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Warlock_2020

Warlock_2020

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Warlock_2020
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  • @her_boytoy said:

    If the killer finds the hatch, they close it. The survivor then must open an exit gate to leave. That is very difficult most of the time, ensuring that if you don't get the hatch, you will most likely not get out.

    If the surv finds the hatch, they leave through it. The killer does not get a chance to come get the survivor. That is the end of the game and the trial ends, ensuring that if the killer doesn't find the hatch, the survivor wins just by escaping.

    With the entire mechanic that is the endgame collapse in the game now, survivors are pressured to always help each other and risk themselves to do gens because that is the only way a win can most likely happen. If the last survivor had a high chance of living, survivors would not be so pressured to save each other and do gens when in severe danger, instead, they would hide and hope the other survs die so they can escape.

    The hatch is a last ditch hope for the survivor. It needs to be hard to find and rare to use or else it isn't special and there is no more hope, just expectations. The last survivor is lucky they even get a chance. If the entire team was wrecked, either cause they did not play good or the killer brought good add-ons and preformed well, why should the last survivor be given an easy escape? They should not be able to dodge what their buddies could not.

    At least not at base. If a survivor really wants to win as the last one standing, they should bring a key into the trial so that if they happen to become the last one remaining and the hatch is shut, they have a higher chance of escaping. They must bring in an outside item to raise their odds. That gives keys a purpose to solo survivors, that is good gameplay design.

    This. All the changes over the past year have pushed survivors to focus purely on the gens because everything else lowers their chances of survival. I've noticed the rush to hit gens is worse than ever.

  • I thought the gates were fine until I played survivor for the first time since EGC was introduced. Last night I played seven matches where 4 went to EGC. The gates were in sight of each other in 3 of those. Absolutely no chance to get out. Luckily, I ran Plunderer's and grabbed a key out of a box and left the good old fashioned way.

    Gates need to be fixed, or just kill the damn survivor when the hatch shuts. Sorry, but EGC absolutely sucks on the survivor side of things. I love it as killer tgough.

  • Simple reason is this is a casual party game. They are pushing the balance needle more and more towards the experienced players on the survivor side, which I fear will have a negative long term affect. Think about it, if you are not good at looping, you get destroyed as a survivor nowadays.

    I played survivor for the first time in more than a long time last night. I was deranked to 17 (have not played survivor in months) and watched these rank 15 to 20 survivors getting absolutely destroyed. Out of 7 matches, only one killer was truly new. The rest were all experienced killers hanging out at the inexperienced ranks. Several admitted to being red rank killers on other accounts.

    So, on a free weekend where we need to bring in new players, they are being smashed by experienced smurfs accounts. Yeah, that is not good for long term game health for a party game. The balance needs to be towards casuals more.

  • @Slayer You said stealth! OMG! I'm laughing so hard right now. There is no real stealth play in this game anymore. So many aura perks, then add in the new GF perk that even negates Dance With Me - because that was too powerful to deal with.

    There is no stealth play in this game. That is one of the primary reasons I switched to killer a year ago and never looked back. It's loop, blind, stun, loop. That is it.

  • I disagree with requiring a second objective. Not every killer player is good. I have no problem putting pressure on the map with Trapper up until purple ranks. The survivors get better here and my own skill sets make it difficult. As someone who plays with colorblind issues to where most maps require that I hunt by movement, I begin to peek in purple or low red ranks.

    Coordinated SWF groups are a gen rushing machine, and will always be. If we hedge the game towards their ability to get things done, we will destroy it for the majority of players.

    In short, if you are not good at keeping pressure on the map, you will not do well. The ranks are there for a reason.

  • Again, we are moving the goalposts. The things we complained about and got nerfed:

    Number of pallets - legit nerf

    Number of window loops - legit nerf

    Then we screamed about Decisive Strike - nerfed. I am undecided on this one as I did not see it as game breaking as others did, but it worked.

