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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • Hag because of the proxy camping and crouching.

  • @csandman1977 said:

    https://us.v-cdn.net/6030815/uploads/317/TNA6EAV1E1H7.png

    According to the game, survivor's objective is to escape. The killer's is to sacrifice. All the emblem stuff is what you did to get there. There are no other objectives for killers. No rules on how to go about it. To say a killer is sweating while trying to accomplish their solitary task is just dumb.

    At the same time complaining that survivors are doing their objective too efficiently is also dumb.

    Disconnecting is against the rules. Thats why it is punished. So regardless of whether you feel the killer is a sweaty try hard who shouldn't be going for 4k isn't the issue.

    Slugging isnt against the rules. DC'ing is.

    Oh so that's what it says in game. Funny, it doesn't say kill the survivors but instead says to chase and hook them.

  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226331#Comment_1226331

    • Generators -> Exit Gates -> Escaping
    • Hook Saves -> Teammates doing Gens -> Exit Gates -> Escaping
    • Heals -> Longer chases -> Teammates on Gens -> Exit Gates -> Escaping
    • Totems -> Removes Killer Perks -> Easier Survival -> Generators -> Exit Gates -> Escape

    Almost EVERYTHING a survivor can do aids toward their survival, so it's pretty obtuse to say that their goal isn't Surviving.

    Now, lets do the exact same thing for killers.

    • Start Chases -> Get Hooks -> Get Kills
    • Kick Gens -> Stall Surv Objectives
    • Slugging -> Forces Another survivor to come -> Stall Surv Objectives
    • Break Walls/Pallets -> Make the map more dangerous -> Easier Chases -> Get Hooks -> Get Kills

    The majority of actions that killers can do stall survivor objectives or aid them in getting kills. So how is their goal not to get kills?

    Hmm I think you're on to something here...

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226338#Comment_1226338

    It's free in the sense that you don't have to play well to gain its benefit. Perks like PGTW, Ruin, and Adrenaline are strong, but most people think they're fine because they reward good play. Unbreakable, DS, and NOED reward bad play and are strong, and that is why they are complained about so much. These "free" rewards also have effects when they aren't in play since there is no way to tell who has some of these perks.

    If the survivors don't play good and coordinate, Cosmic's scenario doesn't even happen. I do agree that not knowing who has Unbreakable does leave room for stress and brainless plays.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226252#Comment_1226252

    Farming is uncommon and generally not considered a "proper" game

    My point was that the killer is rewarded for farming, also known as not killing the survivors.

  • @cipherbay_ said:

    If 4 survivors jump on a totem at the same time, how many seconds would it take to cleanse 4?

    14

  • Yea there shouldn't be a higher chance of Springwood over other maps with basically one variation. None of the Springwood variations feels unique.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226318#Comment_1226318

    You're generalizing in order to dilute the core issue, deliberately missing the point.

    In this situation it feels cheap that a survivor can get themselves up with unbreakable at no cost even though they've been outpositioned.

    I do not expect to be in advantage at all times, but I'd like it to be up to my skill as a player compared to my opponents. It would feel more fair if they successfully drew my attention and performed a heal to bring the survivor up. Having a perk do it for free regardless of my skill feels frustrating.

    Going home for the day. Good night.

    How is it free if it costs a perk slot? It's like hating when a killer removes all your gen progress with PGTW even though it has limited uses or with Ruin even though it's a breakable totem.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226303#Comment_1226303

    I'm not saying casual SWF breaks the game, only those that play together frequently, all 4 are awesome, all 4 have several hundreds if not thousands of hours, and coordinating on voice chat. Killers lose to this, feel powerless, and wants SWF removed.

    Okay how do survivors feel about a Nurse with thousands of hours? Shouldn't it be expected that players with higher skill will be the victor?

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226310#Comment_1226310

    Ok, well then it's not the survivors job to escape either, so please hang around and do other things so I can hit you.

    What? None of this makes any sense? No, it does not. Stop being obtuse just because you want to argue for one side.

    Escaping isn't the survivors' job, and I personally make sure to perform my duties such as generators, healing, and saves. How is it obtuse to explore the many facets of this game?

