danielmaster87
danielmaster87
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A streamer being pessimistic about a new DBD update? You don't see that very often.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3211862#Comment_3211862
Then how about Artist? Or Cenobite? Artist is very strong and Cenobite is pretty decent.
Artist is fine but not unbeatable. Pinhead gets countered by a survivor simply picking up the box. Decent would be if Pinhead had both pink add-ons at base or something.
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@Chocolate_Cosmos said:
By far the most played killer since his realese.I can see him still very offten which is very rare for any new killer that has been in the game for almost a month at this point. Why?
He's new and he's okay.
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Was with you on everything except boons and Dead Hard. I notice how even if I get 3-4 kills in a match that doesn't have boons and/or Dead Hard, I cease to get those results as soon as either of those perks are in play.
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@Aurelle said:
I'm afraid that she might be forgotten about like Pig and Myers. I hope that's not the case because she desperately needs some buffs along with the two other killers mentioned. 🙁
You can't even argue these days about Pig. They'll just say, "If you just run 4 slowdown perks on her, she's fine. If you still can't win, that's a skill issue." Oh, I guess suddenly she stops being an M1 killer who can't down anyone simply because I run slowdown on her. It's like a bad joke or something, or like they don't play the killer they're talking about.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3209792#Comment_3209792
Gimme Alien and Predator.
Gimmie Sigourney Weaver and Arnold Schwarzenegger.
"Get to the choppaaah!"
"We're not leaving!"
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Yes. The cast is much too diverse at this point to say X type of killer could never be a thing.
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Big brain moment. Maybe there could be an Alien Vs Predator chapter that comes with 2 killers and 2 survivors.
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This is why ptbs are kind of pointless, because nobody's playing serious. It has to hit live and then sit for a few weeks for people to actually understand what the changes would even do.
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Because people found this 1 niche build, where you're not even playing killer properly, that uses pink and green add-ons just to pull off, which seems to work pretty well on her. And also because people are insisting that she's really good, either because of that build or for other random reasons.
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I've seen people with Prestige 20+ play like absolute toddlers, but most of the time it is indicative of skill, because your skill is somewhat correlated to your play time. Why would someone be Prestige 50 if they weren't amazing at the game? It just makes sense.
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My choice is still Imperfect Cell from DBZ.
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/3208806#Comment_3208806
Not sure what that has to do with anything, but he does. Eternal uses him all the time.
I'm just saying. If the killer can't beat survivors in tournaments, who btw are restricted in what they can bring meaning they're weaker than in public matches, why would that killer be considered viable? Does viable now mean that you can beat some, but not all people with them? That's what I'm trying to figure out from this community, because the way they say it, all killers are viable.
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It's all over the place and it needs fixing sooner rather than later.
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@HowsMars said:
My only advice for going against highly skilled survivors is to just throw out the survivor rule book for killers and try your absolute best to create pressure when and where you can no matter the tactic, in the matches your playing against 4 man swf sweat squads the only thing you can do is try your best to get a 2k or get a lucky 3k if they get sloppy and make massive mistakes. The game shouldn't only be balanced around high rank play however it can be frustrating as a killer to go into a match with these kinds of teams and be forced to have a insufferable time getting flashlight stunned and T bagged from people who abuse the game. In the terms that it's just a match against random survivors and 1, 2, or 3 of them are good then just try to play around the weak link and set up for late game when you have more control, I don't think the game is all that survivor sided anymore its just the issue that survivors who are highly experienced at the game still have the ability to abuse certain mechanics in a squad and that most killers are still unable to counter those tactics. Overall the "61%" quote I see isn't really meaningful since for killers your goal is to get a 3k or higher to "win" a match, although it doesn't mean that killers should be able to consistently get a 3 or 4k in games unless you are playing considerably well and even then at that point you will run into the bully squads doing so, best you can do is relax and have a good time playing and when you run into toxic players just use whatever you can to take them out even if it means camping or tunneling.
The problem is that this community doesn't get what should be blatantly obvious. If you want kills, sometimes you've just got to tunnel or camp. They're always claiming, as they are above, that "you can totally get a 4k, easily, without doing those things." It's like a bad joke.
