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  • @Xendritch said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762601#Comment_2762601

    For me it was way worse before sbmm when I was starting killer I would get red rank games and when I got better I got everything from rainbow lobbies to just yellow/green teams while meanwhile I'd be purple or red. There seems to usually be less weak links in my games so it seems to be doing something.

    I think the problem with the previous system is that it barely weighted what ranks people were at all and just threw lobbies together whereas MMR at least looks at the score(meaningless as it is). The current system however must have such a low matchmaking cap that even first-time players can be put in with the highest cap of people so it means almost equally little. I've heard it works slightly better for survivors but that may be because it's actually harder for survivors to get MMR so the score means a little more but MMR was a straight downgrade from my experience as a killer main. My games weren't even harder and I certainly didn't play sweatier they were just more boring cause I got teams that had absolutely no idea what they were doing or good teams on a bad map.

  • @MikaelaWantsYourBoon said:

    They did not say they are going to make BT base-kit. People really love to create drama.

    Don't be a contrarian, he very obviously hinted that they are looking into making some version of BT base kit. Doesn't mean it will happen, and it doesn't mean that if it does it will work the exact same as the perk does currently but if you think people are just reading into too much for "drama" you are straight-up being disingenuous.

  • More of a question of IF tbh the when is fairly irrelevant at this point

  • Fair enough trapper, fair enough.

  • @Xendritch said:

    I don't think sbmm is as bad as what we had before but the current system is definitely flawed.

    Me and my gf are doing otz's no perk killer challenge atm which I'll post the results of that when we're done and something that's immediately obvious is that kills don't tell the whole story of a game by any stretch. Just to give an example her nurse game was a 1k but she had gotten 8 hooks and had actually done pretty decently but just going by kills which us all the average cares about that was a poor game. Where as in my hillbilly game I got a 3k which involved only 3 hooks and letting a person bleed out on the ground, that was not a game I felt good about at all but for the purposes of the challenge and mmr those things just look at 3k and the spirit of cote goes "you did a pretty good job so far".

    I definitely think hooks should have more weight in the current system.

    My games got way more inconsistent after sbmm, I got way more one sided matches one way or the other and after a month I couldn't take it anymore and haven't played since September and from what I've seen it's only gotten worse, at least the pip system tried to quantify the various things that happen in the game instead of only caring about the result.

    The bigger problem was that sbmm didn't even use itself to matchmake, hence the abundance of rainbow lobbies when it was a thing. Full red rank games or full purple games or green games always felt a lot more balanced then the vast majority of my games with sbmm

  • I didn't change my playstyle of playing pretty fair and only using camping and tunneling as a last resort and it just made my matches way more inconsistent then before it released. My stomps were just completely absolute and I got games that felt completely hopeless slightly more often. I'm fine with either happening every once in awhile to give perspective but once mmr hit live I don't remember almost ever having what would consider a fair match win or loss. From what I've heard and seen it's only gotten worse since I stopped playing in September.

  • @Murgleïs said:

    It doesn't matter that you don't like tunneling, slugging, facecamping, proxycamping or bodyblocking. None of these valid strategies used by the killer gives you the right to wish cancer, send death threats, harass, or try to diminish someone self esteem.

    These past days, I have been enjoying the following build with my nurse : BBQ, Pain resonance, No way Out, Noed. I have been playing so much Agitation / Starstruck in my nurse career I thought it was time to change my build. The strategy is simple : tunnel someone out and get no way out token to finish off the team in endgame if they are not dead before.

    It is actually a good build and less stressful than Agitation / Starstruck because you don't need to keep track of as many variables but the amount of hate I received is unbearable to the point of affecting my mental health, for real. For example, yesterday the survivor team was so mad they insulted my mother (I suppose you can guess what they said about her), wished death to my grandmother (she is actually very sick, even if they have no idea you can imagine how it makes you feel), told me I was the garbage of society then they flood my steam profil with insults and tried to add me friend to send me disgusting pornographic images of male genitals. Yes, all of this because they felt rightful to do so.

