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bjorksnas

bjorksnas

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  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555579#Comment_3555579

    The problem is that you will have people over prepping for those who are solo which will make solo experience worse. It's like saying "oh, show what killer the survivors will face, so they can prep better in case it will be a Nurse/Blight" like if they were not going to over prepare if they see one of the weaker killers and "abuse" things they could not counter as well as another killer could.

    Do you guys really not see how this community and in general the competitive mindset of people in gaming works? Like it's insane some people don't realize it yet.

    it happens right now but only one sided for survivors, a build vs solo queue vs a build against teams massively changes what perks are useable and effective and you either play it safe with just easy strong builds or risk instantly having your build gutted by communication.


    Frankly it just allows for niche builds to be used rather than constant strong things which I think would still be more fun in the end

  • Just pair the update with a lobby dodge penalty so people actually play the matches they queue up for and it works fine, killers know to prep more against stronger teams for less frustration

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555325#Comment_3555325

    The shoelace bug is when you go for a rush and blight goes into the rush animation for a split second then goes back into fatigue and must inject serum and wait for recharge again. It literally looks like he trips on untied shoelaces as soon as you go to rush.

    I get this bug the most out of any of them. Especially when using ring.

    yep fun bug

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555146#Comment_3555146

    his lethal rush lunge hitbox is so strange. It starts out with almost no range, but is very wide, then elongates and thins into being closer to a normal hitbox. its so odd.

    its not quite that, if you attack right after rushing sometimes it just has no hitbox at all ive had an entire lunge against a point blank cornered survivor do nothing while staring directly at them

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555146#Comment_3555146

    The shoelace bug dude…. Don’t get me started. It’s so frustrating. That and double fatigue annoy me the most, and they happen nearly every game.

    is the power not recharging for a while the shoelace bug?

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555146#Comment_3555146

    Random extra cooldowns and power not recharging? These are news to me. I also haven't heard of Blight's attacks not having a hitbox.

    If these are indeed bugs, then of course they should be fixed as well. In my opinion EVERY killer should work as intended. Even the strongest ones.

    Then allow me to elaborate so if you play blight you too can experience / notice them, the not having a hitbox bug is in the same line along the normal lunge out of power bug, its a frame perfect input that gives you no hitbox on your attack, can't hit survivors or pallets and its very noticeable if it happens at a pallet, it only happens if you attack right after starting a rush.

    Extra no recharge happens when you bump then rush and break a pallet in a very short amount of time, your power will just refuse to recharge at all for ~8 seconds which can be absolutely brutal when you want to rush but just can't because it doesn't recharge for an extra 6.5s

    Extra cooldowns happen when you use compound 33, the breaking pallets with it is extremely buggy so sometimes if you start a rush after breaking a pallet using compound 33 (usually 1 charge breaks) the game says you should be in cooldown right now, immediately ends the rush with a cooldown


    Most of these bugs relate to playing fast and while they are rare / circumstantial they do add up over the course of a game, I usually see 1-2 of them per game

  • @Xernoton said:

    They have removed several techs because they were exploits over the years. I said it back then with infinite locker safes and the removal of Skybilly and Spacebilly as well as the introduction of invisible walls to counter these. If we are going to remove exploits for the sake of removing exploits, then we have to be consequential about it. Meaning, no matter how much of an impact an exploit has, it should be fixed. Otherwise, it looks like very obvious favoritism.

    In Blight's case, I think Hug Tech is just unnecessary. Why does he need it? Isn't he strong enough without it? I think it's fair to remove it. But, if they are going to fix Hug Tech, then they should also take care of Blight's other bugs. No more sliding off of trees and colliding into things that aren't even your screen.

    don't forget random extra cooldowns, power not recharging when it should be, some attacks just don't have a hitbox, some lethal rush attacks just work like a normal lunge for some reason, blights a mess

  • -Also signed on behalf of that one bubba who I saw get absolutely bodied by a 1 way bump wall on midwich

  • Its too much of an effort to shift the entire game back and fourth to actually comfortably make solo queue good while actually making killers across the board still average 55%, every little thing means massive shifts in balance

    For example, lets say they added pings to the game, a self ping button and a ranged ping button

    Heres a massive lists of things that now need to be accounted / balanced for assuming people use pings decently

    You know where all survivors are at the start of a match

    You know where gens are being worked on

    You know where the killer is with constant updates in chase and out of chase

    You know where chases are taking place

    You know when a chase is dropped and where a killer is going after

    You know totem locations that your teammate saw mid chase but otherwise couldn't cleanse or provide any info about till after being unhooked or escaping chase, which could lead to any number of life saving scenarios from cleansing exposed hexes and chase hex perks.

