ad19970
ad19970
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/694075#Comment_694075
The only buff in this instance is not losing stacks of STBFL after you dash the obsession. One survivor out of four, when running one specific perk. And you also can't gain stacks of STBFL with the dash if you hit any of the other three survivors. And STBFL doesn't even affect the dash!
In exchange, the dash loses all synergy with:
- Make Your Choice
- Devour Hope
- NOED
but I don't care because ######### noed - Rancor's Exposed effect
- Haunted Ground
- Iron Maiden
- Sloppy Butcher
- Dark Devotion
- Franklin's Demise
- Third Seal
- Remember Me
- Surge
Nice buff you got there.
Maybe they'll buff her in a different way? I think they said that they are wanting to look at her in the future still.
Also, Pig did receive a buff just a few patches ago as well, making her not slow down for a second whenever she starts crouching.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/694384#Comment_694384
Responding to all those guys that think the choice is just that simple:
- killer goes away by 16 meters, somebody unhooks a person, but FOV is blocked by a wall. Killer comes here and sees two tracks, leading different directions. He chooses one, but 10 seconds later he realizes that it's an unhooked guy, so it's wasted time, and he just have to let him go, right?
- killer immediately sees two guys, but they both have identical skins. They run different directions. Killer chooses one, and this guy hides in a locker. So, is it unhooked guy or not?
- killer can't immediately see anybody, and after short search finds only unhooked person. He just should let him go because he hid in a locker right in front of him, right?
Only right play here in any case is get survivor out of the locker and let him use DS, because he may use it next time closer to the end of the game. It's a lose-lose, but removing DS is better than just letting survivor go AND keep DS.
That's where subject comes in, where a simple action turns situation into a triple lose one for a killer (let him go, eat DS, wait).
Those situations don't happen very often though? In those cases the perk is simply particularly strong, but I don't see that as a problem. there are enough survivor perks that give you great benefits no matter how the killer plays. In the worst case you just have to eat the stun, it's not that bad in my opinion.
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Do you mean since the release of the new chapter?
If anything my killer queue times have increased I believe. Nothing terrible though.
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I would be all for new objectives if it didn't really shake up the balance in any way, there are enough killers that don't need any extra objective time in my opinion.
But yeah, less gen time and a different objective would be great, I just doubt BHVR has the time to implement a new objective. And changing a game this drastic like 3 years after it's been out is probably something the devs don't want to do.
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That would be way too much. You'd be getting 1500 bloodpoints just for one common addon. This would just mean you could forever only use red addons and that's it. It really should only be a very small amount of Bloodpoints if anything.
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@StupidPallets said:
https://forum.deadbydaylight.com/en/discussion/comment/694983#Comment_694983
It said on the PS4 patch notes when you load it on screen. It says "New Killer Status Effect: Undetectable." And then it says, "We intend to roll out this status effect later" (paraphrasing). It's no wonder people are confused.
Does anyone else think this just makes BHVR looks like a daft lot of bumbling stupidity? This is not an insult. This is just merely stating it says, under "NEW CONTENT: "New Killer Status Effect: Undetectable." and then ... "We intend to roll out this status effect later...."
YOU CAN'T HAVE IT BOTH WAYS! Is it new, or is it coming out later? "New" should imply it's arrived if it's on your official NEW chapter patchnotes. It makes BHVR looks so green; so incredibly unprofessional unto how they present their material that it just makes me befuddled that no one raises their hand in their little 5 man work crew meeting and says, "Heeeey ... maaaaybe we shouldn't word it this way?"
I mean the status effects are already in the game, but only for Demogorgon and Freddy.
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Can you still hear the sound that is caused by healing?
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Pretty sure there is no date yet for that patch. Probably won't take that long.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/693059#Comment_693059
it allowed u to bot at any structure with a window instead of learning how to run it. it did more than enough.
The main usage of Bamboozle is to help shut down the safe window loops, that do not have any counter to them.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/693621#Comment_693621
because it actually doesn't
I mean it kinda does. It's just not op really, not against good killers, if anything it's the killers fault for not doing anything about it.
I hope with the upcoming map reworks people will realise gen speed isn't an issue, but I doubt it.
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It has a fair amount of mindgameable and unsafe pallets as well though.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/692605#Comment_692605
Basically:
- NOED works on basic attacks.
- A few months ago, ambush was changed to not be considered a basic attack.
- NOED still worked on ambush, although it wasn't supposed to.
- This was just fixed.
Ah ok, that makes sense now. I t´honestly thought the ambush attack sometimes just insta downed survivors.
Still, I personally don't see a problem with this fix.
