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VikingDragonXii
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  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563940#Comment_2563940

    Getting huge ash flashbacks from this. its absolutely gonna be a Mettle situation.

    They already nerfed them a bit they shrank the area to a 25M radius and now they cant stack with each other...if I read it correctly

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563976#Comment_2563976

    I found it welcoming, within reason. It's just another forum section, after all. Dunno what you mean by "transparent", though.

    It's not very welcoming to people who actually want to balance the game with decent ideas.....I saw a few good ideas only to get bashed by I assume were survivor mains who didn't like the ideas that were said.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563967#Comment_2563967

    Sounds like prey to me, staying away from the predator and areas where the predator might be.

    Yea but Prey isn't supposed to actively harass the Predator in every way possible lol.....

  • @ElusivePukka said:

    Dead by Daylight is an asymmetrical game, wherein 1 killer attempts to thwart the escape of 4 survivors.

    A few too many people, including the devs and community representatives, get a bit caught up on that latter bit - yes, the objective of killers and survivors is to sacrifice/escape. However, we are not killers and survivors: we are players. The operative phrase of the description above is that DBD is a game: we play for a variety of reasons, from immersion to mastery to action, but always for fun.

    Escape-Based Match-Making was designed with that fun in mind, at least on paper. It was supposed to say "okay, you're doing too well/not well enough, let's inflate your numbers by giving/taking away obstacles in the form of other players", and the ideal was that would lead to a steady play experience. For some, it even works.

    However, for a lot of us, it leads to rubber-banding between 4k games and 1k games, sometimes even having no hooks. Granted, for some of us this isn't too different from what happened in ranked matchmaking.

    Thing is, both of these experiences are true. So what we need is a synthesis of what's working and what's not.

    This is just another post about SBMM, sure. My own experience in killer and SWF has been awful, but manageable, my experiences in SoloQ aren't great but moreso because of the rubberband than anything in an individual match. None of that really matters for the greater health of the game: people aren't just getting competitive, and it's not just tribal.

    There's people who aren't seeing the game as fun anymore, there's new players being immediately sent off by the inconsistent implementation of care, some because of mentalities directly encouraged by the devs, and it's on the devs and community to understand why and seek solutions rather than talking about 'not letting the door hit them on the way out'

    Yea I totally agree with you there. "SBMM" which I use very loosely is a broken system....I literally saw a player crouch the entire game only did a gen for 30secs to help finish the last one and immediately ran to the door open in and run out leaving a guy to die on the hook......me followed by one other guy who ran out...they both were at full health and had no hooks.


    I agree everyone needs to calm down because arguments and bashing the Devs wont help make things better, and the Devs need to actively listen to EVERYONE and not just survivors. Both sides are needing to as you said step back and calmly come back to the table and discuss real ways to help balance the game. I could list out at least 10 things off the top of my head that needs changed but wont that's not what this post is.


    Devs need to open a line of communication to allow the community to say what they are seeing that's making the game not fun to play and unfair as well.


    Players need to calm down and stop bashing the Devs because that wont really change anything and might make things worst.

  • Hmmmm where is this prey they speak of......I never see prey when I look for survivors....I only see potential toxic humans that think this game is so competitive that they will litterly leave their teammate to die on the hook.......I even walk far away to let them have them but they just left.....

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/287191/who-doesnt-want-play-killer-anymore-with-the-mmr

    MMR was just the beginning of the misery wait till you see these boon totems.

    They wont be as bad as they were in the PTB....they shrank the radius of them and they cant stack with each other anymore

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563431#Comment_2563431

    They don't need to be extremely specific exact callouts with the killers exact coordinates.

    Just something simple like "killers chasing me at shack" tells all 3 other survivors that they are completely safe to do gens and what direction the killer will come from if they break chase. Survivors were not meant to have this much information.

    Exactly, I faced a Com SWF team that I chased the first Survivor I found and within 5 secs I was swarmed by all of them setting up ambushes with headon....pallet drops....body blocks....the survivor I was chasing was letting them know where I was and where the team needed to be.


