deckyr
deckyr
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- deckyr
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i think that it would be really goddamn funny and also absolutely terrifying if they just add full height dimitrescu to the game, and make it so she can walk over vaults without stopping but then has to vault underneath doorframes instead.
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@Zixology said:
Yes, when the first survivor found wastes all the pallets, leaving nothing but deadzones and everyone gets slaughtered in the end.
no fun allowed, everyone stop the jokes
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i dunno, sometimes the survivor finds a pallet, then a window, then a pallet, then a window, then a window
and then sometimes there's just absolutely nothing
(here's where i would post a gif of the sprinkler scene from scary movie, if i thought it were forum appropriate. you'll have to look this one up yourself if you don't know it)
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also, please think before you unhook
i've been in games that should've been easy 3e's turn into 4k's because teammates will just run up to a hook and unhook like automatic. they're injured, they don't have BT, the killer hasn't found anyone else yet so they just turn around and come right back to the hook, it's a disaster. don't rush the unhook.
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the survivor perk i think needs a buff the most is lightweight. make it spread your scratch marks out more, or make them fainter, just... yknow, something. but that doesn't mean nothing else needs buffs... there's so many perks that have too many restrictions or their effects just aren't powerful enough. or both! loads of survivor perks are just "cool, but not actually useful or helpful for most of what survivors need to be doing". if you filtered every survivor perk in the game into categories of "objective progression, chase winning, stealth, miscellaneous", so many perks would fall into the miscellaneous category. and there shouldn't be any perks in there.
the survivor perk i think needs a nerf the most is spine chill. the reason i choose spine chill is because it's a base perk. it feels like the kind of perk that's so powerful, it should be unlocked from another survivor, but it just isn't. there's a few survivor perks that are all very strong, but this is probably the strongest relative to its accessibility - it requires no other perks, and it requires no survivors.
the killer perk i think needs a buff the most is thrill of the hunt. it's literally just for totem guarding. at least make the bloodpoints global, not that i think that's relevant to the perk's power, because it's just "get a noise alert when a survivor starts working on a totem". this doesn't even need to be a hex! that's the kind of effect that's so weak it doesn't need to be turned off and the fact that survivors can rob me of my blood point bonus (which is the reason i'm running this at all) is just adding insult to injury.
the killer perk i think needs a nerf the most is ruin. it escalates the killer's pressure in a way where doing Literally Anything Aside From Gens is actively losing the game instead of just "not winning". maybe a polite way to nerf it would be to buff survivor totem finding, or maybe prioritise powerful hex perks on central totems and weaker hex perks on outer totems. just spitballing.
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if you see a key in the lobby, equip franklin's demise.
also if you're losing that badly then you should say to yourself "guess i'll just grind bloodpoints" and then focus on making the game worth your time. you don't have to win to get value.
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enduring and agitation have had 5 years to appear in the shrine, and competed with like... 6 other perks. starstruck and smash hit have had 2 weeks and compete with a bazillion other perks.
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@Killerdonut80 said:
Never happens with me, I always load up before joining a lobby and just ready.
8 out of ten times there’s always that one survivor that doesn’t ready up, and they never switch to anything at the last moment, I always wonder to myself how can there be that many people out there that do this, and why, and what’s wrong with them?
i'm tabbed out, honey. i'm talking to my twitch chat and i'm chatting on discord. sorry you were waiting 60 seconds but i'm chilling. take the opportunity to do a breathing exercise or something if you find yourself tilting as early as menus.
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God, grant OP the serenity to accept the things they cannot change, courage to change the things they can, and wisdom to know the difference.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2123764#Comment_2123764
Really....Totems ARNT objectives....? Ok then. You deserve to get NOED with that sort of thinking.
please remind us all what category of points i score for cleansing a totem and what category of points i score for repairing a generator
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seeing those names in a lobby would make me laugh, seeing those names as insults directed at me would make me frown
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2123544#Comment_2123544
i really dont think itd be a licker.
mr. x i pray for because i loved the 2make and i want the r34 artists to go "wild".
nemesis would be cool and is probably the most popular one, but going from just the remakes i dont see the appeal.
jack is another really, really good option and i wouldnt mind seeing him at all, but cause he isnt as iconic as mr x it might not be him
wanting a character to get into dbd just to get a bunch of r34 is actually galaxy brain. here's hoping the entity claims that hot skank Mr. X for both of us.
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@Andokuky said:
Kindred is way too strong a perk to give free for survivors and would just make every match as difficult as SWF matches.
