Avatar

darkcloudlink

darkcloudlink

About

Username
darkcloudlink
Joined
Visits
0
Last Active
—

Comments

  • If the prestige reward ends up being a charm, I’m quitting the game. I didn’t spend 2,000 hours in the game endlessly grinding for a stupid charm that you never even see in-game.

  • @天王寺 said:

    Sad that there was no mention of 「hug tech」 in the patch notes for PTB 6.0.0.

    I was praying it would get removed this upcoming chapter release. My hope is that it'll get patched out with the Mid-Chapter.

  • When I saw RE was announced for DBD, I was hoping it would be Wesker. I’m happy to see he’ll finally be joining the cast alongside Nemmy.

  • I main survivor. I just get stomped every time I try to play killer, and it's demoralizing how unfair my matches are.

  • @scottydoggie said:

    Remove the end game chat.

    To prevent toxicity, I believe the end game chat should be removed entirely. Evidently, there are too many in the community who can't play nice, can't get over it and move on without verbally insulting people. To add a compensation for this, the option to give players 'props' should be added, which could be displayed on their profile/displayed for friends... Perhaps after obtaining a certain amount of props, you get some type of cosmetic or reward for it.

    Furthermore, to prevent those individuals who feel the need to go out of their way to verbally insult people VIA steam profile or console messages, an option to 'hide identity' should be implemented in the settings to give players more anonymity. Sorry if this is already in game and I'm just not aware of it.

    Even myself as a survivor main, I'm sick of seeing team mates cuss out the killer in the chat and vice a versa. There is no need for it at all, so the only option is to pretty much take this toy away from the toddlers.

    Restrict teachable perks for killer & survivor

    I believe in order to balance the game more effectively, restrictions need to be taken in place.

    My personal belief is that as well as the developers, the community can equally be responsible for the game's downfall... and I'm not just referring to toxic behaviour, but I am talking about min-maxers.

    What I am proposing is; restrict teachable perks to their original survivors and killers so they are no longer shareable with each other. No more grabbing dead hard from David and using it on Nea, no more using BBQ and chili for the clown.... Just restrict these perks so min-maxers can stop sucking the fun out of the game by being overly efficient.

    People already have the option to hide the end game chat on PC, so anyone who doesn't want to see it doesn't have to. But as far as restricting survivor and killer perks, no disrespect, but that's a terrible idea. It takes away so much customization from the game, but also removes the entire grind of the game, which turns off the collectionists of the community. It also makes the balance issues of the game that much worse, and killer/survivor variety goes down massively. I imagine BHVR created teachable perks precisely for these reasons.

  • @shinobu149 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941284#Comment_2941284

    Im talking about those infinite loops man their annoying

    There are like 2 infinites in the game left. That's a problem with map design, not survivor looping, yknow?

  • @[Deleted User] said:

    Simply just stay out of their terror radius if they are in frenzy. And if they are frenzying and you are in their terror radius, stay in deep wound if you already have the status effect, you can mend when the deep wound timer is just about to run out. Stun them if they are in frenzy because that will reset their stacks. Only heal if you are vulnerable, for example you are alone repairing a gen and have no escape route.

    Suzie's Mix Tape increases the Killer Instinct detection range by 20m, meaning Legion can see you outside their Terror Radius. The problem with Legion is that for every one of their weaknesses, they have addons that almost completely negate the issue, and unless the entire team can figure out their addons and coordinate, it becomes much more difficult to counter. Their strength is punishing a lack of coordination, and it's disproportionately more against new players and solo survivors.

  • @shinobu149 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940073#Comment_2940073

    As it should be 😌 I love breaking you loopers yall piss me off. Infinite loop I think not lmao get wrecked🤣 she was my favorite main because of this now im on sadako but when I would get a lot of loopers I would go back to the artist and feel better again✨️

    "You loopers"? What choice do I have? Die? There's no other way to avoid getting downed. I don't LIKE looping. I don't like getting chased, I like rat plays and stealth, but stealth can only get you so far. If every strong killer is going to be anti-loop, we need an alternative way to defend ourselves that's actually viable.