    SWFs wouldn't be that bad to face if they didn't have Voice Coms. With this new "matchmaking" system.....I use that term very loosely....I faced more SWFs than ever before, and usually the same team multiple times a night.

  • @GannTM said:

    Yeah that’s definitely reportable if he’s doing it multiple games. You gotta have video evidence though.

    That's why I record all my games....one to see what I can improve on and be better and to always have video evidence to report players.

  • @Gay Myers (Luzi) said:

    Whilst we might not actively respond on every feedback or thread that exists, we do see these and forward them to developers. Feedback is not being unheard or ignored and I understand why this question is being asked. Some of us do engage in discussions regarding the game and such, but we do also still need to moderate the forums, all while the Coordinators to work on other things too. That takes up some time and does not always open the chance to respond at the regular.

    Yea the calm minded ones among us understand that totally. I personally know what a mod has to go through watching over forums. It just alot of us as you can see are really feeling like everything is falling on dead ears......changes that make killers harder and not fun to play because of hackers......SWF hit squads litterly using the new MMR to harass low ranked or lower skill killers or killers who are not of the competition mindset. Strange Nerfs that don't make any sense and constant increase and empowerment to survivors in general.


    We as a player community need feedback from the Devs to our concerns because we do really like this game but hate seeing how its being treated.

  • The issue is because they stopped doing peer to peer and did everything server side. Plus the hackers are just making a new steam profile and family sharing the game with the new profile to get back into the game, so part of the problem lies on Steam as well making it possible for hackers to keep playing games like DbD.

  • @Brokenbones said:

    Run Thrill of the Hunt + Thana on Doctor

    Equip the laser addon and the green range addon

    [Doctorlaughing.mp3]

    Thrill wont be good after the update

  • Any killer can be OP, it all depends on the player itself. I have seen bad and god tier versions of all the killers except Twins....because no one want to play a broken killer.....but look at the facts Wraith is still a high C to Mid B rank killer I'm not the best Survivor player but if you know how his powers work you can avoid him really easily.


    RCPD Map is notorious to be a Stealth Killers playground. Especially for wraith since you cant see him coming because of all the corners.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559131#Comment_2559131

    Actually i dont but now i do, doesnt mean i still agree with it. I avoid ALL content regarding upand coming chapters so no looking at Streams around this time and avoiding all YT content. I like to be surprised so its super fresh for me when the content drops.

    https://forum.deadbydaylight.com/en/discussion/comment/2559193#Comment_2559193

    Good point!

    https://forum.deadbydaylight.com/en/discussion/comment/2559418#Comment_2559418

    Oh i ALWAYS pay attention to that sound notification regardless if im in chase or not. It could be someone messing up a skill check or Thrill of The Hunt. If its a failed skill check i wont bother depending on the situation of the trial but if its that totem sometimes i'll drop chase because its not worth having my totem destroyed at THAT particular moment.

    https://forum.deadbydaylight.com/en/discussion/comment/2559750#Comment_2559750

    The cleansing speed definetly makes a difference although not all the time. If i want Ruin to stay up the most of the game i will run the Ruin build which is. Undying/Ruin/Thrill of The Hunt/Thanatophobia or Ruin/Haunted Grounds/Retribution/Thrill of The Hunt. Its quite good if your good at pressuring.

    https://forum.deadbydaylight.com/en/discussion/comment/2559853#Comment_2559853

    We're gonna see! ) When does the mid chapter patch come out?

    https://forum.deadbydaylight.com/en/discussion/comment/2560006#Comment_2560006

    Agreed, i dont think Thrill of The Hunt will be trash despite what i said earlier but it will certainly be weaker.

    Here is the issue most people are having with the Nerf of Thrill. Thrill was one of the only Hex Defense perks killers have. The Cleanse time is a moot point when you don't know someone is near the Hex in the first place. The notification gave killers knowledge when someone is doing a Hex, the only reason this would be ok is if they were secretly working on better totem placement and making them harder to find.