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@Ghostingmyteammates said:
https://forum.deadbydaylight.com/en/discussion/comment/692186#Comment_692186
How was it a bug in the first place then? its been more than a year and now they decide to do that?
My guess is that they replaced the word nerf with "fixed"
Ok am I not understanding what this bug is about? To me it sounds like Pig was able to one hit down survivors with her ambush attack whenever the bug happened. Or am I wrong?
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Oh wait is this complaining about getting unintended advantages by lowering the graphic settings? Or is this just complaining about the hair of the new skins?
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/692171#Comment_692171
Alright thats not a bad change but a good one as long as he doesn't get a slowdown like Huntress
Pretty sure there was no slowdown in the ptb. I doubt they added a slow down now.
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Uhm, because that's an unintended bug that would have broken her?
Or is this just some sarcasm I don't get?
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The nerf will be barely even noticeable, and instead, Demogorgon's portals got buffed, and his Shred will be able to break pallets at base once the next patch hits. If anything, Demogorgon got or will get buffed from the ptb.
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I mean it could be. But honestly, I think whenever the devs choose to bring a license killer in this game, it makes more sense for them to choose some killer that is very well known to many people. This way the new killer will attract more new players to the game.
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No, of course not. Like not even in the slightes. Did yoface multiple people that told you that perk is toxic?
I don't know, sometimes it's hard to comprehend how people think it's toxic to use certain perks that are available in the game, just because they don't like it. No perk is toxic, they are all allowed to be used.
Head On isn't in any way op either, good for you if you manage to juke the killer to hit them with the perk.
The 3 second activation time makes the perk not useful in enough situations anyways.
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@MrBeast said:
Dear Ad19970: Thank you for your comment
I don't need anyone to agree with me, I’m here just to say the truth if the devs really care about the game to make it balanced as much they can, they should Listen to old players who Play the game every day.
And I'm sorry for what I said Previously I didn't mean it
That's good to hear.
Honestly, I think it's very hard to tell the what exactly is balanced and what not. People all just have their opinions on certain matters, based on their experience with this game. If most people agree something is not balanced, than that means in most cases that it's definitely not balanced.
Personally, I'm not quite sure if Spirit is op, but I would like to see some change to Spirit for survivors to have more skill based counterplay. As of now, I feel it's too luck based.
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@MrBeast said:
https://forum.deadbydaylight.com/en/discussion/comment/690852#Comment_690852
Thank you for your opinion, and I'm ready to play against Rank 1 nurse all day rather than an easy broken spirit
Thinking Spirit is op is totally fine. Posting this on the forums is too. That's what these forums are for.
But your replies on this thread show that the only reason you came to these forums was in hope to receive an echo chamber with all people just agreeing with you, not accepting that some people have a different opinion, and then getting offensive towards people who disagree with you. That's not how you get people to take you serious, though. And luckily, devs try to listen to the majority of the community regarding the game's balance.
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@Peanits said:
That second one was definitely in range. The window does not make you safe.
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.
I have no idea of how gaming programming works, so this is probably a stupid question, but couldn't the hitbox of injured survivors be slightly slanted to fit the position of their model better?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/688899#Comment_688899
I do think it's important to make the distinction. Infinite means forever, as in the killer can never catch the survivor no matter what they do. That's a big problem, and for what it's worth, they shouldn't exist anymore. A strong loop is a different story.
Understandable. Just as you said, they shouldn't exist anymore. That's why I thought people could understand what's meant with infinites, since the ones that were called that back then aren't in this game anymore.
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I can totally understand why people wouldn't want Pennywise in the game, but I personally wouldn't mind that. I do like the look of the new Pennywise more though so I'd hope they would go with him.
I feel like they could do some interesting things with him though. Maybe even use lockers to his advantage.
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Wouldn't it be possible to make the maps seem darker for survivors than for killers? Like killers have vision that helps them to see better in the dark? Cause I feel that's the only counter argument, that killers would have a too hard time seeing certain survivors. And I would so love the game to be darker again, when playing as survivor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/688916#Comment_688916
See my previous comment re: maps
I personally don't feel like that would become overpowered honestly. Your are using an perk and an item for that. Compared to the power of the meta perks and the power of other items I don't see this being in any way op.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/689723#Comment_689723
I’ve wanted a totem counter since forever
I think a totem counter is something that should be added in general, not just to Small Game. Otherwise we'll just have another piece of information that's always accessible to a swf squad, that solo survivors can only access by equipping a certain perk.
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I would just be happy if it would always trigger when a generator has been repaired, regardless of whether you completed that gen or not. Or if it at least got an increased active time.
