darktrix
darktrix
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@Kamikaze_Rose said:
@Science_Guy said:
@thesuicidefox said:
@Kamikaze_Rose said:
1. Blowing up a gen at the beginning of the match and continuing to work on that same gen. Newsflash, Nea: the killer is DEFINITELY coming.This isn't always true. If the killer is chasing someone else they won't bother to come over to your gen. It's actually more important you keep working on the gen and just run when you see/hear the killer, otherwise you waste time hiding pointlessly.
I agree, running before the killer is in sight/terror radius is silly. A good player should stay on the gen.
When I play killer, I've caught so many survivors this way, so I think it depends. As a survivor, I always leave. Not worth the risk, especially if it's Spirit or Pig.
Well with spirit if she has those quiet add on is a pain and the Pig I usually see coming a mile away, or I hear her breathing (she's very loud like Myers). Basic rule if it is too quiet out there and I blow a gen, I better move out of the area for a bit to let it cool down since the killer is probably in seek mode.
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@Kamikaze_Rose said:
Feel free to list things that survivors do that annoy you, seem completely illogical, or mark the survivor as willfully obtuse. Survivor and killer mains are both free to comment. Some of mine:- Blowing up a gen at the beginning of the match and continuing to work on that same gen. Newsflash, Nea: the killer is DEFINITELY coming.
Hah I've done that - but I'll stick around if I know the killer is busy elsewhere.
- Running Kindred and having my fellow survivors continue working on their gens until I go into struggle, or worse yet: using Kindred to find each other and have a healing party in the corner of the map.
But hey, you're still being useful while on the hook!
- Running straight to the killer shack and immediately throwing down the demigod pallet there instead of looping the mask off CamperFace for 50 gens.
Not everyone is a looper, but yeah I only throw that if I know I'll get hit and downed otherwise, especially if it's the basement. Always always always, do whatever you can to keep from getting hooked in the basement.
- Unhooking a survivor (cough Nea or Jake cough) with We'll Make It and the killer nowhere in sight, only to have them kite me halfway around the map before they let me heal them.
Yeah this annoys me and when they kite me to a lantern they want to pick up. At that point (or if they kite me near an interesting gen to do) I give them a big FU and move on to something else.
- Being picked up 2 inches from the hook, only to have an Ace Hole body block so that I can wiggle uselessly for another 2 seconds and then get hooked anyway.

And they probably have WGLF which is a terrible perk promoting bad plays. I've had not one but two people get themselves injured when I'm obviously not going to have time to wiggle free.
As a killer:
- Survivors who respond to Blood Warden spikes going up by hiding behind the pillars INSIDE the exit gate. Umm, Quentin, I can still see you, girlfriend.

A lot of rock head survivors I come across don't even know basic BBQ/Chill countermeasures, so I doubt they would know how blood warden works.
- Survivors who pick up their item again after being Franklin'd. Dear survivors: you're going down AND your item is gone again.
There's only one cure for stupid, sacrifice them.
- Survivors who think they can mindgame an ambushing Pig around an unsafe pallet.
I usually end this mind game...by running the hell out of there in the opposite direction. Often gets me to somewhere safer.
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Well least there's only a couple days left to go.
Edit: But I'd like them to remember this for the future events.
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@Warlock_2020 said:
Been running Plunderer and Ace in the Hole and all I get is firecrackers?! #########! I've been toying around just handing stuff I find out, but all I get are firecrackers now.That's even a bigger kick in the nether and it's happened to me too where I ran plunderer and got firecrackers twice in a row.
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@laKUKA said:
If you play survivor alone, they will ignore you throughout the game and let you die on the hook using bait for them to genrushIf you are thekiller, you will have a very bad time in every way.
I don't know. I've been a 4th playing solo with three man swf before, recently a pack of Jeffs who seemed to really watch out for me like I was one of theirs. Made me almost want to join a full swf myself, almost.