  • That is essentially what happens when they block the hook or block the killer into a tight space. In one game I was blocked in the killer shack by two survivors keeping me from moving from the door when I hit one another survivor took their place. Another time the same match I was carrying a survivor to a hook and all three body stacked on the only hook within wiggle time. By the time I got them to move the survivor wiggled free. They did that 3 times so they are purposely keeping you in place or even getting anything done.

  • @lordfart said:

    I'm also not sure body blocking is a "bad behaviour." That's an optimal play if the one being chased is dead on hook.

    I think he was meaning body blocking as in standing in a doorway crouched or all blocking the hooks to grief and hinder the killer...that is a reportable action..

  • Here we see again how broken Boon Totems will be broken and how the Devs don't care about Hexs...soon NoED will say killers will only be able to expose the survivors once in a blue moon after pugs fly through the air and if there is a Dwight doing the Charleston with the Nurse.......


    Before anyone chimes in saying "Boons are not as powerful as Hex....blah blah....." Let's look at the facts....

    1. Boons can be relit for infinity as long as there is a Dull Totem.

    2. Boons can overpower the oh so powerful Hex Totems essentially destroying them.

    3. There can be a total of 4 active at once making large areas of effect.

    4. The large areas made hide scratch marks and make healing survivors faster than a speeding bullet.


    There is no risk for survivors losing a Boon because Killers cant destroy totems just make them dull again.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558634#Comment_2558634

    Yeah there really isn't an individual killer mmr...you still have to practice your new killer vs hard teams until you get lowered enough from constantly losing.

    What's worse is Competitive SWF teams PURPOSELY dropping their MMR because they found out what affects it so even New Players to the game will face these teams possibly being so aggravated that they wont want to play the game again....if the Devs don't get a handle one these teams and not cater to them DbD could see a slow decline that could avalanche quickly.


    That's not me being dramatic either, I have watched other games that had great potential or were fun to play close down because of similar issues......

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558235#Comment_2558235

    Comp teams huh?? Well considering the vast majority of comp teams don't team in regular matches I find that interesting. Which comp teams are you facing regularly? Would love to see some vids of you facing these comp teams in regular matchmaking outside of actual competitions.

    What are you smoking alot of us me including have faced off against Comp teams like Oracle or similar because of the MMR right now.....

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556828#Comment_2556828

    NNot sure about the time decay...there are killers I haven't played more than 1 match with the new mmr, haven't touched for weeks, played another match and I am still getting high mmr ranks.

    But what's sad is that when they first were discussing about the new MMR you wouldn't have to worry about your low killers going against higher skilled survivors.....that I can confirm is a lie.....I started playing one of my never touched killers to try them out and they were being affected by my Main Pyramid Heads high MMR

  • @Legionair said:

    I don't know everyones opinion on genspeeds but for me playing killer I always see 1-3 gens go off after my first chase and it feels like the speeds especially with toolboxes and prove thyself are a little OP so here is my idea for them. 4 checkpoints when you repair a generator, you may repair it normally up to a checkpoint at which point you have to go find a generator part hidden on the map that the entity reveals to you once you hit that checkpoint. the survivor would then have to leave the gen to go and get that part in order to progress and repair the gen to the 2nd checkpoint. you can have teamates go and find the parts to bring to the generator to save time and toolboxes and brand new parts could be consumed to replace the part and repair it without having to find a part for the generator. gens can regress normally but they cannot regress past a checkpoint you have repaired with a part. Please dont be sarcastic, this is supposed to promote healthy discussion so if you dont have positive or useful feedback pls stuff it.

    Ok I love the idea but here's a few things to change one is allow the gens to regress past the 25/50/75 checkpoints but make it so after you install the part for that section you can still move past it even if the gen burns down to 0 again.


    Regards to tunneling and camping that's a harder issue to fix because how I see it they are connected to killers who think gen speeds are too fast so they want to make sure people die fast.

  • @Raptorrotas said:

    We talking about Swf or "swf+ comms"?

    Most people actually dont have any issue with intended use of swf.

    The complaints start once survs "want to talk about their days, cute boys and totally not stategic information crucial to winning the game easier".