    You know where exit gates are.

    You know where teammates are to heal,

    You know where teammates are to be healed.

    etc.

    Every little thing means a massive shift in balance and they just don't like changing things because even with this 1 "small" change so many perks and killers need to be changed, reworked, buffed to fit this new model of dbd, and this is just for 1 change to bring solo queue up to the level of swf, imagine if they did a whole qol update, the game would flip on its head

  • Infinite means it can be looped infinitely without the killer catching the survivor, which is usually the killer can't gain chase, bloodlust, and the windows never block. Those tiles at the edges of swamp are pretty good for wasting some time but its no infinite.

  • @GentlemanFridge said:

    https://twitter.com/deadbydaylight/status/1707052388119449943?s=46&t=MOM9e-MaWyIGCyqm4Ri7dw

    i cannot emphasise enough: this is still a long long way away.

    Like please do not go “when is myers rework???”

    this could easily go into year 9. Hell, it most certainly will.

    when isn't myers rework

  • @sizzlingmario4 said:

    "I replaced Lethal and BBQ with UW and slotted Pain Res into the empty slot, same info, more regression."

    That's part of the problem with it. It's just better than every other information perk. You removed 2 perks from your build and got the same information (or better) with only 1 perk.

    The Blindness is fine. It countering WoO is fine. What isn't fine is its ability to be an on-demand, moving version of Static Blast that can basically cover the entire map in that 30 seconds it's active. It's not just a Blight problem either. It shouldn't last nearly as long and the cooldown needs to be longer.

    While using more slowdown and less info he got a similar result, so its balanced?

  • Nope gotta sacrifice 2 perks in your build just so you can use gift of pain on your basement hooks

  • @CookieBaws said:

    This perk is way too good. We need some limits to its power or something.

    it has drawbacks that limit on what killers it can be effective on and when you can activate it as well as taking time to activate and no guarantee on value (although its likely if you put it in your build) as well as how much information you get out of it. It looks good from the outside but it does have limits I assure you

  • Some cheaters do perk stack boil over, but you can tell it apart from cheating since if they cheated the stack vs the perk being legit you physically cannot walk forward.

    Heres a video of me hooking them you gotta hopefully be near a hook and use their wiggling to move rather than you being able to walk forward yourself

    https://youtu.be/4FbsiOMuqrY

    But if you are able to walk forward then its just the effects of the perk being strong and its something you just get better at managing with time

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325187#Comment_3325187

    Base game:

    Gen speeds are more dependent on hitting greats and working together

    Gen regression is only .25 charges per second and Gen progression is 1.0 to 2.2

    So 276 seconds to fully regress a Gen and between 45 to 90 seconds to fully repair a Gen... Gen regression starting at 89 charges

    yep not even a healthy baseline to work with

  • That is true some of the games problems that are trying to be solved are on dynamic problems that the game itself has created. Gen speeds can be affected too much by both sides perks leading to it heavily swinging towards whichever side has more so rather than remove most interactions if not all to keep a healthy medium they move the baseline a bit more towards one side neuters their side a bit and calls it a day.


    The problem is people don't want their swing heavy perks to be changed or removed to be more balanced and more middling because they like their fun perks and would rather the symptoms be treated rather than the problems be solved because they like how much their perks swing things in their favor when the other side doesn't bring the same amount


    And thats just on perks having maps all generate mostly random no matter what killer you pick is just bad design and a bad way to use it

  • Survivors would have a field day against anyone not playing nurse

  • @Steakdabait said:

    39% winrate.

    whats the winrate without survivors dcing or throwing matches

  • I don't see why they can't just open the exit gates and take the L he got his 2 kills right there

  • It was actually changed a while ago to not regress anymore when on the ground

  • Very bad take

    Killers playing something strong to win and or for fun isn't unsportsmanlike and it isn't their moral, philosophical, or civil duty, to knee cap themselves for survivors by "not using strong things" or "cheap strategies" its the choice of either side to do so as they please within the games rules

    No need to gatekeep how others play or enjoy a video game based on anecdotal evidence and guilt trip people into not doing what they enjoy

  • Wow good thing this will totally add to build diversity and not most of the time just replace those slots with an extra slowdown

  • @Grigerbest said:

    Dude, if you want a skin, just buy it now. If you don't want it, don't buy it and do not care about them being "exclusives" or seasonal.