    When I point this hate to survivors, politely, they always find excuses :

    • The game is -18 therefore it's OK to insult someone you are an adult and you can take it
    • You were toxic first : I stoped counting how many times someone told me "gg wp" is toxic (it's the only thing I say in end chat)
    • You deserve it because you used X or Y strategy

    NOBODY DESERVES TO BE TREATED LIKE THAT. THEY ARE NO EXCUSES.

    My suggestion to end this hatred is to educate survivors, please create commands in the end game chat such as !tunnel !slug !camp with an automatic message reminding these are valid strategies, and that hate speech / harassment is NOT allowed. I am seriously considering stoping playing DBD for good, I used to have so much fun playing after work and chill. Now I launch the game, stare at the main menu and quit immediately to avoid the odds of getting matched against this kind of survivors.

    https://us.v-cdn.net/6030815/uploads/CB5AGM6MBTVG/image.png

    PS : Sorry for my bad english but I really hope BHVR will read this and address it.

    There's a lot of things in the game that should be bannable offenses and many are, the problem is that they just have such an ineffectual report system that it doesn't matter

  • @Chewy102 said:

    Does anyone remember the Victory Cube, an older ranking system for Killer that was based around raw kills and hooks? Anyone remember how poorly that turned out and how it was replaced with the current ranking system we got now that judges Killers on various acts throughout the game of hooks, chases, time stall, and gen protection?

    Now, since the devs already tried a kill based ranking system and it failed for not being an indication of skill. Who thought it was a good idea to try that again?

    Idk they even said that sbmm wasn't based on kills and escapes now they don't even act like it isnt.

  • I mean there only needs to be 1 killer for every 4 survivors and dbd doesn't even have that so unless you want even worse queue times maybe killer basics need a little more work.

  • @CrashMADDS13 said:

    See the real problem is if you gave killers a greater fov, it would reduce the chance that survivors could spin and humiliate them, and BHVR will have none of that.

    I honestly doubt it's that and that it's more that bhvr came up with the idea of making what should've been a setting into an equipable perk and thought it was just so unique and they were so proud of it and just refuse to change it now. I honestly think it's a pride problem and not a survivor bias.

  • I agree. Would really love to see just how much of a supposed monster the twins are.

  • @ThiccBudhha said:

    That face when you understand the design intent better than the people who designed it. Very bold of you, but I reckon you are mistaken.

    Look mmr is not a shiny reward or an indicator of skill. It is a matchmaking rating. Sorry, but better killers need to go against better survivors even if you happen to disagree with what that entails. It is for stability. The better the survivors, the better they should... Key word should, be able to handle killers playing properly.

    And it barely works which is why they want to nerf face camping. They understand that even high mmr survivors are so bad that they can't figure it out. Hopefully whenever that happens you can go back to playing against 9 hook Huntresses... Probably not. But you can dream.

    I saw a clip the other day where a person, who's literal first game they had ever played on that account, was put up against a killer with over 2k hours so yeah, killers are definitely getting placed against better survivors.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762535#Comment_2762535

    You can be upset at them, I'm not saying you have to like their answer, I'm just saying I will personally wait for more information about it before having an opinion on the new system.

    I wish we could just snap our fingers and have all fixed, it's just not feasible and big changes require time, I prefer to be more open to a new system than seeing 10k more BP in a match and be at this point of frustration once again in a couple of years.

    If years didn't pass between these new systems maybe I'd give bhvr the benefit of the doubt, but mmr also took over a year and a half to implement and that's a disaster and is even less nuanced then the pip system I'm not asking for a goddamn magic trick here, I'm asking for bhvr to actually be competent for once and implement a good change within a reasonable time frame. Took them over 5 years just to give trapper a second base trap and how many years to hard lock iri hatchet to 1 hatchet?

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762528#Comment_2762528

    I am no programmer nor designer, so I have no idea how much time and work it would require to implement what you are asking for, so I can't really comment on this, I can just report what they said about it.

    I'd be fine with removing the perk tiers, don't get me wrong, however if this requires a similar amount of time and work compared to a complete and more permanent rework of the system, I don't see why we can't take the latter.

    Because it's been a problem for literal years, and I've seen this suggestion for years as well, how long is this "more permanent" solution going to take? Is it even going to come out in 2022? I know you don't know but it's pretty reasonable to be rather upset with the answer the devs gave.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762512#Comment_2762512

    That's a different "solution" from what has been mentioned here.