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I think I would put Pig in B tier. I find her to be definitely better than Doc and Legion. Her crouch ability can definitely be very useful on certain loops as long as they aren't too big, turning certain loops into mindgames that aren't normally mindgames.
Her RBT's though are what make her good in my opinion. She has by far the best slowdown potential in the game, even though it's rng based. And that's pretty big in this game.
The fact that she can also stealth is just another advantage of hers.
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@humanbeing1704 said:
there's no such thing as infinite loops any more call them god loops
Is it really that important what those loops are called though? I've seen many people argue on posts like these that refer to infinte loops that infinites no longer exist. But I mean like it's pretty obvious what people are talking about.
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I'm not quite sure what people are doing on forums anyways if they can't deal with certain feedback of other people.
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@joker7997 said:
I don't even need to watch this video to know how stupid this contention is. So many crybabies that don't wanna part with their $5 bill. Well guess what if you cant pay $5 every now and again you can't afford a game that keeps updating it's content. Get a job, or if you cant or don't want to, don't try to make it the problem of employed people like BHVR. they're busy working.
Dude chill. It can be a bit frustrating for people that they can't get certain strong perks because they don't want to buy the dlc character. Not everyone has the money to spend on multiple dlc characters. And waiting for a certain perk to appear on the shrine is incredibly unreliable, now that we have so many different perks.
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I mean they have made a lot of healthy changes to the game in the past, they can't do everything at once.
On the other hand, I agree with pretty much everything here. Struggling in particular needs to go. A core mechanic that is absolutely awful. I can only hope it happens as fast as possible.
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@aurum_exe said:
Ok so, this is what i've understood so far from this discusssion:
1) It seems that killers main are happy how the things are because they can have hits for free to satisfy their somewhat needs. Good. They see "a butt tap" where there is clearly a WALL between my butt and his melee weapon (that hits just the air), the empty space in the middle and me. Aaaaight. Seems logic at first sight but fail.
2) Pings issues, delay issues, p2p, lags. Blabberish. I played Unreal Tournament (made with Unreal Engine in the '99) when multiplayer games were played with a 56k/s baud modem (so well far from the high speed internet we have nowadays) and hits were just perfect. No lag, no ping issues, no nothing. It was P2P and was PERFECT. That is the main reason why Unreal Engine is considered great for multiplayer supported games. Characters had active colliders directly attached to joints. So if you pointed at the arm, the character were registering a hit (melee or shoot) in that precise arm. Period. I'm a developer too. I know what i'm talking about. This is just a failure in game/concept design.
3) Killers are Behavior Interactive favourite pets, and i understand that: they sell killers, so marketing wise this is pure logic, and they don't wanna bother them too much. If killers cry because they are not able to manage 4 potatoes on the playground, Behavior Interactive give them something to be happy with, like hatchets passing straight through colliders or characters or very arguable vault/lunges. Good.
4) If you have 2 distinct perspectives (killer first person and surv third person) sorry but you have to find a way to be fair and correct with both categories. If the killer, from his perspective "hits" your butt, then from surv perspective should be visually the same, or at least very close. Just for fairness and correctness, not just for whim. I love this game, really, it's a good idea (not original but good), but that doesn't make too much sense.
5) A "cone"?! Really? Devs explained million times that and you just accept their explainations as part of a "game mechanic", just because it comes from the devs? Really? If you think so it's becuse you don't know that there are many way to fix this, easily! As Behavior Interactive developers knows very well (at least i hope they do) there is another way to register "hits" and it is a Physic Raycast. Basically it's a ray starting from an origin point placed on the killer that register every collision and returns back what it get. Is it a surv? Register a hit on the surv. It's a wall? Then register a hit in the wall. No "invisible cones" whatsoever. It's a shooting weapon? Define a range for it with a Raycast. It's a melee weapon, like for example a hammer? Attach the hit registerer directly to the hammer. Easy and it's also performance wise. So a hit it's a hit for both and nobody have something to complain anymore. Characters joints (arms and body) can be manipulated via C++ with active Inverse Kinematic thoward surv joints when Raycast register a hit. No rocket science here. Just normal trigonometry.
6) I love the game, i have almost 700 hours so i can consider myself a fan of the game, but what i've learned from my degree in game design, is that there are no issues that are unsolvable, and your job is to solve issues when you sell a game. This is not a "free-2-play". You pay for it and for every DLC. And there is also a "rank system". Why put a rank system in a game that register hits in a arguable fashion? That makes even more less sense.