    Healing Speed and SC specifically- this was not a needed nerf imo, but it got nerfed pretty hard. So much so that you don't see it as much at all.

    All healing - nerfed. I disagreed with this one.

    Then MoM comes out and we lose our minds - nerfed. I rarely had an issue with MoM and thought there were some potential work arounds, but I get why red ranks hated it. But, survival at red ranks is still below 50%, why was the nerf needed then?

    Now we are going to cry about instant heal addons. Come on, do you want all the survivors to start in dying state next? This is just whiney behavior at this point. Stop nerfing survivors. If there is imbalance around something, then put in a buff to counter it.

    Example - Poison blade addon. Gives the killer the ability to poison their blade so any victim struck cannot heal fo 60 seconds. Boom, no insta heal.

    Honestly, I think the killers who keep crying about one thing after another have just gotten lazy and need to get better. I main Trapper and do just fine handling the things these whiners claim are game breaking.

  • Agreed that it needs fixing asap, or just suspend the perk until it's fixed.

    That said, it is funny that it happened to a perk that is hardly ever used. It is a waste of a slot to load up that perk, until it gets bugged. Thus why you could suspend the perk (grey it out) and nobody would really care except someone trying to adept that character. I don't think I even bought that character because it was all around useless.

  • Would like to see more stealth options become viable again. Not talking about UE activity, but options to ditch the killer. As killer, I'd like to see less aura sight perks and get some true tracking perks. The type that show footprints scattered about and fade slowly or something that would would require some level of interpretation to follow.

    Loops suck, but what are they supposed to do?

  • @Groxiverde I read the topic. I fully disagree with removing insta-heals. Survivors keep losing tools left and right. We have to stop at some point and just get better as killers.

    Moris, I don't care. Don't remember when the last time I ran a mori was. I prefer DH when I need to mori. More fun that way. Or Rancor. It's always a fun surprise.

  • In all fairness, the Legion bug was around for a while before they said anything about it. It was game breaking as well. This is not so game breaking, as I've 4k'd every match tonight with Trapper and at least 3 were running WU in each match.

    No comparing the two.

  • The goalposts keep moving. Too many pallets, check. DS is OP, check. MoM is OP check. Now we are going to focus on insta-heals. Why don't we just eliminate all but sole survivor and maps as perks and items. Then we can ha e 3 survivors start in dying state.

    I quit playing survivor almost a year ago and play primarily as killer. I favor Trapper 7 of 10 matches and I don't have much of a problem with instant heals. I rarely saw MoM as a huge problem. Honestly, the only complaints the killer community had right were DS and back when there were so many pallets. The rest is just whining nowadays.

  • Is this a perspective thing? In other words, did it seem like he would not chase or down, or did he actually have clean shots he did not take?

    I ask because I've had 3 gen situations where 1 survivor will try to get me to chase and loop, but I was not going to fall for it. I kept clearing gens until they made a mistake and could down one without running across the map like a fool. I had a tactical advantage and was not going to toss it away foolishly.

  • Though I sympathize with the points OP made, I don't think he has enough objectivity here. Killer is by far the easiest way to BP grind. Killer is not difficult by any means. I main Trapper and can easily hit red ranks (regardless of being colorblind and not able to see blood or scratches). It is all about decisions and being willing to drop a chase if it looks like it will cost you too much.

    I 3-4k regularly, not counting matches with 2 or so DC. The gen rush can get you vs organized SWF, but it is not impossible. The minute I realize I have a good SWF, I switch tactics and start hitting their weaknesses, which is usually altruism and finding the gen jockies of the team. Funny how the chase member keeps following you when you focus on the jockies.

  • I think people are misunderstanding what the term "secondary " means. For instance, the whole idea of having to get parts to fix the gens with. That is not secondary. That is part of the primary objective. Secondary would be an optional objective. One that rewards you somehow, but is not required in order to complete the gens and escape.

