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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3086881#Comment_3086881
Why do people expect FUN out of the killer's power? It is supposed to be fun for him, not you.
Because killers expect fun from survivors, like when they complain about stealth being unfun to them. But it's fun for me and for many other survivors. Double standards?
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@WesCravenFan said:
In this thread:
People who missed the point.
Power is working as intended. Have you never been outside at 2AM with no light sources nearby on a moonless night? 10 feet is GENEROUS.
lol it's always funny when killers bring the "this is not realistic" argument in a game with fantasy killers, who can change the lighting of the world at their own wish.
It's all about gameplay and fun and not about realism.
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I miss the old DBD atmosphere too. Especially the mist and darkness (Cold Wind maps in particular). Bright maps suck.
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What do you mean with "losing"? Not escaping?
Actually I came to the conclusion that there's no point trying to escape anymore as a solo survivor. There are two reasons for that:
- You get more BP by rushing the unhooks than by doing gens. The BP you get for doing gens should be increased, it makes no sense otherwise.
- SoloQ is unbalanced, most soloQ survivors know they probably won't escape, so why sweat? They are not really trying to do gens, instead they rush hooks and fool around.
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Why should survivors want to interact with the killer? Sure, some do, but interacting with the killer means getting hooked or death. Survivors's objective is to interact with gens, killer's job is to interact with survivors. And it's killer's job to find survivors, you have a lot of game mechanics and perks that help you with that.
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"Overreacting"? Escape rate for soloQ is 30% and DEVs nerf survivors even more. Where's logic to that? Killer's killrate is 55% and killer still whine about any nerf, but they are not "overreacting" I guess?
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/336799/day-1-player-here
Me and my friend have been escaping almost every game, unless we are against a Nurse or blight. We personally love the fact that the game is harder on the survivor side now :) but that is just us.
Proofs? I hear a lot "I escape every game" and all these players and up being killer mains. That's strange isn't it?
And even if you do escape "almost every match", do you realize that it's your own anecdotal experience? I don't know any solo survivor who would escape over 50% of his game and I know very good loopers.
The official escape rate was 45% before the patch, afaik DEVs said the escape rate in soloQ is 12% lower, that means soloQ escape rate is around 35-40%. After the patch it's not higher than 30%. For casuals it's even lower, maybe 20-25%. This is not ok. No one plays games to lose 75% of his games, it's not fun, players will leave.
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@VicThor said:
EU central morning, early afternoon. Absolute nightmare.
There are at least 1-2 brand new parts per game. If I don’t bring gen slow I don’t even have a chance.
Mostly 0-1 kills.
This patch barely changed anything tiles are still strong zero mindgame for an M1 killer.
Sorry, but you must be real bad. I win most of my games with Wraith and he is an M1 killer. There's no way someone is constantly getting 0-1k nowadays, are you playing blindfolded?
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It's surely just "bad matchmaking" again as shortsighted killers say about terrible SoloQ experience.
Now killers can enjoy their 4Ks. Once in an hour. You want it, you got it.
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I'm not playing DBD as survivor for 2 years already. Once in a while I come back and play some games as solo survivor, just to find out that nothing has changed and most games end up in 4k, that's just annoying. I still have hope that some day something will change, but it looks like DEVs just ignore soloQ problems and low escape rate.
Now that they nerfed survivors even harder I'm not even going to try this update, although I like some survivor perk changes, but losing 70% of games is just not fun.
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DBD used-to be survivor-sided, but during the last 4 years it has been killer-sided, with exception of try-hard SWF teams on comms.
How can it be not killer-sided, since we got official killrates.... it's always between 55-65%. Only potato killers or people who are bad at math still think that DBD is survivor-sided.
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Nah, SWF is fine and balanced, it's just bad matchmaking, bear with it.
That's what killers say about SoloQ, right?
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@ThatOneDemoPlayer said:
I assume kill rates will go down a bit once the patch settles in and most of the complainers leave the game
That's a nice way to "balance" a game - to make players leave lmao. You can as well just play without any survivors and enjoy your 100% killrate.
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@JibbyNeutron said:
Sorry but its not playable and fun anymore.
And I know the biggest issue is bad matchmaking, giving me baby Survivors.
However, now its so bad that I cant carry these bots anymore. Gens take to long, I get chased for minutes and nothing pops. Then Killer decides to stop chasing me and downs my mates withing 15 seconds full health state.