I solo and I run Kindred on every build. If you want it, use it in your build. I don’t see the issue. You can still have a strong build with the other three perks.
SWF breaks the balance of the game. Idk why people assume bringing solo players to SWF levels would balance the game.
because if you can make the game consistent between solo groups and teams, then you can actually make meaningful and targeted balancing changes with less unknown variables. meaning better balance and better thought out changes that are likely to make proper improvements instead of band-aid fixes or just estranged impactless quality of life.
imagine if they were like "all killers now pick survivors up 10% faster. we think this will help killers to fight against swf lobbies, while not punishing solo players too much". now stop imagining because this is the world we live in. changes have to be weird and almost artificial because of the impact difference between solo and swf because there's such a big gap. the solution is closing the goddamn gap. nothing else will help.
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there is, it's called "the other 3 survivors leave unscathed and what little blood points you earned trickled away". what, do you want people banned from the game or something for playing it badly?
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her hair doesn't make sense.
ok. listen. she has a double french braid, right? she has a french braid which goes down into two pigtails. a french braid is created by starting at the starting point, and then weaving in more and more hair as you braid across the scalp down to the ending point, where you stop weaving in more hair. meg's french braids, both of them, start at the front and top of her scalp and they go all the way down to the back bottom corners of her scalp. this makes sense, and this can be done in real life and it makes sense and is fine.
she also has a THIRD BRAID that just sticks out of the back of her head, in the middle. i don't know what you know about french braids but i can tell you, in order for her to have a third additional french braid inbetween two other properly big, thick french braids like she has, means that she has prosthetic hair specifically to have a third braid in. she has hair extensions, or weave, or something, specifically to get a THIRD BRAID where there should not be one. it's really thick, so there's a decent amount of hair involved in this braid, but the starting point for it is phenomenally small given the entirety of her scalp is occupied by TWO WHOLE FRENCH BRAIDS.
does she have a clip-on braid that she wears? did she get hair extensions but at the root specifically so she could have an extra, third braid? meg, what in god's name are you doing? why do you love braids so much? or do you just have a best friend who loves braiding hair so you went and bought more hair for them to braid? and why would anybody do that??
that's why i hate meg.
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one trick that tends to work for me is watching for her to raise her hand and make the "ooh" sound, then running back towards her. as soon as she disappears, swerve left or right. if she goes for another blink, swerve her again.
nurses can "short blink" by looking down at the floor, which is why i swerve as soon as i see them disappear. if she doesn't shortblink, she's just gone. if she does, i'm still putting distance by strafing.
her base movespeed is 96%. you don't have to go for pallets or windows, either go for open areas so you can move properly or go for line of sight blocks.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2123025#Comment_2123025
Or maybe those people who think NOED isn't earned. Should do a bigger job on totems
the killer should've done a bigger job on generators.
- why is it not on a totem at the start of the match?
- why is there no activation condition?
- why is it not known until someone takes a hit?
it's a good perk, but let's not act like it's something earned. especially not on the scale of devour. if i'm being honest, it's not even earned on the same scale as agitation.
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breaking news: survivor brings item and equips perks
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threads don't have to be about all things all at the same time. it just makes things confusing and unhelpful.
besides, basekit kindred already exists for swf groups, so... if killers are already balanced to deal with it then they're fine, and if they're not then this will get them there.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2118451#Comment_2118451
Make ruin non hex and basekit. Lots of solo players keep begging to get buffed to swf level and then buff killers, then one of the buff should be strong gen regression.
can't make ruin basekit without screwing up pop, overload, etc
there's a bunch of misc killer perks that would be super nice on basekit, like bitter murmur or insidious. but that's a seperate topic, really. this is about balancing survivors between solo and swf, not about balancing between survivor and killer.
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two things
- posting is not the same as reading
- i'd appreciate it if we could stay ontopic talking about kindred becoming basekit, thank you
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@Warcrafter4 said:
The all survivor see each other's auras while someone's hooked part of it should be baseline I agree.
