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Wolf74

Wolf74

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Wolf74
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  • @PiiFree said:

    @Wolf74 said:

    @PiiFree said:
    I'm not so sure about this whole "new BT = Tunnel/Camp" mindset. Deep Wound seems to be the ultimate anti-tunnel status effect. If someone gets unhooked with the BT buff, you need to hit them twice, just like anyone else. Before that buff, you could just chase them while they bleed out.

    Instead of finding a way to deal with it, I'd just try to avoid it by not even allowing them to trigger it. Many Killers can proximitiy camp outside of BT radius and then quickly head back to the hook to land a hit: Spirit, Nurse, Billy, Hag and Huntress for example. With Freddy, Wraith and Pig you can completly ignore BT because you won't have a terror radius.

    Doctor, Leatherface, Myers and Clown are probably the most affected by the new BT, which is kinda sad. Those Killers didn't really deserve indirect nerfs but ehh... I doubt that the devs thought this through.

    The most simple tactic to keep BT from getting trigger is even simpler: hard camping.
    I the victim does not get unhooked = no invu frames, no free exhaustion relief, no risk of BT.

    But that would be very toxic and against the Survivors rule book!

    And the complains about camping will skyrocket and the Devs will cave in and bring a mechanic that will force killer to leave the hook.
    I know.

  • @PiiFree said:
    I'm not so sure about this whole "new BT = Tunnel/Camp" mindset. Deep Wound seems to be the ultimate anti-tunnel status effect. If someone gets unhooked with the BT buff, you need to hit them twice, just like anyone else. Before that buff, you could just chase them while they bleed out.

    Instead of finding a way to deal with it, I'd just try to avoid it by not even allowing them to trigger it. Many Killers can proximitiy camp outside of BT radius and then quickly head back to the hook to land a hit: Spirit, Nurse, Billy, Hag and Huntress for example. With Freddy, Wraith and Pig you can completly ignore BT because you won't have a terror radius.

    Doctor, Leatherface, Myers and Clown are probably the most affected by the new BT, which is kinda sad. Those Killers didn't really deserve indirect nerfs but ehh... I doubt that the devs thought this through.

    The most simple tactic to keep BT from getting trigger is even simpler: hard camping.
    I the victim does not get unhooked = no invu frames, no free exhaustion relief, no risk of BT.

  • @The_Crusader said:

    Plus what kind of good survivofs healed in his terror radius anyway? Especially when most took distressing.

    Actually a lot did.
    Because a) the killer is moving and they try to finish the healing/snap out or hope not to be seen while the killer chase someone else and b) with a big TR (Distressing+calm) they get kinda desperate at some point and try it anyway, hoping that they are in the TR but not close enough to be seen or that the killer is distracted by another victim.
    so yes, I am playing Doc a lot and I use NC and I spot survivor all the time with it and it is pretty good, because it had this special synergy with his base kit. Screams are random and not sure to track and NC is working in punishment mode also, so it always had been very helpful, especially to switch targets; a tactic that I usually deem useless, but since madness 3 can keep them from using SC it was viable on Doc. Now it will be just another tunneling killer.

    And I seriously think most people here overestimate the power of Iron Maiden.

  • @The_Crusader said:

    Lol it's the same people everytime. They're always complaining killer is too hard too.

    I'm sure there's a link between them saying you need to camp/tunnel to win and them saying that killer is impossible to win.

    I explained it to you before, but I repeat myself just for others to read it, because getting to you is a lost cause.

    I want to have the OPTION to camp someone.
    All those "fix camping" complains just want the killer to get FORCED to give free, riskless unhooks EVERY time.
    But I as a killer have to make the tactical decision if I want to stay or not.
    There are a lot of situations where it just makes sense to stay, position of the hook near other objectives, visible signs of survivor nearby, badly executed bait, the team played overly altruistic before, the victim was very annoying to catch in the first place, etc.
    All these reasons to camp, can't be evaluated by a gamemechanic that is just made to "punish camper" for staying "near the hook".
    Survivor have already enough options to deal with camper, but are entitled to safe every time, no matter what, because they see it as their "right" to get another chance.

