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danielmaster87

danielmaster87

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danielmaster87
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  • @ZFennecFox said:

    The only time I think Noed is a waste of a perk slot is on a Killer that already has an Insta-down. Billy's chainsaw, Bubba's Chainsaw, Myers (except for scratched mirror), and the like.

    Sometimes I'm just not confident with a chainsaw, or the map makes using one difficult, so I'll run NOED on them anyway. Same thing with STBFL.

  • @miotas said:

    The issue with NOED is that it is too impactful against solo survivors/low ranks, and too weak against SWF/high ranks. Playing as a solo survivor, you have no idea how many totems are done. You can't run around the map hoping you'll find a dull totem just in case the killer has NOED when there are gens to do and randoms to save. Low ranks will be slow to do gens and bad at chases, so they will go down fast and be unlikely to even make it to the end game. These people will feel the effects of NOED the most and it honestly sucks to be in their position.

    If it's a SWF team they can communicate how many totems are done, where the totem has spawned, etc. High ranks will keep personal track of totems, know the totem spawning spots, and if someone is downed due to NOED in the end game, most survivors here will just run out anyway.

    From the killer's perspective, NOED only helps against teams that play poorly, which are teams you don't need any more help against. If you struggle with pressure against a good team, you might get a single pity kill out of it before it's cleansed or everyone leaves. If you can apply good pressure or the survivors are bad you'll probably get 2 or 3 or even 4 kills before end game happens anyway, so there was no point in having NOED. It's a perk that doesn't help you in the places you need against good survivors.

    So you're saying there's no in-between? The good survivor teams and the weak ones? I find myself a lot of matches where I have NOED, not needing to use it. Then there's matches where I had to use it or else I wouldn't have gotten those endgame kills. I try to not bring it because it's a Hex and it's totem gets removed immediately or before it spawns. But out of desperation to beat red rank survivors more consistently, I've been using it.

  • I'm so SO jealous, dude! I could never dream of survivors DCing for me, because it would be so much easier to 3v1 instead of 4v1. You guys are SO lucky!

  • It seems like killer add-ons aren't that good because the best kind are always one of a kind. For example Hillbilly doesn't have enough add-ons that reduce his charge time (he has like 1 yellow one) and that's probably because they don't want you getting an instasaw, but if that's the case just make it non stackable!

  • Literally by the time you find your first survivor, a gen can already be done. Who can defend that, really?

  • @NoShinyPony said:

    Instant killer lobbies + long survivor queue times = not enough killers

    And that's because killer is so unfun to play. You just get bullied if you're not on your A-game.

  • @SammyWasabi said:

    This is the question that is the main reason why Dead by Daylight can (most likely) not be balanced completely.

    Let's look at both sides

    • The 1v4 aspect looks at the game as a whole. This formula is preferred mostly by killer mains.

    • The reason for balancing around the 1v4 makes sense, it is a 1v4 in a whole, but in the chase, it isn't. This formula would also equal (if both sides are equally as skilled) a 4 kill 0 survival rate. This makes sense, but we must look at the other side.

    • The 1v1 aspect looks at the game as the main part of the game, the chase. This formula is preferred mostly by survivors.

    • The reason for balancing around the 1v1, also makes sense. The main portion of the game where the killers and survivors are engaging in skillful interaction (skillful most of the times, cough, rancid abattoir and Ironworks window, uncough.) The chase, it is the true interaction of the game, but if we balance around the 1v1, the formula would result in (if both sides are equally skilled) around a 1 kill 3 survival ratio. Not good.

    The main issue is, both sides are correct in their own way. And there isn't a great compromise between the two. Except 2 escape 2 death ratio, which is what devs are going for.

    What do you think the game should be balanced around? I personally (survivor main bias sort of warning siren) think the chase should be balanced around the 1v1 but slightly adjusted, (aka ironworks window getting banned) but the other objectives should be balanced around the 1v4 and adjusted so they cannot have significant portions of the game done within the first chase. This could be done somehow, I'm not sure. Which is why I'm asking for your feedback, please try to be civil, all feedback is greatly appreciated.