    "What is going on with these players... I don't get it."

    "just let them step all over you"

  • Sure is an enjoyable experience to just have half the roster feel terrible for an entire month while survivor players are like I enjoy them because they are fun (they use them to tryhard against the killers they feel bad against)

  • @Audiophile said:

    …have no basis for believing they’re good killers.

    Good/Great killers are great at map pressure and chase. They know where to go, they keep chases short and they hook and move on until they’ve won. Those 4ks are deserved. When I lose to a trapper or demo or some middle to low tier killer with a decent team because they KNEW how to play, I’m impressed. These are Type A Killers.

    But i estimate 50-75% of killers mostly proxy camp so the survivors come to them and they get cheap hits and can also tunnel if they want. They basically use a flaw in the game’s design to play a bastardized version of the game that gets them fairly easy 3-4ks. These are Type B Killers.

    Both types get tons of 4ks. But if you take away the ability to camp and tunnel, Type A killers still destroy and 4k. Type B killers are lost

    My point here in spelling this out is twofold.

    1) I think Type B killers, because they get so much success, believe they are great at the game and so don’t bother trying to become Type A killers. I’m clarifying that they’re not. If they want to be great at the game they have to be able to win without falling back on camping and tunnelling for the majority of their play.

    2) Type B killers are also a driving force of survivor quitting. People don’t want to play the bastardized “try to save your friends being guarded at the hook” version of the game. They want to play the game as it is intended to be played. So when they see the camping and tunnelling start they leave.

    And just to be clear, I’m not responding to non constructive responses. If you disagree, clearly advance your point with logic.

    Nothing is wrong with either playstyle, camping and tunneling aren't flaws in the game design they were intended from the start with how powerful they are changing over time based on the game designers choices if they wanted to remove camping and tunneling since they were a "flaw" that would have happened long ago, but instead we have seen adjustments perks to mitigate it and punish it a bit but very clearly its never been removed and something has never been done to remove it completely only ever adjustments.


    Also its a multiplayer game so what people find as unfun and boring are usually the simple and effective strategies to win or the strong things, they usually like the complain about it while stacking and doing multiple strong things themselves.


    And the game is partially a hide and seek esc game so if I can't find anyone i'm going straight back to the hook because its a surefire way to find someone because I know they are there and someone will usually be forced to save them so if you blame the killers for going back to hook you better also be giving them something to do given the chance because that would be entitled to expect killers to play nice while giving them nothing to work with

  • Its just not a good change, removing the usage of 3 perks on the only killers who really might use them just means more stuff like slowdown used in their place or stronger killers, its not like wraith, wesker, legion, and myers are all top tier picks and nerfing the fun combinations that make them feel satisfying to play just doesn't make sense

  • Slightly lower duration give regression equal to what would have been gained during that duration

  • @ReverseVelocity said:

    You shave off 2.5% of a generator every time you kick it. That's like 0.45 seconds more than the animation takes. If people are constantly tapping gens then it's a net gain for you.

    4 survivors, still a net loss for you but yes spending ~5 seconds to win 0.45 seconds from 1 survivor does count as a net gain

  • too late maybe but record it, report them, secondarily report them on their website with a support ticket and they will get a temp ban for it

  • Its a strong addon but a bit finicky since using 5 rushes usually means you did something wrong so generally blights fumble in that range but yea it works

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266509#Comment_3266509

    Exactly this. BHVR still can’t figure out how to make reliable survivor noises, so iron will needed the nerf it got.

    OTR is a much healthier version of the previous iron will, and people can use that if they want 100% reduced noises.

    Plus otr isn't free, they don't really choose when to activate it, and it has limited use. Iron will was an infinite use and you could control how long its active for especially with healing items.