    That's why in my comment before said 90% were the hated com using tryhards lol

  • @Mandy said:

    I know a lot of people that play solo survivor and prefer to play solo...I think that's what's so good about it, you have the option to play with your friends, you also have the options to play either side in a solo capacity. Sometimes I want to play with friends and have a chat and a laugh, but other times I just want to be by myself and play, those times I don't want to only play killer.

    Oh I totally agree with that statement. I just don't have any friends who play DbD.

  • Here is my opinion on SWFs and remember it's just my opinion and each and everyone has their own so here it is.......


    SWFs are both a blessing and a curse of this game. Yes playing in a SWF with your friends is great and a fun way to connect with them. I have seen a influx of SWFs in the past month or so and 90% of them are Hardcore Tryhard Toxic professional teams that use every dirty trick and loop in the game. They usually start insulting or using abusive behavior and don't stop till the chat closes. I have a thick skin and record all my games so that when I report them I say in my report I have it all on video if the support staff need it. If this keeps up more killers will stop playing and the match wait times will get longer and longer. The use of Coms plays a major role in this and until something is done to "level" the playing field the issues will continue.


    But I digress I do have fun with SWFs as well 10% of them are just friends playing or if it is a professional team they don't try to be sweaty tryhards and usually give me pointers or compliment me on my playing. If I had more games like that with SWFs my opinion would drastically change.

  • @EvilJoshy said:

    I personally think theres an algorithm in the background that adjusts our dailies based on que times. If theres a low number playing one side they start giving you dailies to get you to play them.

    Ive noticed i get dailies for killers i never use or i get a lot of survivor dailies at once.

    I believe your right about that most games that have similar features do that so that they can get players playing a specific class race character etc to keep the pool fresh.

  • I have seen similar things with grabbing someone from a gen....I ho to grab them get the animation but it does a normal hit.....from what I understand it's a issue between your connection with them and them with you. But never saw it still say you are carrying them and cant do anything.


  • @SlothGirly said:

    I can't say I was it's biggest, fan but I didn't hate it either. I feel more maps should take notes from its bushes tho. The fact you could actually stealth it out by crouching in a bush was awesome. and sometimes hilarious

    See that's why I Bring my Claudette anywhere I go.....she is a stealth master.....I was in Badham crouching in a bush next to a pallet.....spirit chases a survivor, gets stunned on my side of the pallet, ahse breaks it and gets looped 2 times as she rages next to me and phases away.....

  • Killer- Lightborn....ever since Leon and Jill I cant even risk taking it off when I don't see a flashlight. Last time I did everyone had either Blastmine or Flashbangs. (Eventhough flashbangs are so easy to avoid....)


    Survivor- Either Quick and Quiet or Spinechill.

  • I don't camp anything or anyone......unless that said player really....REALLLY pissed me off and I want to see them die....I don't camp. I play normally and my average is 3k 1E unless it's a SWF team then I just go to my own little corner and let them win....but I also have seen being left behind by the other survivors.

  • Ok I have seen 90% of people argue No don't let them relight their Hexs....then just give killers the ability to smash totems instead of making them a dull totem again.....any of the killers would just smash the things rather than keep snuffing them out anyway. Or give Killers a way to better defend their Hex Totems since they are changing how Thrill of the Hunt works.....

  • I know that but let's look at the facts you have 4 survivors who can light Boons.....the likelyhood that your Hex can move is very slim especially with how easy it is to find totems....besides that doesn't negate the facts with the new Boons I stated above....

  • @musstang62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555758#Comment_2555758

    Honestly, I feel like boon totems are way stronger than ruin right now, considering that ruin is not likely going to last beyond the 3 minute mark, and boon totems can be made to cover the entire map + be reblessed ad infinitum

    If the trade off was that the ruin regression rate was cut in half, the range reduced to cover half the map (based on totem location), BUT you could reapply the hex with an activation that took 1/4 of however long it takes to bless a boon totem ... ruin would be massively stronger than it is right now

    I agree 100% with what your saying.....as I said in a response before the healing speed increase with the right build can heal a person fully in around .46 secs

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555731#Comment_2555731

    Boon perks are not on a level with Hex perks when it comes to their effects. A map wide gen regression at twice the speed for example is definitely stronger than double the healing speed and self healing within a 24 meter radius of the boon totem. Not to mention the killer doesn't need to waste time activating their totem.