    It has to be 1v4. A single survivor should not be able to run a killer for the full 5 gens. Killers should not have to leave good survivors or survivors at OP loops for fear of losing all the gens. The survivor's objective while getting chased should not be to loop the killer indefinitely, it should be to waste as much time as possible for their team. If every chase between survivor and killer can easily lead to all survivors escaping, then what's the point of chasing? What's the point of playing killer?

  • @Apple2o said:

    Well, jump on over to killer then.

    I have survivor challenges to do. Otherwise I'd be on killer 100%.

  • @tonycuup7 said:

    After over 1200 hours in the game and being around since the early days of dbd...I have seen the patch and all kinds of bugs and errors everywhere...

    With how scrambled this game is after all this time, I have finally decided to say “dude, I’m done with that”. I absolutely love the game but jeez there are game breaking bugs that shouldn’t even exist past a PTB that we see in a live game. Server rubber banding? Okay, I guess. Alt+F4 to avoid dc penalty? Expected. BASEMENT BUG FROM PTB? No way, shouldn’t be a thing. Guys, there’s plenty of demand for less content and more fixes. While trying to keep the game alive, they are destroying it at the same time. We seriously need to focus on getting them to sit down and fix their game, instead of just poking at it through occasional forum posts. We need to make it clear that we need to make this game STABLE, like it should be.

    Stability is a big problem for me. I'm on PS4 and I have huge fps drops whenever there's an update IN ADDITION to just regular DBD fps drops. Instead of making my whole game stutter, how about telling me that the game has an update and that I need to restart it? Turning off or restarting a game because you've been playing too long is like PS1 game problems. They need to get their stuff together.

  • @[Deleted User] said:

    Do you play on console? That's the only explanation behind this take that I can think of

    It's sad that this is a reasonable explanation for a killer being "bad" but it is. The controls just aren't as good as PC.

  • @DetailedDetriment said:

    That's right, Balanced Landing now needs a buff or rework.

    With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.

    The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.

    Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.

    Soooo much survivor entitlement is shown by people bashing the BL nerf. You shouldn't get the benefit of the exhaustion perk while exhausted. Should Dead Hard allow you to do a mini-Dead Hard while you're exhausted? And Balanced Landing the worst exhaustion perk in the game? That really doesn't mean much when all of the exhaustion perks are top tier anyway.

  • @thesuicidefox said:

    If the killer body blocks a survivor such that the survivor cannot move at all call it SOFT LOCKING.

    This is a term used in other games to describe a situation where the player is stuck indefinitely in one place and the only way to get out of it is to quit the game (see Mario Maker). This would help to differentiate it between normal body blocking, where a survivor takes a hit while the killer is carrying or when the killer blocks the survivor to get a free hit (eg. chainsaw).

    Honestly getting tired of seeing threads about "body blocking" where the person does not understand the concept of what is actually bannable and what is allowed. This way there is no confusion. Both actions have different terms.

    BODY BLOCKING is allowed.

    SOFT LOCKING is bannable.

    Simple.

    It's body blocking bro.

  • @ChainsawCharlie said:

    https://forum.deadbydaylight.com/en/discussion/comment/875418#Comment_875418

    I think this entire thread right here is proof that survivors will complain about just about anything. Any small inconvenience. I really don't understand how tapping a button for about 30 seconds before you get unhooked is such a giant problem that it has to be repetitively discussed and griped about on these forums. "It ruins your spacebar." Yeah and so does jumping over mountains repeatedly on Skyrim but nobody complains then, and you can just as easily change the macro to Mouse Wheel Down, but complaining I guess is just much much easier.

    I'm right there with you. I've never accidentally died on hook from lag or anything. I think people use that as an excuse for failing a task that they deem to be so stupidly easy they couldn't possibly fail, tee hee.