    Think of the Halloween event. You could choose to fill a vial by squeezing ooze out of plants and were rewarded by getting lots of BP and a vial(currency). Survivors were dying in droves in order to skip gens and get a vial.

    I think if the BP reward was good enough, survivors would happily complete secondary objectives.

  • @NuclearBurrito you still miss the point. The question is what each person considers a win. Those who play casual don't care about escaping or 4ks. Most who play are casual.

    You are clearly someone who needs to have a clear victory and competition in order to put value to the experience. Most play games just for fun. Play....games...

    Seriously, you put victory at Mario kart as the goal for playing? You should get out more. I don't know anyone who really cares about winning over just having fun in most of those games.

  • @NuclearBurrito I think you are not gauging the core of this game and the player base very well. This is a casual "party" game. It is not a pro-style hardcore competitive game. It is too imbalance in several aspects to be that.

    Most who play are doing so just to have fun. Casual games are not always defined by winning and losing. They are measured by how much fun they are. Which is why the player base has been so stagnant. The game is pushing players away in droves.

  • Survivor- Having fun. I want to be able to participate in various aspects. I want to have a chase, evade a chase, get a gen done, search a box or interact with the other players. Maybe I'm running my "Toys for tots" build (Plunder, Ace, We'll Make It, PTs) and all I want to do is search a couple boxes, rescue a survivor and give them the "toy". If I die, who cares? As long as it was fun and the killer was not a boring camper or tunneler.

    Killer- I want to have some fun chases, see my build work a time or two; surprise survivors with a sneakily placed trap, or be lucky enough to get a fun and interactive group of survivors. Had one last month where two survivors were stuck in the basement, they both sat there pointing at each other. I hit the locker and one jumped in. I downed the other and the one in the locker jumped out and teabagged the fallen one. He hung around and pointed to the corner and teabagged roughly 10 times. So, I stood in the corner and counted to 10, then hunted them both down and made them slug race to the gate. The loser got hooked (my only kill that match). We had a good laugh In post game chat. That was fun.

  • More salt. It's getting sad.

  • I've been saying this for a year. So many times we've seen a perk or event announced where players will poke holes showing a fatal flaw in the system (Halloween event). Each time, the players turn out to be right and BHVR has to make corrections. Most of the time it is obvious issues to players that reveal a sloppy quality control function within BHVR.

  • The stealth game sucks in DBD. If you play stealth, you usually have to be seriously immersed or cautious because there is too much detection capability for killers.

    Fix it by taming down detection, but not getting rid of it. Instead of seeing auras, what about an actual tracking perk that allows the killer to see evidence of footprints, or disturbances in the area with an aura signature that hints to time. Bright red footprints mean they were here within 10 seconds whereas faded yellow is more than 30 seconds old. You can see a direction or pattern of movement to follow.

    The perk should give a chime or signal when there is something to see in the area and the killer can trigger it for x seconds.

    This type of tracking perk would work well with the stealth game and be more like hunter and prey. Would make killers like Trapper, Hag, Pig and new Freddy even more useful vs stealth. If I see where your pattern was, I'm trapping it.

    Keep the aura perks, but let someone who has evaded the killer's attention fo x minutes and is currently either crouched or hiding to be immune to it.

    I hate being looped, but get that survivors have few options.

  • The penalty system will do nothing. After the last ban wave, I saw less DCs for a week but suicide on hook skyrocketed. The problem comes down to why are so many DC'ing? At first, I think they DC'd for somewhat legit frustrations of balance issues like hit boxes or killers camping/tunneling. Now, I think the epidemic has gotten out of hand and many just DC at the first sign of something they dislike.

    Not sure there is an easy fix to this. Punish survivors and you get suicide on hook or they quit playing, throwing off the ratio and increasing que times.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/498714#Comment_498714

    Exactly this /\.... the game is still bare bones AF... theres nothing else to it aside for the 1 game mode and a store..... it needs new game modes in order to attract more people (needs more in general) ... the idea of being able to go into the fog with a friend sounds fun AF and would bring people to the game.....