  • @Th3Nightmare said:

    @Khalednazari said:
    It's not a nerf. It's a bug fix. Read Nurses Calling description. 

    A bug for 1 year?

    There are actually bugs that are that old, but that's usually bugs that put killer at a disadvantage. :P

  • @Incarnate said:

    @Wolf74 said:

    @Incarnate said:
    @Claudette_Baguette - My thoughts on this... The devs are not very competent at balancing the game, and they show inability to understand what the community wants, especially when considering that they're doing the exact opposite of what the majority of the community members who've spend a great deal of time, energy and effort on the PTB, both testing it, providing feedback and suggestions on how to fix it. And what do they do? The exact opposite, and not only that they make unwarranted changes that hurt the balance for other killers.

    I don't think they care about balance, they care about making $$$$. They do not care about the community, they care about making $$$$. If they truly cared about the game and the community, they'd be doing more what the community wants than what they want.

    Actually you are wrong… they exactly do what the "community" wants.
    But just the SURVIVOR side of the community.
    Survivor want "fun" killer, that do not act as threats to them and THEY get what they want.

    Well... I've participated in the PTBs and they clearly don't listen nor do the seem to care.
    ...and there is just one thing here that I think is rather important. Without a killer, there is no game, and who's going to play a killer who's NOT fun to play because of struggling down survivors, even survivors with No Mither.

    Futhermore, if they only listen one side, it will be very onesided, and guess what that will do? Kill the game in the long run. Why? This is competitive game, and if it strongly favors one side, guess what will happen? More people will play on the more favorable side. Why? Because a lot of people find winning to be fun.

    So if what you say is true, that they're favoring the survivors/victims more, then we have a very serious issue.
    Because thats like making rules in a sport thats favors one side. Even being a 4 vs 1 assymetrical competitive game, it still needs to be as balanced and fair as possible for BOTH sides - where making rules that favors one side would already make it UNFAIR and UNBALANCED for one side. See a problem? If they don't see a problem with that, then they have no business making a competitive game such as this.

    I am totally on your side on this.

  • @Hail_to_the_King said:
    Wake Up, Mending, and Snap Out of It should be considered healing actions. 

    Yep, they did the exact opposite of what would have been logical and reasonable.

  • How about exposed would work for him?

  • Biggs will only stop complaining after the killer are FORCED to give free unhooks every time, because survivor are entitled to rescue EVERY time, no matter what.
    And of course the reward has to stay the same.

  • As long as they release crap content, they won't see any money from me.

  • @Incarnate said:
    @Claudette_Baguette - My thoughts on this... The devs are not very competent at balancing the game, and they show inability to understand what the community wants, especially when considering that they're doing the exact opposite of what the majority of the community members who've spend a great deal of time, energy and effort on the PTB, both testing it, providing feedback and suggestions on how to fix it. And what do they do? The exact opposite, and not only that they make unwarranted changes that hurt the balance for other killers.

    I don't think they care about balance, they care about making $$$$. They do not care about the community, they care about making $$$$. If they truly cared about the game and the community, they'd be doing more what the community wants than what they want.

    Actually you are wrong… they exactly do what the "community" wants.
    But just the SURVIVOR side of the community.
    Survivor want "fun" killer, that do not act as threats to them and THEY get what they want.

  • @Broccoli_Jaeger said:
    HellDescent said:

    Mend, Snap out of it, and Wake up, are no longer considered healing actions, and as such, will not be affected by perks that refer to healing.

    Where does it say that?

    https://forum.deadbydaylight.com/en/discussion/33730/the-legion-changes#latest

  • @blue4zion said:
    Seriously, people were upset that deep wounds wasn't a 'healing action' like snap out of it (which makes ZERO sense) so instead of making it a healing action, they decide to remove the snap out of it and wake up as healing actions??? Why? So we no longer can say "but this does it"?????? I'm so confused.