If you are getting camped or they suspect the killer tunnels, yeah, probably doing the right thing leaving you on the hook and getting gens done. You can do your part punishing the killer by buying them as much time as you can.
As a killer it's been awhile since I faced swf this was back when there were hellava lot more pallets and infinites were still a thing. I usually thought it nice change of pace when they would come looking for me with four flashlights, those were fun trials, lots of action. Their big weakness with aggressive altruism. Guess it's your mindset. If you're not up for the challenge just keep dodging for easy matches.
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@Fabyoulust said:
So basically you want people to not unhook teammates and let them die? because non SWF will do just thatYep pretty much, very few solo are going to risk several seconds of aura reveal. Besides tunneling already has counters, get good at looping and pack insta heals. Make the tunneling tactic as expensive as possible for the killer.
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First thing the OP should do is not take advice about what to do as a survivor from killer mains.
@BigBlackMori said:
Thanks for acknowledging that blaming your opponents and teammates won't make you better. A few things to keep in mind:- Killers respond to their opponents' playstyle. If i see people getting unhooked the moment i walk away, i pitch a tent and patrol hard. If i see people running to the hook with BBQ or Bitter Murmur (or bbq shows me nobody) then I assume they're coming for the save and don't leave.
True - and why BBQ is not an 'anti-camping' perk, it simply tells a killer when to camp, unless survivors are all selfish and countered BBQ successfully, then they are probably on the other end of the map finishing all the gens while the killer stupidly stands around.
- Obsession. Many obsession perks mark you as a priority target; if i run Dying Light or Remember Me and you are the Obsession, you're getting tunneled, period. Dstrike is a lovely perk, but its power can come with a major downside and some Killers (Like me) make it a point to either tunnel or entirely ignore suspected DS users as the situation warrants.
A lot killers tunnel and camp anyway, obsession or not. If you happen to be obsession and not running DS - keep a very low profile then make your moves when you know the killer is occupied elsewhere, cause even if you are doing nothing else, you are helping by not getting hooked.
- Annoyance. The more you annoy the Killer, the more they will want to kill you, sometimes even at the cost of victory. The nail that sticks out gets hammered. Do not make yourself a target. Do not spam a flashlight macro. Do not teabag. Play like you are a helpless and terrified victim up against an invincible killing machine, and remember: The Killer you pissed off this game will see you again, and he will remember what you did. By not being a jerk now, you save yourself a lot of pain later.
I agree with this one - but still often does not matter, there are plenty of toxic killers out there. Basically try not to be the first one caught so you can see what kind of killer you are dealing with. This also points out that if a killer really wants, they can just dominate a player of their choice, which is why the game has bred so many looping gods.
- Do gens. You've already been focusing on this, but it behooves you to get two gens done and then lay low; keep working on objectives, but when things go south - find the hatch.
It is easy to make sure two gens get done then hide and wait for everyone else to die. That doesn't make you a good survivor, since anyone can do that. The real game is getting those gates open.
- Sandbag. Survivors are not a team. They are four individuals with the same goal which sometimes overlaps. Treat the other survivors like tools (because they probably are) and use them until they are no longer useful, then discard them when they are of no further use to you. Surviving is winning.
And this is why I recommend not trying to survive with known killer mains - if they don't suck at looping and don't get killed or disconnect in the first two minutes, they sure as hell will suck in team play. They have no problems screwing over others - they have a killer mentality even while being a survivor. If you main survivor people will get to know you, especially at higher ranks and will either try to screw you over first or simply not play with you. This ironically also contributes to pushing people into doing only swf, which killers complain about, then as survivors they go sandbag and hook farm, which encourages more survivors to form swf.
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@pandorayr said:
My proposal is the next: if the killer sacrifices 4 survivors (ruthless victory) he will not lose their items and addons.I suppose that would be fine if you also had to risk 3K-6K BP to get your power every trial like survivors have to risk to start with a medkit, toolkit, or whatever before add-ons. And if the killer also got about the same BP per match as a survivor does...killers gets loads more over time.
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I have a solution...design a better game.