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I get what you mean. Killers have to play so much better than survivors to beat them. I use this analogy: If we score survivors and killers' skill on a score of 1-10, killers need to be 2 higher than the survivors to beat them. 4/10 killers beat 2/10 survivors. 6/10 survivors beat 7/10 killers. The problem is that when the survivors reach 9/10, they can no longer be beat, because 10 is the highest the killer can go. The killer literally can't beat them because they literally can't get any better. The game simply isn't balanced for 4 good survivors. Survivors want to make bad plays and throw the game? They can go for it. But don't mistake their failures killer allegedly being "fine."
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@I_CAME said:
I love it when bad killers exaggerate how good survivors are. "I AM A HIGH MMR GOD WHO ONLY PLAY AGAINST COMP TEAMS EVERY GAME!". There are literally videos of objectively high MMR streamers 4King on nearly every killer with zero camping, tunneling, and slugging. Some of you guys are just lacking in skill and need to grossly exaggerate how survivor sided the game is in order to cope with your own shortcomings.
No camping, tunneling, or slugging? Those survivors must have been out for a laugh.
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@legacycolt said:
This game has a 61% kill rate, there’s a reason survivors are constantly getting the 100% bloodpoints - because everyone plays killer now that they got a lot of buffs.
The game is killer sided atm.
We've arrived at different conclusions.
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It's not the way the devs intended his chain to be aimed, but it's the way killers have to do it, because otherwise the survivors dodge way too much and you can't hit them. You need to allow killers to hit the survivors with their power, and benefit from that, at some point. If not, who wants to play such a killer?
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@Hunkulese said:
https://forum.deadbydaylight.com/en/discussion/comment/3207909#Comment_3207909
He's far from incredibly weak unless you're of the opinion that everyone who isn't Nurse or Blight is incredibly weak. He's right in the middle and definitely usable.
Does he see any play at all in tournaments?
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3206124#Comment_3206124
"movement exploits" LITERALLY TURN WITH THEM IT IS NOT HARD.
You give the forums way too much credit by saying that survivor mains can somehow move mountains by complaining. You've created this "they" that you villify to make yourself more righteous. Survivor mains don't control ######### and when you can accept that we can have a constructive conversation.
If survivor mains control everything, why hasn't Dead Hard been reverted to it's old state? Why have gen times been increased? Why have we seen killer buffs all around the board? Just because Overcharge isn't a 400% regression or Hangman's doesn't give you a map wide scan of survivor locations doesn't mean they favor survivors. It means they aren't stupid enough to roll out over tuned perks. That is a good thing whether you agree or not.
The only "nerfs" we have seen are one's to bring killers more in line with each other. Literally the only objectively bad one was Billy's and that's largely because the way his change was implemented was done in the wrong way.
I'm on console. If it were not for that, I probably wouldn't complain as much about survivors moving like they're on ice around me, because I'd actually have precise/sensitive enough controls to hit them consistently.
I call it as I see it. Every little killer thing survivors can complain about, they have. But the devs, in their ineptitude, are partially reasonable. That's why Spirit hasn't been nerfed again, or why Balanced hasn't been reverted to its original state. But that doesn't mean that they haven't enacted ridiculous, nonsensical changes based on complaining survivors' whims. The new animations, which took time and resources to make, were cancelled because they affected survivor, but the Hillbilly nerf that also took time and resources has stayed because its a killer issue. And when it comes to killer perks and abilities, the devs have always played safe with their numbers, not even allowing them to hit live in their prime so that real players can test them out. Let them roll out allegedly over tuned killer perks, since they won't hesitate to do the same for survivor perks.
I don't want to be righteous, but I do want to get to the truth, and I do a lot of that by commenting on what I see. I've tried to have constructive conversations, but I'm constantly arguing with people whose opinions are just too far out there and aren't really based on anything. They honestly think that if Freddy had his nerfs reverted, that he would still be S tier in today's meta, an M1 killer. They think that Deathslinger's nerf took him from S tier to A tier, and that fundamentally his chase game is uncounterable. They think that pre-nerf Pop and Pain Res were overtuned, but good killers were getting 7 and 8 hooks in a game and still lost all the gens like clockwork. They think that killers tunnel, camp, and slug because their own skill is insufficient to get them the win, not realizing that killers are trying to argue exactly that. I can't even get them to agree that toxicity is based on intention, not something that, for example, is inherent in camping and tunneling.
How does one "work with" that? There's nothing there!