  • I've never seen a killer I hate more than Artist. My blood boils every time I see one. Loops are absolutely useless against her. Why did I spend 1,700 hours trying to learn to loop and play well, when she just ignores all of it? I really don't like it at all. Anti-Loop is fine, but make it reasonable.

  • I really don't like the new wiggle mechanics, or any other suggestion I've heard. I like the old wiggle mechanics, and I hope they remain in the game as a toggle option in the settings. I don't like having skill checks for every action. I didn't like it on hooks, and I don't want them for wiggling either.

  • They just had a huge banwave recently where they banned a whole bunch of cheaters/hackers. They ARE making an effort, you just need to be patient.

  • I have about 2,000 hours in the game. About 1,700 of it is Survivor (solo queue), and about 300 is in Killer. I don't enjoy playing killer at all. My experiences playing killer before MMR were dreadful, but now? They're even worse. I get that I have a lot of hours in the game, but my killer is pretty mediocre, and I don't have that much time in it either. I'm consistently going against survivors who are so much better than me, and it's not fun constantly getting stomped all the time, so I don't play it anymore.

  • @AnnoyingNarrator said:

    To be blunt, Survivors are to blame for the game's toxicity.

    That is a bold, very killer sided statement but one that can be backed by two main points

    1. Survivors make Killers Toxic because Survivors can rob the killer of their agency
    2. Survivors make Other Survivors Toxic because Survivors rob other Survivors of their agency

    I think the most effective way to create Toxicity is the feeling of being screwed over by something out of your control. You did not lose because you are bad, you lost because there was nothing that you can do. It is already well known that DBD functions off a sort of nuclear war style balance where certain options are so strong that if the other side brings them they immediately get a huge advantage, and many of the strongest survivor perks do so by robbing the base kit killer of some form of agency.

    • BT means you can't camp on hook
    • DS means you can't tunnel
    • IW means you can't hear injured survivors
    • CoH means you can't split pressure
    • DH means you can't hit a survivor
    • UB means you can't slug survivor
    • Prove Thyself means you can't know exactly how long a gen is going to take
    • Spine Chill means you can't sneak up on survivors easily

    All these perks can be played around, but this wastes time, a resource that killers are always low in. This is also why the most meta killer perks center around slowdown. Killer tend not to need more lethality, they need more time to breathe, more agency.

    Comparing the base kits also reveals this power gap. While survivors base kit is nothing when facing a nurse, against a legion or a ghostface it is more than enough especially when coordinated. A Basic M1 Killer gets smoked by a group of no perk survivors with the slightest bit of planning.

    This leads the next point, which is that survivors are their own worst enemy. Any one who has played solo q has had the frustrating experience of running the killer for 5 minutes only to have no gens pop. Or the time where they died on hook after the first hook when the killer was not even camping. While camping and tunneling are incredibly frustrating, they also get you out of the game quicker so you can do something else. Camping in particular is also very boring so you won't see that often. Hopefully. Either way, the response to both cases is to go "they're camping/tunneling!", and take some satisfaction from forcing the killer to resort to such tactics.

    But when your teammate sandbags you or mess up a skill check and runs away or leads the killer to you or just self cares in the corner for the whole match, it sticks with you. Getting downed by a killer is normal, but losing a match because of a teammate is maddening.

    So in order to make sure you survive and can always get heals because Meg sprints away from you, you bring CoH and IW. In order to never get tunneled because Claudette refuses to take the chase, you bring DS and DH. In order to never get left behind because Dwight found a really cool locker, you bring UB. In order to make sure gens actually get done, you bring Prove Thyself.

    Survivors don't bring meta perks because they want to win, they bring meta perks because they want agency, they want to have a chance to win regardless of what team they have. But this cause killer toxicity because killers lose agency.

    While survivors are to blame for causing toxicity, I can't really blame them. As long as the game is balanced in the way it currently is with both sides have certain nuclear actions, the toxicity will remain. As long as survivors get agency at the cost of the killer's, the game will continue to have toxicity problems.

    I really don't agree with you at all. If you wanna blame something for toxicity, thank the map design. If survivor resources were more thoughtfully balanced, killers would perform much better on average. Map design enables the perks that survivors and killers use to great (or terrible) effect.

