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danielmaster87

danielmaster87

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  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245193#Comment_3245193

    The fact that bubba has to catch up to you as a 115% killer but blight can start his rush instantly plus you're hindered.

    Forums full of spicy takes but I didn't expect "c33 has counterplay" to come up.

    Of course the Hindered makes a difference, but only a little bit. Are pink add-ons not supposed to be strong? When are we getting rid of Brand New Part and Styptic Agent then?

  • @Marik1987 said:

    Altruism is killers 5th perk. Always, especially in Endgame. 1 guy is on hook and 3 at the exit? Of course the 3 want to save instead of just winning the game, because that would be too easy.

    And then, because they are too stupid to do the rescue, the killer ends with a 3K.

    It's not that hard, right? The killer hits someone, the other person unhooks, and then everyone conga lines.

  • @Nos37 said:

    Sounds about how often we manage to get the gens done and gates powered in solo

    But whose fault is that? The killer's, or your teammates'?

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244716#Comment_3244716

    You mean C33 and vial?

    Counter to blight is using strong windows in conjunction with predropping. Predropping does nothing because he breaks the pallet instantly, gets his rushes back instantly, and you're hindered.

    This means you're forced to use windows all match, which isn't a viable option as there won't be god windows around 24/7, you're hindered so these windows are harder to reach anyways, and the amount of benefits that vial gives you makes even some of the strongest windows unsafe.

    So basically, you die. You have a better chance against a range nurse.

    What's the difference between that and Leatherface instantly breaking pallets?

  • I will always like playing killer more than survivor. It fits my personality, as it's not multiplayer that I can play with my friends (unless we're all there to do customs), but even still I want to play it.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243721#Comment_3243721

    I never saw a quetsion like that, and I'm on the forums nearly every day :-/

    This is the first time I've seen you, lol.

  • @TheycallmeLix said:

    Devs, please do something about this!

    I really enjoyed playing against Sadako but lately, all Sadako players are using those 2 obnoxious add-ons which gets fully condemned after you heal someone or she TP’s to an TV. They keep slugging and slugging the whole match in hope to get a condemned kill. It’s not fun and really kills the mood to play more games.. anyone else also noticing the rise in Sadako (but they all keep playing the same playstyle, no wonder she has the top 3 kill %)

    I agree.

  • He's just good at tunneling.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243295#Comment_3243295

    Nah, i know that you are the most forefront pro killer person on this forum but i wouldn't call you extreme.

    At least not this "screaming and kicking" tantrum.like of extreme where every post/thread from a person reads like a temper tantrum.

    The last big one of that kind that i remember was lord Toni, and a few smaller ones that got banned quite fast.

    I'm glad I'm regarded as such. Many of my discussions were inspired by rage-inducing, silly interactions that happened in the game, but that's why I've stopped making more of them, because they're never going to be seen as more than that.

    Shout-out to Lord Tony. I literally follow his streams still. He's gotten better, but you can expect salt pretty much every time you tune in. I like to drop a "SWF!" because he used to assume every lobby was a SWF.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243292#Comment_3243292

    ???

    Bruh I'm literally trying to get his basekit buffed because it's not that great without at least one speed add on.

    Also no C33 and vial are absolutely not fine.

    How do they change his counterplay.

  • @Lobos said:

    Skill issue. If killers can't win a game after 6.1 then that is on you. The killers I see in games have no trouble winning and it shows in the stats too. I do enjoy seeing killers crying about SWFs on the forums though.

    Use the broken over powered S and A tier killers since they can go on 50+ win streaks so often. You all have it easy enough already! Guess survivors should just start out on hooks, stay injured permanently, and also have their auras revealed the whole game too right?

    So I guess Freddy stopped being Freddy after 6.1.0?

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241382#Comment_3241382

    For any 1 video you can find of a good SWF going on that kind of win streak after 6.1 you can find 3 Nurse or Blight videos doing the same thing.

    S tier killers AND top tier swf are both problems on opposite sides. Funny how you don't acknowledge that and just want to nerf all survivors even more because of SWFs while leaving Nurse, Blight and Spirit alone.