I mean like many have said it's probably just an animation issue. So it just doesn't show that hit properly on the survivors side of the game. So your first point doesn't really make sense. This would have been a hit regardless if it was shown properly on your side of the game or not.
The last thing we need is for the devs to have to balance around weapon sizes of killers as well. I don't think that would be good.
Of course there are those bs hits, but that's either latency, or some weird hitbox bug, since it doesn't happen that often.
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I mean I agree that going against someone running OoO can be pretty unfun, especially when facing an swf group. Them always knowing your location can be pretty frustrating to go against. Then again, survivors have to deal with frustrating stuff as well. Even a whole killer strategy that is absolutely no fun to go against, which is camping.
I wouldn't mind a rework but I don't think it's needed either.
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@NMCKE said:
I don't mind an add-on change, but I don't want:
Inflict the hemorrhage status effect for 60 seconds after a lethal blink attack without using more than 1 blink.
Inflict the blindness status effect for 60 seconds after a lethal blink attack without using more than 1 blink.
Give us add-ons that are interesting, don't do a Z-Block because it's far from useful in my opinion. :)
They have to be careful though. The problem I see is that Nurse's base power is already really strong. So of course any strong addon has a high chance of making her op again. I do understand why people wouldn't want those useless addons, but I do feel like it'll be tough for the devs to come up with addons that don't make her in any way op. They'll probably have to make the addons very lackluster, even the high rarity addons probably won't have too much effect, similarly to Demogorgon's addons.
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@Biohazard said:
https://forum.deadbydaylight.com/en/discussion/comment/686532#Comment_686532
OoO is ok until you start taunt the killer with it. And in my opinion If you use it to provoke, even running in my direction to engage a chase is the purset form of disrepect and i wont tolerate that.
AS it has been said already, it seems like you have a rulebook for survivors as well. I mean camping is fine, it's a strategy in this game. And of couirse it's allowed to camp.
But so is using OoO, and if survivors run to you and try and engage a chase with you, then they are just using the perk, that's it. And making usage of any perk, no matter how, is also allowed.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/685891#Comment_685891
So a blood moon.
Moon Presence Killer confirmed.
Yes, please yes. That would be so awesome.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/678128#Comment_678128
@DBDbuildsYT Sorry, but the problem here isn't Tru3's skill. He has plenty of games where he absolutely demolishes the survivors, or where the games go back and forth for a good 15+ minutes.
The issue here is the games where he does make mistakes or just isn't really playing like he normally does. Then he complains about genrush this and that, survivor being the power-role this and that, or whatever excuses he wants to make instead of just saying: "Well, that could have gone better," and moving on.
Which is fine. Except when he does that, then people bring it here to the forums like it's suddenly the Word of God, and threads like this happen . . . over and over again within a few days.
Tru3's issue is that whenever he has games that go south, it's always genrush and survivor being the power-role. But when he's on top as a killer, he's all peachy. He's a sore loser, and I stopped giving him my viewing time because of it. Same with several other of the larger DbD streamers.
God I couldn't agree more. I still watch some of his videos, and have watched him for quite a while, cause I still enjoy his gameplay at times. But I feel like I've never seen him lose a match where he doesn't blame the game for losing. It's pretty extreme.
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@altruistic said:
Not a single game at R1 I’ve played and tracked this season has been that short. They all averaged about 16.9 minutes after 50 games.
How many mistakes did he make? There was a point around 3.5 minutes where he missed every single bottle point blank on Jeff, where it extended the chase out.
Never once uses Pop Goes the Weasel.
I don’t have any issues with Tru3, but there are a LOT better Killers than him that can easily apply pressure. The Survivors were better than him that game, period.
To be fair though, he ended the first chase within like 2 seconds, if you can even call that a chase. He definitely should have just hit the other survivor instead of wasting time trying to hit survivors with the bottle directly, and then pressure gens. But it's not like his chases took overly long. Clown normally doesn't have an instadown so the first survivor wouldn't have been hooked so fast.
He could have played better, but I do feel like his chances were almost 0 that he could have won this. Not a gen problem though, but a Clown problem, and maybe a map problem, in my opinion.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/685401#Comment_685401
There is no counter for aura reading other than that piece of crap perk called Distortion. If the survivor is wasting time getting away from their gen to jump in a locker or come closer to the hook.... then you are getting tons of value from the perk and you don't even know it.
Sure, keep telling yourself you're just using it for the BP. Tell that to the legions of Billy players who have BBQ permanently superglued to their perk slot. You get somuch value out of BBQ I bet if they removed the aura-reading side of it Survivors everywehre would jump for joy.