    The only time I feel like I'm losing any sort of agency in the game is when I get downed in the beginning of a match and face camped to death by a killer that you can't rescue from, which isn't uncommon unfortunately.

  • I don't really see it as that much of a problem. I don't like when survivors dc for hatch as killer any more than I like being slugged for a 4k for 4 minutes as survivor. It goes both ways.

  • Audio volume levels are now multiplicative, meaning Perks like Iron Will that reduce the grunts of pain to 0 no longer be affected by perks like Stridor. That's the only change that was made somewhat recently.

  • I wanna see a Mr. X skin for Nemesis

  • For killers like Sadako who has no choice but to loop pallets, Gideon is a death sentence.

  • This perk is the only reason I want to be able to see my teammates' loadouts when I go into a match. I hate going into a match where someone is throwing by running a perk that puts the entire team at a disadvantage, and I would gladly dodge a lobby if I knew someone had No Mither.

  • Not my preferred choices, but if we got Leatherface after Hillbilly, I have hope we can get Jason after Trapper! I'd love to see what they can do with him

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937007#Comment_2937007

    It sure is.

    You're not expecting to get these done in a single game are you? They're CHALLENGES.

    Great, I'm glad we agree you can't just "git gud" when these challenges are entirely luck based.

  • @Seraphor said:

    "Have survivors escape the trial while you're still alive x times"

    Easy, you just make sure you hang around while others escape.

    "Repair 4 generators while using Dark Sense in a single trial."

    Bring a good toolbox, Prove Thyself, Built To Last, and make an effort to repair gens. It is after all supposed to be a challenge.

    "Green Glyphs that other survivors can steal from you."

    Literally easier than totem challenges.

    "Add stun the killer to that list."

    Decisive Strike, Head On, Blast Mine.

    I've literally done all of these as a solo survivor. Git gud. The game isn't going to play itself for you.

    The only one that's remotely tedious is: Unhook a survivor who unhooked you earlier in the trial x times.

    You're being really unhelpful. Just because you get lucky doesn't mean most people are. It's not about skill. It's about LUCK.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936959#Comment_2936959

    There's this really cool thing called SWFing for very specific challenges 🤷

    Can you honostly say you have NO friends on your list that play DBD ? Never attempted to make any...?

    Not everyone plays with a SWF. Not everyone wants to play in a SWF. Tell me where in the game it tells you that you need or even SHOULD have friends to complete challenges.

  • A team game where you have no form of communicating with your teammates, and then giving challenges that require communicating with your teammates. You think that makes sense? Okay.

  • I hate going against Legion, I play solo queue and my teammates are constantly setting up boons and trying to heal instead of sitting on generators, and then when they finally DO start working on a gen, the let Legion come right up and smack them with feral frenzy. I’m always the one on the other end of the instadown because even when I run early and Lithe away, I can’t outrun a killer running at 7m/s with a freaking built in gps surveillance drone. Every time I see a Legion with Thanatophobia, Corrupt Intervention, Dead Man’s Switch and Pain Resonance, I just want to dc.

  • Happens for me in every killer match. It’s pretty game breaking tbh. That half a second can be the difference between a down and a pallet stun or window vault. I hope this gets fixed urgently

  • I’ve encountered this bug in every match I’ve played against The Shape. The only thing is while the icon remained after Myers tiered down from 3 to 2, we weren’t ACTUALLY exposed anymore. So for me, it was purely visual.

  • It only happens to me when I’m playing killer. Frequently during the match, I’ll have these little stutters where I get stuck for a second. It definitely started in this patch, and it’s really annoying. I’m on steam/pc, not sure how it is on other platforms.

  • I hate the chat filter in this game. For an 18+ game, we don’t need to be treated like babies. It’s insulting and the stupid filter doesn’t even work right. Honestly, filtering names and match related terms? If all you want us to say is “gg” at the end of the match, give us preset messages and stop giving us the illusion of an endgame chat because it feels like half the dictionary is filtered out.

  • I don't find Legion fun to play against in solo queue because I can never get my teammates to leave me alone or stop begging me to heal them. I just run Resilience and Spine Chill pretty much permanently just because I've resigned myself to being perpetually injured and or broken and or oblivious.