BHVR you should have adressed the bad matchmaking of team mates 1st before doing these Killer buffs.
Or are they no competent Solos left anymore and everyone switched to SWF long ago. I wonder why eh
"The biggest issue is bad matchmaking" - really? Don't get fooled, killers came up with this argument to play down SoloQ issues. If most of soloQ players are getting bad teammates, where are the good ones and why is SoloQ survival rate around 35-40% then? And why does matchmaking mainly fail only for SoloQ, since killers have kill rate of around 55-65%? Did matchmaking work way better after the release of DBD, when playing survivor was much easier and then suddenly stopped working, after all the matchmaking tweaks? It's just silly.
Don't repeat something that killer mains want you to think, SoloQ is bad not because of matchmaking, it's because soloQ is unbalanced and needs buffs. As simple as that.
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It's funny to see how some killer mains gang up and try to personally attack Sluzzy every time, just because they don't agree with his/her opinion. These are probably the same whiny killers who complain about everything in this forum, especially about survivors being "toxic" in post-game chat. That's pathetic.
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Do you still believe what killer mains say? I'm on DBD forums from the release of DBD, I heard it all: soloQ is "fine", "I escape 110% of my soloQ games", "DBD is survivor sided", "DEVs falsify killrate stats on purpose", "I use BBQ only for bloodpoints", "killers should be stronger than survivors, because I'm speshul and want to win more" etc etc.
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"Killers should be stronger" is the biggest BS about DBD. People play games for fun, and winning=fun. It doesn't matter if you play killer or survivor, no side should have more fun, because it's "more realistic" lol in a fantasy horror game with entity and teleporting killers.
That argument is pure BS, you just want easy wins.
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I want to see solo survival rate after this patch. It was around 35-40% before the patch, I wonder if solo survivors still care to do gens and survive now.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/335172/hook-timer-needs-to-be-increased
Creating an arms race between gen times and hook times isn't the solution. If they make any change, it will be reducing gen times, most likely.
There's no "arms race" between longer gen times and longer hook times. With longer gen times survivors still need more time to do gens, it doesn't matter if some survivor is hanging on a hook or not.
In fact if someone is hooked and doesn't get saved for longer it actually makes it harder for survivors to finish gens. As a survivor you still spend the same amount of time for unhooking and healing someone, it doesn't matter if you do it immediately after hooking or near the end of the current hook stage. But if you unhook as soon as possible, that unhooked survivor can start doing gens sooner than if he was still hanging on the hook.
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Many killers still complain and call DBD survivor-sided, in spite of killrate being over 55-65% for the last 4 years and DEVs continue spoon-feeding those complainers. They are ruining this game.
Just create a game mode for those killers who still complain, where they click play button and win instantly with 4k and let all others play in a normal que, with killers that don't just want easy wins and where the killrate is about 50%. Problem solved.
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@Jinxed said:
Survivor was never as overpowered as the killer mains on this forum like to pretend. Dead Hard needed a nerf and gen speeds needed a small adjustment. Swf is a problem and remains a problem, so this patch has done nothing but hurt solo survivor.
DBD was survivor-sided during the first 2 years after its release. After that DEVs overcompensated killers and the game became killer-sided (with the exception of SWF seal-squads on comms). I think the DEVs have gone too far with survivor-nerfs.
How come I played survivor for 2500hours and I lose about 60-70% of my games and most of them are 4k, but when i play killer, I win most of my games, no matter the rank and I'm really bad as killer, I play weak killers like Wraith (even before he was buffed) and just follow survivors, hit them, hook, I don't even know all the perks.
Yeah, killer is more stressful to play, yes, SWF on comms is a problem, but there aren't so many seal-squads and most of the time it's just a survivor-slaughter, the stats prove it, for the last 4 years the killrate is always over between 55-65%. I don't understand killers who still complain. DBD is killer-sided right now.
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It's nice to have Distortion buffed, but this perk will still stay pretty mediocre. Even if you equip 4 stealth perks you won't be completely stealthy in DBD nowadays (unlike during the first 2 years after DBD release) and some killer anti-stealth abilities don't even have any counters, wasting perk slots is just not worth it for most survivors, you don't know which killer you are gonna get. All stealth perks are pretty situational and you have little to no control over them, with exception of IW, which is going to be nerfed hard.