    Btw, here's a definition of mend:
    "return to health; heal."

    Oh.
    But mending isint a healing action.
    Ok.

    Yep, they twist logic upside down just to protect their precious survivor.

  • @Killmaster said:
    Replace Nurses Calling with Iron Maiden and I'd argue doc is even stronger.

    So that we create an indirect buff to SC?

  • @Chuckyyo said:

    @Wolf74 said:

    @Master said:
    SO the insane buff to BT stays, additionally they nerf doc.

    Im very dissapointed

    I had the very same thought.
    -We get a new still weak killer.
    -An old meta perk gets rebuffed.
    -A mediocre killer gets a nerf.
    Pretty good job so far. :sarcastic:

    After just 2 patches that slightly favored killer, the Devs go back to their regular survivor catering.

    Don't forget that there's a new counter perk to BBQ and Nurses, two important meta perks that were strong but not overpowered. I'm still hopeful that Legion will become better with the next patch or so, but this update is really one sided.

    Oh sorry, how could I have forgotten that?
    Maybe because I usually do not run BBQ anyway, but of course it is not enough to give survivor an option to counter something, but you also have to nerf it.
    I have some PTSD flashbacks from the days they trashed SFTS (a former strong perk) while they made Calm Spirit a 100% hard counter to it at the same time.
    facpalm

    PS: And later everybody complained about Calm Spirit being a weak perk, because no on uses the perk it is supposed to counter. headdesk

  • @ad19970 said:
    Doesn't this only affect a Doctor that uses Nurses Calling? Or does it nerf a different perk with Doc as well? Don't really see how that's a big deal to be honest.

    This only affects Docs that are using NC, but NC was very strong on him, since he was the only killer that had an extra benefit from it build in his core kit.
    This is a major kick in the nuts to a mediocre killer.
    We are not talking about nerfing a top tier killer, like Nurse or Billy, but we get a drive by shot in the knee to a MEDIOCRE killer.
    They basically streamlined their take on healing actions the wrong way.
    All the other perks that affect healing should actually affect snap out, mending, etc.
    Instead they did the opposite for no logical reason, but spoon feeding the survivor.

  • @Master said:
    SO the insane buff to BT stays, additionally they nerf doc.

    Im very dissapointed

    I had the very same thought.
    -We get a new still weak killer.
    -An old meta perk gets rebuffed.
    -A mediocre killer gets a nerf.
    Pretty good job so far. :sarcastic:

    After just 2 patches that slightly favored killer, the Devs go back to their regular survivor catering.

  • You want to buff a perk that is already meta?
    The 2nd most used perk should get a major buff and all exhaustion perks should recover faster?
    Sounds totally balanced. :sarcastic:

  • You can't be serious about that suggestions. facepalm

  • "Level the playing field" yea, sure… killer already get bullied enough.
    This would need a huge buff to killer first, before stuff like that could get into the game.

  • @powerbats Anyway… you have to do your calculations anew. 52.8% instead of 30%.

  • @The_Crusader
    We just tell you that camping is a valid, legal tactic, that is rewarded and encouraged by the SURVIVOR.
    I never said anywhere that I personally like to camp or do it all the time.
    But I refuse to take any mechanic that would deny me to do so if I choose so, because I see a reason to do so or any tactical advantage from doing it.
    I want to have the OPTION to do it, when I see it necessary.
    You on the other hand want to "remove" camping or "punish" killer for doing it, no matter why they do it.
    Because ingame you have no real measurement method to evaluate if it was "reasonable" or not, still it is subjective if it was.
    And survivor often call camping if it was actually not.

  • You mean this stream?
    https://www.youtube.com/watch?v=ChqQ7HHjPKQ
    So it is just 47.2% of all survivor playing SWF (including those that join via SWF, but play solo anyway; for whatever reason)

  • @Avariku said:
    actually had a survivor do this to me the other day and the pallet just pushed me away without stun or drop. lol. 