  • There's nothing wrong with implementing a gay character in the game, but as a gay guy, I've had my sexuality thrown around everywhere to everyone since I came out in middle school a decade ago. People treat me like I'm some sort of endangered puppy that needs protection. When I play a game about killing survivors/escaping a killer, I don't want some random character's sexuality to be the most important aspect of the game overnight. And with all of BHVR's pandering, the twitter posts, the lore additions, it all just feels like BHVR is saying "Hey look, guys look! We have gay people now, isn't it amazing?". Is being something that isn't straight such a big deal? You don't need to partner with a professional company to write lore for regular people. All of this stuff is just so extra. If being gay, lesbian, bi, etc, is really accepted and normal, I would appreciate if they just stopped putting so much attention to it. Not being straight doesn't make me or anyone else special. Representation is fine. Pandering is not.

  • Pinhead is not overpowered in my opinion. What I hate about him, though, is that sometimes it takes 4-5 tries of trying to solve the box because the chains do not always properly stop hitting me while I am attempting to solve it. That almost always gives Pinhead the ability to teleport or walk over to me in time to prevent me from solving the box, and it feels super unfair.

  • Nurse at the very least needs her addons reworked. The whole "break LOS and hold W" strat doesn't work against Nurses with the addons that give more distance/less fatigue. They effectively remove that sort of counterplay, which means there isn't much a survivor can do besides guess where the Nurse will blink, which is the sort of thing BHVR nerfed Spirit for.

  • I'm not really a fan of coal tower, or any MacMillan map for that matter. I wouldn't touch that mode if there was one.

  • I managed to get into the beta for VHS, but they pulled access for everyone to do security fixes and whatnot, so I came back to DBD for a bit. It's similar enough to DBD, but feels way better and much more balanced to play. As soon as it comes back out, hasta la vista DBD lmao

  • @Megmain80 said:

    I am a frequent user of head-on in solo queue. I would like to suggest that when in a locker with head-on ready to go, that locker is lit yellow for the other survivors to see.

    I was actually going to make the same suggestion! I 100% agree. The only thing I would potentially change is just adding a condition that the aura of the locker is shown in yellow to survivors within a certain range. Maybe 28 meters or something. If it was mapwide, it would make perks like Bond a little redundant in some cases. Free mapwide aura reading can be a bit strong sometimes. But to be fair, I wouldn't mind it either way, I was just trying to think about Head On in a practical sense.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904702#Comment_2904702

    Bottom line: No one has any actual founded objection to the skill check on DS being made easy.

    Ah yes; the old 'If I ignore the valid arguments, I can say no one has made valid arguments'. 🤦‍♂️

    Yes, they have. It's nothing but a transparent attempt to make DS a get out of hooks free perk. It does nothing except handhold Survivors while making the game that much harder for Killers.

    There is 0 valid reason to do it, other than 'Survivors want it'. People who can't hit skillchecks learn to get better by hitting them. You don't remove it for everyone 'for the newbies'. Which, by the way, is a laughable excuse. This is not 'for the newbies'; that is a smoke screen for just wanting an 'I win' escape clause with 0 input by Survivors.

    New players need to git gud and learn to hit skillchecks. There has been 0 valid arguments for this change. See how it works in reverse?

    Would you believe me if I told you back in August 2019, they made the Decisive Strike skill check slightly bigger “to make it considerably more accessible to those who occasionally struggle with hitting skill checks”? They’ve already done this kind of thing before. Here’s a link: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike

    I respect your opinion that people need to “git gud”, but unfortunately, BHVR’s track record doesn’t support your design philosophy as much as you may think. They’ve already said they want to make the game more accessible for newer players and older players alike, and in my (and many other’s opinions) making a skill check slightly larger isn’t going to break the game because there are multiple ways to ignore Decisive Strike completely. It will help people who struggle to hit them, people who play on console/low end devices who occasionally get lag drops (especially the Nintendo Switch).