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/comment/3208417#Comment_3208417
Eh, you might say that but at least for me, killer queues are long for a reason, and the constant 100% bonus bp on survivors is active all the time for a reason too.
I'm an average player, I don't aim to sweat it out for a win in either of my survivor or killer games, I play for fun. Ever since that one big patch a couple months back or so, I rarely escape. I can't run fun perks, I have to run meta perks to have a chance, and even then I have to work a lot harder to get things done. The first 2 gens are fine, but after that it becomes significantly harder. On the killer side however, I've noticed I can slack off and play for fun far more easily than before and still secure a 3-4k. I often let people go because to be nice, but now I do it just because I feel bad.
But that's just my experience.
My experience has been the opposite I almost never get chill killer games anymore, and most of the survivor games are tough as well, either because of my solo teammates of my amateur SWF. Those bp incentives seem random to me, because killer has historically always been in demand, and at times I've seen killer get a 25% or 50% bp incentive. On the survivor side though, I notice that it's always my teammates that cause me grief, and almost never the killer. Survivor should be easy but it just isn't, despite the difficult nature of killer barely changing even with the last few patches. Your teammates make it so difficult, running 1 or no meta perks, can't take the killer on a chase longer than 20 seconds, won't do gens, hide, don't body block. I get these types of teammates even while being matched with a killer that's actually trying. They're the real killer, and until we change the MMR system, this is how it's gonna be.
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@HoodedWildKard said:
People are divided on basekit unbreakable. But I haven't seen anyone at all who supports the mori changes. I would like to see mori tokens tweaked, the ebony mori token is a bit too strong. Maybe drop it to 2 moris in a game or even remove it and just make the ivory mori token ultra rare.
But the new system sounds really bad, as a killer i want to choose what survivor i kill. Not just auto mori the last survivor when i down them. Because i very often give last survivor hatch by carrying them to it and this proposed change stops killers from doing that, and it's one of my favourite wholesome interactions in my games.
Edit: I've also just realised that the proposed change will make one of the achievements/trophies impossible to complete as it involves crawling through a hatch while in the dying state.
I hope they don't put any of these changes through! This is one of those few patches where I dislike every single thing they did. The finisher mori is a cool idea, but it's not cool when you balance to play around that, which gives survivors an advantage in all situations.
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@johnlikesguns2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206408#Comment_3206408
Yup. This makes me think devs are surv mains. They did one killer sided patch. And immediately reverted it.
They have yet to make a killer sided patch. If the game was killer sided, killer mains across the board would be saying stuff is unfair. Killer hasn't broke even with the survivors yet. We're still playing catch-up. Saying that taking away pallet vacuums, taking away infinites, and adding in entity blocker were "survivor nerfs" makes it sound like they were done arbitrarily, or because killer mains complained. No, they were done as necessary qol changes so that the game's life cycle could continue. Who wants to play a game with infinites, or where a survivor can keep you at a single strong window for 2 minutes, or where your actions are slow and clunky but the survivors' are fast in a janky-looking way? Nobody. That's why I'm tired of people phrasing it like that.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3203056#Comment_3203056
Well one big difference here is that, at least in the majority of cases, it's the killers fault for letting gens get done so fast. Not always of course, and surely at some point it would be nice if those situations, where killers had very little chance to do anything, get addressed as well. However, when it comes to being tunneled off the hook, there is nothing the survivor that was unhooked can do to prevent that. They just would go down immediately after being unhooked, and the basekit BT now at least gives them a bit of a fighting chance.
It's almost never the killer's fault that the gens went by fast. What's he supposed to do? Pressure the gens aka never commit to a down and the gens fly anyway? You would need 4 perks that give you good, continuous value throughout the match, and killers simply don't have that. Corrupt goes as soon as you down someone. Pain Res and Pop you need like 10 hooks. Call of Brine and Overcharge get gen tapped. Hexes need to stay up all game. Eruption you need to kick a bunch of gens. Jolt you need to down constantly. Can't do anything to gens with info or chase perks. So what DO we have, really?
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SIMPLY hook a survivor? The same words were used as justification for the Pain Res nerf.
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Good comparison to F13th. I feel that if that game had MMR, the counselors would be the power role by far, assuming they were playing well. Like, they have more advantages over the Jason in that game than survivors have over killer in this game. For those of you who don't know, counselors can essentially find a DS in a drawer, just as a random item. The thing I noticed is that if you can prep the houses, like setting a beat trap and opening the windows, it takes a looong time for the Jason to get you. No entity blocker, so he has to manually smash the windows so your slowly but surely get injured by vaulting them, and he has to hit the door like 5-7 times to break it.