    Than you had still been in the pick up animation. Working as intended.

  • @Tsulan said:
    My guess would be that killers try to get some fun before quitting because of the upcoming changes. 
    Sorta like survivors used BNP on every match before it's nerf.

    I would pretty much agree on this.
    The BT buff will be annoying af.

  • @PhantomMask20763
    You forgot some major issues.
    1. Freddy needs to be able to pick up downed survivor even if they recieve healing from awake survivor.
    2. Awake survivor need to be removed from hit detection (no tanking hits without effect)
    3. Dream demon power should be an interrupt, so that survivor lose their progress on actions like cleansing and unhooking.

  • BT will CAUSE camping instead of "countering" it.

  • @The_Crusader said:

    Want us to stop bringing BT? Stop camping.

    So we are back to beating dead horses with blatantly false memes?

  • @The_Crusader said:

    Why should we? It puts as at a massive disadvantage. Helps out the crappy camping killers too. Easier to just play SWF.

    Besides how many times do killers cry and then refuse to take perks they're recommended?

    And for the record, Kindred barely helps some games. Weak survivors are going to be weak survivors regardless. Because theres no overrall plan, no co-ordination.

    So we can agree on SWF with voice com is worth at least 3 perk slots for free, right?
    I think we should keep that in mind as a baseline from now on, ok?

    And on "recommended perks" for killer, most of these recommendations are to solve problems that survivor create without taking any perks at all, like looping, gen rush, bodyblocking or items.
    So every killer is "recommended" to sue Ruin, FD and a combination of BS/En/SF/Bamboozle and either Agi or IG, all at the same time.
    Not to mention that of course EVERY killer is using BBQ, NC, Whispers and Sloppy Butcher.

  • @Orion said:

    @The_Crusader said:
    It's never works as simple as you make it sound because there's little co-ordination. Not with randoms anyway 

    With SWF however? It's easy.

    So again we end up where it's just better off to play SWF.

    So take perks that help with coordination. Kindred, Bond, Empathy.

    But they have no room for those "inferior" perks in their full meta builds (SC,SB, DS, BT).
    And Kindred is a "garbage perk", because 2 min aura read on the killer is crap and 4 seconds aura read on survivor is OP, you know? ;)

  • @powerbats Do you have a link to that stream? My last info was ~50% of all survivor are playing SWF and after that info they did not show a whole lot of stats anymore. So we need to stick to the old stats and have to believe they still hold true until proven otherwise.

  • @ThirdSealOPplzNerf said:

    @Wolf74 said:

    @ThirdSealOPplzNerf said:

    @Wolf74 said:
    My idea about Monstrous Shrine:
    Add the effect that ALL survivor perks are disabled as long as they are in the basement.

    That would do nothing and be completely useless unless there in the basement which is the problem adding an affect when you're near the basement like mine would be much more useful.

    Ask some survivor. They already called my suggestions totally OP.
    No Plunderer.
    No Adrenaline.
    No Deliverance.
    No Well make it.
    No DH.
    No BT.
    Some people actually use the basement to hide while using SC.

    And it wouldnt be op it would still be trash and extremely situational.

    If you think so, fine.
    Than the suggestion to add this to the perk is not outrageous and could be asked for and possibly get implemented.

  • @Nedril23 said:
    I am playing PS4 only. As for the ranks, I am rank 2 as survivor and rank 10 as a killer (but i have only played killer for a week or two).

    I do not know how the PS4 playerbase is, but if they still suck at rank 2, they must be terrible.^^
    But you can't balance a game around bad player.
    Good player will totally wreck killer.
    While killer on low rank is a walk in the park. You basically play noobstomper ranks with your killer.
    After you pass the R10 mark things start getting harder for killer (at least thats the usual benchmark on PC).
    Also your ranks clearly show that you can only see one side of the gamebalance, since you are a survivor main.