    Off the record is just a much healthier perk for not making noises

  • Yes, since clearly it was too buggy to program in the breathing sound, and the footstep sounds only work if they feel like it killers deserve sound, simple as that

  • Already happened and was abused its not coming back

  • Pharmacy once per game get a medkit from a locker while injured

  • Best to have it and not need it then need it and not have it same for strong build survivors and items

  • Yes but put a limit on it

    Players can earn ~1m bp from bot matches at 150% efficiency (this is a hard cap that never resets per account)

    after that put a either massive penalty on it so you still feel like you get a bit from testing like only earning 10~20%


    It becomes something for new players to gain a little bit of bp and experience outside of multiplayer matches so they can enter the game more prepared, 1m bp is enough to unlock all the basic perks on ~2 killers and would likely be earned across ~30 odd matches by a new player, giving them a decent foothold rather than playing their first matches with 1-2 perks and never being incentivized to practice, it wouldn't really have any affect on older players but it would give newer players a good incentivized opportunity to try things out in a safe environment and reward them for it

  • @BringShaggytoDBD said:

    I just played a game against a Legion where they hit me in Frenzy twice (hit me once and continued chasing me) and I went down. I checked their add-ons and they didn't have anything to suggest this was possible.

    I thought if they hit you with Frenzy when you are injured you don't go down?

    Basekit

  • @betelgeuseyes said:

    I know dead hard causes exhaustion and that should make it impossible for overcome to trigger but I haven't tested it. Does anyone know if this is the case?

    overcome doesn't trigger on endurance hits since patch 5.6.0

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247365#Comment_3247365

    You forgot that survivors can use shift.It's just an article you wrote to be able to say I answered without thinking about its message.And as I understand it, you are writing empty things to increase the number of posts.If you think you wrote it and put it in a logical framework in your brain, then we can argue with you.

    Step 1. create post

    Step 2. someone disagrees

    Step 3. create empty non argument

    Step 4. they call it out

    Step 5. you act like they are here for empty posts to farm something that doesn't matter

    Step 6. they call you out again (we are here)

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246959#Comment_3246959

    Its literally something thats only used to bully and is uncounterable with no action that can be taken on the survivors part (camp and tunnel).What's right with it being in the game ?(for years)

    "unrelated argument" well guess that proves my point

    also just for tickles

    borrowed time

    decisive strike

    off the record

    unbreakable

    old mettle of man

    reassurance

    kinship

    deliverance (as a combo)

    sprint burst

    kindred

    hyperfocus

  • Its literally something thats only used to bully and is uncounterable with no action that can be taken on the killers part whats wrong with removing it

  • Wishlist, its an addon that turns your equipped item and its other addon into a wishlist (they don't get consumed this way), placing the wish list in an empty chest and searching it again gives you the item and its addon (can't use syringe, bnp, or styptic agent this way)

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235245#Comment_3235245

    It does not, a hook trade is an interaction that favors the killer.

    not always, id rather keep it how it is than give survivors the potential to just run at the hook and never be able to punish them if they wait too long to save by either securing a kill or making a very weak link than getting some spread out pressure that doesn't really help my bottom line

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236569#Comment_3236569

    You lack any source or statistic for Nurse being enjoyable either, so we are both only speaking to our understanding of the game and humanity. This video from Choy is the closest I can come to providing evidence for my argument. As far as no previous agreement that is your willingness to ignore the 'honor among thieves' concept of 'even I won't go that far unless I got a tome/daily'. Nearly everyone is kind in endgame chat to me when I say I played Nurse due to either of those things. Although I also purposely ignore people off hook for the rescuer and beeline past them due to the sheer simplicity in using Nurse without a controller if someone has 5+games on her. I can also run mostly BP perks (Distressing, Beast of Prey and/or Thrill of the Hunt, Lethal and/or BBQ) and still get 12 hooks purposely only going after rescuers/people not hooked recently.

    https://www.youtube.com/watch?v=ASrkxft2Vfs

    A Ghostie chasing is a bad Ghostie in general. They might be a good Killer in general, but preventing the chase is Ghostie's strong suit. If you let them reach the pallet on the Game you misplayed your approach. The tactic for Ghostie is to 99 the stalk around the corner until they run off, and take a 50/50 of waiting for them to go back on the gen or to go for someone else. Going for someone else is the better play against good Survs, waiting is better against bad (in general).