    The fact that you still think Spirit is a problem kind of proves his point.

  • @burt0r said:

    Hey,its been a long time since we had someone so extreme on the other side of the bias scala.

    If this guy seems extreme to you, you should check out my stuff.

  • @Fantasy said:

    They already buffed killers so that the average kill rate is 60% but it's never enough is it?

    How many times are y'all gonna hide behind faulty stats to avoid balance discussion?

  • I do understand the part about the stuff being useless afterwards, but if you're just wanting to level up to prestige people, it's actually cheaper since the event stuff costs the same as a common (2000).

  • @Jangles said:

    My man, were you just spam vaulting in front of an uncloaked wraith? The trick to wraith is to be aware that his uncloak is basically a stun and treat it as such. If he uncloaks in front of you, take the window. If he uncloaks at the pallet, run to another loop. If he uncloaks trying to LOS you can make the pallet. If he's standing their cloaked then you can spam vault, Just make sure you're on the other side when he comes out of cloak lol. Eventually you're going to go down. There's no solid counterplay in the sense you can run forever. Don't trust these streamers who spend half their time off stream tanking their MMR.

    This is what I've been saying. You highlighted all his counterplay exactly. But for some reason people seem to think that just because a killer is fast and invisible, they're strong.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242098#Comment_3242098

    Youre missing one thing, killers also have quite a lot of bans themselves (depends on which killer as well) in tournaments and are locked to one specific map which can be a good or bad thing. Survivors can also have bans depending on which killer is played (Flashbang against Nurse for example) Also killers being played or not played is dependent on the tournament organizers more than it is the players, as each season has a pool of killers that are allowed to be played . Before a match begins each team has to ban certain killers and more bans come up the more the tourney has progressed.

    Also the decisions made by Survivors are absolutely influenced in tournaments and thats because of how the point system works, which is by hook stages. I dont remember the numbers exactly from DbE, but fresh hooks are a big source of points. More often than not were you leaving a fellow Survivor to make 1, or multiple 0 stage Survivors live. You might see them be more risky depending on the situation of not the game, but the round it self, same goes for killers. You might see a killer go for a much more risky but rewarding play because the last round their team played Survivor and didnt do so well, so they need something to try and catch up in points.

    "High MMR" and tournaments are 2 completely different games, and really shouldn't be compared

    I give up. I guess there really is "no connection."

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242098#Comment_3242098

    Low tier killers like Wraith, Clown, Legion, Ghostface etc are played in tournaments, they have specific maps and specific rules, which perks are allowed etc., it really depends on the tournament and it's rules. But it's just wrong to say only high tier killers are played because they're the best.

    Who wins those tournaments, 9/10 times? Clown or Nurse?

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242036#Comment_3242036

    The tournaments i watched is not indicative of how the majority of dbd games are played.

    Unless every game is the first person hooked is face camped to death.

    "The majority." We're not talking about the majority are we? This is about viability. Like I said, all killers are viable, with no perks or add-ons + 30-second AFK... against inefficient survivors. Tournament killers do in fact leave the hook sometimes when they see that it's less beneficial of their time to stay at the hook. High MMR killers make the same decisions, improvising when a new situation arises. Just to get the first down on a survivor, and potentially camping them, is executed the exact same way whether it's in tournament or high MMR. The tournament survivors also don't have to let the person die on first hook. Nothing is stopping them from doing 3 gens, hook bombing with 2 while 1's still on gen, the unhooked having OTR/DS/etc, and then them still having enough time to finish the gens, into Adrenaline, into exit gate open, into body blocks, into all 4 getting out. Tournament killers are not these magical beings that power through the rules of the game and somehow guarantee 2-3 kills more than high MMR killers do.

    If a killer isn't played, like at all, in tournaments, or they don't do well in the slightest when they do, what does that tell you about the state of the game? That is the question I've been asking for weeks. I'm tired of people hiding behind any slight differences in play between tournaments and top MMR to avoid answering the question. If anything, the survivors are allowed far less OP stuff in tournament, so wouldn't the survivors in top MMR have a greater advantage over the killer than the ones in tournament?