  • @The_Crusader said:

    @Wolf74
    Yes some survivors do bad baits. Like running into extremely secure areas which the killer isn't going to fall for.

    However some killers flat out refuse to leave the hook. Or some only leave if you give them a guarenteed new hook. At which point they then camp the new guy. You can't keep feeding a camping killer new hooks.

    I don't see why it's on survivors to feed some lazy troll new hooks to get them to move.

    If you "feed the camper" you are doing the baits wrong.
    Sometimes you need to take a hit to get a rescue, but that's why the unhook reward is so high.
    And trading hooks is still beneficial to the team, because spread out damage among the team means more time with 4 survivor active.

  • @ThirdSealOPplzNerf said:

    @Wolf74 said:
    My idea about Monstrous Shrine:
    Add the effect that ALL survivor perks are disabled as long as they are in the basement.

    That would do nothing and be completely useless unless there in the basement which is the problem adding an affect when you're near the basement like mine would be much more useful.

    Ask some survivor. They already called my suggestions totally OP.
    No Plunderer.
    No Adrenaline.
    No Deliverance.
    No Well make it.
    No DH.
    No BT.
    Some people actually use the basement to hide while using SC.

  • @powerbats said:

    Actually it's not a myth since even when there hasn't been an even like recently and before the ptb killers have complained about long lobby wait times.

    You're correct about survives being the vast majority of the player base but it's already been shown that only 30% as of the last data point is solo q only. That's only partially correct in and of itself since some of those solo players also play SWF as well.

    Where did you get that number from?
    Last time the Devs showed stats it was less than 50% survivor playing SWF.
    70% of all lobbies contain "some sort" of Swf, but only (actually less than) 50% of all survivor join lobbies via the Swf option, including people that join solo, but click Swf anyway.
    So I do not understand where your 30% calculation come from, but any further calculations from there are doomed to be flawed.

  • @Nedril23 said:
    Hello everyone,
    First of all, thank you to the developers for making a great game. I have had a lot of fun playing it as many do as well.
    I have played DBD for quite some time now and looked both at survivors and killers. I have read about the past patch notes, where DBD came from and where it's going, which is the only reason why I'm writing now.

    I think we can all agree on the fact that it's really hard to find a balance between Killers and survivors. Both whant and need a challenging game, which is where my concern goes.
    DBD is supposed to be a hide and seek game but lately I found it to be "let's try not to be killed in the first minute and try to make much bloodpoints before the killers catches me". Why is that?
    Most killers, on PS4, are known to be campers and to focus. It kills the game and the fun. For real, it's insane: just look at the different twitch streamers. So I decided to play to offer for a few people a too rare nice game and actually have fun. I'm a very average player, and yet with only three perks I'm unstoppable. There is absolutely no skill involved. There is no more hide & seek dimension, because I can see them all the time.
    I'm referring to the barbecue and chilli, nurse calling, bitter murmur, thrill of the hunt and Hex Ruins. Whatever they do I see them and they can't do anything.
    So here is how I play it: I do not focus nor camp. I have played too many games against such killers who disgusted me. All the people I have played against enjoyed my way of playing and were thankful for having someone that tried not to kill the fun and yet, I killed all of them.
    What I'm trying to say is that the balance is broken. I, an average player, shouldn't find it so easy to play killer because I have no skills at all.
    So maybe there is something we, as a community, could do. Either we stop playing with all these perks at the same time or the developers could set something that would unable players to play with all them. It could be something like: if you use that perk then you can't choose this one.
    Little by little survivors have been taken away their possibilities to survive. I fear the most with the upcoming killer, who looks very exciting from the Killers' point of view, but as a survivor it's dreadful. This killer can avoid pallets which are the last thing survivors could use against killers.

    I also don't think it's a problem of survival's skill, not using the lamp enough or whatever. We do have a real issue of camping and focussing. Plus, survivors can't do 360 anymore on consoles. They just can't escape.

    I sincerely thank you for reading me.

