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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/398/DLU0D9VJD5JH.png
trapper's kill rate is ok. since most killers' kill rates are also above 60%. and close to him.
the trapper's pick rate is the one that is a bit weird.
and imo. it's because of the rift missions that require you to play the trapper.
That certainly helps and since that's the "all ranks" graph he's also both the killer that's selected at start and sort of the posterboy of the game. Makes sense he gets a lot of love from players that are newer to the game as well ๐
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I mean they're not wrong and people that play both sides don't automatically have a superior opinion.
But exclusively playing one side might make someone less aware of their own natural bias. Nothing inherently wrong with being biased (everyone's biased to some extent), but sometimes it's important to take a step back and acknowledge it if at all possible.
I believe some posts like the ones that basically contain no information beyond "lol ur a <role> main so ur wrong" are garbage, but as long as they don't break forum rules they should be allowed even though I despise them. People can make up their own mind what they think about the posts of others afterall.
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@NoShinyPony said:
Are matches with dc's included in these statistics?
(Sorry if this got already asked somewhere.)
They said in another thread that games with DCs in them are completely ignored for the statistics. It's in one of the threads about the stats somewhere.
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I don't find it to be a problem, it's just a bit of altruism. Sacrifice yourself so someone else can live.
Disconnections obviously shouldn't instantly open the hatch though, it should take as long as if someone died on the hook.
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Hope isn't even that bad. It basically halves the speed advantage a 115% movement speed killer has over a survivor, it's just a heavily specialized perk.
Most commonly seen perks are generalist perks, perks that are more likely to come into play than their specialized counterparts.
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Play how you want, and block any or all communication channels (profile comments, private messages, anything else) if you don't want to deal with it.
It's perfectly understandable for people to get annoyed if they go through something they find unfun or they consider unfair, but obviously there's a difference between that and going out of their way to talk trash because someone plays in a way they dislike. It's just scrub behavior at that point, trying to discredit their own loss by claiming someone else didn't "win properly".
As long as you're not a hypocrite that gets mad when your opponent(s) play in ways you might find unfun while you play in ways they might find unfun, there's nothing wrong with playing however you want.
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Probably gonna make DW's bar go down based on distance from the killer instead of terror radius.
I highly doubt they'll allow even a shadow of old Legion into the live version of the game.
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Too many people here think it's way deeper than it really is.
Regardless of how it can be prevented (even if we ignore how it can be bothersome to keep track of destroyed totems as a solo, especially if everyone does one each) it leads to similar feelings as when a killer feel they "should've gotten that kill" and someone gets hatch with or without a key. You get to the end of the match, get hit once, and since it's endgame you often (understandably) get camped. Even if you don't think NOED is overpowered or anything that can feel like a kick in the balls. You "would've escaped" if it wasn't for NOED, even though it's as simple as... you didn't escape, so it doesn't matter if you would have if it wasn't for NOED.
That's it for most people. People that talk ######### about it would've probably found something else to talk ######### about anyway because they're the kind of people that need to put the blame on someone else.
Personally I don't mind it, even if there's games where I get that irrational "damn, I should've escaped!" feeling for a moment before realizing it's a silly mindset.
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For the last second switch some people find that inherently "toxic", even if it was swapping from a survivor with an item to a survivor without one.
I honestly can't think of any reason people would consider that Steve loadout threatening, but then again I've never understood that line of thinking in the first place. For all I know Steve as a whole might have been "excommunicated" as toxic or something ๐
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Not really relax, personally I tend to use them when people are on their last hook anyway so the most they'll do for me is maybe let me dodge a DS or something if I forgot they were recently unhooked.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/861407#Comment_861407
This basically answers the question pretty cleanly.
I'd like a clarification what exactly counts as an "extended period of time" but other than that it basically answers what I was unsure about myself ๐
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How is that even remotely related to loops or even fearing the killer? At endgame people would do that regardless unless NOED is active or you made all killer hits instadown by default, no matter how feared the killer is.
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It's not technically taking the game hostage as you can find and kill them. Taking the game hostage refers to situations where there's no way for the match to end unless whoever started doing it allows it to. Killers blocking all remaining survivors somewhere and going afk so they can't even start EGC, survivors trapping killers in exploity spots or staying around forever after the killer gets stuck in a pallet or something... that sort of thing.
Might count as griefing or something though, I honestly don't know. It's obviously pathetic behavior nonetheless.
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There's plenty of things like that in the game though. Break totems because the killer might have NOED, bring a perk you don't normally bring because the killer might be one that struggles against that perk, delay opening the gate or leave someone behind because the killer might have blood warden... and so on.
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/861278#Comment_861278
If i get the notification someones been unhooked and i go back and see the bleeding survivor running im guessing your gonna say to let him go even though that would be a REALLY dumb decision. (Sounds like a entitled survivor to me)
Slug them, most of the time their savior will be there either healing them or they're on a nearby gen and you can start a chase with them while the unhooked survivor is on the ground (requiring someone else to pick them up). Disables more survivors at the same time and avoids DS as well.
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Mechanical nerfs or handicaps will quite simply never be applied to SWF parties.
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Honestly I'd rather just keep suiciding on hook. At least then the killer actually gets to hook them unlike DCs.
If someone doesn't want to play anymore, they won't. If all else fails they'll just go afk and do something else waiting for the game to be over, and while obviously the killer could just go kill them once they get 3 crows on them they could also leave them around as an "immortal slug" to completely take the hatch out of the equation.