  • @TerraEsram said:

    I was wondering latelly, and with the kill rate wich each killer and his percentage, what can make a good killer?

    A LOT of people here complain that some killer are the worse of all, but some of them are on the podium in the chart...

    So, for you, what can make a killer a Good one? Movement? Speed? Power? Teleportation? Terror radius?

    Ps: For those who are going to talk about the fact that the stats seem to be distorted because sadako is high, nurse is low... Don't forget that Nurse is free, everyone can play her, but not everyone CAN play her, unlike sadako, or the few who play it, know how to play it, which may explain the stats

    I know what it's not. Mobility alone doesn't make the killer strong, which we see with Wraith, Hillbilly, Sadako, and even Blight at times. Stealth alone doesn't make the killer strong, which we see with Freddy, Pig, and Ghost Face. Instadowns alone doesn't, unless you think a 1-2k, albeit guaranteed under certain circumstances, is definite killer success. We see this with Hillbilly, Myers, and Leatherface. Second objectives alone don't make the killer strong either, which we see with Nemesis, Pinhead, and Dredge. Killers need a lot going for them in order to be good, which means having multiple of these things, not just to a decent degree, but to an excellent degree. You can disagree, but my top 3 is still Nurse, Blight, and Wesker (who recently pushed out Artist). They all have mobility, all have anti-loop or no-loop, and are either 115% or are Nurse.

    Terror radius is mostly irrelevant, because bigger TRs allow people to hold forward sooner, but they do that anyway against smaller TR or no-TR killers, somehow through awareness or through Spine Chill. The ability to keep people injured or 1-shot is mostly irrelevant because good survivors make it difficult even to get a hit, especially with things like Dead Hard or Off The Record providing bonus health states. A killer can camp and tunnel all they want, but if the other survivors are still being productive, you're still looking at 1-2 kills max, which is disheartening not only to them but also to the other killers who go for many hooks and get the same or worse results. Killers like Nemesis, Dredge, Wesker, can all have 'insane' chase game, but when we compare chase time to gen time, assuming efficiency from both parties, the killer still has to get people down like literally as soon as they can, or the survivors' objective beats them out, either through them having that much of a time lead, or instantly playing catch-up with things like Adrenaline or Hope. A single 30-second chase could lose the killer the whole game. Survivors being efficient or making mistakes, which causes them to lose, we can talk about another day.

    So in essence, the killer needs to cover as many bases as possible, with as little time and effort spent as possible, while also either being faster than the survivors at their objective or slowing down the survivors' objective through a second objective. Also, the killer needs to be able to use enough perks to fill in the gaps of their weakness.

  • @Barbarossa2020 said:

    Practise, is literally all it is.

    Anyone who can sink alot of time into any killer will become God tier, Otz showed it with trapper.

    So Trapper is tournament viable? Because if not, then he's not top MMR viable, aka not viable. Anyone can be god tier against a lower caliber of survivors.

  • According to survivors, killers already have enough, since 6.1.0 made the game literally unplayable.

  • @Mat_Sella said:

    My brother in Entity, you decide how bad the 3 gen will be!

    Fix the gen in the middle, leave the gens in the corners!

    Nobody seems to get this.

  • There should be more hooks, not less. Can barely make it to a hook as is.

  • I'm optimistic about it. I just don't bring it myself. Definitely recommend to anyone hating solo queue.

  • As long as it's not required to be in a single trial, it's fine. Those are the ones we really never want to see.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240101#Comment_3240101

    the overheat mechanic is useless for strong killer player because the killer player already knows if they can make the curve in advance in making the curve. you have to actively use your power very recklessly to overheat with billy. his power is not about trial & error like it is with hatchets.

    The only purpose of overheat is to use these silly useless add-ons like pighouse gloves for 20% brutal strength and that -8 terror radius add-on.

    Which is a silly purpose. It would be better if overheat didn't exist, yes?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240103#Comment_3240103

    Even hotter take:

    Old Pop was 30 seconds and 25% at Tier 3.

    Well nevermind. The version of Pop that I said then, Pop at its peak strength. I do pride myself of knowing the history of balance changes on perks and killers, but I haven't got everything.