    And I am not a fan of boosting bloodpoints, that's not a solution to me, it's even more of a band-aid than removing perk tiers.

    You know band-aids are useful for keeping wounds from getting infected, they aren't a permanent solution but they can give you time to fix things. Something BHVR has run out of with a lot of players. All the friends I had that played this game quit well over a year ago citing the grind as the main reason, and it's only gotten worse since.

  • @Rizzo said:

    I think Peanits explained well the reasoning behind a more permanent rework here:

    https://us.v-cdn.net/6030815/uploads/4PPUGF37H2X8/image.png

    I think focusing on a better system from the ground up is better than a temporary fix, especially if this band-aid would still require a good amount of work to get implemented.

    Hopefully they will be able to share more information about it soon enough, I'm very curious to see what they have planned, as the grind is a big issue at the moment.

    It would still take several years to catch back up just to the current system, why they can't work on and implement this change, which I really think they are hyping up to seem like such a herculean task that I honestly doubt, while working on their other idea they seem so much prouder of. They constantly say they have the resources for game balance, new content and bug fixing yet from everything I've seen we only ever get one or 2 of those at a time.

    Idk if the problem is the dev team the management or the work flow but something massive needs to change at BHVR cause at this rate they are adding as many problems as they solve.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762297#Comment_2762297

    I'm not really upset about the speed of the healing itself it's the fact that boon:CoH can spread across multiple floors.

    They saying I don't mind that shadow step or expo can . I don't want the other 2 boons nerfed

    The problem is that CoH also allows for anyone in the area to also heal themselves, it being at the same rate as someone else healing sends it into the stratosphere of being broken.

  • @MikaelaWantsYourBoon said:

    I am not surprised why i am not seeing Twins. 1.15% lol

    https://forum.deadbydaylight.com/en/discussion/comment/2761099#Comment_2761099

    He is annoying but he is not that strong.

    Hes also not easy to use since bad killers that are easy to get value out of will have higher kill rates like the cenobyte, since against players who don't know what they're cenobyte can get a lot of free value without ever using his active ability. Same with pig.

  • It'd be fine most people only main or play 2 or 3 survivors anyways, offerings on killers should go between killers too though.

  • @Xendritch said:

    I thought it was good Q and A overall, I didn't like all the answers (yes I think 8 hooks 0k for the killer is a good result are you trying to encourage camping and tunneling or what lol) but there was a lot more useful info in there than I was expecting and at least CoH was addressed. Only thing I wanted addressed that wasn't was the buffing yellow add-ons to match greens and purples.

    Almost all the answers were just no or maybe which mean nothing since we've gotten a whole hell of a lot of maybe in the past the was just a no in disguise. Other the CoH and maybes what did we actually learn today that we didn't already know.

    We learned they won't get rid of perk tiers because "it doesn't solve the core issue" even though it would help immensely now and would give them at least a 5 years just to get back to the amount of bp you have to spend to max everything now and would likely simplify any changes to the bp economy in the future.

    We learned that somehow BHVR doesn't understand why mmr sucks or how to make good anologies.

    Am I missing anything? Most of the questions they answered today has already been answered. The mights and maybes mean nothing since half the things they say they'll do never happens.

  • Maybe not always but after a certain amount of time has passed or a certain amount of gebs are done.

  • Also the way sbmm works its a 1v1 for each survivor and if the team escapes that doesn't effect the 1 person who was killed. Also players skill in sports IS RATED DIFFERENT, you can have a more skilled player on a worse team. Makes zero sense whatsoever.

  • @IlliterateGenocide said:

    Eh I think the nerf was decent (atleast the healing aspect) i dont know how they would lower it anymore without making it just Boon: Botany Knowledge

    I dont want them nerfing boons in general cause of COH

    Just to put this in perspective by the way the nerf only reduces a heal from another player by 2 seconds and a self heal by 4 seconds

  • They mean the ringu chapter.

  • @Laluzi said:

    Playing killer on this map honestly feels like you're given a flowchart at the start.

    "Do I have a perk or power that lets me hit over or quickly destroy pallets?"