    Not leaving scratch marks within a selected zone and having a 100% boost to healing speed isn't on par.....with the right build you can heal someone in .46 secs I have watched a video on YouTube of a guy testing out that theory and proving it works......he healed his entire team within seconds. So again I say a killer should be allowed to relight his totem if it gets snuffed by a Boon.....also with current totem placement I have seen large zones of Boon that cross paths with each other making a large anti scratch healing zone......the Devs need to rethink a few things before the game loses more killers to OP or broken survivor builds

  • @latinfla4 said:

    I mean a limited number of times...we dont want then to be OP.

    And allowing survivors to relight their Boons isn't OP......yes Killers should be allowed to relight their Hexs now because Hex Undying is useless with how Boons work. The Devs either didn't think too clearly on how they can be OP.

  • @UnknownKiller said:

    I wish we would actually forget the 2k 2e is balance and more likely the skill of the players and teamplay

    The issue with "Teamplay" is that they use voice chat features and can call out their locations set up plans for flashlights bangs etc. SWF teams have a major advantage over killers just with that or they will body block and stack on a hook which is considered griefing and a reportable action.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548927#Comment_2548927

    Basically before 5.2.0, the game used ranks for matchmaking.

    Now it uses a hidden value to match people up together based on your skill.

    Based on escapes not skill if a survivor just runs around doesn't do any gens and escapes they get positive MMR while someone who does all the gens loops the killer but dies first loses the most MMR....escapes should not be the only thing that goes towards MMR. Yes if you die you should get negative points to MMR but other things should be considered.

  • @DBD78 said:

    With all the recent games I have played it's clear that people have changed the way they play in the end game. If you are hooked people just leave now. Have others noticed this? Killers should just kill but survivors should not only survive but also help others to survive! MMR wants you to open the exit gate and just leave.

    I have noticed this too....in quite a few games I was hooked at end game NOED wasn't a issue and the other survivors just opened the gate and saved themselves. This is after O saved their respective butts...or they never had a hook and could last a single hook.

  • @Adaez said:

    For me its betwen Wraith and Hag.

    Wraith: Can traverse the whole map in seconds while not knowing where he is,thrives off camping,slugging,tunneling,always uses noed.Also his power takes almost no skill to use.

    Hag: Camping simulator.

    Most of your issues are player based and not killer based. I play both and never camp, tunnel or slug......well I'll slug swf teams that annoy the piss out of me.


    You can see where he is as long as you pay attention to your surroundings, because you can see him moving around since his cloak is like a Predator cloak. Also his power does take skill to use because if you don't have good timing or know how to move around they will see you and run off before you can uncloak.

  • @Madjura said:

    One of the biggest missing "archetypes" is a Killer who can disguise as a Survivor for the "The killer was someone you knew all along" kind of thing but SWF makes such a concept impossible most likely.

    I know when Legion first was coming out I thought that was going to be their powers......that would be so much fun.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543985#Comment_2543985

    Kind of but it brings something new, i didn't say that it's perfect, the global game design needs to be modified... But you can play the Twins without tunneling or camping that much.

    Map control is huge with this killer.

    Agreed same goes with Hag when I play her I don't camp with her even though i do leave a trap by a hooked survivor but i only go back to hit the survivor trying to rescue or to keep a annoying survivor that deserves to die stay right where they are lol. Hag can keep the pressure up and keep the mind games going.....besides I love using the Shackles with her for a good ole jumpscare game. By far the only killer that deserves to be on this list is Nurse...litterly has no counter play to her power and if it's even a half way decent player winning the match is a distant dream.

  • @CriticalWeasel said:

    I don't know why I'm obsessed with this concept but I want it.

    We do have one her name is Nea........

  • @CriticalWeasel said:

    I don't know why I'm obsessed with this concept but I want it.

    We do have one her name is Nea........

  • @CriticalWeasel said:

    I don't know why I'm obsessed with this concept but I want it.

    We do have one her name is Nea........