    New players are quickly discouraged by toxic killers and survivors. They need to figure out the horri le balance and toxic playstyles to attract new people.

    I convinced 4 people from work, all of whome play pvp games, to try DBD the last free weekend. They all said the same thing. Horrible game management feeds toxic players feeding on new players. Bad balance, and not worth 10 bucks. New game modes will not help this game. New management with a focused vision is the only hope.

  • 8v2 would be a sucky nightmare. The game is not meant for that. If you want an 8v2 mode, you have to change everything about objectives. You need 4 exit points, and something other than gens. Imagine trying to stop 6 survivors from hitting gens while you chase 2. You depend on the other killer being good. You face the possibility of 8 coordinated players in swf vs you and some other guy who runs Freddy and sucks. No thank you.

  • Unfortunately for survivors, there is no counter for Whispers in EGC. I stopped running it. Fish in a barrel.

  • @FireHazard oh, I got the point, but that was overridden in my mind by the countless killers I've seen say they don't care. I apologize if I insinuated you directly. It is the pizza poor attitude of killers and survivors who don't care about the fun of others that is ruining the game. That and BHVR's inability to have any level of plan or foresight into what issues their actions or additions to the game may have. This is one of the saddest examples of game management of a product with a dedicated fan base I've ever seen. Wish they would sell the property to someone with a clue on how to run it.

    Like you @FireHazard , I care about the quality of game experience as a whole. I don't care as much about the win as I do for the experience as a whole. It is the primary reason I play killer, because I can at least control the tempo if I'm clearly out outmatching my opponents. I can also control whether it is a snoozefest by making sure to engage the survivors throughout the match as opposed to protecting the one hooked player.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/497040#Comment_497040

    No dude, this isn't fun for anyone. Its not fun for the Killer, and its not fun for the Survivors who actually want to play a match like that one guy who stayed till he died.

    None of this is fun, its gone beyond saying "Oh look hes mad so he DC'ed lol" its actually becoming a big issue...

    Wait, how many times have I heard killers say that they don't care about survivor's fun? That they don't play the game for anyone's fun but their own? So explain why anyone should care about the "fun" argument?

    Not that I support the DC epidemic. It is one of the reasons I've been on a break for a month. At the same time, let's not act like killers don't share some level of guilt for the state of the game. Why would anyone want to play survivor anymore unless you are a hard core competitor or love suffering?

    I logged in last night for the first time in a while. 4 killer matches as Trapper, 3 4ks one mercy release. Bored to death at how easy it was. Played 3 survivor matches, all three were hard core camping or tunneling. One match I only saw the killer when I noticed insidious Bubba standing next to the hook. Yep, lots of fun.

    Guess I need a longer break.....

  • I think it should be useable more than once in its current form. I've only been hit with it one time since the change, because I don't tunnel, so it really would not effect me much. That said, I think if you really want to discourage tunneling, make it activate for 60 seconds after hook 1 and hook 2 regardless of whether it was used. (Not sure if it currently works that way or not; then again, if/when I play survivor I never use DS - even old DS.)

  • I just think it's funny BHVR is using this tactic to begin with. You can't tell me they had no clue the stink MoM would raise when they released Ash. They knew. They also knew it would sell. So they sell a bunch of Ash dlcs, then nerf it? Seriously sleezy practice there.

    You were either incompetent in assessing MoM's impact, regardless of hundreds of posts before release, or you knew it would sell well and could be nerfed later. Pretty low business model there. Definitely won't be buying future dlc.

  • 3 protection hits would only encourage mor body blocking than we already have. You hate MoM now, you'll beg for it back after the new meta becomes 4 swf MoM, DH, Adren with instant heals and overall body blocking builds so you are forced to run 2 perk counters. This will also neutralize M2 advantage over MoM.

