amazing_grace
amazing_grace
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If this post is being serious, I don't think these would really do much for QoL changes.
You can already hide the chat feature so you don't see what people type. Disabling the chat for everyone isn't really a solution. Yes, probably most of the time the chat might have salt, but there is still a lot of times where it's just ggs from everyone or actual wholesome chats. They already have it where you can hide the chat if you don't want to see it, so taking the chat from everyone seems unnecessary.
Getting rid of the idea of teachable perks would probably make games a lot worse and potentially kill the game more. The thing that makes DBD fun is that you can run fun perk combos and do meme builds. Getting rid of teachable perks both gets rid of sharing meta perks and fun meme perks. There's also the problem where a lot of the killers' perks don't really compliment themselves that well and work much better on other killers. It would definitely drive away a lot of the killers and playing survivor would also have some variety issues. You would just have many more survivors that play Bill, David, Meg, or other characters with meta perks. Also, killers would be able to predict what the survivor is running, so this would lead to more tunneling and slugging.
I also guarantee you that if teachable perks on killers were limited to just the killer who has the teachable perks, then the run rate of NOED will definitely increase. On some killers, having that much restriction on perks, NOED becomes one of your better options because it is a strong perk.
Restricting teachable perks would most likely make perk variety even less sadly.
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The blood point rewards you get from grade reset or store codes can go over the blood point cap. These points will be awarded to you no matter what, but if you are above the cap you won't be able to gain more blood points through games. So basically, you have to spend points until you're under the cap if you want to get more from gameplay.
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Not bug, as far as I know, what you described is intended.
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Make Your Choice, pig perk. Makes the person who unhooked exposed if you were far enough from the unhook.
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I mean, the grind for iri shards is pretty brutal. I've had the game for almost 2 years now and I'm still missing 2 original killers. I bought all the original survivors and the rest of the original characters with only shards. Considering I've taken advantage of events where they give bonus shards, the Bubba iri shard refund, and the few times they put killers on iri shard sales, it's really sad how slow the grind can be. It would definitely be nice if they threw in some extra shards in the rift awards, but I get why they make it hard to collect shards. It is a company that "has to make money." Still wish the grind was better.
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Anyone running Left Behind instead of Clairvoyance is making a mistake, Clairvoyance is so much better when it comes to hatch game. Although, since left behind is free, makes sense why people might use it more to find hatch.
It definitely sucks though having the one survivor who didn't deserve it escape, usually when I play killer I try to punish this type of behavior. You have to remember though that hatch doesn't affect MMR, so when they escape through hatch they don't actually "win" according to the game.
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The perk would become too good when combined with MYC. They would literally have the same timer that they'd be active, so you could be guaranteeing your next down. Combine that with devour hope and its a gg.
@Kira4Evr said:
Here's my change:
Furtive Chase
Whenever you hook someone that isn't your obsession, you’ll get a Token, up to a maximum of 5 Tokens. Each Token reduces your Terror Radius by 1/2/3 meters. When a survivor gets unhooked, they will become the new obsession.
You'll lose all stacks upon hooking your obsession.
I know it's still not amazing, but it's at least way better and way more useful. It's discouraging tunnelling as well xd
I kind of like this idea. It would be fun on Myers. Literal jumpscare tier 3 myers.
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Deja Vu is a good beginner perk to be able to see problem gens, but more advanced players don't run this perk because they usually already know what the problem gens for the map are. They've played the maps enough that they know where common three gens are or what the middle gen of the map is.
The problem for soloq is that your team has nothing stopping them from just completing other gens. You can maybe try to take chase away from the possible three gen, then maybe it was helpful, but the information doesn't really help in the soloq situation.
Also, Deja Vu didn't always work like this. Originally, the perk showed the closest three gens near you when a gen finished, so it was complete garbage back then. Now the perk is at least useful for beginner who don't have many perks.
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@[Deleted User] said:
Some pretty bad advice in the thread. OP has 40 hrs playtime. There are absolutely things they're doing incorrectly. Start with this vid and go from there. The first thing to focus on is running every tile correctly as killer and understanding how a survivor is trying to run the tile.