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I would like the ranking system only apply to solos, but then I'd also like killers to lose the ability to cherry pick their matches if ranked. People play SWF because there is a special kind of masochism needed to play solo these days - there are not enough of that kind to fill your lobbies.
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@Master said:
Genrushing isnt a thing, just like tunneling isnt a thing. Its just a player doing his objective effectivelyGenerator isn't a person, it's a game asset and doing gens doesn't prevent the killer from playing the game nor does it eliminate him from the game. Genrushing is something killers say when they feel they did not have enough time to get a 4K. I've had killers complain about the 'genrush' in after chat even when they got 2-3 kills.
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Killers like easier games against packs of uncoordinated solos. The way I've been abused playing solo I have zero sympathy for killers. I hope you all face four man crack SWF squads 24/7.
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As a killer you can help mitigate some of this, if it is EAC dropping people. When the lobby fills, don't hit ready until a good 15-20 seconds pass. That's about how much time it takes (for me anyway) for eac to validate and drop people. When everyone hits ready fast triggering the 5 second countdown - they risk one or more not passing eac in time, then they are dropped when the trial begins.
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@Shadopaw said:
All it does is add More dodgers to Que times.
I have played on ping of well over 500 before and there is no noticeable difference in game play ...
Also fix Your Que algorithm, This whole 30 minute Que for killer is really Destroying this game for me.If I am waiting longer than 5 minutes in a Que you need to fix how this is handled
There's no noticeable difference in game play because you don't know what good internet is.
Nah, we're not going to make it easier for you to exploit your bad internet connection when you host. -
Kate has pick axes now - when do we get to mori some killers???
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If they are selfish then they are not worthy of you trading your escape for theirs. If they are not selfish, they will understand getting left behind if it means others escape. If they saved you or they were key in keeping the killer busy it's your call, but everyone has been in that caught last position. Having to do that work just to risk having a killer get a free 4k should feel like more of failure than their death.
If the killer is acting like a hostage taker and doing the camp of shame with high chance of just increasing the killer's kill count if a save attempt is made, they should do the noble thing and let go once they are sure the exits are open. Go out on their own terms.
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It is appealing to make SWF non-ranked...they can join rank matches but don't gets or lose pips like solos or killers would. However, most suggested solutions get complicated because not all SWF are 4 man. Sometimes you need solos to fill gaps. If you had just different queues for SWF and solo, less than 4 man might never get filled and I have my doubts there are enough solos to go around for their own queue.
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@Boss said:
The counter to camping and tunneling is others doing their main objective.To which they complain they get 'genrushed' - hence their justification to camp and tunnel. How the circle comes around.
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Calm Spirit - I like the idea of removing the grunt from falls. That would not be much of a buff and still situational, but cool when you can use it cause that grunt is a dead giveaway.
Left Behind - The loss of aura would giveaway this perk. The perk is pretty useless for sure, highly situation if you need those two gens done for the hatch or almost done with the last gen, but how often does that come up. Doing gens being the only survivor is pretty much a death sentence. Probably needs a whole new rework.
Windows of Opportunity - The cool down is pretty high as it is right now. Some people think the perk is a waste if you know where the pallets are to begin with, but it can also inform you about which pallets have already been used by others and some limited detection when a killer breaks one near you.
No opinions on the others.
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@Vietfox said:
BACKSTABBER said:the problem of self-care is 90% of survs use it, so stupid
It's a bit less than 90%, but i you wanna talk about numbers let me tell you how many killers are running ruin AND/OR noed

Let's not forget bbq/chili the single perk responsible for most of my deaths. If you don't use a gen for cover it is pretty easy for experienced killers to find you, even with that misdirection trick.
I don't see whole lot of survivors run self care, not 90% for sure - it's a nice to have, especially when you are solo and not running bond. I also like it because it has a 20% efficiency with medkits.
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You see a lot of Claudette just because with the right cosmetic she is hard to see. Now imagine that a survivor had a 'meta' passive ability - you would see nothing but those survivors.