    Want to make MoM better without causing such insanity? Once you have been downed by an instant down attack, you become immune to the next one. Only effects the more powerful attacks, and only after suffering a hit from it. No three hit downs, just a simple one hit immunity to an instant down.

  • The problem is the devs are listening to the forums to begin with. A minute percentage of the player base posts here, and most who do are cry babies to begin with.

    The OP brings up good points. Add in that I place traps at each door and you are adding in more time to escape. I've had 7 games go to egc this week and none have escaped. Since egc started, I've won every one on one without much effort.

    It feels pretty empty

  • Never happy. First the hatch at 2 gens done is a problem. Then egc is implemented, which heavily favors us due to the difficulty of getting doors open vs a killer watching both exits. But even that is not good enough, now we hate that any survivor gets a "free escapr".

    1. No such thing as a free escape. They have to find the hatch first or out mind game the killer to escape.

    2. It is not about "deserving" anything. It is a game and it is played for fun. No body deserves anything in the game other than the opportunity to play it.

    Get better at slugging for that 4k if you are that desperate for it. Or, be like most players and just have fun, then get back to real life.

  • Trapper. I like surprising people with traps in odd places.

  • I have not had a hatch situation since before EGC, so my bad. Like I said, been playing a lot less lately as the game is losing its appeal.

    You still have Franklin's and as I said, if we can mori with counter I can't complain much about keys.

  • @SinfulHarlot said:

    Isn't that what events and BBQ/WGLF for? I feel like a lot of people just don't understand how important the grind is...

    I mean yea it blows trying to P3 max everyone at this point in time, but I think that's the point. You're not really suppose to do that.

    Can't really put BBQ and WGLF in the same category. Killer gets bonus to total BP for the match based on hooking each survivor once. They also get aura site added to evry hook.

    Survivor gets bonus to just one category based on a safe unhook, which gets harder and harder with so much tunneling these days.

    Survivors need a better BP perk. They get a lot less BP per match already.

  • I find myself playing less and less. I enjoy killer to a point, but it is tiring dealing with the salty survivors in most matches. Now and then I get some fun players and win or lose we laugh afterwards. That is why I play an online game. To have fun with other people.

    Survivor has become a major bore. Gens, door, run and get crap BP and likely depip because the killer focused on just one survivor no matter what. I can play simulation games and have more fun.

  • You could grab them as they jump. Did that before to a Nea who tried to leave the party early, but I keep an eye out for keys.

    I look at it like this, I can bring a mori and their only counter is to not get caught. They can bring a key and I can counter with Franklin's, or kill them before they can get the hatch to spawn. I still have the advantage.

  • @not_Queen If what you say about live games and adapting is true, then how come the killers who are crying don't adapt? I main Trapper and I adapted. MoM hardly effects me at all. Much less than pallet looping and other meta perks. Heck, when you look at it, MoM is not even that good of a perk. I never find any perks that work only once in a match to be that useful. That's why I never ran the old DS when I used to play survivor. Use it once, and it is no good. I prefer perks that keep giving me a benefit as killer or survivor.

    In the big scheme of things, MoM is a weak perk and I never really ran it on the few occasions I played survivor. I find survivor to be nearly insufferable anymore. It used to be fun, but the changes now shoehorn survivor activities into M1, pallet loop, and leave. And now, I don't count "living" as fun in the game. That's why I went to killer and have stayed there ever since.

    Perhaps you give it more time for the crybabies on this forum, which represent a very small fraction of the actual killers in the game, to adapt to the perk and realize it is a joke.

  • So few of these posts are helpful. Most are nothing more than grade school name calling.

    At some point, we need to be concerned with too many killers and not enough survivors. Que times already suck. We need to attract new survivor players, or there will be no game.