    Also the hatred towards Nurse is quite evident on nearly every community (these forums, reddit, etc.) so they are speaking and yelling their displeasure only to fall on deaf ears. The unheard lash out when ignored. That is why I understand what would drive someone to the events of the video linked. Again not condoning or endorsing, just having enough basic human empathy to understand.

    https://forum.deadbydaylight.com/en/discussion/comment/3236852#Comment_3236852

    People can bring strong things, but that is only relative to what their opposition brought. If the Surv brought Stakeout against a Stealth Killer, they lose a large percentage of the value, same with healing against Plague, and the will to ever play the game again against Starstruck Nurse.

    If you legitimately think there are no easy wins then I would have to assume you have less than 100 hours, because I have had my fair share of no effort wins, dang near impossible matches, and everything in-between.

    Killer bans I think would be fine at a 20% ratio. No one has to play the most busted/annoying Killer every match back to back. Typically people against that type of ban are one tricks for whatever flavor of the month is most overpowered at the moment in that particular game. I have fun playing Trapper, Wraith, Nurse, Myers, Huntress, Bubba, Pig, Clown, Spirit, Legion, Ghostie(my current fave), Demo, Deathslinger, Blight, Nemmy, Onion Ring, Dredge, and Weskie. (Billy only isn't on that list due to the defunding of the space program, so I am boycotting using him until his rocketship is returned.) There is a massive variety of Killer experiences, and just because 5 Killers (not players) might be banned by one player, doesn't make every other Killer unplayable. It would only impact matchmaking times, and that would be a net positive for people who actually want to play the game with variety.

    The map bans is more to give Killers something with the Killer ban, and also a bad band-aid for fixing maps. Both ban systems are meant to also serve as a form of feedback for the devs, that if something is banned at a disproportionately high rate, it probably needs to be altered in some manner. I would also have a variety ban that doesn't count toward these numbers, and only bans the most recent Killer/map (up to the 5 bans for the 5 most recent if you wanted the variety ban for all 5 slots).

    you brought up something outside of the argument (hours) to try and invalidate an opinion over the semantics of a word im out but I still don't agree

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233371#Comment_3233371

    Is one match indicative of the entire game? There are a wide variety of potential experiences that can occur, and disliking less than 10% of those experiences is more than valid.

    https://forum.deadbydaylight.com/en/discussion/comment/3233433#Comment_3233433

    Strange to say "ruin other player's experiences" in a defense of playing Nurse. A Nurse pick in and of itself ruins a very high percentage of the player base's experience(Blight too, to a lesser degree), so by picking that Killer, the Killer player chose to statistically 'ruin' 2 or 3 out of 5 people's experience if we were to follow your logic. Also if it ruined one of those people's experience enough to cause a DC/quit, the Killer pick was indirectly responsible for ruining the experience for everyone else that wanted a 'real' match, possibly rising that to 4 or 5 out of 5. It is possible to not know that people don't like playing against Nurse/Blight, but that requires such a disconnect from reality that I don't think their skill level would be able to support killing Survivors other than through facecamping, or Survs throwing for the 4 man out.

    Also the 'might' is the issue, they might have a 'real' match, or they might have the 5th Blight match in a row. I cannot blame anyone for being sick of any Killer on 5 times repeat 1/29^5 (or ~.000005% of matches) or Nurse 1/29 (3.4% of matches). That is a solid ~96% of 'real' matches. Some games have connection issues preventing more proper matches, so that is an acceptable margin of failure in my eyes.

    Some people bring scummy things, and by doing so they prove they want an easy 'win'. These are the people who should be playing a single-player game since they want to play a multiplayer game on 'story-mode' difficulty. What is the issue with their opposition shortcutting to the mostly foregone conclusion? Especially if they brought a meme build that can't compete with their opponent's scummy build. What is the difference in the 'win' happening at the 2 minute mark instead of the 20? 18 minutes of people's time and energy being saved for a potential 'real' match, the kind of match that brings people back to the game, enjoying their time, and willing to spend more money on the game. Theoretically I have a greater chance of winning against a Starstruck Nurse when I get the 4% kobe, than when I get rescued by a teammate. It is the best chance of success, which is sad given how low that chance is. I'd say about 90% of my teammates get caught en route (either from them being bad, them giving up on seeing Starstruck, or the Nurse's intel perks), which compared to my cumulative ~11.5% 3 Kobe chance, is better to go for the Kobe.