False alarm.
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Survivors have hundreds of OP perks? Ehm, ok...
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Although I'm a soloQ survivor main, I think the DH nerf was needed. Another problem for killers that DEVs need to solve somehow is coordinated SWF. I hope DEVs will implement the announced HUD improvements and rebalance SWF vs SoloQ vs Killers. Other than that I think killers were actually in a good spot and stats prove it, I don't feel any other general buffs were needed.
This update will mostly hit soloQ, it wasn't necessary to nerf self-care, IW nerf is too much, they have to remove the exhaustion part from it, longer gen times will surely make soloQ experience even more miserable, while tunneling and camping are still not solved and camping will be an even more effective strategy now.
I don't use DS, so I can't tell if any changes were needed.
Other changes in this update seem to be ok to me.
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A survivor perk: when in a chase, press the secondary action button to make you leave no scratchmarks for 5 seconds. It would have a 2-minute cooldown.
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Just a few thoughts.
As problematic as SWF is, it won't be removed.
Even potato solo survivors playing together in SWF without comms will result in a synergy effect, because they know each other's perk, they know each other's playstyles, they know if they will be rescued or not etc.
Personally I'm against comms and aura-reading for solo survivors as a mean to buff solo. The HUD improvement sounds like a much more natural idea. The HUD already shows us important information, like who is injured, downed, hooked, etc, there's no need to reinvent the wheel. And HUD is passive, you don't have to hit any button to share this information. Some people will just refuse to use comms for whatever reason (no mic, they don't speak English, they just refuse to talk, they are too busy in a chase to talk), so HUD improvements will allow everyone to profit from it, unlike comms. We don't want to create even more "balance gaps".
And those who say that solo buffs will inevitably buff SWF too, it is true to some extend, but the trick is that solo will profit more from it than SWF and that's why it's called "bridging the gap between solo and SWF" and not "making solo on par with SWF". Yes, it would mean Killers will have to be buffed after that and I think all solo players are fine with that, we just want more fair games, we don't want easy wins.
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I remember some years ago killers mains were starting "strikes" several times, as their reactions to some DBD changes, trying to make people stop playing DBD for several days (the main DBD forum was on steam back then and yes, it failed of course), the killer outcry to smallest nerf was always huge, they cried about EVERYTHING and thought that survivors are OP. Then DEVs released escape stats and it was in favor of killers, killer mains started denying the stats, making out conspiration theories, calling those stats fake.
Now they tell us that survivors are "overreacting" and that it's "embarassing". I just have to laugh about that. The only thing that's embarassing here is killer main hypocrisy. But that's no news.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3052721#Comment_3052721
Firstly, that test ran five years ago. There's every reason to test it again, with all the changes that have been made in the meantime.
Secondly, I don't think hook timer increases are a good idea, since that'd nerf non-camping killers too, lowering the pressure on the survivors.
There's no reason to propose it because DEVs won't go back to this idea, not because that ideas makes no sense.
Non-camping Killers feel would feel no difference from increased hook timers. As soon as someone is hooked most survivors swarm the hook and a hooked survivor almost never reaches the next hook stage unless the killer camps. On top of that the longer a survivor is hooked, the longer there's one survivor less in the game doing gens, repairing, healing, destructing the killer. So this argument is invalid.
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Slowing down the sacrifice timer based on killer proximity won't be implemented again, it failed in a test, so there's no reason to propose it again.
The first idea that comes to mind is making hook timers longer. This won't prevent camping entirely, but if a killer decides to camp, he should only get a single survivor.
Another ideas is to give survivors more information. DEVs announced more HUD icons already, but not for this year.
Here's an example: if each survivor had a heartbeat (a beating heart icon)/repairing a gen/being chased (knife)/healing indicators, that would already be enough. If the hooked person hears heartbeat and other survivors are repairing gens or healing, that means the killer is camping. You can go on repairing gens to punish the camping killer. If someone suddenly stopped doing a gen, he probably went for the unhook, other survivors can continue repairing gens. If it's an insidious Bubba, it would still help, it would prevent all survivors rushing for the save and as soon as Bubba starts moving, the heart icon for the hooked survivor and for the unhooker will start beating, signaling other survivors about a camping killer.