  • @KillermainBTWm8 Still makes no sense to comment if you did not have time to read. It is not like you were forced to. Just move along unless you care enough to read. That is the problem with the issues in this game. Nobody wants to actually take the time to work on issues. Just cry and whine, make dumb comments and move on.

  • @Heroiq Then why post? Just want everyone to know you are like the rest of your generation and have no attention spend or ability to read and comprehend topics longer than a 160 or so character? lol

  • All this killer crying about MoM is pathetic. I've noticed no real difference in my kill rate, rank, or BP gain due to MoM. One killer says to get better so you don't depend on a second chance perk, I say killers should get better and stop blaming a simple perk for their problems.

    EGC was just implemented and I've had only 3 of 20 matches where someone escaped at all, yet MoM is a problem? Pansies.

    Before anyone says Nurse, I main Trapper and tend to enjoy Pig and Hag all of whome are M1 killers.

  • @Mister_xD said:

    ever played a M1 killer (e.g. Wraith) against a Mettle of Man user with an insta heal?

    no?

    i thought so.

    I main Trapper and have had no change in my kill rate since MoM. Most survivors are still potatoes and 3-4k is still common. If MoM is destroying your matches, practice anticipation and mind games because you need to improve your skills.

  • @Laddy said:

    @Peanits said:

    Not to undermine your points, but it's still a valid complaint. If you down a guy once and camp him until he's sacrificed, he's not going to have barrels of fun sitting there on the hook. You're absolutely within your rights to do so, but you still have to acknowledge that when all is said and done, you're making the game less fun for them. Sames goes for what is essentially the survivor equivalent; pallet looping. If you play in a way that makes the game less fun for the other side (even if it is within the rules), you can't be surprised if they're not happy about it.

    I will totally disagree about adapting and overcoming, though. There is no way for that hooked survivor to do so. The other survivors can ignore the hook and rush the generators, but that still doesn't change anything for the guy getting camped. He can't just adapt and unhook himself.

    Good points. I can see that for some people who have a more casual approach to the game camping could be annoying, especially at low ranks. However my response to your first point is that, in my opinion, from the way I view the game mechanics, when a survivor is hooked he is essentially eliminated. A hook rescue is skillful and commendable, but nothing more than a risky bonus. The aim of the game as Survivor first and foremost is not to be detected. As for pallet looping, it can be adapted to by the Killer by optimizing his chase routes and anticipating Survivor movements. It's all in the way the game is played.

    As for the second paragraph, my first point holds. When a survivor is hooked he is essentially eliminated. Survivors have no entitlement to a hook rescue. If you get rescued great, if not it's back to the lobby to try again. The player adapts by not being hooked in the first place.

    @twistedmonkey said:
    While some of your points are correct in some ways you have to remember its a game played for fun, games are played in down time and some people may only have 30m a day to play, while legit its certianly not fun for the survivor and as a killer I can tell you its boring and not fun to do.

    Take into account this game is not just about rank, kills, escapes, imo its more about blood points, some do play for those though so I am not discounting them, its just the grind in this game is so emmense and camping rewards you with less blood points and also the one on the hook can get very little, by design its a bad play style to adopt apart from certain circumstances.

    Survivors have to take some of the blame at times by not doing gens and getting out of dodge, more often than not they reward the action, this has landed at a bit of a slight fault on the devs with the emblem system, survivors need benevolent points and if a killer camps well it not only screws over the person on the hook but everyone else, this is one reason why the devs actively are looking at ways to try and stop it from happening.

    Camping as a strat has its place, it is never going away and with everyone standing around the hook why would they leave? they are gifting you the kills, gates are powered again why leave? they are securing their last one, the only time I think to myself its a bit scummy is when there are 5 gens and the killer is standing next to the hook refusing to leave.