    In some ways, you're right. Today was the first day I've even considered complaining about it, because I've been playing nonstop survivor as opposed to my preferred killer gameplay just to get the safe unhooks challenge which takes forever to complete because teammates steal the hooks or the killer camps. I was button mashing as usual one of the matches, and I missed a single input and died. Does that seem fair to you, to leave an entire hook state up to 1 missed input out of like 100? All of that made me post this. And yeah, I get it guys, you're big strong macho men who like to call people weaklings for "whining over their fingers hurting" even though that's a false assumption because it doesn't hurt. It's just BS annoying to have to do when you can just not and get the same exact effect. "Oh, we need players to FEEL that they're being attacked on the hook by the entity!" Guess what? Basing gameplay aspects off of "the lore" is the easiest and dumbest way to ruin the game. So please, just remove the damn stupid, meaningless hook mash and maybe that'll be the one single day where the thought doesn't cross my mind that "this game is has been horribly mishandled down to the smallest detail".

  • I've been playing for like 2 or 3 days and still haven't finished the Tome 2 challenge of safely unhooking 15 survivors.

  • People like their insta-downs. Especially when all it takes is 2 seconds of staring and BOOM exposed. Is that cheap? It feels like it, but it really isn't. I'm having problems breaking him out of stealth when I'm looking straight at him btw, so that's a factor. I have to run Spine Chill on every character because there's so much Ghost Face. When the devs buff other killers or slow down the gens so we can actually play with more than 3 different killers, you'll see less of him.

  • The devs 'purposefully' make 'bad' perks? That's one hell of an accusation! Where's your proof?

  • @MightyDwight said:

    It's the same damn thing, bloodpoints aside, as disconnecting; you're leaving the match as quick as possible because you're 'not happy with' or 'don't approve of' <x> killer/map/perk/tactic. You're bailing without trying, and screwing over your team.

    And if it's fine for Survivors to flake out via hooks when they are butthurt, then how come Killers have to endure 3-to-4-man SWF meme squads recording for their trash clickbait '360 dank meme amazing epic bully this Killer and THIS IS HOW HE REACTS! 😂😂😂 SALT!' 5-subscriber youtube channel, or bully squads treating the Killer like a punching bag for their twitch streams?

    Kinda funny how it only seems to be acceptable one way. Almost like it should not be acceptable AT ALL. 

    🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔

    They should change the 2nd hook phase from a button mash to just another waiting game like the 1st phase. Keep the entity attack animation, but don't make people either button mash or not press anything to suicide.

  • Hillbilly. If he gets nerfed, I can't see myself using him anymore. He's just not as good as people say.

  • @bilaueta said:

    I mean from a lore standpoint the killer is literally trying to mercilessly murder you and the other guys and have your soul consumed bit by bit by an evil entity to make you suffer for eternity.

    A lot of dumb things in the game can be justified by "the lore", but I don't ever take that as a reasonable explanation.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/848759#Comment_848759

    it literally couldn't be an infinite. the killer has speed and bloodlust. it's a needless nerf ontop of all the recent survivor nerfs...

    If a killer has to get to bloodlust to catch a survivor, he's probably lost already.

  • @Aven_Fallen said:

    Do you really complain that your Ruin stayed up the whole game?

    Nope. It's just that you didn't listen.

  • @Hex_Stalk said:

    I never understood that. You're basically saying "Have fun with this no risk high reward way of escape"

    From both sides I think that decision was dumb. There is no risk for survivors after they end up getting steam rolled by the killer.

    And on the killer side there is no point in chasing them if they are invincible while on the hatch.

    It further entices the "you didn't do anything but lose, BUT HEY you get a free escape for participating!".

    Why. Was. This. Removed?

    Because it gave killer the advantage, and survivor mains just couldn't have that.

  • @Eleghost said:

    so you're basically saying because a killer is getting slightly adjusted you want to punish people who play games with their friends? Doesn't sound very nice at all.

    Let's be honest here: Nobody uses comms to just "have fun with friends". There is only 1 goal for those people, and that is to win. And while they're on comms together, why not be toxic to the killer together? They'll have an absolutely care-free game anyway, getting all the gens done in 5 minutes or less. Beyond a shadow of a doubt, SWF, at least in the game's current state, is an unfair advantage over the killer. You play killer and get destroyed by SWF all day. Your tune would change.

  • I feel like all I ever face on console is Ghost Face and Myers. Seriously like 2/3 matches is those two, because people love getting cheap instadowns, which Hillbilly is only a half-baked version of. Buff the Doctor or Trapper, because they desperately need it.