  • @sizzlingmario4 said:

    Old Pop + Pain Resonance combined was way too oppressive.

    I think the Pop nerf was actually pretty fair, unlike Ruin which got totally obliterated.

    Pop/Pain Res beat bad teams who gave the killer tons of downs and hooks consistently. Shocker. That's who it was actually oppressive against. As soon as those things don't happen, those perks give you nothing. Crazy how you don't think Pop was equally as destroyed as Ruin. No straight-up regression now, just a percentage of whatever. What makes Pop so good? You're gonna take slightly less than 20% off a gen max, and that's when it's 99'd. Otherwise, it takes off like 3% of a gen. So decent, or dare I say oppressive.

  • Hotter take: Bring back original Pop. 60 seconds of use, 25% off a gen. Remember, killers lost often even with that version of the perk. It would be like dumping pre-nerf Freddy or Wraith into today's meta; they wouldn't stand a chance but at least they'd be better than what we have now.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238789#Comment_3238789

    Because you are probably not really good with Billy.

    I almost exclusively use my Chainsaw for Downs and never Overheat. So you seem to be missing quite a lot of Chainsaws.

    You never get good hits with your power if you don't use it. It's like calling a Huntress bad for missing shots, when the alternative is not using her power but a few times per match.

    I still have yet to see someone properly defend overheat. They just dodge the question, like you did.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238789#Comment_3238789

    Because you're overusing his chainsaw and probably missing a bunch of sprints. Overheat only affects bad players for the most part.

    Sure, I'm bad, whatever. Doesn't make overheat a well thought-out mechanic though.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238195#Comment_3238195

    Stats disgree wirh you high mmr has higjest kill rate so at high level the game is more killer sided. I think the reason has go be that in middle and low mmr killers let survivors escape and show mercy and probably play more fair but high mmr killers tunnel and show no mercy.

    No, I don't think sparing people makes that much of a difference. Them getting a free hatch escape could though. But I really think otherwise, those killers at that level really are just getting destroyed by survivors. I was there once. I lost to bad survivors on the regular. Now, I lose to slightly less bad survivors, but that's beside the point. Tunneling's success is ultimately up to the survivors, because they can speed a ton of time body blocking for someone instead of being on gens, leading to more of them dying overall.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239015#Comment_3239015

    I'd say you probably shouldn't have tuned out at that point, because Otz goes on to make a good point; namely, that Wraith's problems do not stem from his basekit. When Wraith struggles - which he does, and Otz openly states that he does - it's because of unbalanced map design and other such external factors that would need to be changed anyway even if Wraith specifically got some tools to deal with them. From that angle, Wraith is fine-- or at the very least, the perspective that he is fine is a reasonable one, even if you don't agree with it.

    To tackle some of your other points- I see where you're coming from with viability, but it's a very flawed metric you're using. Trapper and Clown could both be perfectly viable in standard play and you'd still never see them in a tournament, because tournaments are where you only bring the absolute best, not just whatever you have a good chance of winning with. As a brief side note- who's saying they're fine? I've seen multiple threads about buffing Trapper and I don't see many people speaking that favourably of Clown. I'm pretty sure most people do want them buffed.

    As for the perk nerfs, those weren't done because the perks in question were too strong, so it's mostly irrelevant to this topic.

    For the killer nerfs, it's obvious that most of those changes (especially ones like Spirit and Deathslinger) were done for good reason and not just because it made those killers more viable or whatever, but the thing I especially want to highlight is that it's kinda super disingenuous to frame Pig's five-box, trap removal buffs as a nerf simply because it removed the AFK Pig strat. Pig's better now than she was before those changes, she got buffed in that update.

    I like how he calls it "changes I'd make to killers" then, even though he totally goes outside of that.

    Viable to me means viable in tournament. I would hope that's not unique to me, because it's weird to talk about viability as a completely separate thing from how good they are in tournament. How could a killer be good in one competitive environment, but not in another? It's as if you're talking about viability vs bad survivors.

