WesCravenFan
WesCravenFan
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3221578#Comment_3221578
I mean, the problem isn't that the flashlight is now unusable. It's still usable.
The problem is to nerf the worst item in the game, however small the nerf might be.
Why do people continue to this flat out LIE?
It's not even an opinion. It's a straight up LIE.
Flashlights are not the worst item in the game.
When KEYS can stun the killer, we'll talk. Until then your beamer can literally deny kills while my broken key literally has zero function.
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@phillip671 said:
https://forum.deadbydaylight.com/en/discussion/comment/3221825#Comment_3221825
i main yoichi lol but fair i guess
Yeah, but you ever see or been in a four man Yoichi squad? :P
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I mean statistically the longer the game goes on and Survivors get added the fewer players you will see running paid characters.
It's not like I see an ocean of Yoichi players out there, either.
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The while point of mending is to waste your time. It is doing what it is meant to do.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3215601#Comment_3215601
I just want enjoyable games. I see all you care about is winning, but you can get the same thing by playing solitare. Nobody would be sad about you doing anything there. You are even free to cheat! Just let the rest of us have as engaging and fun game, as possible
I also want enjoyable games. And if I want to enjoy games, I need a Survivor dead as quickly as possible or you lose the game automatically from being unable to apply enough pressure to four spread out Survivors, especially on low or zero mobility killers.
Survivors love to say "We want enjoyable games", and will then openly laugh at killers on stream with their friends with flashlights, sabo boxes, flashlights, etc.
"We want enjoyable games" is a double standard in this community. The killer can get rekt while you teabag him in the exit gates, but WONT SOMEONE THINK OF THE CHILDREN if he dare hook the same one of those brats 3 times in a row. NOW WE'VE GONE TOO FAR.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3215419#Comment_3215419
It's about as normal, as genrush.
The difference is, that killers got +10s to each gen. Survivors got OTR instead of DS - where OTR does not work against true tunneler (that will hit you within 3s of unhook) and no change to hook timer so camping is more rewarding (baring reinsurance that helps a little - even if you need to be under the nose of killer to use it).
Cool motive, it's still trying to play gameplay police.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214498#Comment_3214498
When I play killer after 6.1, I get 4k VERY easily. At least compared to patch 5.5. When I play survivor even in SWF (and yes, we are not 4-man tryhard hens-level-coordination SWF) the loose right is still much higher then winrate. And no. I am not noob. I have over 1k hours already and was taught by 9K hour person from my 35 hours (meaning I was never corner urbaning claudette).
https://forum.deadbydaylight.com/en/discussion/comment/3214556#Comment_3214556
Considering killers like to give hatch for a very long time now + farming killers. I presume the number could be even worse then 61%.
https://forum.deadbydaylight.com/en/discussion/comment/3214563#Comment_3214563
So it's OK for everyone but the highest top tier to have horrible games? Also for every survivor that has 60% escape rate, there needs to be another one that has 80% killrate. On his skill group (MMR range). That is simply NOT OK.
Also killers camp and tunnel way more then before patch 6.1. It was always - killers need to camp and tunnel, because otherwise they stand no chance. After 6.1 even the last few people stopped playing normally and started to camp even more. Because after 6.1 it was guaranteed 2K by just facecamping. At least reassurance changed this. But still as survivor the chances are stacked against you. 61% is simply NOT OK
Camping and tunnelling is playing normally. Stop trying to demonize those two things as if they are things you are not allowed to do.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/349180/killer-sided-game-perspective
61%. Killer was never asveasy as is now. If this is the case, then good riddance. Survivors are being nerfed consecutively every patch and 61% is the bare limit I am willing to play against
61% is a flat number.
That means those terrible players at the very bottom that are causing nonstop 4Ks? They are artificially inflating that number.
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@Official_hilbert said:
This last week every time I play against an Onryo they have all done the same tactic over and over again and it’s getting ridiculous.
With constant teleporting to tvs, addons that give comdemned when doing actions, tv placements on maps being completely inconsistent, and Onryo slugging on top of it all, has been a nightmare to face.
They try to go for full condemned which I’m not saying is bad, but they slug is the problem. Plus the tvs are too rng dependent and way too close together or apart. I had two tvs right next to one Gen and after teleporting to both got two levels of condemned off.
On top of that, inserting a tape doesn’t interrupt the Onryo teleporting at all. Do if you’re right at the tv ready to insert the tape, nothing stops her from teleporting.
In my opinion, the addons that apply condemning to healing shouldn’t apply if they’re downed. The slugging is just annoying at this point. Can they also please fix the tv rng, every Onryo I have faced has been like this and it’s getting completely unfun to face
How else do you expect her to get Condemned to work?