  • @Swimming_Bird said:

    So I need help. When I play killer, and I play several, I use the exact same perks. The SAME four perks on every killer. I'm really stuck cause I just can't seem to convince myself to change them cause they work for me. The perks are Bitter Murmor, Overcharge, BBQ, and Ruin. The main killers for me are Wraith, Doctor, and Demogoron.

    I know there are probably much better or interesting builds to run, I just probably am still not well versed in this game yet. Hope this doesn't make everyone in this community cringe at me in unison. I really appreciate any advice on this.

    Try and get Save The Best For Last.

  • @Mert_MK said:

    When this map was still new, i didn't really have many issues with it. But i have a feeling that's because the killers i went against didn't really know how to deal with it.

    Now however, i'm very tempted to dc on it whenever i get it. As a survivor you can't mindgame at any pallet on this map. All that's required is to bloodlust as Killer and it's super easy to pull off on this map because of how unsafe every pallet is. Killers like Freddy with Snares or Clown make this even easier you might as well not even try. I know Balanced Landing somewhat helps on this map but not everyone runs it.

    I'm not asking for super safe unmindgameable loops, but this is too much. Springwood for example is nicely balanced imo for both sides.

    This map is also a nightmare when playing solo, might waste a lot of time looking for a certain Hex totem or a generator/your teammates unless you have an aura reading perk.

    Gameplaywise, this map is trash. I made sure to let them know in the survey even though it's unlikely they'll adjust this map because it's the most recent one.

    I don't like this map as killer either, and it is far from killer sided. The quality of the pallet placement does not mitigate how many of them there are, because there's lots. If a killer has to get to bloodlust to get you, you've probably already won.

  • @BruhMoment said:

    I completely agree. The gatekeeper emblem being especially bad at higher ranks. It's pretty ridiculous that a killer is expected to scrape by with a 2k. This makes it so red rank killers are considered to be outliers and ranks 7 or below are the actual skilled players. In order to make red ranks, you can't rely on skill alone. You must be both skilled and lucky, as depiping is obnoxiously easy even when you do well. Not only is this bad for the killers, but it's also bad for the survivors. As a red rank survivor, finding a game can take forever. This is why derankers and high tier killers are such an issue in DBD. Red rank survivors feel like they have to derank to either find games faster or play against different killers (these problems only getting worse with each killer nerf). This, in turn, causes killers to derank as they are constantly facing survivors who are of much higher skill than they are. It honestly pains me to see the devs ignore this problem, especially since it affects those most dedicated to the game.

    Finally someone not afraid to say that luck plays a massive factor in this game. Killers in their current state were never meant to make it to red ranks, but they do anyway because of good luck. That's why when I'm in red ranks, I can get a 4k in one match and have 3 or 4 escape in the next. Inconsistency to that extent can only be justified by good and bad luck during matches.

  • @Boosted_Dwight said:

    That challenge is a place holder :l

    You were in the office when the decision was made, huh?

  • @Nova_Terra said:

    https://forum.deadbydaylight.com/en/discussion/comment/828250#Comment_828250

    Agreed. High risk but high reward is what hex totems are about.

    More like high risk, no reward. They're guaranteed to go down in under a minute.

  • @Pulsar said:

    Thought I'd switch things up and make a positive post. Name one thing you love about Dead By Daylight, I'll start!

    I love the feeling of getting a cross map hatchet.

    EDIT: Thank you all for your wonderful responses, I'm so glad to see all the love!

    I just like the whole idea of the game.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/828443#Comment_828443

    I generally see good killers rarely ever having those kinds of days.

    As for the Mori thing, yeah, it's not as rare as it seems. A lot of people will tell you they are, but they're lying. People have 60+ moris in their inventories, or more, and those are ebonies.