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226290#Comment_1226290

    You see, there is no way to prove that is or isn't applicable to matchmaking. I don't know if it's bad matchmaking, or if it's that it's taking so long a certain side to join a game that it spreads its range in ranking for who can join the lobby.

    The best way to prove it is survivor, which I might try, but as of now I don't think there is a way to prove its relevancy.

    Well since the relevancy can't be proven, wouldn't it be immoral to claim facts based around this? We can have opinions all we want but I would hate for someone to be mislead by a statement that wasn't well thought out, researched, or phrased. I feel there is a minimum amount of care that should be taken, and that by taking this care we can maintain a professional environment for debate and opinion. This care can be best described as "say what you mean". I'll admit I often slip, but after repairing my errors there is no one that is worse off because of it. Thank you for responding to my comments and taking part in this discussion! I respect your opinion, and I relent that it is well justified and a shared sentiment in the community.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226273#Comment_1226273

    You're forgetting the main point and ignoring the given situation.

    I cannot pick up the survivor whenever I want because of the threat of a flashlight save or pallet stun.

    But the point is how the mechanic feels cheap and creates negative stress.

    This is also not including the possibility of more perks of a similar nature being used. As in this match, the survivor in the topic was using a full loadout of meta second chance(ish) perks.

    It feels cheap that a survivor can use their resource to put themselves in an advantageous situation. Similar statements I hear often come from "entitled mains" who despise any advantage the other "side" can receive. I think this stress is only felt as being negative because it is unexpected, you expect to remain in advantage at all times as killer but when survivors get an advantage over you it comes as a shock and your mind rejects the stress reaction. Am I missing something important here?

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226221#Comment_1226221

    Are we really at the level of tribal delusion that we're gonna argue, "But killing survivors isn't really what killers are supposed to do, guys!"

    I'm just looking for where it says that this is the killer's whole job. Once I find it, I'll be plenty disillusioned.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226280#Comment_1226280

    "So tell me, how is matchmaking a noticeable issue except for when it comes to queue times?"

    I don't know if I'm misunderstanding too but he did answer your question. You wanted evidence of bad matchmaking excluding queue times, which he provided in those pictures.

    Can you clarify what you mean?

    Hope my above comment helps, it's a response to Cheers

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226250#Comment_1226250

    You want "evidence"? What are you, the FBI? People ought to be able to speak their experiences without having to screenshot everything. The discussion poster would be "nothing but claims" since the argument is "Killer OP" and that's it. You'd be plain ignorant to not have heard by now that survivors wait 5 minutes, and killer waits 1 minute (both are accurate approximations), to get into games. But no, just disregard comments left and right due to them failing your special standards.

    Evidential claims backed by good knowledge or community agreement will also suffice. I'm using evidence with a more connotative expression most of the time, sorry if I got you mixed up 😁

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226242#Comment_1226242

    Yes, Now that Nurse is nerfed, I'm saying a super strong SWF is totally broken. But I don't think survivors need nerfed any more. The upcoming patch might be too much. The bellyaching, for the most part, is killers wanting to win every game, even against really good SWF. The truth of the matter is I think solos are losing more than killers are winning.

    I think you're totally overestimating the solo-swf gap. What huge advantage does swf offer that breaks the game and makes it impossible to balance around the entire survivor playerbase?

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226280#Comment_1226280

    "So tell me, how is matchmaking a noticeable issue except for when it comes to queue times?" Am I missing something to this because its 12:30 at night, or did you miss type something?

    How is the matchmaking issue not applicable to queue times is what I meant to say. Definitely my bad.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226250#Comment_1226250

    And yet I'm someone who people always do agree with aslong as they remain unbiased.

    Anyways, I've got two examples here from over the last week on both sides of me facing someone who I shouldn't have. Found the game in my average 10 seconds and got against this lobby:

    https://us.v-cdn.net/6030815/uploads/802/X268FWO6NEA3.png

    Same thing happened today but on the other side. Playing survivor trying to get back to rank 1, as I was grinding bp before going to survivor, and came up against this:

    https://us.v-cdn.net/6030815/uploads/742/9HGTWOSUKS35.png

    I genuinely felt bad after this match...he never even tried to use his chainsaw.