I was proud of the time I bought for my team by prepping those houses and then looping them, but unlike in DBD, you personally might not escape because you did that. I can waste as much of Jason's time as I can, but unless I slowly but surely make my way to the exits or a car, he's gonna get me. In that situation, it's like when y'all have to help a head-trapped teammate escape a tunneling Pig (do all gens, leave so they get hatch). I'm dependent on my team using the time waste efficiently, because if the Jason eventually drops chase, I still need objectives to have been done or else we're gonna run out of time before he kills us all.
Him gaining Rage Mode is kind of what I wish killer was like in DBD. You slowly build up rage, which can be accelerated by how many times the counselors have stunned you, and once in Rage Mode, you're unstunnable except with a shotgun, which there can only be 2-3 of in a match.
The Jason equivalent of tunneling, the "cheap tactic" is something I call "just swinging" and what others would call "slash spamming". Instead of grabbing someone, which gives their teammates a chance to interrupt you/save them from you performing a kill, and also gives them a chance to pocket knife (find-able DS), they would just basic attack. Do that 4-5 times, and the counselor is dead. End of story. That's where most of Jason's power comes from. If BHVR were the devs, that would be gone.
The game's got a lot of problems like no MMR, seemingly no DC penalty because there's a DC every single match, massive power differences between the types of Jasons you can pick, and quite a bit of RNG. But for the most part, it probably went in a better direction than DBD did in terms of making the 1 strong in the 1v4 (or 1v7-8 in this case) and in terms of giving the counselors things to do. If the shenanigans with the fight for the license hadn't happened, essentially stopping the devs from releasing future updates, the game would be a great competitor for DBD.
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It literally rewards you for hooking multiple people. That's like someone getting mad at Dying Light or Grim Embrace.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206073#Comment_3206073
I have never seen a clearer case of a persecution complex than here.
Where's your degree?
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@icedrake402 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206064#Comment_3206064
Shall we stop pretending that rudeness and toxicity make no difference? If they did make no difference, then people wouldn't do them. Saying "just ignore it" is a statement of resignation masquerading as machismo.
You can't ignore it either; they're in your face with it. A mod once told me "You can stop tbags. You hit the survivor." Oh wow, I never thought of that? So it's that easy? No.
I wouldn't let it get to me, but it's way too common at this point. Every survivor and their mother, tbagging because they think escaping as survivor is an achievement. And they get away with this thinking too, because they get encouragement from the community, and you're a baby killer if you didn't kill them.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/348349/hook-suicide-really-needs-to-be-dealt-with
Addressing the symptoms and not the cause is always a bad idea. Find out why people hook suicide and fix those reasons. You might get lucky with an equivalent bloodletting or penicillin, but nothing beats specialized treatment.
No. They're doing it because they're entitled and they personally don't like how the match is going. They do it every time a killer buff happens or until the community sets its sights on the next killer to nerf. The devs notice all the DCs towards 1 particular killer or perk, and so they nerf it. It's rewarding temper tantrums.
People are quick to give survivors the benefit of the doubt. But killer? "They just camp and tunnel because they want easy wins." Not gonna explore the causes of that, are we now?
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@fulltonon said:
It's ridiculous how it's been ignored till today despite being such a glaring issue, and it's actually baffling why some people defend such mechanic.
We don't even need to remove self unhook attempt, just remove penalty and game will be lot more healthier.
The devs when they nerfed Reassurance: "It stopped a survivor from being sacrificed, against their will." The rage quitters literally have the ear of the devs.
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@drakolyr said:
Oh and dont forget, how do you know you are high MMR?
The caliber you go against. SWF in 80% of your games is a good tell.
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@Aven_Fallen said:
You are most likely not high MMR. The amount of Threads indicate that you struggle a lot with the game, which is probably a you-problem. But yeah, not high MMR, 100% sure of that.
People camp and tunnel because it is the most effective playstyle. And it is very easy to do currently.
I struggle with killer too and have 3k hours. Still a skill issue? No, it's indicative of how hard killer is. Get off y'all's Nurse/Blight/pink add-ons Sadako high horse and play real killer like Ghost Face, Freddy, Doctor, etc. You'll be amazed how hard it is to get a down.