    What ranks are we talking about here?
    And are you playing PS4 only?
    It surely sounds like a rank 20 gameexperience.

  • @powerbats said:

    @bloxe said:
    ShrimpTwiggs said:

    This would increase lobby times for both sides.

    I'd wait half an hour gladly if I knew I would be going only against solo survivors.

    You'd be waiting for a lot longer than that, more likely hours as in several hours in a row since the player base of solo players isn't that big. There's already been killers over the last few months complaining about lobby wait times.

    And here we go again… the myth of the lack of survivor.
    Killer Lobbys got longer, but the reason is most likely NOT a lack of survivor.
    Survivor are still the vast majority of all Dbd player.
    From former experience with BHVR we can rightfully expect, that they messed up the MM again with the last event patch.
    That's when it got the worst and only got a little bit better after the event.
    And they are a already about to release a new MM system, so my guess is, they don't bother fixing the current one.
    But still survivor jump on that and claim a loss of survivor player to encourage more buffs to survivor.

  • My idea about Monstrous Shrine:
    Add the effect that ALL survivor perks are disabled as long as they are in the basement.

  • @DarkWo1f997 said:
    @The_Crusader the biggest mistake survivors still make to this day, is completing a gen while someone is hooked, I promise you that any time a gen is popped while someone is hooked, the incentive to stay only grows. The smart thing to do is stay off the gens, and make yourselves seen from a distance by the killer. 

    The trick that works works for me every time, is to stay about 32 meters from the killer, and just walk without making eye contact, make sure your character doesn’t turn their head, pretend you don’t see him and if you do it convincingly enough, the killer sees that as a free hit and will feel comfortable leaving that hook. 

    If he starts walking towards you, do not walk away until he’s closer to you than the hook, crouch behind something facing away from him, and when the TR music kicks in, you GTFO there. 

    There are are so many little clever things you can do and some of them help both sides in the nerves department. 

    What you are describing is a "good bait" to lure the camper from the hook.
    But most survivor do really bad baits and get mad because the killer doesn't fall for it.

  • Just talking about the heartbeat if you talk about camping is pretty….vague… at best.

  • @pandorayr said:
    Nurse (tier 1)
    Hillbilly (tier 1)
    Huntress (tier 1)
    Myers (tier 2)
    Spirit (tier 2)
    Hag (tier 2)
    Clown (tier 2)
    Doctor (tier 2)
    Leatherface (tier 2) I think Leatherface need a small changes and fix some addons that currently don't working.
    Wraith (tier 2) Good changes but now does not has any addons for counterplay against flashlights.
    Trapper (tier 3) I still don't understand why the trapper only has 1 trap.
    Pig (tier 3) Ambush is a useless attack and the traps are too weak and fix some addons.
    Fredy (tier 4) I think not is necessary to comment.....
    Legion (tier garbage) I think we did a pretty good job so far

    At the beginning I thought was impossible to create a killer more weak than Fredy I was wrong, lol.

    Again…
    S: Nurse (only Nurse!!!)
    A: Billy (only Billy!!)
    B: Huntress, Clown, Doc, Hag
    C: Myers, Spirit, Wraith
    D: Trapper, Leatherface, Pig
    F: Freddy, (Legion)

  • @Speshul_Kitten said:
    Tsulan said:


    Vietfox said:


    Tsulan said:


    The_Crusader said:


    Tsulan said:

    Survivors used to dodge lobbies to play together with their friends, before SWF was introduced. They did it because it wasn't fun to play normal. 

    Now killers do the same and survivors scream for temp bans and time outs.

    Ironic 

    A small number of people who wanted to do that did it for what, a month or two before SWF was introduced?

    That totally justifies most killers doing it for over 2 years because solo survivors just happened to load in at the same time as other solo survivors or they had a cosmetic or item the killer didn't like.

    But some people can't understand that the killer is also a human being who wants to enjoy the game. 