    I already knew matchmaking was bad, that wasn't my question. Can you read my comment again?

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226215#Comment_1226215

    Did I control when Unbreakable activated or did the survivor?

    In that exact situation I was forced to leave the survivor on the ground because they were under the pallet. I couldn't pick up the survivor because of a pallet or flashlight save possibility. I spent time making the pick up safe, but thanks to unbreakable I lost the pick up anyway. This is what feels cheap.

    Slugging was necessary to prevent immediate flashlight saves or to utilize pop before hooking again.

    Good stress in dbd is having a downed survivor under a pallet and knowing one is nearby. Needing to find them to prevent a save.

    Bad stress is the downed survivor getting up anyway thanks to a perk with no chance to stop it due to immediate circumstances.

    A survivor each only has one Unbreakable. It is a tool and resource to use. Does it put pressure on the killer? Yes. Is it hard to play around at times? Yes. But can you counter it? Certainly. A survivor can't be saved from your grasp unless another survivor is within a certain proximity. To eliminate the chance of a survivor escaping your grasp, you may examine the proximity. You still have full control, you can pick up the survivor whenever you want. But, you also have the option of hunting down nearby survivors to prevent a save. If you fail to eliminate the threat fast enough, then the survivor will have the opportunity to use their resource to eliminate their disadvantage. If you don't take action then the survivor will escape disadvantage without using their resource. It's kind of like how exhaustion perks are, except Unbreakable is stronger and deactivates permanently.

  • @53nation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226205#Comment_1226205

    I disagree that DH is a meme perk. It's pretty dang useful. Gens even practically wave at you with it.

    There are a lot of maps and it's not very realistic to expect the average joe to memorize all totem locations. I do like the idea of leaving the easy to spot ones alone, however.

    Honestly you're right. DH is super good for helping newer players learn spawns.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226221#Comment_1226221

    Literally every action you mentioned except opening gates directly leads to a survivor dying

    If it leads to a survivor dying why does farming exist??? These actions don't even damage a survivor and opening the gates allows the survivors to escape easier.

  • @Cheers said:

    First of all, rank 1 player on both sides, Xbox too.

    Over the last week, it takes me about 5 minutes to join a game as survivor, and about 10 seconds to join a game as a killer.

    People do care because new killers are coming up against experienced survivors.

    Survivors are the power role at the moment, but not by alot.

    Also the reason why lobbies take long-ish is because not alot of people want to play killer anymore. It's too frustrating and hard for alot, and many switched to survivor.

    I'm seeing claims but no facts or evidence. I guess I shouldn't have expected more from someone who just expects everyone to agree with them always. So tell me, how is matchmaking a noticeable issue except for when it comes to queue times?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226113#Comment_1226113

    Your frustration is you feel powerless against a coordinated SWF. Unfortunately, survivors keep getting nerfed and right now against a decent killer, unless the 4 survivors are very very good and are genrushing they won't win. One weak link and they all lose, usually. Yet, its not really a team game. ESPECIALLY now that strong loops are being eliminated, I'm predicting casual solos will never win when they rank up. They will quit from frustration. I hope the devs are thinking carefully what they are doing. Tofu is right on most things, but I always disagreed with him on Nurse. Only old Nurse had the potential to beat a very strong SWF if that nurse was also very very very very good. Now she can't and no killer can. So now we have a game where a super strong SWF is impossible to beat, a good SWF is a touch challenge, and solos are hoping everyone plays perfectly and the killer makes a few mistakes. If Tofu loses to a SWF he just laughs it off and says they were good. He has how many hours? I'll leave the rest to you...

    So you're saying the unbeatable Tofu gets beat by swf sometimes so that means they're broken? Not really a strong argument, you don't mention any specific loss cases or his performance against solo survivors. Not to mention the most important aspect which is how much he loses to them.

  • @MojoTheFabulous said:

    NOED is fine as it is. It's absurdly common but people don't want to do anything about it, get killed by it and just complain instead.

    Agreed. If you want to complain about NOED, try countering it first. Same goes for DS 😁

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226205#Comment_1226205

    DH shows all totems, not just hexes. IF all 5 totems get busted, NOED won't activate. It's not the best perk ofc, but it's the easiest way to find totems if you're too lazy to memorize or hunt them

    Okay but this post was supposed to be about the best perks and strategies...how is DH not the best but also worth discussing?