    Nobody's asking for killer buffs right now, except maybe for Sadako, but those get shot down real quick because people justify her weakness by talking about that 1 niche build that needs a pink add-on to work. Everybody's saying every killer is fine; what rock are you living under? They just say, "Oh 6.1.0 happened, so now killers have nothing to complain about." Yep, suddenly Freddy and Pig win loads of chases I guess.

    You are right about the perks. They weren't nerfed because they were strong; they were nerfed to appease baby survivors. "What? Killer gets 1/4 of a gen for hooking one person? Pop OP!" Even though there were games where the killer got like 7-8 hooks AND used Pop/Pain Res every time they could have, and still lost, not even playing badly. Ruin destroying itself after a survivors dies, and NOED revealing itself, are absolutely made for casual survivors.

    You're just proving what I'm saying. "Pig's okay now because she's stronger." She used to have a smaller terror radius, quicker going into crouch, and more, and she still wasn't okay. So what big change did she get that made her strong? What did any killer get, besides attack cooldown buffs and kicking speed buffs that were years overdue? All I've seen is nerfs, to the most unviable killers at that, like with Wraith, Deathslinger, Clown, and Pinhead.

  • I'm gonna be honest, I tuned out after I heard him say Wraith is fine. Just off of hearing that, I know his changes wouldn't be enough to make killers viable. We're still doing this as a community, operating on an outdated sense of balance. People think that killers are fine now, and so any killer buffs automatically will make the killers OP. In reality, our proposed buffs are something that should have happened years ago, and since they haven't, people have become accustomed to how weak killer is and they're afraid of that changing. It's why any recent killer buff is this huge radical thing. We're pushing for killers to become viable, while also pushing them to be at least playable, but most want to settle for them just being playable even though in their minds, that's viable.

    Let's look at some examples, just so my word salad isn't so confusing. Most people agreed before Trapper got his buffs, he wasn't fine. Same with Clown. But now that they are where they are, people don't want to buff them anymore. They say, "They're fine" knowing full well, I hope, that those killers aren't even a sliver viable, seeing as how nobody plays them in tourney. "Most people don't play at tourney level." Maybe not, but I still think it's relevant that there's such a disparity between the power level of Trapper/Clown and Nurse/Blight that killer players don't even attempt to use them in tourney, because they know there's nowhere near enough potential to win with them.

    Let's look at more, at perks specifically. Original Pop was fine by me. Those claims that you could go on a whole other chase and get down, and then still be able to kick a gen with it 100% of the time, were pure bogus. With 60-second Pop we struggled to kick gens before they were finished or to get there in time off of doing a 20-second chase. Now it's 45 seconds and does sub-20% to a gen. Not good at all, and neither is Corrupt. You get 1 down, you lose your early game slowdown. "But you still get insane value." Clearly we have different definitions of insane. Ruin/Undying wasn't that strong, and it definitely wouldn't have been with Counterforce and boons being introduced, but that got taken away as well.

    The nerfs to killers specifically are the most unforgivable part. Spirit forces the survivors to mindgame and improvise, instead of the other way around? Nerf it! Freddy has 1 good slowdown add-on and a bit of anti-loop? Nerf it! Wraith has almost anti-loop as an M1? Nerf. Deathslinger has good aim? Nerf. Pinhead can actually interrupt getting his power taken away for 60 seconds? Nerf. Pig has 1 niche strat that can get kills? Nerf for like the third time. Hillbilly gets overheat for using his power. Twins has cooldowns and animations on everything. Nemesis takes so many hits with his power to get out of tier 1. It's crazy all the killer nerfs that have happened in just the past 2 years. I can't be the only one who notices it.

    Killers need to be able to something to survivors at loops. If they can just drop the pallet early and not be mindgamed, we need to fix that. Gen speeds being quick as they are, we either need chases to end quicker or gen regression to be significant, but we have neither right now. We need perks and strategies that reward multiple chases and hooks to be incentivized, not punished or taken away. We can't take away things like Bloodlust or god forbid Entity Blocker without overhauling loops and whole maps in a significant way. We need survivors to be downable within reason, not being able to 1v1 any killer for 3+ gens. We need killers to be able to hook survivors. Unless Otz's killer changes addressed all this stuff, I literally don't want to hear it anymore.