I feel like the killer aura part of it should be added into dark sense and maybe alert(Or just give alert a 5-10 second aura reveal when someone is hooked) as well instead of being made baseline as its a very powerful effect if you know how to read its information.
this is a fair compromise. the killer aura reveal could remain part of a post-basekit kindred (it's not like the perk itself is going to cease to exist, it'll just be changed to do something else) or, like you said, be made part of a different perk with a whole rework for kindred.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2118120#Comment_2118120
Yes, kindred in a 4 man group is stronger than decisive when it is strong. ie vs killers that get boned by that 24 meter aura reveal. Just like borrowed time is also stronger than decisive when you're not dealing with a killer like freddy or wraith who can out play it in it's current form, or we'll make it is WAY stronger than borrowed time in any game where you 1) want to and 2) can heal.
yes the disparity is as big as you say it is, but perhaps kindred is actually more relevant in SWF than it is in solos because even if it is weaker, in the sense of being lower net value that value is more important to some killers (deathslinger is a great examples) wincon vs good SWFs. There's a big difference between knowing whether or not to unhook, and if the killer is coming your way as a solo VS knowing his routing in a coordinated SWF environment where presumably you all know how to split gens, loop and the killer definitely needs to accelerate, get critical mass and flame horizon you.
if kindred were basekit they could address balance concerns on the killer side knowing that the survivor side has gained that consistency.
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@TTV_WAWAbyWibWib said:
Kindred is still strong in SWFs, it's fine for a perk slot, you have 24 meter wall hacks with new open handed, it's actually super silly.
A better fix for solo survs is to give more incentives to SWF
kindred in a 4 man group is as strong as decisive? as strong as borrowed time? as strong as dead hard? as strong as unbreakable? as strong as (other meta perk here)?
in a 4 man i would never replace one of those perks with kindred, and as solo, i would replace any of them. the info given by kindred is one of the biggest disparaties between swf and solo and is the primary reason why solo survivors are lemmings that go for 3 man saves.
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@Mineguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2117672#Comment_2117672
What?! Why should they get a bonus for playing together? They already get a big advantage because they can talk with each other and make plans.
because... if grouping up with another survivor automatically added 2 bloody party streamers to the game, then the killer also gets the effect because it's bloody party streamers.
if i were a killer and i went up against a 4 stack swf and was getting 500% bloodpoints, you could bully the hell out of me and i'd walk away with my flamin' hot doritos with a smile on my face.
likewise if i tunnel someone to death and they are forced to stay and watch their friends (because, squad), then it's also worth that survivor's time to stay.
it's just a good idea all around.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2115298#Comment_2115298
Mr X can bust through a cement wall and were suppose to believe a wooden pallet can stop him? Wesker can do some Devil May Cry/Bayonetta #########. Chris can push a boulder the size of a garage. In RE you can kill almost anything that's chasing you. In DBD your not meant to be able to fight back. Your suppose to run away. While you do run from Mr X but that's not because you can't fight. It's because it's a waste of ammo. Just because both games are horror does not mean they are the same.
running away from a killer you can't harm while trying to solve puzzles in order to escape has nothing to do with dbd? ok... 🙄
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2117179#Comment_2117179
YEA BABY WE GOTTA MAKE THIS DREAM A REALITY
when you find meg
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@TAG said:
Still waiting on a Matilda chapter. Alternatively, Jaws.
oh my god. miss trunchbull killer and miss honey survivor. okay, i officially have a dream chapter.
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there's a few chapters i'd just love, but none that i can say are my "dream chapter".
a Doctor Who chapter, where the survivor is Rose Tyler and the killer is a Cyberman, or something similar.
a Scary Movie chapter that adds Brenda & Cindy, and gives Ghostface a few new cosmetics like the smiling mask
(whispers very quietly so people don't get angry about nothing) a fnaf chapter
a Bloodstained chapter, with Johannes as the survivor and Gremory or Gebel as the killer
a Dracula chapter where they just add Dracula & Dracula's Castle as a map. he's public domain, there's literally nothing stopping 'em.
and, as is standard, a Monster Hunter chapter where a Rathalos is a killer because he needs to be in everything i guess. this one might be sarcasm.
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i feel like it got glossed over and then ignored very quickly, but survivor v survivor bodyblocking is the problem.
standing in doorways so other people can't get through, standing in front of vaults so people can't use them, trapping your teammates in corners with totems, etc
not everything is about killers.
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@EvilJoshy said:
I really feel RE does not fit into dbd. The trickster chapter must have REALLY sucked if they are teasing it so soon after release.