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226185#Comment_1226185

    It's a figure of speech, like saying "surviving" is the Survivor's job. And almost everybody agrees that the ranking system sucks. I don;t even pay attention to it since it gives no reward. I go off BP first, then kills

    Reasonable, but what evidence do you have that killing survivors is the killer's whole job. The only other reward in game is bloodpoints, which are gained by completing actions other than ones that lead to the survivor's death such as using many killers' powers, opening exit gates, breaking pallets, and chasing survivors to name a few.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226070#Comment_1226070

    1) The strength of the perks isn't the question. How they create a negative game experience through how "cheap" they can feel is when they do work.

    2) The time crunch is on the killer which initially creates more stress on the killer rather than the survivor.

    3) Good stress can make a game better (Dark Souls) Bad stress drives people from playing the game. (DbD) I think developers want people to continue playing their game rather than leaving despite what Mcote has said in the past "Play Civ5"

    How does a perk feel "cheap" when you control when it activates? I agree with your second statement. Could you point out examples of good and bad stress in video games for me? As of right now, I think good stress could be like the fear of being chased by a powerful being, while bad stress is feeling helpless or harassed.

  • @Con_Inc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226098#Comment_1226098

    Do you even read or just keep spouting out the same stuff. I never said one way was better than the other said you can’t say something is a counter when it clearly is. I gave you what I do totems so I can get points and helps ensure ppl being safe I guess you snuck an imaginary my way is better than yours into what I said I play for fun and to get points and help the team if noed will kill one person I can manage my time enough to help with totems. Gen rushing and not doing totems is also one reason ppl run noed and it works if your worried about the game ending that fast then I hope your not someone who complains about moris cause that’s much faster than taking time hooking everyone and not tunneling till you Mori everyone since that’s quicker for the killer. Btw I’ve seen one person go down from noed multiple times then it snowball to more than one insta down but your clearly stuck in defense mode to prove your way is better than anything else so it’s not worth even responding anymore.

    I didn't say it wasn't a counter, I said it's not the best counter. I think we understand each other now, yes?

  • @CosmicParagon said:

    NOED is anti-genrush perk. Taking time away from gen progress is 100% intentional, just like old ruin and DH. If you don't like it, run Small Game or Detective's Hunch. As a bonus, Detective's Hunch will add it to a map if you bring one so you can pop it open at endgame if NOED is up

    Nope. NOED's effect activates if any dull totems are remaining on the map, regardless of the amount cleansed and the time it took for the gens to get done. It is better classified as a hex totem with a delayed activation, not as a hex totem that activates when survivors rush gens. If you want to give the killer free pressure, keep using meme perks and going totem hunting. Makes my games as killer that much easier 😁

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225534#Comment_1225534

    I didn't justify it, I offered a suggestion.

    To sit here and say that people should just take their game being ruined by someone who selfishly cares only about their own personal enjoyment of it is ridiculous. I don't play games with people I don't enjoy playing with. This is people's finite free time we're talking about - for a game they spent money to enjoy. So I'm not promoting DCing to let someone get the hatch, but I am suggesting that if you want to lessen the likelihood that it happens to you - don't play like such a sweat. If the last person gets the hatch because you hooked the last survivor, so what? You still got a 3k, which is higher than what BHVR considered balance. This idea that anything less than a 4k is a loss drives people to play this game in a way that just ruins it for everyone else. As a solo survivor especially, I am super tired of it.

    Exactly my thoughts, I don't condone disconnecting but I know that you can reduce the amount of disconnects in your games by playing less "sweaty" and considering the experience of every player. It's actually not hard to do, and survivors will often show you reciprocal kindness when you practice this behavior. It has something to do with human psychology but I won't get into the details here.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226147#Comment_1226147

    Killing the survivors is literally our whole job. What more do you want us to do, dance a little jig?

    If killing survivors is your job why does the ranking system not reward you if you do that but fail to do the other things it asked you? Simple, killing survivors is not your whole job. Also, imagine treating playing a video game like a job.