    As I've stated earlier in the thread, camping isn't something that's optimal 100% of the time for every killer. For instance, the Trapper benefits from setting traps and leaving his hook to harass nearby generators. Another example is that camping is more beneficial late game than it is early game. With the varied mechanics of every Killer, it is up to the player to figure out the optimal Camp/Hunt ratio at different stages of the game. What bothers me is how Survivors get very hostile and toxic about something that is actually their fault, and worse, this attitude is widely accepted and encouraged. I'm merely attempting to re-balance the community's attitude and remind people of the way the game is meant to be played.

    As for the boring part, I have to disagree with both of you. I think it makes the game more interesting. By encouraging all playstyles, it encourages the full utilization of the depth of game mechanics intended by the devs. Killers Camp or Hunt, and Survivors can be Altruistic or Solitary. It's a constant balancing act between both sides, and the most skillful and tactful side wins.

    Thanks for the good replies.

    You lost me at "...to not be detected..." the amount of killer perks and abilities that give aura sight destroys the thing you list as survivor's #1 goal.

    I do love how you mention that camping could be frustrating for someone who plays more casual. I'm not sure if you realize this or not, but this is a casual game. It is referred to as a "party game" for a reason. There is no balance and therefore cannot be a competitive game. That is where so many players go wrong. They treat the game as a competitive game when it is casual at its core. It is played for fun by most of what is left of its player base.

  • Best way to stop survivors from doing their one and only objective is to give them another objective worth doing. During the Halloween event we saw a constant 4k in most matches where no gens were done. Why? Lots of bp tied up in finding stupid postules and "milking" them. Nobody cared about gens. Thus, other objectives.

  • So tired of the whiney babies on this forum. MoM is not that big of a deal. I 3-4k'ed every match before MoM, and I'm still 3-4k'ing every match with MoM. I run Trapper, Hag, and Pig mostly, so all M1 killers. I'm colorblind and have to hunt by movement, don't see scratch marks, and most maps are blended to where a Nea can hide in front of me and not move and I'll likely pass by. Yet, I can handle MoM with ease?

    Seriously, man-up and play the game. Stop crying about other players who are just better than you. If I get owned by a SWF, so be it. I slaughter the next match. I face 4-man all with Adrenaline, MoM, etc, ok. I'll still kill 3 at least. Because I count on the worst, and work to counter it. Place traps where they least expect it, and when I'm facing the distraction, I let them break line of sight and head to the gen they are protecting. Easy catch.

  • Same reason survivors get hit by killers from 5 feet away, or when they are clearly behind the killer, etc. Hit boxes are horrible.

  • Played 11 killer matches this week between rank 11 and rank 8. Saw 3 MoM. All died.

    The crying about this perk is nonsense. But, that is what many do on this forum, cry, cry, and cry some more.

    MoM is fine, yes it is tough when 4 survivor SWF runs it, but that is still not as bad as when they all ran DS with instant blind flashlights. Get better at hunting and MoM will be less impactful.

    P.S. I'm colorblind and have to hunt by motion due to severe color clashing. I can't see scratch marks and gen auras are very hard to see. I main Trapper and still get to purple and red ranks regularly. What's your excuse that makes MoM so bad?

  • @Gopher Lesson number one on these forums, don't worry about responding to the childish comments. This forum is filled with azzhats that discriminate constantly vs survivor or killer. @Dwight_Confusion is an example. You bring up a legit issue, and he accuses you of crying and whining. Ignore it or you will drive yourself nuts.

    As for the issue, I doubt it will be fixed. I was able to sit with Trapper and watch both gates in a match earlier. They stood no chance. I eventually walked away because it was boring.

    It is one of the many flaws in the game.

  • Once the killer goes into pallet break motion, the survivors know they have time to run to the next pallet. By adding in some form of bluff, you give the killer an option to trick the survivor and possibly cut them off before the pallet looping chase continues.

    I must have missed all the pallets used in Scream, Nightmare on Elm Street, Halloween, Chainsaw Massacre, Saw and every other horror movie out there. Probably cut those chases in editing.

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