Camping and tunneling are necessary to win these matches, and are not at all easy to do. I can just down the first guy and face camp him, and get a 4k? I can just go for the same guy, count to 10 each time, and 4k? Oh what, there's more to it than that? Exactly.
Survivors will just sit there and pretend that their base BT/Haste and DS and Off The Record "does nothing." That's why they fail, and why they complain. They don't use the anti-tunnel tools but then complain about tunneling. Same with camping. "The killer can JUST camp." But did you use Kinship? Did you use Reassurance? No? Okay then.
High MMR killers do tunnel/camp, because high MMR killers NEED to tunnel/camp, or else they wouldn't be there. You physically don't have time to chase.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3206087#Comment_3206087
Agitation base? Only if basement is removed. Don't much fancy the idea of being put in the basement every game. 😂
I don't think you've played much Agitation. It's nowhere near guaranteed that you get to basement. The survivor would have to be looping near shack anyway.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3206032#Comment_3206032
Survivors don't control the strength of perks. Ptb overcharge basically over shadowed call of brine and it was changed. Hangman's simply didn't do what the devs intended for the perk usage to be, although I would have loved to see it. And I don't know what you're getting at with killer builds that encouraged leaving the hook, as a majority of the good combinations we see now encourage staying mobile and keeping pressure. Especially newer released perks like Gift of pain, Pain resonance, Eruption, Call of Brine, all of those only get value through chases, patrols and downs. All of them are frequently used as well. 360's literally aren't a problem unless you're brand new lol.
You would say that about movement exploits.
But no, survivor mains do more than just play survivor. They get on here and say X killer is broken, X killer perk is broken, and that the game is killer sided when it's clear as day that it's not. They influence balance, and the devs are gonna give them what they want because they always have. Anytime an interesting killer perk comes out, its numbers are too safe, or it gets nerfed into safe numbers, with "safe" being the survivors' definition of it. Ruin/Undying gone, Pain Res/DMS gone, Pain Res/Pop gone. Hit and run was gone when they put CoH in, and slugging is soon to be dead despite perks being made around it. This is all observable. Any time the killer has something decent, it's gone in a jiffy, because survivors deem it "broken" whether it is or not.
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I think it's a bad idea. Like really bad.
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It's hard to say that. I feel more animosity towards this game every patch.
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Complete roll of the dice. You got them close or you got them way too far apart.
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They've gone way to far with this whole game's life cycle.
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Killers need SO MANY perks base. Agitation, Corrupt, Grim Embrace, No Way Out. JUST SOMETHING that keeps the killer invested and helps them not get annihilated and rewards hooks and rewards going for multiple people. You could give killers 20 perks base and they STILL wouldn't hold a candle to efficient survivors who brought in nothing.
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@WeakestNurseMain said:
Game 1: Played as Trapper vs gen rushing bully squad with the strongest perks and decent items, I barely got 2 hooks before giving up and afking against wall.
Game 2: Playing survivor against 4 Slowdown Wesker with strongest addons tunneling at 5 gens, proceeds to bm last guy on hook after closing hatch.
I think I'm done with this game for a bit, it's gotten really bad for solos/any killer other than Blight and Nurse.
You would have failed that hard with any killer. Trapper's weakness is not unique to him.
It's crazy how you go against that good of survivors and get that frustrated at killer, yet don't want other killers to try to win using the strategy that you should be using. Just tunnel at 5 gens. Do it. There's no law against it. You don't have to wait til you're losing to do it. Do it when you're ahead. If you don't, because of delusions of morality or sportsmanship, then you're giving up. You gave up what could have been your win.
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It's the systematic toxification of all things killer. You are literally a second-class player when you step into the role.
Everything you do is toxic and is there to ruin survivors' days, while everything they do is tranquil and pacifist. Those tbags? They're just friendly tbags. That macro? It's just to draw aggro and make you misplay. That post-game chat: "Ez, baby killer"? All in good fun, right? But how dare you play with strategy, you disgusting person! How dare you not let everyone live til the 5th gen is done! How dare you run perks that slow the game down so you can go for more toxic chases! Moris? Those are yesterday's news. Nobody wants to see them, so now we're gonna be seeing them even less, because it's unlikely that you're ever gonna get that last person. Now those killers who spent their toxic bp on mori offerings will get no more unfair in-game advantages!