Since you only use it for BP, surely you don't mind removing the aura reading right? We should go ahead with this nerf ASAP. I'll suggest it to BHVR right now. No debate is even required, since Killers all agree it's only used for BP.
Uhm, this perk has been like this for so long, and barely anyone complains about it. I doubt the devs will ever nerf it, and I doubt your thread will change anything. Although I don't believe I've ever seen someone get so salty over this perk as you seem to be.
I personally think it's fine the way it is, there are other killer perks that are just as good.
Plus going into lockers, hiding behind gens or trying to be in the 40 meter radius of the hooked survivor are all counters to BBQ and Chili. And those really don't waste that much time.
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@JetTheWaffleCat said:
Bamboozle, because there's no reason why a killer should be able to shut down mindgamable windows (Not talking about god windows obviously). It's a "crutch" for killers who can't run basic loops like T-L walls and jungle gyms.
Balanced Landing, unless the devs decide to balance out maps quicker. BL creates problematic loops where it's nearly impossible to catch someone, mainly Haddonfun houses and Grim Pantry.
I agree with Bamboozle once god windows are gone. On the other hand, I doubt anyone will use it anyways once those windows are finally improved.
I also kind of agree with Balanced Landing, but nerfing it will only result in it becoming by far the worst exhaustion perk on any map that doesn't have loops that become incredibly strong with balanced landing.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/685262#Comment_685262
Indeed..survivor cues tend to be longer for me..sometimes to the point where I just go play killer again
What platform do you play on?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/685260#Comment_685260
Same with survivors but they can stack any effect up to 4 times..and I'm not saying let her have massive addons but if I see useless blindness and hemorrhage I'm going to have strong things to say because its bs a gen can be done in ten seconds with only two people but nurse cannot be allowed to have good addons? What kind of twisted logic is that?
Again, though, other killers have good addons because their power doesn't become ridiculous if it gets buffed via addons. With how strong Nurse's power is, though, it's hard to create any strong addons for her without making her op. I guess they could do without addons that inflict Blindness or hemorrhage though, they really are useless.
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Balance for high and low ranks is also quite different. And the devs simply can't abandon a huge part of their playerbase for the small percentage of optimal players.
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@immortalls96 said:
People will claim it's a lack of survivors but its nonsense..I saw stats pulled showing it's a lack of killers/ the bad matchmaking algorithm
How is that possible? This would have to mean that survivor queue times are long as well. I mean, maybe they are for some? But I haven't seen anyone mention that yet. Not for PC that is. PS4 seems to be a different story.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/685244#Comment_685244
Perhaps but slapping on huge downsides has resulted in those addons being the only good ones and so itll just be the same thing with different addon sets..hence why I say adjust as needed but dont go back to this system because it will not work out how they thibk..just piss off nurse players and as I mentioned. Survivors get to use many powerful things that have no real downsides , so nurse should be the same way
Understandable. However, you say nurse should also be able to use powerful things with no downsides, just like survivors. There's a difference though, Nurse's base power is already very strong. Of course any strong addon then will just make her op.
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We should increase objective time. That'll bring back more survivor players for sure.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/684696#Comment_684696
I'd rather not see the current system of addons that are ######### due to unreasonable downsides, just dont let her stack anything I say
As far as I can tell the add ons that increase range are still too good when not stacked. If all they do is not have the Nurse addons stack, then they might as well just not do anything. Using both a range add on and an extra blink addon makes her still ridiculous. They need to really rework those addons and make them all less useful, since her base power even without addons is already insanely strong.
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Oh boy. I bet the balance team of BHVR hasn't stopped crying since they have seen this video.
This is really getting ridiculous. He does seem like a sympathetic guy in general, but when it comes to this game he just seems to be full of himself at times, and just keeps whining about the game's balance. He definitely does have some understanding of the game's balance, for sure. But if the devs just followed his suggestions of both reworking maps for more mindgameable loops and increasing objective time, we would be looking at incredibly low survival rate and 30 minute killer queue times. How fantastic.
Correct me if I'm wrong, but I believe tru3ta1ent wins like 90-95 % of his killer matches. And I refuse to believe that he has never won against an optimal team during those matches with a different killer than Spirit or Nurse. And he also makes mistakes too, he doesn't play optimally himself in some of his matches.
It wouldn't be so ridiculous though if it didn't seem like whenever he loses, he blames the game. Like I haven't seen one match of him where he loses and doesn't seem to believe it was the game's balance fault that he lost. It feels like he wants the right thing, any killer having a chance to win against an optimal survivor team, but he seems to believe that's not possible because he can't win every single match he plays.