  • I'm gonna agree with everyone else and say: the killers make the lobbies

  • @RareOmen said:

    SWF will never be touched, unless it shows some type of connection between survivors on the end screen. The main problem I see, is it’s usually Red Rank SWF who get matched with Higher Rank killers. But that’s a matchmaking issue.

    yellow ranks are considered the lower ranks, while red are considered higher in the community.

  • @Ivaldi said:

    No sympathy for playing the most toxic killer in the game.. The simple fact that a killer like Plague can completely remove an entire category from the game exists is a detriment to the game. Killers complain about gen rushing, yet have no problem playing a killer that completely removes healing from the game.

    Right? If you don't like genrushing don't run a killer who is countered by that strategy. If you don't like survivors dcing, don't play boring.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225771#Comment_1225771

    I hate tofu lol. I rarely agree with his opinions. And theres no way a group of solos can be compared to swf on comms. Yeah anyone can run the killer if they know tiles and make predictions, but theres Norway solo survivors not on comms can be compared to swf on comms.

    solos with good game sense and awareness don't need callouts to coordinate themselves as well as swf can.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226107#Comment_1226107

    Meant to be informative but you're just stating an opinion. Theres no set way to play around noed in every game. There are too many variables and youd need a couple hundred games of playing against noed (on each map and against the best killers) to make a solid claim like the optimal play against noed. There is no one way

    Exactly my point. I'm informing killers that "do bones" isn't the counter to NOED.

  • @EnderloganYT said:

    if killers have to assume everyone has ds if there's an obsession then survivors should have to assume everyone has NOED.

    70 seconds isn't that much time, and using that time on totems while 3 others are doing gens is an alright trade for survivors. if one person goes for totems, the other 3 can work on gens, meaning 2-3 gens will probably pop in the time. you'll be fine. it's not like you'll instantly lose because of a minute and 10 seconds, but you may lose if the killer gets an insta down.

    TL;DR you'll be fine.

    I think an instadown is worth less than the killer extending the game and getting more kills before all the gens can pop. 70 seconds is huge in dbd, and it can be the difference between all gens popped and 1 gen left which the killer can pressure and extend even further.

  • @PrettyFaceKate said:

    It's still wise to pre-cleanse totems near the gates and the basement.

    Does that qualify as "do bones". I think it falls more under "adjust your strategy for tackling objectives based on the current situation and the behavior of other players".

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/145481/psa-about-noed

    Counter or not the fact that you have more than one option to combat noed as you've just stated makes NOED noob fodder only. 70 seconds is 70 seconds of gen time not being pumped into the killers face. NOED is fine. Do bones

    What are you trying to say? This is meant to be an informative post.

  • Technically, a team of 4 solos can do just as well as an swf group. Swf offers no mechanical advantages, so shouldn't offer any mechanical disadvantages either.

  • @Con_Inc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226000#Comment_1226000

    Your way might work as well but I’d rather just do totems when I see them and try taking out noed before it even hits. One noed down at the end of the game could lead to that person being death hooked when they could just escape after getting hit. Doing it right away gives me points and more things to actually do in game and helps keep survivors safe from noed causing a mass snowball of survivors goin down at the end. Btw you can argue you way works better all you want but saying the counter to noed being do totems is a false statement is ridiculous. You doin the totem after it hits is well you countering noed after it’s active and taking it out so either way a totem is a counter to noed not a false statement.

    Risking 70 seconds for a single instadown seems like a good gamble to me. How is cleansing dulls better than rushing gens?

  • @Raulillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225892#Comment_1225892

    https://forum.deadbydaylight.com/en/discussion/comment/1225150#Comment_1225150

    That kind of balance would be almost impossible right now. The game is balanced around a lot of perk combinations more than a couple thousands that devs would have to take into account and weight each perk with a value and the calculate which is the total weight a build needs to be "balanced".

    Also we have this kind of restrictions already, you are limited if you use multiple exhaustion perks because of a shared cooldown for example.

    It would actually be pretty simple. A perk like Unbreakable can swing the game in the survivor's favor very easily so would be rated higher. Premonition doesn't affect gameplay too much so would be rated lower. Also, since we have restrictions already in place that means we know how to implement restrictions to balance the game in an effective way.