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If they were at some point - human, so your examples are viable. Non-human monsters have no place.
Traditional is pretty trite though. -
@Carpemortum said:
@ReneAensland said:3 people spawn = Less Gens.
Less Gens = better for killer.
End.
3 people spawn also means only 4 are needed to be completed....
It is often the case where the 3v1 is due to a DC at the start outside the control of anyone still playing - yet still having to do 5 gens.
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'Can you please scream more pleasantly while I am killing you?' - killer main
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@Zarathos said:
I'm here to talk about DBD's most frustrating gameplay style. Tunneling if I am kicking a gen you cant touch it and have to go for another gen. This is because i have freshly kicked the gen and you tunneling the gen is making the game go to fast and is ruining my fun as a killer as games are going too fast.So obviously this post is a joke about tunneling. People often describe tunneling as hitting someone who just got off the hook. I wanted to point to the parallels between tunneling a gen and tunneling a survivour.
When a survivour is on one less hook state and i see them and hear them and are injured its considered a dick move and poor form to hit them. Which is pretty stupid when you stop to think about it. I am obliged to hunt a healthy survivour who is heading to a powerful loop.
Gen tunneling is doing a nearly done gen I kicked in a safe place. Asking a survivour to move on to another gen that hasnt been started and is in a dangerous place is absurd. It leaves you vulnerable and susceptible to the killers attacks. It also makes games go much slower so its sensible for players to finish a gen.
I hope these parallels makes you realise how stupid tunneling is as a statement and makes you think twice before expecting a killer to let you have a free unhook.
I actually do go to another gen when a killer comes by and kicks it. Hey get the message out to all the other killers not to tunnel me...oh right, you can't.
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So you want to penalize everyone who isn't optimal in doing gens just to get at the elite swf? Go ahead and make the gens take 5 minutes to complete, some killers will still ask for more.
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Except anything that gets the rest of the survivors killed faster means the solo is going to have a hatch game every time. No thanks - even if they are swf, I'd rather not have the other survivors killed out from under me faster.
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@TheMadDoctor said:
Whispers23 said:Why people do standoffs any way? When I see the last survivor at the hatch I just hit them and let them escape. I don't even keep the second last survivor on the ground and go look for the last one.
I guess some killers are greedy.
I wouldn't say greedy, it's more of how it's a free get out of jail free card for survivors that the killer doesn't have control over.
Free get out of jail card? Who do you think you are anyway, playing Monopoly? Chance at the hatch did not come free, at least two gens had to get done and three people had to die - then you have to find it with a higher mobility killer looking for you and the hatch. I'll say it again, everyone know how the hatch works and you decided to play knowing how it works. I don't know why people come to the forums to cry about it all the time like its a big surprise when someone uses it to escape. You try doing gens when you are the sole survivor.
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@ChesterTheMolester said:
How to fix DS:
Delete Laurie and all of her perks and replace her with Dr. Loomis. DoneWatching that old man vault windows would be hilarious. He's no Bill and could barely walk in the movies.
Would Loomis get a pistol perk instead? Hmm. -
The hatch exists to keep people playing until the end. If it wasn't there you would have significantly less solo queues (leading to more SWF than you have now) because who would want to trust their escape wholly on three other randoms? It also cuts down on DC's and holding the game hostage overall, because if there's no chance to escape what's the next best thing? Completing gens alone is hardly an option these days.
It's laughable to say anyone wins a hatch standoff - all it proves is one person's time was worth less than the other person's.
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@ChesterTheMolester said:
RuneStarr said:@Wolf74 said:
@RuneStarr said:
-Good for getting quick heals if not running self care
Getting healed is still faster and more safe than using SC, if you have it.
I agree, however there are many that don't (not my screenshot). This kinda bs happens super often and to the point where some people refuse heals from teammates to self care. So silly.