Definitely important to understand how to do mind games and how to play tiles correctly, but you have to remember that they might be playing against mediocre or mid-range skill survivors who don't know how to run tiles correctly. That's the problem I have sometimes when I play killer or survivor is that I perform a mindgame that I would expect an experienced player to perform at the tile, but the other player literally holds w or does something stupid that I didn't expect either. Although, definitely something good to learn if they plan on investing themselves into the game for the long run.
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It just takes a lot of practice to be able to be proficient at the game from both sides. It's really nothing to do with how you are playing, but more so that you just lack experience. Although hours aren't a perfect indicator of skill, generally a survivor with 100 hours will probably beat a killer with 20 hours. A killer with 300 hours will kill a survivor with 100 hours, and so on. I probably have about 900 hours in survivor and 300 hours in killer and sometimes I just have games that I know the survivor is just better than me. If I faced myself as killer, I probably would be looping myself like crazy and know I'd have to drop chase to not throw the game.
On the other hand, there are probably small macro game decisions that you aren't making properly, which really just takes time and experience to learn properly. You can tell with some killer main streamers that they may play really relaxed, but they seem to 3k or 4k with ease just because their macro gameplay is spot on, so they don't really have to sweat each hit or chase. The problem with how BHVR has designed their mmr system is that once you get a bunch of 4k, it will start matching you in games where you don't stand a chance. I wouldn't lose my cool when put in games like these because you should just remind yourself that you're being matched against people who are objectively better than you.
The best way to improve is just playing both sides and keep practicing. A good killer plays survivor and a good survivor plays killer. If you don't understand what you're doing wrong as killer, play survivor for a bit and learn what other killers do. You'll be able to see the mistakes other killers make or the mind games that other killers do that work.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2937993#Comment_2937993
Sometimes the best move is not to make one at all 😅
I see no harm in giving up in a match if it's looking completely bleek.
Yeah, I think it's just everyone has a different definition of bleak depending on their experience. If the two gens that got done were just me and my team is going down like flies, then I'll probably just start doing stuff to get myself more bloodpoints. Maybe loot a chest to give the item as a gift for the killer for mercy.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2938037#Comment_2938037
Isnt that territorial gameplay just out the window if anyone puts CoH in a totem far from it?
It doesn't necessarily throw it out the window, it just becomes a game of attrition. If you really want to get those 3k or 4k, you would just keep hitting the survivor and letting them go across the map to heal until one of them makes a mistake or just gives up because the game is dragging forever. Trapper three gen situation can easily make games 30+ mins if both sides are stubborn.
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I get what you're saying, I just don't know how much sense it makes to apply such logic. Stacking 4 of the same perks can show some weird interactions if all survivors ran the perk, but I don't necessarily think this automatically points to weird design flaws or problematic situations.
I agree out of the perks you listed, Adrenaline could be considered the most problematic in a 4 stack, but adrenaline is basically a dead perk until end game, so I feel like it balances out.
I don't think it's really a problem for a perk to be designed where if 4 survivors used it, each survivor has to be able to get value out of it. Realistically, this wouldn't ever happen in soloQ, at most I've maybe seen deliverance on two people in one lobby, and even when only one person runs deliverance, a lot of the time they don't even get value out of it. Interesting exercise though, it could maybe help show major balancing problems when designing perks.
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I've seen this RNG a bunch as both killer and survivor. I've ran the loop in that spot as survivor a bunch and love that window (hate it as killer). I don't think it is an uncommon RNG spot so I'm surprised you haven't seen it before.
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Yeah the grind is real. I have about 1300 hours in the game and I have about half my survivors P3 (not including Yoichi) and all my killers Level 50 (not including 4 of them). Only one survivor has all the perks on them. I probably haven't spent my BP the most efficiently the whole time, but I started my journey of P3 all survivors over 1.5 years ago. The grade reset rewards definitely has been nice, but the overall grind is terrible. I always run WGLF when I play survivor.