Mr. X was dbd before dbd existed
literally can't understand you. like, you're speaking english, but anything beyond that is nonsense.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2040755#Comment_2040755
Milkers is milkers. Gimme gimme.
vommy mommy's milkers are gonna be more like cheesers tbh
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@HexSweetie said:
https://forum.deadbydaylight.com/en/discussion/comment/2040803#Comment_2040803
If you are a bad killer who are unable to keep up with a survivor for 10s then I can tell from a screen that you’re not a decent killer either lmao, nice argument, real nice xD
And those 10s do require a skill, no one said it’s an easy achievement but that’s what every player should do, right? have the needed skill to achieve what you want
Thanks for showing me the best contradictions I have seen today <3
you sound like someone who got to the red ranks off the back of DS/BT/UB and are deathly afraid that you might have to start thinking before doing things.
god forbid the survivor side require planning or thought in any of its games, where killer requires it in every one of its games, purely because of these perks.
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you know what sounds healthy for the game? charging straight into a hooked survivor going "borrowed time go brr" and making the stupidest unhook of your goddamn life, being correctly punished by having the unhooked survivor get downed again because of your dumb gameplay, except that person gets away anyway because they just decisive out of the pickup.
joke: "go for the unhooker, not the unhooked"
woke: "perks that punish punishments are unhealthy"
just delete ds. delete bt while you're at it. make survivors play the game properly again in 2021.
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i don't even understand the argument that fnaf isn't scary. dbd isn't scary in the slightest. i'm sorry, am i supposed to believe that dbd's "a bloodsplatter on the screen" and "somebody screaming" is genre defining horror standing head and shoulders above fnaf's "a loud noise" and "a character lunging at the screen"?
if you genuinely try to tell me dbd is a scary game i will actually laugh in your face. especially the guy that's going around calling everyone stupid kids and acting all pretentious because of how scary fnaf isn't, somehow completely missing the concept that dbd isn't scary either despite literally being hide and seek in the dark. like, please. if you can't get your own grip, store bought is fine.
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@Grimmy_Bluues said:
Title says it all, nearly every game I play has a Prove Thyself, which makes the awful gen speeds even worse. If you play on a larger map or are playing a low mobility killer, you're bound to lose more often than not.
It is extremely frustrating to finally catch a survivor, hit them, and then have a gen pop by the time you finally down them after they ran forward to waste time. Gen regression perks help, but often times the gen pops before I can get to it, and even then, I don't want to HAVE to run gen regression every game.
Has anyone else noticed to insane amounts of Prove Thyself's lately (toolboxes too), or am I just getting unlucky with my games?
i don't think prove thyself is the problem here.
you're only applying pressure to one survivor at a time. always keep in mind how much time you are investing into something and do not give in to the sunk cost fallacy. if you can scare a survivor off of a generator, and they're running in the direction that there are no generators, you know this and you know that they're going into a wasteland and you probably know where to find them again in the next 30 seconds, so you've earned 30 seconds to go catch/ambush somebody else.
keep the pressure on and don't let 3 people fix gens at any time because whether prove thyself is in the lobby or not, you're gonna lose like that.
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@TheWarNung said:
I know you're poo-pooing the "it would encourage killers to tunnel" argument, but I think your reasoning is flawed.
Not all killers have learned the skills needed to remember which survivor is on death hook.
For less experienced killers, being given extra knowledge on which survivor is nearly dead and which hasn't been hooked at all is going to explicitly encourage them to chase just a single survivor and ignore everyone else.
Yes, some killers do that anyways, but most don't at the higher ranks because it's more fun for everyone (not to mention it's a better strategy to split pressure). It's better not to encourage newer killers to fall into bad habits.
what "bad habit" are you talking about here. getting kills?? winning??
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@EvanRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/2028770#Comment_2028770
but.. to throw the game just to facecamp me.
i know it sounds crazy.
but sometimes, i can tell that a survivor is carrying everyone else, and if i have a chance to get and kill them, i'll take it.
and most of the time, if i've correctly identified that it's a SWF that's got a hard carry, the whole group unravels.
i can spend 4 gens to kill one guy, but then the entire rest of their team can't get that last gen and leave for some reason. and it's beautiful stuff.
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the discussion in this thread convinced me to start running self care, thanks op
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i actually posted my idea for a possible freddy fazbear in the creation section. gave him a concept including power and perks already.
https://forum.deadbydaylight.com/en/discussion/235115/chapter-the-sixth-night
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i say the exact opposite of this a lot in threads accusing killers of being toxic for camping and tunnelling or stuff
but basically, your job is to win.
turn the gens on, open the doors, and leave. you are not obligated to play fair, you are not obligated to give the killer a chance, and you're not obligated to play bad on purpose so that the killer can get a free kill.
it's not your responsibility to lose so that someone else can win, otherwise it'd be the killer's responsibility to lose so that you can win.
this is a two way street. you should both try your best, and may the best win.
making up rules of things you are and are not allowed to do is just, nonsense. those rules aren't actually present in the game itself. genrushing isn't bannable, and using borrowed time / decisive strike / dead hard / etc isn't bannable either. using the tools the game gives you to win is called playing, even if that tool is holding shift and W at the same time and then leaning back in your chair, satisfied with your contribution to the match.