  • @flakkyboo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526989#Comment_2526989

    i think if you want to get rid of a hex perpanently you destroy it for both sides.

    personally if you bless a hex and it turns into a boon it should should back into a nex if "corrupted" instead of a dull becuase with Dull totems that can be contiually blessed and killers dont have a way to permanently stop a totem from being blessed.

    this is all specualtion however as i dont know how powerful the pers are but if they are very powerful having no way to permanently remove them myself or restore my own hexes feels cheap at this time

    Agreed.....it will essentially make Hexs useless because of that mechanic. Because I bet killers wont get a notification when their Hex gets turned into a Boon.....only way to make that fair is that killers are allowed to see where the Boon Totem is

  • @Billy_CaprΔƒ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526925#Comment_2526925

    It takes the same amount of time to bless a totem as it does to cleanse it (possibly slightly longer). You would have lost that hex regardless of how it was removed. That's why it reverts to a dull totem, instead of switching back to the hex.

    Yes but then the survivors can just reignite as a boon totem and the killer is still out a Hex totem but the survivors will have their boon back. That there is broken in itself because then Survivors will have a way around cleansing a totem to get rid of a hex.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526259#Comment_2526259

    If it's the same time as cleansing which more and more seems to be tje case that hex was gone anyway.

    And sorry but having to spend 14 seconds to reanable your perks that the killer can snuff out in an instant doesn't sound so scary to me.

    The more i hear about it the more i think boon totems will be trap perks like self care.

    I just can see a teammate lighting boon totems that get snuffed out instantly constantly and completly stop working on gens

    What do you mean Self Care is a trap that little perk has saved my arse many times in the last few weeks. The fear we have is Boon Totems can snuff out Hex totems and Boons can be relit while Hex can't that's the main issue I have seen discussed.


    Boons will also make SWF teams more annoying to face...and not know what exactly they do is the main issue as well.

  • Just put Trail of Torment from Pyramid Heads perks and boom you have your surprise attacks again.

  • I have to agree survivors get constant buffs and any nerfs they get are minor or just meh while killers get large nerfs to their perks and abilities.....its too early to tell on the Spirits nerf but the biggest issue is giving a directional notification and now you cant fake out players......I agree she did need a good counter play but I think the Nurse should of been the first one not Spirit.

  • @brother_dude said:

    Who thought it was a good idea to create a map that is essentially a difficult-to-navigate, multi-level maze? I cannot understand what the designers of this map were thinking, or how it was released in it's current form.

    The other multi-level maps are organized in a way where you can figure out how to get to a destination. It's possible to find a flight of stairs or a hole in the floor, and move in the direction of an objective.

    In Raccoon City you see auras that appear close, but navigating to them is a convoluted mess. There are multiple dead ends. There are only a few vault locations, making certain perks almost useless. Are we expected to memorize the floor plan to make this map playable? This map feels like an April Fools joke on the players.

    I suggest the map be removed completely. At least give us an option to removing it from our personal rotation.

    Ok I agree with OP when they say it's a Maze because IT IS....certain killers are at major disadvantages when on that map....Billy and have you seen the Blight on it....its both funny and sad....he bounces around so much I let him down me....and onto the killer side....its a pain to navigate if your not a stealth killer

  • I kinda agree with OP...the Nerf to the key is a but heavy handed because when you bring in a key you will be the main target anyway for the killer so the likelyhood of you becoming the last survivor and well SURVIVING is very low, I play Killer and Survivor so I know both sides to it.....The Killers now wont have to worry about the Key holder as much because of the changes.

  • @SMitchell8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2522988#Comment_2522988

    They were all partaking in bullying me lol. All flicking flashlights to get me to commit to chases, but I ain't stupid. They took ages to get to 3 gen, then they got a couple done quicky. Ive had 20 min bully matches recently with Oni. I end up standing toe to toe with them hence why it takes so long as neither side gets the upper hand.

    I've genuinely hated my last 3 matches because of survivor behaviour and having no counter to it.

    Yea I know the feeling....player who abuse the flashlight like that there is no real defense for except waiting for them to get too cocky and make a mistake.

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