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I'm a soloQ survivor and I thought about becoming a Killer main after reading patch notes. Most of my soloQ games are 4k already, soloQ is just not enjoyable anymore. Yeah, playing Killer is more stressful, but even though I'm a bad Killer and mostly play weak Killers, I win most of my games as Killer regardless of ranks. I'm sure some survivors mains will become killer mains after the newest patch or already did so.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3052298#Comment_3052298
According to the devs, only a very tiny portion of the player base are actually high MMR. Most people who think they're high MMR actually aren't, they overestimate themselves. I would suspect that high MMR survivors are likely tournament team level SWF teams. The groups are probably more like low > low-mid > mid > mid-high > high.
Yeah, judging by some replies in this forum 50% of people have escape rate of 110%, especially in soloQ, but the average solo escape rate is only 30-35%. I figured some people overestimate their skills.
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Because it is a "legal sTwAtEgy", don't you know?
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I wouldn't be surprised if SBMM actually worked in a slightly different way for survivors than expected.
It's possible that high MMR survivors get matched with 1-2 low-MMR survivors on purpose, to balance out the team. If you squeeze in 4 high MMR survivors against a high MMR killer, the killer is probably going to lose, or at least DEVs assume it. But I haven't heard any statements from DEVs about these details on matchmaking, so this is just a speculation.
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Peanits said there are no solo buffs planned for this year, but the plans are not scratched.
I think instead of postponing the buffs for the next year, which is really gonna hurt soloQ if we have to wait for so long, they can just slowly introduce small soloQ buffs. There's nothing wrong with giving us chase indicator for all survivors for a start. That's not a massive update, it doesn't need much time to implement or test. And then slowly release more updates and tweak the general killer vs survivor balance if needed.
I have little hopes that it's gonna happen, but who knows.
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@NerfedFreddy said:
"Soloq is fine. My escape rate is 95%" - killer mains with great support from bhvr devs
The other two most popular killer excuses when they try to play down soloQ issues:
- "It's not due to balance, it's due to bad survivors" - I see just as many bad killers in soloQ, but they usually still dominate in soloQ. Or does anyone really think there are no bad killers, only bad survivors? And when killers lose to SWF, it's not because killers are bad of course...
- "It's not due to balance, it's due to bad matchmaking" - yeah sure, again, when they get destroyed by SWF, it's not because of "bad matchmaking", it's because SWF is UnFaiR
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@killer998 said:
No I think it's a good nerf. Especially when you're exhausted. It literally makes no sense in the slightest that when you're badly injured and then you're exhausted as well as injured that you're as silent as the night running around.
The amount of times the killer lost me just hiding behind something with iron will since Im making no sound in the slightest. You actually make more noise when you're healthy than when you're injured. It just didn't make any sense.
Not to mention poor spirit. The survivors took the standstill mindgame from her for themselves. Unless she was running cherry blossom and I didn't know it there's times she'd be going into phase and I just stood still and completely lost her. It was not balanced.
Are you seriously talking about realism of a perk in a Horror game? Take any other perk and it would make no sense. Entity with it's spikes, teleporting killers don't bother you, right? Oh wait, you profit from it, of course it doesn't.
It's not about realism, it's about game balance. And adding exhaustion condition to IW makes it totally useless for me and many other survivors. This is what makes no sense.
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When it is used as a tactic and not just to get 2 easy random kills as some campers do, then it's just annoying and cheesy, there's little tactic in it.
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@mischiefmanaged said:
https://forum.deadbydaylight.com/en/discussion/comment/3020397#Comment_3020397
That's um good? You've left your teammate on the hook where they're doing nothing. The generator you're doing takes longer to do so you get less done because you're down a teammate. The killer is pressuring one or two of your other teammates who therefore aren't doing generators. If you then do this for too long, the killer has already hooked a second teammate and can now pressure the first into second stage.
Exactly. A smart survivor understands that a hooked survivor means there's one survivor less doing gens and one survivor less who can heal other teammates. And someone will still have to go for a save. You don't win anything from this strategy as survivor, you only lose.
I think DEVs should just make hook stages longer, by about 25-30%. It's not gonna hurt non-camping killers in any way. In 90% of games there won't be any difference, survivors will still rush to the hook to save teammates. In 95% of all games, even in solo, as soon as I'm hooked at least 1 survivor goes to rescue me. But it's gonna hurt hard campers, ideally they should get at most 1 survivor if they decide to camp.