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904109#Comment_2904109

    Because it’s not an anti tunnel perk nor is it meant to be, because that would be busted. It is a one time discouragement of reckless tunneling since the stun allows for good survivors to punish the killer strongly for doing so. It is in a state of perfect balance as is.

    Decisive strike WAS and IS meant to be an anti tunneling perk. The devs have said, and I’ll quote and link to the dev update back in Aug. 2019 when DS was previously reworked: “We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed” the important part being where it says “serves the purpose to protect you from being tunneled/farmed” ( https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike )

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/319145/does-decisive-strike-really-need-a-very-hard-skill-check

    I think that's less a DS thing and more a competitive mindset thing.

    Until people change how they look at DBD, maybe throw on overcharge and get your friend to hit overcharge skill checks in a custom match until they can do it consistently. They're about the same size.

    I completely understand where people are coming from when they say to practice skill checks using overcharge or some online tool, but the fact of the matter is that not all newer players are going to want to spend hours in a skill check simulation just for a slightly bigger chance of being able to use a perk that should be available to people of ALL skill levels, rather than just those who have played the game for hundreds or thousands of hours. Not everyone has the time to spend hours and hours mindlessly practicing skill checks. My friend and I are some of those people. We want to spend that time playing the game and having fun. And I want to watch him get better as we play. But we can’t do that if we don’t have a way to keep him around long enough. Obviously a mechanics change to deter tunneling/face camping would be preferable, but making the DS skill check more accommodating for newer players would be helpful in the short term, yknow?

    My friend and I don’t care about winning. It’s not a competitive thing. We just want him to be able to play the game consistently and be able to learn. DBD is a terribly difficult game to get into and it gets worse with every piece of new content because every new chapter adds a new killer with new mechanics, new perks, new maps, new tiles, etc. There are no tutorials for going against specific killers besides a tiny tooltip in the loading screen and no training mode. Every single survivor perk in the game barring Decisive Strike is easy to use once you meet the requirements to activate it, a simple change enlarging the skill check a bit would make a world of difference to all the new survivors who are struggling to stay alive long enough to learn how to loop or counter a killer’s power. (Yikes, sorry for the long ass response. Thanks for coming to my TED talk xD)

  • I tend to agree, DBD is indeed pay to win. Almost a quarter of all perks in the game are from licensed characters, including some REALLY meta defining perks like Decisive Strike, BBQ and Chili, Lethal Pursuer, etc.

    Without paying money for characters that have a certain desired perk, your only option is to wait every week for the perk you’re looking for to appear on the shrine, and even then, since the shrine is “random” (I’m not even convinced of this. I’m almost certain that certain perks have a higher chance of appearing than others), you’re probably going to want to buy whatever killer or survivor that has your desired perk because waiting for an unknown period of time is not feasible.

    Personally, I hate the shrine. There’s a ton wrong with it. It doesn’t reset often enough, and it definitely feels rigged, especially when they put the perks of characters featured in tomes. BHVR could have instead kept the 4 random perks, and added an additional two perk slots to the shrine to accommodate the tome challenges.

    It’s especially frustrating to see the same perks popping up in the shrine over and over again (Enduring especially). Personally, I have been waiting for Mettle of Man to appear in the shrine since I started playing the game (the week Pyramid Head came out) and that was around the last time Mettle of Man has shown up in the shrine. That’s almost 2 years ago! And that’s even including the daily changing shrines during the 5th anniversary event. That is around 100 shrine resets in total. I refuse to buy Ash because I dislike him and I don’t wanna throw money at things I don’t like, but you’re telling me my only option is to buy him or continue waiting for over 2 years to get a single perk? That’s ridiculous. I know Mettle of Man isn’t a perk that wins games, but any licensed perk is subject to the same shrine rng bull that I’m going through at the moment, and for that reason, I 100% believe that this game is pay to win. No game should have “pay to instantly get this perk or potentially wait over 2 years to get it with in-game currency”

  • Yep, at least once per day. Never used to happen, but things change I guess. I usually have about 44 ping too, running at 60fps smoothly, so idk what goes on.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903832#Comment_2903832

    Free? It requires a perk slot, a hook state, non-participation and a series of misplays on the killer's part before it does anything.

    How is that 'free'?