    Yes -> Jackpot

    No -> "Are the survivors bad?"

    Yes -> It'll be okay

    No -> 0k

    If you're playing someone like Pig or Ghostface, you can't do anything on this map until you've broken over half the pallets, and by then, most of the gens should be done. The pallets are everywhere, super safe, and they all have total visibility or are god pallets, so they're impossible to mindgame.

    Bad players will chew through their resources super fast and you can usually hit the clear-out point before the gens are history (it won't matter that Meg is predropping pallets left and right if everyone else is slamming gens at peak efficiency, but anything less than that and you should be okay), but decent players can make each pallet last long enough that there's no way in hell you'll skate by on anything more than survivor altruism or overconfidence.

    Lmao true, it also doesn't even need them to be good just be able to realize, hey throw the pallet after maybe one loop if it's safe and you will waste more than enough time from any killer/build that doesn't specialize in taking care of pallets you're screwed.

  • I played for a month with sbmm and I haven't played since and boons especially CoH just seem insanely imbalanced

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762079#Comment_2762079

    Not really. Peanits answered this both on stream and in the forums about the perk tiers, and I agree. Anything worth doing is worth doing right the first time. Why spend all that time removing perk tiers from every aspect of the game, meaning bloodwebs, shrines, ect.. which yeah would help a lot right now in this current moment to reduce the grind. But then that grind would eventually come back when more stuff is added. Or! You could spend the time now to get it right to where it's not an issue in the future at all.

    Everyone keeps saying they don't want just band aid fixes and instead want permanent change, but they're trying to do that now by making sure it's done right and y'all are mad cause it's not done right now the way y'all want it. Makes no sense. If anything, it shows longevity because it means they see this game going strong still 5 years from now, which I hope it does. And it's good that they want that too. Otherwise they'd just make quick fixes for everything till it died.

    Also, MMR is a brand new system to DBD. It's going to take a while to iron out, just like it does with any game. But they can't really look to other games for tips and tricks, because there's no other game like DBD with SBMM on the market. So it's all trial and error right now.

    I don't think you understand how much getting rid of perk tiers would help with their scalability, if they were to get rid of perk tiers today it would take them 15 years JUST TO CATCH BACK UP TO THE CURRENT amount of perk tiers you have to buy and that's only if they release 6 perks per chapter which they don't always do so it would likely take even longer to do. So sure it may not be an absolute permanent solution but it isn't just a bandaid fix and the only thing they'd have to adjust is the blood web, Perk tiers don't matter anywhere else so a fairly simple change would reduce the grind by over a third and buy them 15 YEARS to make more changes to the system.

    And MMR has proven to be awful and it's been awful since release and since they tested it and it's only made minor improvements so it's funny you say anything worth doing is worth doing right the first time then defend MMR which is awful now and wasn't done right the first time, very contradictory.

    BHVR also talks about how they have so many teams working on different things so why can't they do both with short term changes as well as long term changes, they arent a small company, plus you'd think that a game that's changed very since it's release wouldn't have the same bugs for years like the slug bug and the constant sound issues it's honestly pathetic.

  • I have to ask how many QnA's you've watched cause this one just rehashed a lot of the same questions for no reason they could have very easily just listed a bunch of the questions and said we answered these in our last QnA and our answer hasn't changed. Also there answer behind the MMR question and perk tiers are laughably out of touch.

  • @Crowman said:

    Oh no, they nerfed a really strong perk that will still be really strong afterwards.

    For real its such a minor nerf this will take off like what a second or 2 from a self-heal or something the fact that it still allows for a whole team to self heal at near normal speeds is already ridiculous for one perk

  • Only if blight gets sonic lines

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759937#Comment_2759937

    That's not my experience in game. It feels like people rage DC the second they think they're in for a tough game, or are playing against some sort of 'pet peeve' killer, which honestly amounts to half the roster. This is especially true, bizarrely, of the more exotic 'mid tier' killers that require people to play a bit differently.

    Artist, Doctor, Demogorgon, Cenobite and Hag are the ones that people seem to DC against very fast.

    How do you know what people are thinking? Can you see them and talk to them? Or are you just assuming based on a few experiences and extrapolating that to every person that dc's?