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@adsads123123123123 said:
I suggest this change because Blast Mine basically has no counter play (asides from Lightborn). The reason it has no counter play is that killers do not know which gen is Blast Mined, so there is no way for the killer to avoid it unless they choose to never kick any gens, which is poor counter play design since it completely removes a core mechanic from the game. Even if a killer knew a gen was Blast Mined, some times the killer is forced to kick it. For example, if a gen is at 90%, the killer cannot wait 60 seconds for the Blast Mine to expire since it will most likely be completed before then. Therefore, the killer must kick it regardless.
Blast Mine is just obnoxious to go against because it stuns the killer for 4.9 seconds (wasted kick time + stun time) and there is no counter play to it. My suggestion is to change it from a stun to a blind. This adds counter play to Blast Mine since it allows the killer to prepare for Blast Mine by memorizing where to go beforehand so they can still move. On the other hand, if the killer doesn't prepare for it, they will still be greatly immobilized by the blind and basically won't get anywhere. I think this change makes it fair for both sides and fixes the issue of Blast Mine being completely obnoxious.
You need counterplay for a power that has a finite amount of uses due to gen charge time, and times out on its own?
Seriously?
No.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3213282#Comment_3213282
Just because it exists does not mean it needs a counter.
Yes it does, stuff that doesnt need counters are non consequential things to the game or very basic mechanics needed for normal gameplay flow.
ESPECIALLY if is something that allows the Killer to bypass their objective entirely.
I think it is a cheaper experience that a Killer can equip TWO iri add ons (that are actually not that rare nor expensive), apply no pressure and playing without much skill doing nothing but staying at a distance looking at people and then be rewarded by bypassing the hook stages entirely once they get into M1 range.
And I think it is cheaper that you can just ignore all of that by stepping in a locker. You want to talk about counterplay that takes no skill, look no further.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3212023#Comment_3212023
you don't, but other people (wrongfully) complained about that perk and it got wrecked despite was one of the perks that gave incentives to leave the hook
Survivors: "We want you to leave the hook!"
Killer: **kicks gen away from hook**
Survivors: "No, not like that."
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213276#Comment_3213276
I disagree slightly, not with regards to iron will, but i dont mind the 100% if its situational/time limited, like OTR or Low Profile are no problem in my mind. I also dont think i would argue with it on no mither with being broken as a disadvantage.
It would need to be EXTREMELY short. 20 seconds at the most. And the conditions that trigger it should be beyond the Survivors' ability to control.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3212216#Comment_3212216
Is a common sense gameplay balance mindset, having stuff nobody can oppose makes for poor gaming experiences, thats why infinite windows, first iteration Moris, pallet vacuum, instantgen BNPs and a lot of other stuff has been changed or deleted entirely for the game in the span of 6 years.
Just because it exists does not mean it needs a counter.
ESPECIALLY if it takes a ton of work to reach that point.
I think it is a cheaper experience that a Myers can equip TWO iri add ons, gamethrow for several minutes doing nothing but stalking, and then all of that defeated because someone with two braincells pressed spacebar near a big red box.
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You should never be 100% silent.
EVER.
That was a necessary change and should never be reverted.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3212104#Comment_3212104
Its actually 3 Survivors to get to EW3, 5 points for EW1 to EW2 and 25 for EW2 to EW3 (5 base and each addon adds 10), its not that hard if you are used to playing Myers unless you get Coldwind maps, also its not that hard to trick Survivors into thinking you dont have the Tombstone so they are less prone to run the very second they spot something a mile away.
Even if it was superhard, it doesnt justify unavoidable insta Kills, Survivors must have a way to counter it and thats lockers.
Oh, they "must", huh? Where is that written?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3211665#Comment_3211665
Its the only real counterplay to Tombstone, it has to stay or its a free win.
https://forum.deadbydaylight.com/en/discussion/comment/3211762#Comment_3211762
A slug can still be picked up and keep progressing the gens, its up to Myers to either hook you to put pressure or to try his luck with a slug.
https://forum.deadbydaylight.com/en/discussion/comment/3211769#Comment_3211769
If you change the Locker+Tombstone interaction then the Survivors have nothing to do either, once he gets EW3 they may aswell stand still and let themselves get killed, does it seem fair something like that?
Tombstone is an extremely powerful addon and winning a game with it is really easy, especially if paired with PWYF, it lets you bypass the Killer objective entirely, it has to have some kind of counterplay so people can avoid instant dead, getting in a locker forces Myers to not bypass said objective and its the only way to play against that addon. Having an extremely obnoxious achievement attached to it is no reason to make the addon even more busted, if you want the achievement so bad either try until you get it or ask BHVR to change it to something less demanding.
And this comes from someone who mains Myers.
It's a "free" win?
Man has to game throw for five minutes while hunting down every single Survivor for maximum stalk drain, and you are out here throwing around the word "free".