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@Wulfasger said:
https://forum.deadbydaylight.com/en/discussion/comment/2937985#Comment_2937985
Yeah my solution is not for that acroos map things, its more like for those sneaky survivors who are following you to disarm your traps and make you lose time. Also why trapper should have to move around the map and lose his precious time to use his own power but countering is just gonna take 2 secs when you find one, it just doesnt make sense to me tbh.
The problem with trapper is that he's supposed to be played territorially. In theory, if you want to play to win, you lock down a three gen and keep all your traps in that area. Makes it hard for survivors to enter the area to complete the gens and eventually you'll win (it'll just take forever and not be worth a 20+ min game).
The times I have dominated as trapper is when I instantly set up an area and let 1-2 gens get completed and then chase survivors into my set up area. The games I get dunked on as trapper is when I don't have a proper set up. A survivor won't spawn next to you, so they honestly won't know exactly where you trapped at the beginning of the game.
I do understand the frustration though, that's why trapper isn't a strong killer in general. I've had that annoying survivor who follows me and disarms traps, it then just becomes a game of defending hooked survivors and being good in chase.
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If they have flashlights and are planning to just chase you around going for flashlight saves, just don't pick up and look around you for 10 seconds. They're most likely lurking around so you can just get free hits and scare them off.
If I see a lot of flashlights and I expect that they might be a SWF, I'll throw on starstruck. Eventually, I'll be able to pick up a survivor facing a wall and then they'll see i have starstruck and most likely won't go for saves in the future, and if they do you can easily punish it. I've had a game that was completely thrown because two of them got instadowned after I hooked. Maybe slap on infectious as well if you have it.
As most people said, don't really worry too much if it's a flashlight bully squad, they're most likely not going to do any gens so it should be an easy gg as long as you don't just keep picking people up. Another option you could do is run overwhelming pressence and just drain their flashlights. Let them get their couple of flashlight saves and just drain them from using it. It would also drain their flashlights more if they decide to go clicky clicky or blind you at pallets.
You can run lightborne as everyone has said, but honestly I don't run this perk because then they'll usually just flock to the gens or just dc. I'd rather have a fun game where I can get a lot of points instead of having them all instantly give up. I try to use alternative perks to deal with flashlights, but sometimes it's really just learning to play the game properly to counter them.
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I honestly don't mind fire up the way it is. Maybe changing 4% to 5% could be a minor buff to it, but I honestly think it's a nice fun perk to run at times. I'll put it on my clown because I don't have anything else better to run. It throws off good survivors because of the flashlight timing being slightly different. The fact it's a mid-late game perk doesn't bother me because that's the purpose of the perk. You start to get stronger as the gens become more completed. It compliments the rest of Freddy's perks because Freddy has two end game perks as his other teachables.
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Flashlights are all about timing, what's happening is that you're blinding them too early. The thing I do know about flashlights though is that right now they're a little weird because a lot of streamers have said that the timing feels a little off. This is due to latency between survivor and killer. I would just look up a guide on youtube to see the timing. It's a small window so it takes time to practice.
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I would first say to never give up on a game, no matter how dire it looks. If people are dead on hook at 3 gens left, keep sticking the gens. The second someone gives up, it incentivizes others to give up, when in reality there could still be a one or two man escape easy. That's the biggest mistake a killer/survivor can do is give up on a game prematurely.
Don't mend in legion killer radius and 99 your mend. I've started to 99 my mend and just work on a gen until the bar goes down. I guarantee that legion is out of his frenzy before i finish the mend and he can't detect me with his killer instinct if he decides to go middle map to get people's locations before he comes out of his power.
Only heal if you have some perk/medkit that allows for a fast heal and choose when you want to heal wisely. Only time I usually heal a teammate or get myself healed is when someone is on death hook or someone needs to go for the save. Although, you can't stop a teammate from self-caring in a corner and getting immediately hit with feral frenzy, so you're just out of luck because of that teammate (stick gens to make up for it).