    I've been recently getting into Obsession perks, which are really good like STBFL, as opposed to Hex perks that get almost zero use before they're broken. But I meant what I said: I feel like my matches are hit or miss, almost like I don't deserve to be at rank 5. But I say that because I saw another guy's post which said just that. When the devs close the gap between SWF and solo, maybe then it'll stop feeling like that. As for moris, I've never had more than like 7 at a time on any given killer, so you might want to check if that "60" was overall or just for 1 of their killers. I think the green and yellow moris are perfect, but the pink ones are so obviously unfair. I only really enjoy using them when I know I'm beating a toxic SWF group with them, and because the devs never made a SWF indicator, I never know for sure if they are.

  • See, that's exactly the kind of thing you type of people don't understand. I would not say that survivors have EVER been really "nerfed". Freddy had been nerfed. Nurse has been nerfed. Survivors though? They've just been brought down to normal level. Remember infinite window vaults? Remember the old Decisive Strike? Remember insta-blinds (which still live on as a pink flashlight add-on)? Those changes were made not to make it easier for killers to win, but to make them lose by a slightly smaller landslide.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/827600#Comment_827600

    Why would the killer focus for one person, for a long period of time?

    Well when you say that we have to define what a "long period of time" is. Because it's probably not what you think. Even a minute-long chase is considered a long and game losing chase for killer. Gen speed is outrageous, so when we talk about this game's time, 30 seconds is like 5 real life minutes. The killer's objective: chase survivors, except that makes them lose. See how screwed up this game is?

  • @GrootDude said:

    You said in another thread that you counter nurse by doubling back and spirit by slow vaulting after fast vaulting a window. I can counter your tactic as nurse and most spirit players expect you to vault back.

    If both parties aren’t dumb then they aren’t easy to counter.

    Hey now, each post is its own thing. You don't refer to what someone said in the past; you're replying to *this post*.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/827547#Comment_827547

    This is probably the real reason. Isn't the next level of the tome or whatever it's called coming soon too? Then it makes even more sense people would want to get their challenges done ASAP.

    https://forum.deadbydaylight.com/en/discussion/comment/827529#Comment_827529

    If people are actually doing this they need to do themselves a favor and uninstall and never look back.

    But it is okay for survivors to boycott Spirit matches? Oh, you'd better believe it goes both ways. I bet you're a survivor main who enjoys the benefit of escaping alongside 3 of your teammates more times than you can count, and can't bear the thought of that changing. As much as I contemplate quitting the game, I don't think I will. I'll miss the announcement of moris being removed, and that's a day I can't miss, because I intend to use the ones I've collected for all their worth when that time comes. It will be similar to how insta-heals were in every match leading up to their nerf, so if you want moris removed you'd better be prepared to deal with the month-long mori fest that will undoubtedly ensue. THEN YOU can uninstall.

  • @MysticAdvisor said:

    I just wanted to casually play dbd today and I played for 10 matches.

    8 out of 10 of the matches a mori was used.

    9 out of 10 matches I was tunneled.

    5 out of the 8 matches with moris were ebony.

    No perks were used to mori.

    I survived 1 out of 10 of the rank 10 matches.

    Not sure if this is normal or if killers are going all out now but it’s not fun.

    I want to protect moris and say it’s cool a killer can be a killer.

    Now though it seems every killer has one when it’s designed to be rare use.

    I can’t support something that ruins the game for survivors and encourages tunneling.

    Especially if you looped the killer for 3 minutes and your teammates did squat, then your downed and moried. It seems cheap that someone used an offering to ensure your death or that you couldn’t escape.

    Ive never used a key before but it sounds like it robs the killer of kills they should’ve earned, a mori does the same thing it robs the survivor of their fair chance to escape.

    Im not sure what needs to be done about moris but they can’t stay like this if they are used on a average basis instead of a rare one.

    I’d say it would be fine for it to be super rare or changed up some way like hook everyone first or something.

    :(

    Killers are fighting fire with fire. DC hatch escapes and gen rush are the norm. Winning a match as killer feels inconsistent as if by dumb luck, because one match you get a 4k and the next 3 people escape. I can maybe believe that a few of the matches you have will be lost due to bad teammates. But c'mon, you can't just blame your teammates every time because we all know that killers who go through 5-gen chases lose 95% of the time. You probably just had a bad day, but be grateful. Killers have those kinds of days every day.

  • @MrPeterPFL said:

    The scene is from the Spirit reveal trailer, possibly Yamaoka Estate map rework?