Its because of the BP, i believe points from self care should be removed andhealing others should grant more BP. Would also hopefully increase the popularity of perks like Autodidact and We'll make it
It's not just because of the BP. People like to save, then try to use their slow as hell heal (no we'll make it) right at the hook, which is often the worst place to heal with all the tunnelers running around. They won't follow an injured to a reasonably safe spot.
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To prevent sandbagging on you.
I like it cause it saves me time over other aura persk. Going for the save - I can back down if I see someone else moving in and get back to what I was doing. Need a heal or know who is working on which last gen to help out sooner, etc. It can be used for both good and evil. -
@artist said:
ChesterTheMolester said:Its a negative BP investment as long as just one gets to use it so i honestly don't care or even buy the keys of the bloodweb.
I'm not against the key but
open hatch: +2000
escape through hatch: +2000
survive: +5000
9000 - 7000 = 2000
you get more bloodpoints if you escape with it, not even counting all the other points you get during the trial
Yes, paltry bloodpoint gain for using it - and you risk losing the add-on that protects it (assuming you took one) along those escape points if you happen to not survive to the point it becomes useful.
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It's the survivor equivalent of an ebony mori - both shorten the game, one requires gens to be done the other requires hooks to done.
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@Master said:
Dont try to get into the game right now. Its a really bad moment trying to do so.
Devs still have a lot of stuff to do, fixing gap between solo/SWF and balance accordingly, then all the DCs and finally dedicated servers.Not sure if we will ever see those changes though
Except they aren't fixing the gap between solo and SWF, they are widening it forcing solos to go SWF.
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@Master said:
@darktrix said:
Agree. I suspect that EAC is blame for a significant number. It takes a good 15-20 seconds to validate, so don't be so quick to hit ready when the lobby fills.There was a time at the beginning of the year where the game sometimes rcashed for survivors in loading screen. The devs fixed that though and survivors DCing now during loadingscreen usually dodge because of offerings / loading too slowly etc.
From experience when they first started using EAC I would join a lobby and hit ready immediately. Well I would get dropped sometimes while game was loading and told by other survivors in the next trial I DC'ed, when I was really dropped. So now I wait a good 15 seconds after the last person joins before hitting ready and it has greatly reduced the number of disconnects I've seen when the game starts and reduced my personal disconnects at start to zero. Sure there are still people DC'ing on purpose due to impatience or whatever, but the frequency of them dropped noticeably when I started practicing that wait.
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Well if you aren't part of an swf for 'ez games' what have you got to look forward to in a trial?
1) Get chased and caught. Unless you are a looping god who hogs the killer time through the entire trial - you will get caught and can probably look forward to getting tunneled/camped. If you did 'git gud' and loop them, then get caught, you can probably also look forward to getting tunneled/camped.
2) You press M1 and make skill checks the entire game.
3) Get sandbagged by other survivors.
4) Make saves, that is if the killer is a champ and not a camp who allows it to happen.
And on top of this you get far less bloodpoints over time than killers.
This is the experience new players get. So where's the incentive for playing survivor? SWF also needs...friends...so you have to get everyone together to play and if part of your crew leaves due to lost interest, that could snowball into everyone in that swf not caring to play.
The thing that should be concerning is if there's a bug preventing survivors from joining killer lobbies (which there probably is) - survivors don't seem to be impacted in finding a killer lobby or complaining about not getting into killer lobbies and having to wait as long as killers for a game. So the lobbies they do get are apparently more than adequate to support the survivor's demand. That's why I feel if such a bug is fixed it will average out killer wait times, not make them disappear.
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The hatch standoff - two people deciding whose time is more worthless.
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And how exactly is blaming his team going to help when he solo queues and has no control over them? Oh right - we should play SWF exclusively.
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There's nothing special about using ebony mori for the fast win - that's like survivors using the escape key.
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@Master said:
@se05239 said:
@Master said:
@Swiftblade131 said:
A bit over 31k people playing. I am only at rank 10 right now with killer.And I have been waiting about half an hour now. Finally got 1 survivor? What gives?