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I feel like the sticks wouldn't help the problem significantly because if you're in chase and a trap gets disarmed across the map, it doesn't really matter that the stick has a cool down time now. It probably didn't cost the survivor much to disarm the trap and you still have to reset it, which is out of your way. The sticks would just make basement trapper even stronger.
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So for this case specifically, what I would have done is use Doctor's static blast to check to see if the breakout survivors were near me. If they were, then I would just slug and go for one of the breakout survivors.
Another thing to remember is that if a survivor is in madness tier 3, they can't heal themselves until they snap out of it. So if you have the survivors in tier 3, you know you have some delay before they can heal themselves instantly.
If this happens to you on any other killer, after the first time it happens, you know that the survivors most likely will be lingering around when you down someone again. Just search around nearby structures or pick up and immediately drop if you can't find them. All you can really do in that situation to counter breakout is slug everyone. It sucks but survivors should expect killers to counter and adapt.
I play both survivor and killer (started with survivor). Don't let salty survivors get to you because they probably have never played killer. Anyone who plays both sides knows that you pretty much have to do whatever to counter the other side. The survivors shouldn't just expect you to fall for their game. They probably would have trash talked if you didn't get a 3k, so take that as a win that you foiled their plans.
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I feel like sloppy butcher only really works when you play with hit and run killers or high mobility killers.
Although, CoH can sort of be a "blessing" when you run sloppy/nurse's because survivors will most likely retreat to the boon to heal and you can seem them and interrupt them. It kind of becomes a hotspot where you know you probably will catch survivors off guard, as long as you find where they placed it.
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@Archive512 said:
maybe give players a way to 'burn' offerings for BP or something. ive had blueprints and mist offerings in my offerings list for ages and never use them. or possibly a way to trade up offerings, so you could turn 5-10 brown offerings into a yellow, then to green, then to purple? kinda like the CSGO trade up system.
I would love this.
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Bloodpoint offerings should definitely be made better. You have to nearly score perfectly in a category to recoup the costs of brown bp offerings. The mist offerings can literally help the killer sometimes. They probably should just get rid of the brown bp offerings and just increase the chance of escape cakes appearing on the blood web.
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I don't know what was wrong with the challenge, but I got that challenge like 2 weeks ago... so if that helps you at all.
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I think the traps being in a locker at the start of the match is an interesting idea. It would definitely help Trapper's early game with setting up, and I think as a previous reply said, once all the traps have been placed from the lockers, then you have to manually pick them up would balance it out. The only problem I see with this feature is that shack basement would literally be so easy to set up because of having lockers there, it would basically snowball the game depending how early someone is placed there.
I honestly feel like having him carry 2 traps basekit is fair considering if you change him to being able to get his initial traps from lockers. Having two traps as carrying capacity always allows you to be able to place one and keep one on you for chase, so it feels relatively balanced to me when I've played him. (Much better to when he was only able to carry 1, basically needed add-on back then.)
I think his add-ons aren't too bad tbh. They allow for some fun combos and playstyles. Iri stone is really powerful when you combine it with some add-ons/perks. Iri stone/Trapper bag allows you to lock down an area that you want to hold (3 gen) where it doesn't matter if survivors disarm your traps. Iri stone/coffee grounds adds some random fun in chases. Honing stone/tension spring is one of my favorite combos because it gives you value even if someone gets trapped on the other side of the map. Makeshift wrap is great to counter dead hard and can catch survivors off guard. Oily coil isn't necessarily strong, but it can come in clutch at times, especially because survivors don't see this add-on often.
I could maybe see as a buff that traps give the deep wound status if you escape from them because this does cause at least a small game delay. It also prevents survivors from popping insta heals or healing mid-chase if they escape from the trap as you try to retrieve them. Maybe resetting the heal when you step in a trap would also be a nice QOL change.
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I do kind of agree that killers shouldn't get a timeout penalty if they DC because truly if a killer DC, it just gives survivors free points and doesn't really hurt anyone.