    That map sucks for killer, so they probably won't rework it.

  • @kling_ said:

    Alright, I've got around 800 hours in this game and manage to hit red ranks in killer after rank resets when I get the chance to play the game. I try to play both sides equally but recently I've started playing killer more often and the difference between swf survivors and solo survivors is crazy.

    For solo survivor games, I can hook everyone twice before killing them off with time to spare on the gens but when it comes to SWF I have to sweat to even get a bunch of hooks in a row before getting genrushed to oblivion. The organisation of SWFs is something that cannot be matched by solo survivor groups and I'm having trouble having fun against SWF's because of the sweat.

    Firstly, am I even good enough with 800 hours to deal with optimal SWF teams at red ranks? Because often I feel like I do not deserve to be in the red ranks and I just accept defeat against these SWF teams. Do people in my situation have the same issues?

    Secondly, how do you guys have fun against such optimal teams where 1-2 survivors run you around in good loops and the others just gen rush you? Do you just accept defeat?

    Just looking for opinions, I feel pretty downed especially today since most of my games have been against sweaty SWF groups and I've had 4-5 entity displeaseds in a row.

    Thanks for reading and your comments :)

    There is no "having fun" against SWF. You're most likely going to lose, so you just have to take as many of them as you can with you.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/812904#Comment_812904

    I was thinking you hit the healthy survivor. They get the speed boost. Moving them out of the way of the injured survivor. Thus giving you the down.

    Despite how dumb it may sound, there's zero knockback from getting hit by the killer. However, survivors getting hit for some reason makes them able to go through the killer. So a survivor can be stuck between the Trapper and his trap and the Trapper hitting the survivor will allow them to just walk through him. If someone is crawling at the exit gates, there's no way to fail a body block for them since survivors suffer no knockback. Just another reason why survivors are the power role by a landslide.

  • @Stornt said:

    Mad Grit, STBFL, NOED (to an extent), and Blood Warden all help punish that behavior, but I don't see an issue if survivors want to have a bit of fun at the gate.

    But nobody runs that stuff because those are perks that assume that you're already losing. So no, survivors will continue to get away with toxicity.

  • Making 2 safe unhooks in 1 trial. Either my teammates would steal my saves, or the killer would camp the hook.

  • They're God complex, tbagging survivors until they face a level playing field. Listen, I don't like to face Spirit, I loathe Myers, and am tired of seeing Ghost Face. But what do I do? Suck it up, be a man, and decide not to DC.

  • So now we're getting mad at the devs because they made an original character instead of Pennywise? Think about what message you're sending them.

  • @THEghostface said:

    When it comes down to a 1v1, it becomes clunky when either the killer closes the hatch, interrupting the survivor's animation, or the survivor's animation overlapping the killer's.

    Keys more importantly are a free escape with no risk since the killer can no longer grab them, closing the hatch altogether, and instead has to sit there for a few seconds until the prompt to close the hatch appears and skips the remainder of the trial to the endgame. Not as satisfying when you can't punish a key holder for performing an unsafe hatch escape.

    Because the devs want to take away every advantage killers could possibly have. Down to the finest detail and mechanic.

  • @nickoli2233 said:

    The main reason I'm even playing survivor is trying to get the Archive missions complete but I don't hardly get a chance to do anything. Just had a game where I was in the basement looking for a med-kit and Feng got downed near. I hid in a locker and waited for her to get hooked down there and when the Wraith left I got out to save. BUT I had Spine Chill and he was still looking towards the hook so I waited longer. Feng then proceeded to kill herself, which I promptly saved her once I realized but she already wiggled to second state right as I save. She then proceeds to fast vault the window until the killer comes and I just used the shack pallet, causing her to get downed instead of me. I saved the Kate that had gotten downed but the game was already lost at this point. Feng then proceeds to flame me and call me a locker hiding rank 20 and a sandbagger. I'm pretty much at my breaking point with this game.

    Yeah man, that really sucks. People say, "If you're having trouble with killer just play a chill survivor round." But it's just as stressful when you're a survivor because you get the most braindead teammates and have to do everything yourself.