    Now other games have a feature to ban unique characters that would otherwise be unenjoyable, overpowered, or ruin your experience. I would have a Killer ban system for Survivors, that allows 1 ban per 5 Killers released/not killswitched (5 now at 29 total, and 6 when the next Killer is released at 30 total). (SWF would either use the lobby leader's bans, or cycle through each person's bans to create a list of the max bans Eg. 3 bans for (1)Nurse/Blight/Doctor and (2)Nurse/Plague/Oni would take Nurse(1)/Plague(2)/Blight(1)) That way people who hate Nurse/Blight don't have to go against them, people with epilepsy or issues with strobing/flashing don't have to go against Doctor, and people with emetophobia don't have to go against Plague. Similarly I would give Killers a map/realm ban at the same 1/5 rate. That way Blight doesn't have to cry about swamp, and stealth Killers won't have to tear their face off attempting to play on Blood Lodge.

    People can bring in strong things, I don't say survivors don't want a real match if they bring 4 meta perks each 4 medkits, and a map offering, it seems to only be a killer specific thing that survivors don't want to try if the killer is good and is playing something that can put practice into that has decent translation into results


    There are no easy wins just easier wins the killer still has to play the game but if they tools they have are harder to used and they trained to use them how is that their fault on top of perks being improvements rather than choosing to bring perks that do nothing


    killer ban systems are just a no, we have already seen what it does when you have a block system against specific players nurse mains didn't get matches (iirc this is mandytalks story about someone they knew / friend) and all that would happen is people pick the 5 strongest things because they have a better chance at winning then (sounds coincidental?) but without any of the skill involved


    Map system is meh giving killers outs on what maps they don't want to go to is just an overall killer buff which I don't think they need at the moment unless the devs make more changes towards camping / tunneling / slugging as a counterbalance

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233094#Comment_3233094

    To be fair to the Hatchet example I love playing against a low latency Huntress, but a high latency match (myself or her) involving Huntress is a nightmare to me. Every DBD youtube channel under the sun has a compilation of BS hatchet hits, and any DC against Huntress (whether my victims or my teammates) I just interpret as a false hit and not wanting to play under such redic conditions.

    https://forum.deadbydaylight.com/en/discussion/comment/3233098#Comment_3233098

    Or they know the counterplay, but have no intention of sweating their butts off when they wanted a chill match until they saw the Agi Starstruck or DMS/PR.

    https://forum.deadbydaylight.com/en/discussion/comment/3233129#Comment_3233129

    This is so out of touch with reality and all too tribalistic. The opposite and equally false argument would be "All Killers facecamp if you dropped a pallet on them once, and they always run the build to support facecamping."

    https://forum.deadbydaylight.com/en/discussion/comment/3233145#Comment_3233145

    It also could be someone signing up to read a book and then are forced to read an entire library. Someone can easily see they are out of their depth and not like that. Similarly they could attempting a tome, and the Killer's mechanics or playstyle prevents the tome from being possible. For example a heal tome against Plague. They can't complete their goal, so they decide to move on to a match where they can, by DC or by suicide on hook or by not attempting to run the Killer at all. If we are going to apply the logic that one side can bring whatever they want, and play however they want, then the other side needs to have that same right.

    That entire statement is just an excuse to ruin other players experiences and skip around what you signed up for

    They have a solid list of killers they KNOW what they might go up against so if after a certain amount of hours you just give up and stop even learning or preparing for certain things that's just an excuse and ruining the match for the other 4 players also doesn't help you learn it

    Also its not the killers fault that survivors can't complete a challenge its not their intension to do so and is usually just bad luck so if you are deciding that your bad luck should become other peoples bad luck by ruining the match for them that's not a very healthy mindset


    Both sides can bring whatever they want because its in the game and meant to be available to use how you want it, however you play by the rules, play out what you signed up for, and don't ruin the experience of others by not playing the game

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