On the other hand though, when the DC penalty wasn't there, I was getting a lot of games where killers would just DC mid-way through if things weren't going their way which can be frustrating for survivor when you're trying to complete certain challenges/dailies that require you to escape or open an exit gate. It becomes super hard to complete these because you either get stomped and can't get it or you never reach that point because the killer DC.
There's been many times where I have had rough games where I have wanted to DC, but I always stick it out and sometimes those games turn into a 3k or 4k because the survivors make a mistake and I can take advantage of it. The thing I've learned from playing from both sides is that the killer can turn it around even if they are at 0 hooks with 3 gens done.
I don't necessarily agree with the survivors being given a free leave if they are being camped on hook/tunnelled because I have had many games where the survivor on hook can buy the team enough time to get a 3 man out. Just because you are going to die from the killer using these tactics doesn't mean that you can't punish the killer by buying your team time. It may make your game last 1 minute longer, but staying in the game for that minute could be the altruistic move that makes your teammates have an enjoyable game.
I'm not too fond of the DC penalty being a time ban, but I personally don't know of a better way to fix this. I have had my game crash mid-match which gives me a penalty. The game can't tell why a person DC, so they just have to punish the action as a whole. I definitely think they need some type of punishment because a DC can ruin the game for everyone else.
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To my knowledge, it wouldn't be reportable or bannable. It's just annoying gameplay that's technically fair, just unfun. They're not really progressing the game, but because they have a bleed out timer, they aren't really holding the game hostage, so it's just a waste of your time. I've had the same thing happen to me on Eyrie where they ran to the corner and when I hooked one of them on the only close hook, they had breakdown. All had no mither/soul guard as well. You just have to bleed them out and move on, don't pay much attention to them because they're running that build to bully the killer and waste their time.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2928169#Comment_2928169
I disagree hard with her best Add-Ons being "meh" compared to other Killer's best Add-Ons. Her's have really good synergy with her other best Add-Ons.
The Severed Hands Add-On has synergy with O Grief, O Lover, Silver Bell and Thorny Nest, some of her other really good Add-Ons
The problem is the synergy she has with her add-ons is that they can be easily countered if the survivor hops into a locker. Also, they just said her add-ons overall as meh, she definitely has some add-ons that are viable/good, but overall they're just nothing special when you compare them with killers like Nurse or Blight.
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For killer, I think the best would be Artist. She's pretty strong base-kit, but has some counter-play as survivor. Which can then be countered if you master artist and are able to use the birds accurately. Her add-ons are kinda meh, but her power provides anti-loop and gen pressure so it's okay. She also came with some strong perks. Pain Res is a good perk in general and pentimento can be devastating in some niche builds.
For survivor, this one is more difficult. If we're just talking about objective best perks, Mikaela would win, but I don't want to say she was the best. She kind of broke the game even more for balance and divided killers and survivors even more. The problem is the rest of the survivors only have mediocre/good perks at best. I would say Jonah has 2 decent perks, overcome can really get you distance for non-mobility killers and exponential can turn games around (only problem is that killers assume its CoH so they snuff it out quickly), even corrective action can be a nice perk to introduce a new friend to the game. Ultimately, I think Leon was the best survivor for his perks. I barely see his perks ran, but they aren't actually that bad. Bite the bullet can actually come in handy when you need to heal when the killer is nearby (only downside is that so many people already run iron will), flashbang is a fun perk in general, and rookie spirit can also be situationally good at times. Although it is mostly considered a "noob" perk, with all the different types of gen regression perks in the game, knowing which gen gets hit with pop/pain res/eruption/etc. can help you know which gens may have progress. I've also probably have had the best in-game experiences with Leon players.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2928090#Comment_2928090
I still don't think Oil Paints being higher than C tier makes sense, but I can see why it could be better than the rest of the Add-Ons in that specific tier.