  • @Seiko300 said:

    There are absolutely no perks that should be made base-kit for either side. There really is no other way to put this

    Not even perks that close the solo swf gap or that add a second objective for survivors?

  • Honestly he does have one or too valid points once in a while, but he burns his reputation by linking them to abstract ideas with no evidence or thought. Yes second chance perks are stressful, but how strong are they really when you can avoid them more than 50% of the time? Yes the game can be stressful as killer, but how is it more stressful than survivor and how does stress relate to good game design and balance? I have many questions to ask him but unfortunately he dodges confrontation with obscure statements, memes, and other makeshift defenses. I hope to have a long thought-out discussion with him in the future so we can establish our positions and opinions, and justify them objectively with evidence and reason.

  • @tortrader said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225820#Comment_1225820

    Generally I agree with your points. It is possible to become an effective killer, regardless of the various nerfs, buffs and redesigns going on.

    Back when I still played this game I found that having better situational awareness and picking out subtle details helped me more as killer than just strong character mechanics and perks. Understanding how others try and evade and outthinking them would result in good kill rates and blood points.

    I wasn't around for the beginning of DBD when it was very hard for killers but I'll take it as fact that it was not easy for them back then.

    What has changed in more recent months is how effective SWF strategies and meta perks have become. It seems like some survivor mains have it down to a science, where as newer killers will have a harder time closing the gap. And as survivor game strategy becomes stronger the gap widens.

    A solution might come down to better matchmaking, but the trade off might be unacceptable lobby wait times.

    Survivors are becoming stronger? How exactly?

  • @aregularplayer said:

    https://forum.deadbydaylight.com/en/discussion/145661/another-cosmic-tropical-fruit-discussion

    People don't disregard what this guy says because he only ever plays killer, people disregard what this guy says because he is a pretty bad killer even though he only plays killer.

    Complaining about flashlights is nonsense. First of all, it is one of the few really skill based action a survivor can do (positioning and timing must be correct in order to succeed). Second, fl saves are either extremely situational or it means one guy doing NOTHING the entire trial running around you trying to fl save and he probably will fail. How many times do you lose a down because of fl saves? If it is more than once in 100 trials, it is your fault, you are doing something wrong.

    About swapping items. If it hurts you so bad, use Franklin's. Easy like that. It hurts survivors too when they get their best flashlight and addons, burn the white ward and the killer is using Franklin's. So, stop complaining about another bs.

    None of his complains are worth, what he should totally complain about is the rank system. He wouldn't get so stressed if he was playing with people as skilled as him around rank 15 or something like that...

    Good point, it's hard to pinpoint the problems with the game and even harder to improve your gameplay until there is a working ranking and matchmaking system.

  • @The_Horde said:

    I may live on a different planet when it comes to this game, but when I play either survivor or killer I don't want the game to end that quickly. I find it silly to wait 10+ minutes in a lobby just to have the game end in 5. I guess I don't play solely to win, I enjoy the actual game play, so I don't mind doing totems and the game taking a bit longer.

    I would rather have a 10 minute game where I die on hook than a 5 minute game where I escape.

    This post was directed towards killers telling survivors how to win, not directed towards players trying to enjoy the game. I too often indulge in sitting back and hunting totems when I'm in the mood for a long relaxing game.

  • @DelsKibara said:

    I beg to differ.

    Add-ons like Medkit and Toolbox speed add-ons can give survivors that last few seconds that could've been the end of the match for the killer.

    And of course it isnt as powerful as the killer's add-ons. Because there is four survivors.

    Imagine if 4 survivors brought items with add-ons that are as powerful as a killer's add-ons.

    I'd rather play killer against full engineer's with BNPs than play survivor against iri head and infantry belt. Probably over crack billy, royal doc, silent wraith, or pinky finger clown too. Even the strongest survivor setups don't completely break the game(except for keys but I excluded those and moris).

  • ikr, why nerf survivor bp gains when they're already so much lower? Just nerfing survivors to say they did it probably. Nobody asked for this and no one would cry out in agony if it was reverted. Hopefull an add-on buff will come to compensate, or at least they might make white ward do what it says it does.

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