    And yeah a lot of people don't like anti loop killers cause to most it's not fun to go against them even if they know how. Noed isn't hard to counter doesn't mean it's fun to go against. Dropping pallets early counters all those killers buy that isn't fun. Camping is sometimes the best play but it isn't fun.

    This game rewards the worst mechanics, killers, and playstyles that aren't fun to play against for the things people dislike then for. Look at twins when she was good she was probably the most hated killer in dbd because she was basically forced to slug to be effective, not exactly fun to go against. CoH is awful to go against and the healing meta it had brought on is awful.

    How do I know this I talk to a lot of people in the community not just from the forums either. Veterans are barely hanging on to this game by a thread and are so tired of certain things in the game the second they see them they DC and either wait out the ban or go play something else since playing that game just isn't gonna be worth the time and don't give me the "well if you take the risk of playing the game with those things then commit" I didn't buy this game to entertain other people and neither did the vast majority of other players

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759925#Comment_2759925

    Here's the thing though.

    'Unfun' tends to mean, to a lot of people, 'I'm not going to get an easy win here'.

    To some sure but not to most. Maybe a lot on the forums but the forums tend to attract the complainers since they tend to be more vocal. Most players don't take the game that seriously.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759915#Comment_2759915

    It is, but it is also a crutch for a lot of people. There is a high skill ceiling for DH, but even low tier players can get a lot of use out of it, prolong chases that should have ended much sooner and get out of really sticky situations from which they shouldn't have recovered.

    Oh I agree those perks need nerfing too but DH only recently got validation and CoH is also a recent addition. Noed has been in the game for years.

  • Yeah the solution is make the game less frustrating to play so people aren't so ready to DC every game. Idk why people think things that are fun to play and not fun to play against are ok.

  • I'm not knocking anyone for doing it that way but I'm not gonna do it, especially since I haven't played in a few months anyways.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/305866/why-is-toy-sword-for-twins-getting-nerfed

    Because survivor is good and killer is bad.

    That's the BHVR logic.

    Can't blame them tbh as they want to keep the majority of the playerbase happy so they will buy more survivor cosmetics 🤷🏼‍♂️

    Let's not with the bhvr bias, we all know their only bias is toward themselves, if it's gon a be an us vs them why don't we make it a player vs developers since bhvr has no idea what they're doing.

  • Noed and DH since they're both annoying to go against

  • DH is actually good though. Same with CoH

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759904#Comment_2759904

    Become a friendly killer for one match and farm with the survivors, then just grab them off gens and let them wiggle out again. Rinse, repeat.

    I haven't played in months tbh and I'm not reinstalling just for that, plus farming like that is boring as hell.

  • One could hope, never completed almost any of the archive challenges that involved grabs because of it.

  • @graveyard_7777 said:

    They'll answer a bunch of questions with "We can't confirm that" or "We're looking into it."

    Will probably talk about what they "might" do.

    Will talk about how to improve the survivor experience while the killer experience is just rotting away.

    Will continue to say SBMM is working as intended despite not showing any data.

    Depends on what you are watching it for, are you watching to get actual info out of it? Then yeah it'll be a waste most likely. If you want to watch to see how strange bhvrs design philosophy is then it's entertaining at least or horrifying depending on how much you care about the game, or both.

  • @TWiXT said:

    People on these forums and Reddit are often seen complaining that killer mains are giving up and dropping out, which is increasing queue times, apparently ever since SBMM was released, and even more after the Hour of the Witch (boons) Update.

    Personally, I don't really think that's the case, because honestly I believe the reason for longer queues has more to due with how the SBMM system is matching up players, and not for lack of players. Still, this game has been bleeding players on the steam charts since August, totaling about 18,000+ dropping off between August and the end of December last year, and lowering the average players online from 51k to around 40kpe day for just this last month.

    What I would be interested in seeing more than anything, is if the complaints that killers are dropping out is substantiated or not. Anyone else want to see a statistic sheet that shows the Avg Killer vs. Avg Survivor population vs. Overall player avg ever since SBMM was released? It would also be nice to see how many players switched roles over that same period of time as well, but that might be asking too much.