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"killers shouldn't be rewarded for killing"
their job is to kill you. their job is to kill you. their job is to kill you. THEIR JOB IS TO KILL YOU. THEY ARE TRYING TO KILL YOU. their job is not to play fair, it is not to give you free hatches and gens, it is not to see your teammate unhook you directly in front of them and say to themselves "well, it wouldn't be right for me to put that person back on the hook", it is not to deliberately play bad on purpose so that you don't have to learn from your mistakes. it is their JOB to KILL YOU, and make you dead, so that you are out of the game. they LITERALLY SCORE POINTS for making this happen. they score deviousness points for slugging you (albeit not many), they score brutality points for hitting you, and they score sacrifice points for camping you.
why don't YOU try scoring some points by fixing some generators? why don't you do your job and repair the generators and then leave? bring a key, open the hatch, and out you go! if you want the effects of these perks, then equip them. if you're busy crawling around the map with urban evasion and self care waiting for the killer to just allow you to fix all the generators and leave because it's "fair" of them to let you win the least you can do is jump on the hook yourself since then it'd be equally "fair" of you to let the killer win.
these rules you've made up about what is and isn't okay to do, they're all in your head. they exist only within your mind. the game does not need to change because you want free perks and free wins, the thing that needs to change is YOU.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2023291#Comment_2023291
Eh, if he hits you as you're going for the unhook you'll be put into the dream world. Which means no BT. There's really no way to stop a facecamping Freddy from downing the unhooked survivor unless you have multiple awake survivors bombing the hook.
the solution is the same as it is with any other camping killer
go do generators
why does freddy have to be nerfed for one specific instance when all you have to do to stop him in that same specific instance is your sole objective and purpose?
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the killer's job is to kill you. if you die, you die. it literally does not matter how they achieve this goal. there is no wrong way to kill the survivors.
this reminds me of dark souls and how people would make up all sorts of fake rules that don't exist and then get mad at other players for doing things like drinking estus against an invader that can't drink estus. these rules you're making up about tunnelling being a "known toxic strategy" or whatever the hell is literally just fake. it's all in your head, it's ONLY in your head, and the game you are playing does not reflect this, and it never will reflect this.
you are making things up to be mad about instead of just accepting that the killer's job is to kill you, whatever it takes. and ultimately, that's way more toxic than any killer strategy or perk could ever be.
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@TheCursedTitan said:
Honestly I look forward to it but I don’t as well, like the concept of the killer was interesting but then they made him a kpop star and well...eh it went from scary to joke like almost every killer can give anyone a heart attack but him ehhhhhhhhh not likely unless they give him a really cool skin I’m just gonna buy him because I didn’t spend my time grinding blood points to not get the new killer
imo it's not the killer that's scary, it's the tension of being found by something you don't want to be found by. it could be a unicorn that farts butterflies, and i'd still hide from it, and feel the tension of it searching for me.
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@Ireansgame said:
If you're not having fun then don't play in red ranks, rank is just number, play casually with builds that are fun and let rank put you where the skill level suits it. Trying to hit rank 1 is grinding, grinding isn't supposed to be fun, if you wanna do that why wouldn't you min max and run meta builds?
god, yes, this.
if you don't want to play against meta survivors, then don't play a meta killer. if you don't want to play against meta killers, don't play a meta survivor.
i don't play either sides with meta builds. sometimes i get a rank 8+ killer/survivor. it happens, boohoo, moving swiftly on to my next game where everyone's the same rank as me and even the meta survivors are killable because they rely on the perks and are bad at the actual game component. i literally always win, not because i always get a 4k or always survive, but because i always have fun. my games are fair and nobody sweats.
flame me for playing at rank 15, i don't care. i have fun every game using perks i enjoy, do you?
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i wish the "did you have fun?" rating at the end of every match were replaced with a "did this feel fair?" rating. if the information gathered by that rating is actually used, then i imagine the latter might have more useful feedback than the former.