Killers were being toxic and leaving survivors on the ground, for upwards of 5+ seconds no less, instead of immediately picking them up after downing them, so the devs answered our prayers and gave us Unbreakable for freeeee! Please give us DS next, then Soul Guard, then Adrenaline, because the killers aren't gonna stop tunneling and we deserve a health state after all the work we put in completing the 300-second gens (calculated by all the toxic slowdown perks killers use, among other factors). Soon, no survivors won't be able to escape, and we will have ended the oppression of the cyber bully killers! And we will be the power role... FOREVEEEERRRRR! HAHAHAHAHAHahahahaha.......!
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Why? Why do survivors need MORE? There have been plenty of times where THEY have stopped powerful killer tools from coming to fruition. Original reworked Hangman's, original buffed Overcharge, survivor animations that hopefully would have fixed 360s, killer builds that encouraged leaving hook, killer builds that rewarded getting many hooks. All gone. So we're gonna fight this tooth and nail. This is ridiculous!
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@Percival_nxs said:
honestly, I have 3000 hours but never like in this period I feel weak and powerless to use this killer, stealth against capable people is almost useless, I literally can't keep up with surv during the game, which obviously in this meta, they use to genrush more than ever, and it is useless to use gen defence perks with him because with ghostface I can not make many hooks against capable people.
The only solution is to go with noed and hope to recover in endgame.
.
I found this out pretty quick. That's why I almost never play him.
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@sizzlingmario4 said:
They just need to nerf the building windows and make it easier to see in the building. I don’t think the rest of the map is that bad honestly. The car loop in the corner is strong but it’s not uncounterable.
Without Bamboozle? No. Even WITH Bamboozle, the survivor can just detach to the nearby tile. It's like a god loop.
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47.
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Can't we get rid of gen speed/slow stuff so the game can be chase-based?
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You deal with it better than me. I just push through the frustration. When people don't really care about killer's issues, this is what happens. You go out there, play your best, commit a few miniscule human errors, and lose the whole thing.
Best thing I can suggest is play the killer that either feels good to play or feels like you can win with them. I'm not doing Hag or Oni anymore, because I can barely hit people; they loop too good. Next for me is Artist and Blight, because despite frustrating losses with them, they're the last ones I feel I have a good chance of winning with.
Perks? Run what you know you can get away with. A lot of killers use Pop, Ruin, Overcharge, Call Of Brine. I think those perks are all awful, but you do you. I can't get away with anything, so I go for the guaranteed stuff like Deadlock and No Way Out, just something, ANYTHING, to slow the game down so I have time to play. But you know? It's still not enough.
I don't think people realize how important the potential to get a 4k is. They still don't get it. "You just want fReE 4ks!" Nope, just a chance at one. If the exits were powered and I got 3 kills, the survivors 100% had potential that match to get everyone out the gates, not just 1. Now take that and apply it to the killer side, and unfortunately it just doesn't work like that. If you let the survivors unhook the person at the end, that's it, they're all out. But if you go down as survivor, unless the killer wants to commit to just killing you, they're gonna slug which gives you the chance to get picked up OR pick yourself up. Using just this 1 example, I feel that survivors have way more potential to save themselves from a loss. You're only dead when you're dead. If the killer downs you 4-5 times during a match, that doesn't automatically mean 3 hooks and you're out.
This recent streak of giving survivors free stuff has gotta stop. It's taking an already oppressed role and making it worse. Think for a moment about what happens when the killer isn't Nurse or Blight, isn't running 3-4 meta perks, and isn't going against 1 awesome survivor with 3 baby teammates. That's the game state we deal with if we want to liven up killer by not playing same killer/same build every single time. Everything bad that could happen in a match will happen. So on top of all that, survivors are getting free BT, Haste, AND Unbreakable. You're not gonna find yourself getting around that wall anytime soon.
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@WeakestNurseMain said:
That's the best way I'd put it, this game doesn't make me angry, just lowers my mood at times, it's really demoralizing to lose, like a match I just played as Myers with stalking addons vs a team with 3 really strong medkits and COH, also I'm 99% sure they were cheating but reporting takes so long that I just don't do it.
Shoot, they can just heal against you even with Tier 3. No sweat off their backs because even if they get instadowned because of that, they can totally afford it.