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3212033#Comment_3212033
What does breaking the chase change? OP talks about being chased for quit some time, but no gens are being done. Thats the issue here, teammates being allergic to gens, somehow.
The title is literally complaining about getting max chase at 5 gens. That tells me he held the chase ON PURPOSE and made no effort to actually do a gen himself.
This is the classic entitled mentality of "For me the game is all about the chase, and looping. Someone else can do gens."
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@skylerbound said:
I had a match I got tunneled for being a double digit prestige(killer told that’s why he tunneled) and I got max chase very early and ran him for a bit longer after that. Zero gens went. I got pallet saved and ran him again for a bit. Zero gens again.
I, then, got one hooked to death as he camped which no one tried to save… and 1 gen was completed that they tripled and then contemplated saving before the entity took me.
I observed after and apparently all 3 of my teammates were more interested in going for saves than doing gens which the killer read correctly the killer 4k’d with 4 gens left to do.
as unfun as being slugged on the ground or tunneled can be. This is the worst feeling when you know the killer overcommitted and should have been punished for it but you’re teammates aren’t doing anything.
Did you even TRY to break chase and lose the killer?
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3211999#Comment_3211999
pop goes to weasel cough cough...
Meh. I was never upset over a perk that only worked once, within less than a minute, of a required hook.
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I never thought I would see the day players were crying about a gen kick perk.
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@TheArbiter said:
Just like when I see a killer bring The Game offering doesn't make any sense to me
I bring the Game offering because I need to kick/break 40 pallets, doors, or gens. :P
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"Whenever I switch to survivor, I am tired of facing against killers that refuse to chase you (the point of the entire game),"
The point of the game is not to chase.
The point of the game is to either kill 4 survivors or complete 5 gens and escape. Chases are the middleman.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3210461#Comment_3210461
Hiding in a locker is the exact counterplay to Tombstone Myers, he will pull you out but he has to hook you instead of instantly kill you, in one situation you can be unhooked on the other you are just out of the game.
People going for the achievement just have to adapt.
Adapt HOW? Be forced to run Agitation and run for the corner and hope RNG lets you run him down before he either finds the hatch or a new locker?
No. Locker boi should just die.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3210461#Comment_3210461
Just remove all counterplay to the Tombstone. That's a great idea.
Honestly I wouldn't be against it if the Tombstone Piece got deleted.
Hiding in a locker is not counterplay. He can still just throw you on the hook.
Counterplay is not feeding him THAT much succ.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3210461#Comment_3210461
It should be like how Michael killed Bob in the first movie.
That would be amazing.
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We just need to give Myers a Kill mori for the Locker when he is in T3.
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@Chilli_man2400 said:
I’m getting really ######### annoyed here
I’m this close to really ######### Driving an axe into the tv I’m so ######### pissed off right now.
How the ######### do you play Bubba every game has been me getting looped gen rushed hitting ######### objects on the littlest edge I’m really hitting my breaking point with him I’ve Dced twice now cause of his gameplay I don’t understand why people say he’s B tier and better than Billy and slinger there ######### more superior than Bubba.
i need help what am I doing wrong?!?!
I got you, fam:
https://youtu.be/Cki-xsqD--U -
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208572#Comment_3208572
Because his basekit removes all of the boring no skill elements of the game. You either play the tile or you die. He is the best designed base kit in the game. You want to talk about his add-ons fair play. But his base kit is perfect.
No, his base kit is a super busted lawnmower that combines asinine mobility with the ability to hit you around loops with hug techs. The man literally removed RUNNING from the game. And his rush can break pallets, so even those are limited use.
Broken killer. #1 on the delete list.
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Every time I say Blight is the worst thing to happen to this game, even worse than Nurse, I get a slew of Blightheads that will not only say there is nothing wrong with him...
... they will actually try to say he is the BEST designed killer in the game, which makes me wonder how good their weed stash is.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3207220#Comment_3207220
It's not normal. :P
It is normal. Killer's job is to get you on the ground and hook you. Focusing one survivor out of the game (tunnelling), and making sure someone you hooked dies (camping) are parts of that.
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@6659Leg said:
https://forum.deadbydaylight.com/en/discussion/comment/3207389#Comment_3207389
Do any of pyramid heads addons actually assist him majorly or are they all equally worthless?
He has an add on that lets his shockwave attack go one additional meter. That is about it.
Everything else is stuff like "Your trails take more seconds before they vanish". His Iri add ons do junk like "You are Undetectable, but only as long as you are standing on your own trail".
He's notoriously bad.
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And I'm over here look at my Pyramidhead add ons like "What quality of life add ons would those be?"
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3204681#Comment_3204681
It literally doesn't matter, if someone is being toxic to you and you decide to bully someone who had nothing to do with it, then you're a child and weak-minded. Know when to take a break or know to not force out anger on people that weren't involved in upsetting you.