    I can back up all of this, also. Can't simply turn most of it into a numbers crunch, but I can tell you how I believe the game is from personal experience and watching others. Name any killer nerf, any survivor buff, any new map, any new perks, and I'll give my thoughts on it. Just don't be surprised when I'm pessimistic about any of it, as I'm someone who's played killer and played it well.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238846#Comment_3238846

    Killers already want everyone to spawn on hooks anyway. I'm confident that most on here would not be satisfied with them simply removing the exit gates, as it would require them to still have to find and chase survivors. That's still too much work for the average killer main.

    Right, are you gonna argue anything, or just assume that "killers want free kills" and "want to face AI" like many on here do? Because I'm pretty sure I've heard this verbatim at least once before.

  • @Krazzik said:

    The limit does not exist.

    Exactly. Look at Smash Bros. Every new game announced, mass speculations about who's gonna be dropped. No, they said "Let's include everyone." More characters means more characters in each tier, but the key is "more characters" so it's more fun or everyone.

  • Why do I hate hatch? This is why. Not many people these days care about how hard you had to work for your kills anyway. It's no surprise that the first thing they always say to this is "you don't need the 4k." Okay. You don't need to escape, so just offer yourself up as a free kill. Oh, you don't want to do that despite asking the killer to do something similar? That's what I thought.

    After all this time my point still stands. Hatch is a terrible endgame mechanic, and we need to be looking for a better one, not just accepting the trash we have, or saying that it's a well thought-out thing when it isn't.

  • They messed with my archive muscle memory.

  • @EntitySpawn said:

    I'll raise you one.

    How about if we click on the final outer node in a bloodweb it automatically claims the path to get there.

    (This could be done anywhere on the bloodweb obviously, see that purple addon you want? Click it once and it claims everything on the way there in 1 simple click)

    Hit me!

  • Here comes the smart aleck "Nobody's forcing you to tunnel" jab.

  • No. They already pamper survivors when they DC against a decently strong killer thing. It's precisely what happened to Spirit. "Don't like this killah! Rage quit!"

  • @SpaghettiYOLO said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233133#Comment_3233133

    lmao not even. I've been keeping track of killers and survivors I've faced that DCed since July. 39 killers have DCed. 201 survivors have DCed.

    I should know. When survivors DC against me, I shrug it off. But when killers DC against me, I instinctively laugh, and I only laugh like that every once in a while.

  • Exactly. If "overheat doesn't matter" then why do I consistently get very close to overheating when I don't bring a cooling add-on?

  • @Fred_krueger said:

    Its still broken. Healing speeds are out of control in this game.

    Rework it, make it do something else.

    Nope. They figure they've come too far to turn back now. We can come to a consensus that CoH and boons in general are a bad idea, and the devs still wouldn't budge, in the same way they haven't budged on Hillbilly's overheat.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237865#Comment_3237865

    And 15% is nothing???? Or what you trying to say here?

    https://forum.deadbydaylight.com/en/discussion/comment/3238182#Comment_3238182

    Killers don't need no buffs no more. Killers are strong enough to deal with swf. Anything else is either skill issue or bad luck (messed up tile RNG, being unprepared against prepared squad). Neither is fixable with even more killer buffs.

    Solo Q needs massive attention asap.

    https://forum.deadbydaylight.com/en/discussion/comment/3238153#Comment_3238153

    It's always the survivors who are bad, need to adapt and git gud. Never are killers skill a debate here huh. So funny.

    Pretty much. Can't remember the last time I went down as survivor that wasn't my fault. It doesn't stop me from getting mad that it happened, or getting mad that my teammates did nothing with the time I bought them, but it was my fault. Killers can't even express their skill at 90% of loops, and instead just go through the motions, so it's no wonder why they'd appear to not have skill to the untrained eye.

  • Right, and my experience disagrees with the numbers. That's why I don't rely on stats to form my opinions.

  • @BringShaggytoDBD said:

    https://us.v-cdn.net/6030815/uploads/NYWXAFLEA3F4/monty-python-black-knight.jpg

    Can't wait for Black Knight to make an appearance. Tis' but a scratch!

    Another shrubbery!

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