    I couldn’t have said it better myself.

  • They don’t. Stop trolling, it’s not productive.

  • @AngyKiller said:

    Yes, it does need a very hard skillcheck.

    The idea is that you're literally preventing the Killer from progressing his sole objective of killing you, after a chase, after 4 or 5 pallets, and after Dead Hard and another 50 second chance perks, plus bodyblocking, flashlight saves, pallet saves... It needs to be hard to pull off and easy to mess up.

    Regardless of how some Survivors think the game should play out; the Killer is supposed to get a kill now and then.

    But you also have to realize the killer can completely deny this perk by not tunneling or by slugging. It's not a "f--- you killer" perk like you're making it out to be. This isn't old or slightly older DS. This is a "he's tunneling me out of the game" perk.

    And let's be real here, if you're wasting 4-5 pallets, using dead hard, and other second chance perks as you're saying, your DS timer should have been over. Or as an efficient killer should do, you should break chase with the tunneled survivor and rotate after 15 seconds or so.

  • @DrDeepwound said:

    “clickly clicky look at me” flashlight strat

    Only low skill killers take that bait.

    The chads just gonna stay there and LOL at you

    I know, I know, I don’t even like bringing items, let alone flashlights which are almost entirely useless (imo). I was just desperate. I had to run BT, Breakout, Dead Hard, DS and a purple flashlight with the purple lens addon and the battery. Still didn’t work xD

  • @Mandy said:

    The Replay Buffer on OBS does work pretty well - I've used it now and again. I do find Shadowplay to be more reliable for me though, I wonder as you said you had it pre-installed if it's up to date, it might be well worth uninstalling it fully and then reinstalling it correctly and making sure it's up to date...it does seem to use up less resources than OBS.

    Also Xbox Gamebar might be useful, I do not know if it has a replay feature the same way as OBS/Shadowplay does, but it does seem to use less resources than either of those two and is really easy to work. It's also in-built so works out of the box so to speak.

    Edited to add - it does seem to have the replay feature.

    https://us.v-cdn.net/6030815/uploads/MBDMGAFKAGA4/qpiemce-5b1-5d.png

    That’s super helpful, thank you so much!

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902183#Comment_2902183

    I did a bit of searching, OBS has a thing called 'replay buffer'

    That might be what you're looking for?

    It definitely could be, I’ll look into it, thanks! I really appreciate it!

  • @Brokenbones said:

    I use OBS to record

    It can cause a bit of performance drop (Most notably while playing killer for me) but it's not super bad

    You'd have to set up a keybind to start/stop recording which can be a bit of a pain but again it's not super jank. It's pretty good software and it's free!

    I totally forgot OBS existed. I'll definitely have to check it out. The only thing I'm worried about is just having to record EVERY single match I play, y'know? I liked GeForce because when it worked, I could save my last 15 minutes of gameplay if I wanted to. I didnt have to hit record and stop recording and then delete a bunch of video files if I didn't think the match was worth saving. It doesn't sound like OBS will let me do that, but I might have to suck it up and use it anyways.

  • Boil Over doesn't give a whole lot of value anymore, especially after the new set of nerfs it got in the recent PTB. I wouldn't want them to touch the perk anymore, personally. It's pretty sad considering it's been my favorite perk for the past couple years now.

  • I think making blinks a special attack is a fair trade for the massive amount of power Nurse has. I mean, she literally invalidates most survivor defenses (pallets, walls, multi-floors, ect). It would definitely make her more balanced if you took away some of the exposed/basic attack perks that make her THAT much more powerful.

  • @Jirobeko said:

    Unfortunately, I don't think this is a bug or a map design mistake.

    Holding the game hostage almost depends on the killer's intentions, not on the design. The reason is that killers can body block at any corner or dead end that exists in many places.

    If the killer traps the last player and prevents the game from ending by Endgame Collapse, the killer player can be reported. But, even in that case, it's not a bug or a design mistake.

    You may be right, I thought the same thing, but I'd rather they know it's a problem people are having, rather than just assuming it's not an issue. If they don't wanna change this, they could just make it so that a killer standing still for a period of time makes them lose collision or something.

1 2 3 4 5 6