    @Tsulan
    So by the same premise i guess you never camp without reason, because it's not fun for survivors either.

    Define camping. 
    Because I've seen survivors call out a face camp from 20 meters distance. 
    Or complain about camping, when MYC triggered. 
    Or when the gates are powered...

    Everything the killer does is considered camping. 

    I believe the term for when a killer’s terror radius is within the hooked survivor is loosely as “proxy camping” or proximity camping.

    With Distressing? With M&A? With Insidious? While cloaked?

  • @DarkWo1f997 said:
    Why doesn’t the bleed timer start at 50% every time deep wounds is inflicted until that survivor heals all the way from injured? 

    My idea goes a similar way.
    The timer should stay the SAME where it stopped after the mending, until the victim got healed up completely.
    So staying in injured state is not an option.
    Only after fully healed the timer starts with a full bar again if deep wounds gets applies anew.

  • @KingB said:
    @Wolf74 my aim wasn't to nerf/punish killers. It was to speed up the (boring) process of camping while still leaving it an option to secure a kill. I think the emblem penalty is stupid and should be removed (my mistake for not mentioning this). What can be changed, if anything, to make this appeal to you?

    About "camping"?
    First off, I really dislike using this social combat term, but anyway…
    Give killer a reason to leave the hook. Not punish them for staying.
    A good way would be a permanent action speed penalty for them when they got hooked.
    A higher debuff for the first hook and an additional lesser debuff for the second hook, because right now, getting hooked once or even twice means nothing to survivor.
    It is rather beneficial to them to offer themself as a trade on the hook, to spread out the damage across the team.
    Each survivor hooked twice is not a big deal , once person hooked for the3rd time on the other hand is a 25% debuff for the team and can start a snowball effect.
    So 8 hooks spread across the team is meaningless, but 3 hooks on the same survivor means a lot.
    That's a flawed gamedesign that leads to "camping".
    The killer that seemed to perform better by hooking survivor 8 times, did not achieve anything compared to the "bad killer", that just hooked one 3 times or just camped that guy on the first hook and just removed him from the match.

  • @CronaWins said:
    NOED is a clutch perk given to inexperienced/bad killers for free kills when they got outplayed.

    I would rather give a killer DC bloodpoints then free kills.

    How is it a "free kill2 with Noed?
    The killer prepared for the endgame by picking a perk.
    Running most of the game with a useless perkslot.
    The survivor did not cleanse totem and failed to prepare for that endgame.
    The killer still had to find, chase and hit the targets.
    And still you come here and call it "free kill"?
    The game ends if the survivor escape, not when they done the gens.
    They "outplay" the killer when they escaped.
    If someone gets tombstoned by a Myers in front of the open gates, he has not "outplayed" him.

  • @Poweas said:

    @Wolf74 said:

    @mcNuggets said:

    @The_Crusader said:
    Devs are busy right now. They're too busy dealing with all the killers crying for buffs, buffs and more buffs.

    Killers need a buff lol.
    The problem is, there are too many survivors and way too less killers.
    Thus killer lobbies are filled within seconds, while survivor have to deal with 200 ping.

    But if killer are so laughably easy to play and gain so much more points, why there are so few?
    I would like to hear your guess...

    Aren't killers just as played as survivors? I main both sides and I know for a fact that there's way more killers then when I started in September 2017. I don't know why killer mains are crying that there's too few of them, there's really not. Killer is just as fun as survivor and lots of people play it now. Even diehard survivor mains like I was play killer equally as much as they play survivor. Also for anyone who reads this, I think killer and survivor are both hard and take an even amount of skill. Idk what survivor mains are saying when they say killer takes no skill since it's not just m1 and 'gg ez' it takes a lot of predictions and thinking and I dont even know what killers are saying when they say survivors takes no skill it takes a lot of tactical thinking and knowing when to make a move and when to sit back and relax.

    I don't know where you are getting your "stats" from, but I know a lot of killer who either quit playing completely or switched to main survivor to have a less stressful game.

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