I think Ink Egg is worse, as you never get any benefit from it, where as with Charcoal Stick, you can get some benefit from it
The only argument I have is that Ink Egg can be used in niche builds. If you slap on pain res, dms, deadlock, and corrupt, you can basically get your first down and just camp them while you can send 4 birds out to the gens instantly blocking them. It's super boring and cheap gameplay, but there is a niche way to use that perk. Charcoal stick is just bad. It barely can be used to have any positive purpose. I agree with your list overall though (as an Artist main).
I will say though that I think you undervalued Automatic Drawing a little bit. I still think it belongs in C tier, but it should be top of C tier. With my playstyle of artist, I try to exclusively only use one bird at a time because it is the most efficient way to get damage states. As everyone knows, the counterplay to artist is to hold W and try to not corner yourself, so being able to let that single bird disintegrate and get your power back sooner can be pretty significant.
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So from what I heard, there's 2 green glyphs that will spawn for each person who has the challenge active. Anyone with the challenge active can close the glyph, so yes people can still your glyphs.
These glyphs spawn in totem spots, so if you know the maps well, just check where common totem spawns are. (They spawn in totem spots that aren't occupied by a totem) They don't move.
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Jeryl - Usually pretty good players, will meme around sometimes, usually gets camped or tunneled by killers
Lisa - Will most likely always save you off the hook. Always heals you and doesn't just run away after unhook
Cybil - Be wary, might run right into the killer and go down under your hooked body, but sometimes they can be god players
Cheryl - Generally really good survivors, will loop and do gens
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2928020#Comment_2928020
ive always been confused on the name ever since they changed the way grades or whatever theyre called works
Rank is the hidden number used for match making.
Grade is what you see in the corner of the screen which is used for your monthly bp bonus. (What used to be rank system)
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@Agt_Scully said:
The challenge states, "They will be briefly revealed in the Endgame Collapse." Does this mean the glyphs only show up in Endgame?
No, you can close the green glyphs before EGC initiates. This challenge would be unbearable if that was the case, (don't give Behavior any ideas).
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For me personally, I count a win as:
Survivor: I did well in my chases, either 2-3 gens popped or the killer dropped chase after awhile or it's a 3 man out because of a play that I made that bought them time. (either i run to the corner opposite to the gens or i do a risky save that allows the 3 to escape)
Killer: I consider a 3k a win or a 2k if they played really well.
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The problem is that they have two very different groups that they cannot balance the game around. You have the people who just install the game and know nothing about it and you have your 1000+ hour veterans who have a lot of experience. It's hard to balance the game to cater towards keeping new downloaders, while keeping your current audience who have been playing for awhile happy. They kind of have to choose on whether to try and keep a new crowd or keep their current fanbase. Hard decision, right now they're just upsetting both.
Another problem, (without getting into the argument of the game being killer/survivor sided), I personally feel like the game will be more killer sided for people who just downloaded the game and the game will be more survivor sided for veterans (or swfs). There are some weak killers who are noob stompers, so this brings the problem of beginners calling for nerfs while veterans know the killers are weak af. It's also very difficult for people who start as killer and expect to stomp noobs every game, but then eventually they struggle to even get a down as they climb the mmr ladder.
The last point I have is the match making. A lot of people are just done with the match making. It's hard to call this a party game when most of the games in higher ranks are sweat fests. The side who "wins" is just the side who brought the sweatiest builds. People aren't able to have fun anymore because there's no guarantee the other side will be playing for "fun." Nobody likes getting stomped on either side.
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From what I heard, for each person who has the challenge active, it spawns 2 green glyphs. It seems like though that anyone with the challenge active can close it... so yeah. Anyone claiming more than 2 in your game is probably stealing your glyph. Good luck all
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I don't think rank decay should be a thing because your "rank" only serves the purpose of the blood point reward you get during resets. It wouldn't make sense to punish players for not being able to play a few days. The difference in rewards becomes pretty high when you get in the red rank area. I'm honestly fine with the pip system. You can lose pips still, but you no longer can go from gold 2 to gold 3. I find the pipping system much easier than what it used to be. Survivor can be a little tricky in iri, but having a few good games can at least solidify you to the next level.