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Actually I don't know why they added breakable walls to WoO. They are useless and create visual clutter. As for lockers, personally I don't need them that much, but I guess it can't hurt and can be useful sometimes, at least more useful than breakable walls.
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I'm not sure if DEVs are ready for an overhaul, for now they can just make hook times longer, say by 30-40%. Right now you can safely get 2k if you camp, it makes no sense.
If hook times are longer, first of all it's not going to hurt non-camping killers whatsoever, they can hunt other survivors, it's actually even better for the killer, it's one survivor less who could do gens. And even those who proximity-camp won't be penalized by longer hook times directly, because right now in 9 out of 10 cases survivors get rescued before they reach the next hook stage anyway, unless the killer stays near the hook.
The killer can still camp, but then he'll just get 1 survivor at most, it's his choice. And that's how it's supposed to be, killer shouldn't win or draw by camping.
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@Peanits said:
They're not gone or forgotten, they're just on the backburner at the moment. We revealed this very early on and it hasn't been slated for any particular update yet. The rest of the year is already booked with other changes- the ones mentioned during the anniversary stream & in the roadmap- but we'll come back to it once we have some time.
The QOL changes for the foreseeable future are here, in case you missed it:
Thanks for the clarification! At least it's not abandoned, that's great news.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3027013#Comment_3027013
It's not that complex, specially not a year long complex.
Source: I've worked on games before and have a degree in game design.
To write the code they literally need one-two days. + finalization of the concept + icons + testing, that can result in two weeks maybe. I don't know why it's taking so long, maybe it has very low priority or maybe they dropped the idea, which would be a bummer. The problem with soloQ vs SWF isn't going to magically disappear. I hope they will update us on this soon.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/3031232#Comment_3031232
Loved Evolve. It got unbelievably trashed by people in favor of the ridiculously barebones Overwatch. Seriously, if that game didn't have the Blizzard logo on it, it wouldn't have survived. Evolve was definitely ahead of its time.
I didn't play it, but it was fun to watch on Twitch. It was something new and refreshing.
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@Zarathos said:
Im pretty sure the exhaustion change was to encourage survivors to run a survivor build that dosent run exhaustion. It would be refreshing to see survivors builds encourage using one slot for exhaustion no matter what. Though I agree iron will probably could afford to have the crouch 100% quiet clause to sweeten the deal.
I cant help but feel this change in particular was a result of the counterplay added to spirit and her playrate tanking so much whilst iron will was still hard countering her. Then you look at perks like bite the bullet which is kinda pointless when you can just run iron will. It seems the devs wanted to open that perk design area up by weakening iron wills effectiveness since it will outclass a lot of perks designed with sound reduction in mind.
Yeah, but I think we can all agree this is not the best way to encourage survivors not to use exhaustion perks. It just smells like bad perk design.
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@Slowpeach said:
Yeah this is pretty much what I proposed. If the survivor has to be crouched and still (like they are putting something in their mouth to suppress sounds) it should be 100% silent.
Granted I'll agree that it was probably too strong before but now its useless. The exhaustion part shouldn't be a thing. Maybe if moving but otherwise...
Yep, removing exhausted condition and 100% silent when crouched sounds very logical. For other situations put whatever values are needed to nerf IW.
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IW is definitely dead for me, I run SB. IW didn't really bother me as Killer. Second chance perks yeah, but not IW.
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They should show updated stats, especially for soloQ. If someone doesn't trust stats, it's his/her own problem.
Or even better, implement personal stats, so anyone could look them up. Right now we have many people stating they have 110% escape rate even in soloQ. And they might even feel it this way.
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"Nice" logic. If you are a camper and grab a healthy survivor, that's a free hook for the killer. If survivor doesn't get grabbed he will at least get injured or go down. There's nothing for free for survivors.
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Bait
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My honest unbiased opinion: I understand that killers don't like SWF swarming the hook to save their buddy, especially when all gens are done and gates are open, I've been in those situations and it's not fun.
But at the same time grabs are so cheesy, especially when you play soloQ vs a camping killer, that feels unfair.
I would be ok for me if grabs on healthy survivors are removed, but only until EGC starts. With all the killer buffs, it would be a fair compromise, especially for soloQ.