I knew survivors didn't like or "couldn't make it" cause it's just ever so hard to be past rank 15. But rank 10, really?
Reopen the lobby. Sometimes they are straight up bugged.
Sadly BHVR still hasnt fixed this problem
They cannot just "fix" a problem that's related to there not being enough survivors to go around.
I get survivors without problems at green ranks.
Dont act like lobbies are workign properly and its just a lack of players, because this simply isnt the caseAnd yet survivors have not problem getting into a killer lobby instantly. Soon as I press join I'm in a lobby and it's been like that going from rank 15 all the way to 1 for me. Sure it's not always a full lobby, but it is a lobby and I will bounce to help fill another if it is taking too long...like 60 seconds. There's a bug all right and when they fix it, you will be averaging out your instant wait times with those who wait forever - so you can all wait for the same amount of time for a game.
You all don't get it - survivors are NOT missing your lobbies. When that bug is fixed it isn't going to magically make more survivors appear to fill everyone's lobby quickly.
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BNP was nerfed to useless. An ultra rare add-on which is a waste to take in favor or better green and yellow add-ons. Killers can still dodge lobbies with tool boxes - killers don't like keys, flashlights,medkits and would like to see them all nerfed or removed. Sure they only risk losing it if they die but they have to risk 3-6K more bloodpoints just to have it - killers always have their power for free.
It doesn't matter how many nerfs you lay on survivors, killers will want more.
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When I started I tried both. Neither tapping or powering through it on average was any faster than the other. I just power through them now.
Gen tapping is annoying with the constant stopping and starting. It is also distracting to some degree, you lose a bit of your situational awareness trying to keep a rhythm. Powering through it can be annoying when you get those five chained skill checks after the other. You know what I'm talking about.
Thing I dislike is when you don't do a great skill check on ruin, progress on the gen stops for a couple seconds opening you up to yet another skill check. Some people will pause and let the sparks die down then resume cause why risk another skill check when you aren't getting any progress in return? But I don't consider that gen tapping.
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We just have a stinking campfire and dirty log to look forward to when we leave. We want to hang out in the basement and watch TV. Maybe hang out is a poor choice of words here.
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@Venzhas said:
I camp when one survivor is reaaaaally toxic. Like trolling, did all the pallets of the map, teabagging, flashlight af bodyblock and all the bad stuff. I prefer to kill this annoying one and let the 3 others free, just for ruining his game. And i love so much the insults just after
But sometimes yeah its annoying playing survivor when the killer camps you for no real reasons. So at least I win some time for my team I guess its all I can do
Yeah I get there are many people with delicate emotions that get easily triggered just because someone hits the crouch button a few times in front of them, but killers get that camping hate and it is considered toxic because 1) Gens are the only thing left to do now plus the killer and the hooked survivor are doing nothing for a good two minutes 2) benevolence points become non-existent which in turn kills malicious and probably devout points. If they don't get off the hook - you lose out on those points and emblems. So if they get off the hook 60 seconds from now or 6 seconds from now, what's the difference? Someone out there is still doing a gen while the killer is waiting around for hook decay.
That's why camping is often the tool of toxic killers who do not care about pips or points or the inexperienced who are so worried about not sacrificing anyone they never expand their skills.
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@My_Dude said:
Have the survivors start off 5% slower than there normal speed. They retain this debuff until they find (Insert secondary objective) and do it simular to the petal event....and when went live is when I stop solo queuing.
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Agree. I suspect that EAC is blame for a significant number. It takes a good 15-20 seconds to validate, so don't be so quick to hit ready when the lobby fills.
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@CornChip said:
@Nos37 said:
The better question is why do you care if Survivors get salty?No matter how you play, they'll find some salt to throw.
Why do the killer mains come to the forums and make post after post complaining about survivors? No matter how you play they'll find some complaints to throw at you.
Maybe some feel isolated playing the role and are looking for group support hugs. /shrug
Likely it did not even register with everyone he hooked them twice - they just scanned the after trial results, saw the piece, and knee jerk reaction kicked in.