    I'm betting the statistic will show that, No, killers aren't dropping out anymore than survivors, and that it's only the general population of players that are lowering due to either the seasonal average or if any recent updates have had a negative impact on the game experience overall.

    Hopefully the devs already have a few statistic sheets like that, are already working on solutions to stop this bleed asap, and get the games population health back up to where it was.

    Either way, It's a statistic I'd love to see to put an end to all of these complaints once and for all. Even more than that, the devs giving us that statistic through their transparency of the issue, would also reassure us, the players, that the devs know where the problems lie and are working hard to fix it.

    Would Anyone else be interested in this?

    We will almost certainly never get those statistics so we can only go on anecdotal evidence and what I can tell you is all my friends dropped the game and even myself who was the most dedicated to the game after a month of mmr being even more inconsistent then the previous system which the devs even said was basically no matchmaking at all.

  • @tippy2k2 said:

    We have no real way to know because we don't know how SBMM exactly works. But there's a LOT of anecdotal evidence on this forum alone of killers becoming frustrating and quitting.

    Are these killers ACTUALLY quitting? I suppose we can't say for 100%. And a longer queue for survivors, while being a decent indicator, isn't necessarily killers leaving (one of those "Correlation is not Causation" kind of things).

    But without being able to access the data that presumably BHVR has access to, all we can do is take the evidence we do have (longer survivor queue times combined with killers stating that they're done playing killer and/or quitting the game entirely) and make some educated guesses.

    Sad part is that we will likely never see the data if bhvr does have since what incentive do they have to show people why their game is losing players.

  • @snatcha said:

    In the last few weeks i saw a increasing amount of survivors running into me at the start of the match and then kill themself on Hook and killers just afking in a corner of the map.

    I saw a lot of new players playing against very experienced players, not because they're so good or not (only) because MMR sucks, but because a lot of good players purposefully derank to have easier matches.

    I get that MMR isnt fun, but shouldn't the MMR system detect some of this behavior like complete afking as survivor/Killer and give them a DC penalty rather than giving them lower MMR, which is what they want?

    In Rocket League for example you get kicked out of a match after afking for 15 seconds. Of course DBD Matches are longer than RL matches, so you could do it like this:

    If no input was made within the first minute of the match, it gets canceled.

    If no input was made for 60 seconds during the match, the player automatically DCs, get no MMR change and a DC Penalty.

    As others have said SBMM only detects kills and escapes, making it fairly useless when it comes to determining skill. People just want to steam roll people who have double digit hours.

  • Because it's not fun to play against and it's not even that powerful of a perk, it's just a low skill crutch similar to self care, not good but a lot of people use it cause it feels good to use when you are first starting out.

  • I dont think it's overpowered but I do think it needs a change, hell maybe even a buff as long as its a well made change. I don't even find noed to be that powerful personally but I do certainly find it to be too high a reward for basically no work done by the killers and its super unfun to go against.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759864#Comment_2759864

    Well yeah, the idea is solo is buffed to SWF level of info, and then killer is buffed and rebalanced around everyone having that info, since existence of SWF is unavoidable. Thus no more juggling balance between solo and SWF (which never works out).

    Exactly the supposed changes to allow survivors to communicate what they are doing should help a little since bhvr seems resistant to the idea of making perks that should've been base kit, base kit.

  • @SuzuKR said:

    ”Why does BHVR not listen to the community?”

    Community: [Suggesting things that would literally kill the game]

    Bhvr could be given am accurate all encompassing playback on how to save their game and they'd ignore it anyways.

    Also I literally said that I don't even think this should be implemented but I threw the idea out for discussion purposes but it was moved to feedback and suggestions by a mod.

  • @SuzuKR said:

    This thread implies that camping needs a nerf. It doesn’t. Make Kindred base, but that’s basically it. There is no excuse for losing to reckless camping if Kindred is base, and nerfing strategic camping is stupid. Stuff like this would literally kill the game.

    I'd be fine with that too honestly but that would just be a straight buff to survivors which would mostly benefit solos, which certainly isn't a bad thing, but base killer mechanics would need a buff to go along with that. Since bringing solos more in line with swfs would make most killers feel absurdly weak.

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