Despite the times that I get frustrated in games, I am never going to take it out on a random stranger.
https://forum.deadbydaylight.com/en/discussion/comment/3204895#Comment_3204895
We were on RPD, with the killer running Starstruck whilst also playing with teammates that were far too altruistic for a save. We had two gens (I think? It's been a few days now and don't remember the game exactly).
https://forum.deadbydaylight.com/en/discussion/comment/3205842#Comment_3205842
That is not true, neither you or me can prove that statistically, so don't make that claim. Also, if a random stranger is toxic to you, take it out on them or grow up. Don't be toxic to others that had nothing to do with the situation.
https://forum.deadbydaylight.com/en/discussion/comment/3205955#Comment_3205955
Who said they aren't?
The developers said they aren't. Stop trying to villainize NORMAL killer gameplay.
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@SmarulKusia said:
I am, by no means one of the best survivor players, I'd like to say I am above average though.
When the big update came, I was largely unaffected as the only 'META' perk I used was BT, cool. But with all the favourable changes to killer, the game has become so lopsided, that I lose my appetite to finish my games nowadays.
I am getting killers that are only ever winning because they are playing in toxic and scummy ways. Not because I am getting outplayed. Not because the killer is good at playing their character. No. Yesterday, I had a game against a Wesker, I wasn't downed once - He was absolutely dog at chase, failed to hit his dash, and just didn't have good map awareness. My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping the hook. Upon the last hook, it turned into a game of RNG, who finds hatch first. Unfortunately, I don't get anything out of escaping through hatch but saving my item. The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face. Why? Just slam it when you find it?
Game after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught. You 'stats' say that you weren't happy with the kill-rate, that it needs to be higher? Are you trying to make the killer role braindead? #########? I feel lied to, and betrayed by BHVR.
The quality of the games are steadily going down, where after weeks of not touching the game, 2-3 games is enough for me to not want to touch the game again.
Killers are not being toxic.
You just think camping and tunneling are toxic. They aren't.
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Camping is not BM.
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All behavior is acceptable.
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Isn't that basically The Game?
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@Config said:
What if someone is on a pallet, what should u do? Let someone get the save? Chase them so they can do it again? And remember the guy on the pallet will already be up if u are not playing blight, nurse or a fast chase killer, which is going lead to even more nurses blight and so on. And what if they have sould guard, they can get endurance and take a hit for the guy being chased? This is absurdly problematic, and if u are playing any killer that benefits from slow balling now they are pretty much dead. Twins, oni etc. And if u want to make a comeback on a team, forget it, now u can't. This is the super bs. Hopping it doesn't make to live game on this state. Just allow the killer to have a yellow memento Mori and that's it.
I think you just like the word "problematic".
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Survivors want more perks that Killers have to earn, and this is it.
To even benefit from this perk, you have to land hits while letting the Obsession get off scot-free. I'd say this perk needs no nerfing at all.
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I feel like NONE of these should be bannable, especially #3. But I don't make the rules.
That said, I appreciate the Felix and Claud earlier that let me farm my three chainsaw hits on my Milkman Billy.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3199588#Comment_3199588
https://forum.deadbydaylight.com/en/discussion/comment/3199590#Comment_3199590
A "normal" hag has rusty shackles. A "normal" clown has pinky finger. A "normal" bubba has award winning chili and/or iridescent flesh. A "normal" myers has a tombstone or tuft of hair. A "normal" wraith doesn't always run crazy addons but they pretty much never leave hook cause they think being undectable is an excuse to never leave its not even strong its just annoying.
"Normal" would be whatever happens 51% of the time. 51% of all games with Killer X or Y doesn't involve an Iri add on.
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@gatsby said:
- Hag
- Bubba
- Wraith
- Myers
- Clown
None of these Killers play the game normally. They always camp and bring the strongest addons
If you stop lying to yourself by thinking there is a "normal", this gets easier to understand.
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Blight is a BROKEN killer that is insanely overpowered even when running no add ons. Let's stop pretending it is only the add ons that are the issue.
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There already is a penalty. The unhooked survivor gets endurance AND a speed boost.
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That is so not how old Pop worked.
What happened was you won the first chase, hooked, kicked the nearest gen, the person doing it saves, you come back and tunnel off the hook, hook them AGAIN, then kick that gen AGAIN.
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You know there are totem breaking challenges in the rift, right?
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If you are getting rekt by Tier 3 Evil Within your team needs to do gens faster without letting him stare at you.
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/3194906#Comment_3194906
Spirit, Twins and Hag aren't mediocre killers.
Then why aren't they picked?
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The way I compromise this is I bring the Left Behind perk, and then play normally. If we losing and I am the last Survivor, I perk out. If we win and open the doors, I'll hide in lockers until everyone gets out, which will spawn the hatch and I perk out.