Do I think people should refuse to play? Of course not, but it's quite simply impossible to really weed out. Having DC punishments at least forces people to "quit" in a way that adheres to the actual game mechanics of the hook system as opposed to instantly poofing out of existance.
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As long as you're not a hypocrite that cry if your opponents try their hardest too there's nothing wrong with being "sweaty". If you do that however, you're a scrub, so just avoid that and have fun ๐
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@SupaSlay3r20 said:
https://forum.deadbydaylight.com/en/discussion/comment/859984#Comment_859984
A rank 10 killer could end up going against a SWF with 2 rank 1s and 2 rank 20s. That killer will likely be looped for most of the game by the rank 1s. It isn't fair for the killer and it isn't helpful to the rank 20s as they won't be getting better by going against a killer that is clearly better than them.
If that happens that's matchmaking being drunk, not SWF. You could have a single rank 1 and 3x rank 20s and it's still supposed to matchmake based on the highest rank, the rank 1.
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A lore viewpoint isn't even required, in-game actions aren't really "toxic", being an angry and unpleasant person in end game chat and especially other communication channels like steam profile comments or private messages is. Obviously straight up exploiting or breaking other rules is bad but that's a different topic and I'd imagine most people agree that's always bad.
I don't really do it myself but people taunting eachother and that sort of thing has always been a thing in PVP video games, and it's not going anywhere. Because that's what pretty much all of it is, a taunt. Either play dirty right back and accept it might make you play in an inefficient manner, or ignore it.
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Pretty sure the it picks maps right away without first picking realm. I have no proof, but anecdotally speaking it sure seems like I spend more time on MacMillan, Farm and Autohaven than anything else - the 3-map realms.
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I'm not really an anything "main", but I enjoy both sides for the ability to outplay and trick eachother. As killer I live for the moments where I do some weird unexpected stuff and get a hit for it, and as survivor I live for the moments where I do something unexpected and get to see the killer's visible confusion ๐.
The main objective of gens isn't exactly exciting but there's many other aspects of survivor play that are. The aforementioned chasing, general teamwork, the feeling of getting pallet/flashlight saves, bringing a hyper-specialized build that ends up working out perfectly, saving other survivors from tricky situations via a coordinated effort - that sort of stuff.
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I just play the game normally.
Or if I'm in the mood for it and they're live I try out some sort of weird gimmicky strategy so I can see how it looks from their perspective afterwards. Seeing my gameplay from another player's perspective is something I enjoy a lot in general so I honestly enjoy playing with or against people that are currently live.
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I'm inconsistent. Some days I hit like 19/20 or something, other days I can't hit one to save my life ๐
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@SolidSnake said:
https://forum.deadbydaylight.com/en/discussion/comment/855182#Comment_855182
Developers can SAY whatever they want. If they do not support their words with ACTIONS, it's called TRASHTALK.
How could they support their words? Oh, it's simple - if using commns are not equal to cheating and have zero impact on gameplay ballance, then add voice comms to the game! Let ALL people use it, and then see what will happen to the game then, and how soon majority of killers will leave or demand massive ballance changes.
If they do not do that (of course, for "immersion" purposes, because running around the objects is obviously not hurting immersion, only voice comms - that's already used anyway), you can translate ANYTHING they say as "we know it's a huge problem of ballance, but don't want to do anything about it because swf bring us money for exclusive rights to cheat in our game, but we won't admit it publicly because we are not stupid, and this is our official excuse for that situation".
Imagine a mayor saying "We forbid everyone to use guns, except my friends who are above the law, they can kill whoever they can with the guns. Won't that create a problem in our society? No, i concider it's perfectly ballanced and i won't allow everyone to use guns because (input random made-up reason). But also all the killing my friends will do with those guns are not concidered a crime. Why? Because i said so, you stupid peasants! Don't like the rules - leave!".
That's how developers are treating you. You are merely a peasant who only deserves to hear "it's allowed". And you blindly repeat their sayings, obeying without thinking or asking for valid reasons, because deep down you know they will never name the real ones, because it will upset the people.
p.s. how many times must i say that tiles with possible mindgames are not the problem, the only problem is circular tile with pallets, where you can see survivor all the time, but can't get him before doing at least several loops?
This isn't society, this is a video game recieving regular updates. Stuff will change, the vision of the game can change and the direction it's taken can change. You have the option to simply not play the game it if it goes too much against your wishes, you wouldn't have the option to just not participate in society at all if you're being oppressed in some way. Don't compare a game taking a direction you disagree with to peasants who simply have to deal with their situation outside of large-scale uprisings, that historically would just be considered rebelling criminals if they actually protested in any way.
They seem aware that SWF + comms is an advantage (which it totally is, by no means trying to argue against that) but they also seem like they don't want to go down the universal voice chat route or the SWF removal/restrictions route. There's advantages that don't even come from comms that can't be emulated in any way, like how a group of friends knows eachother's playstyles, strengths and weaknesses, so there's really no way to get rid of the imbalance entirely.
They seem more interested in pursuing the idea of trying to lessen the advantage, by giving solo players tools to be more effective (mostly information) and then changing killers accordingly. Myself I really wish they used PTBs to test theoretical ways to do this sooner rather than later, it could be as simple as just throwing up a PTB where survivors had some info perks implemented into their basekit and killers had changes to increase their efficiency as well, or bigger things like map/map generation changes, objective changes or other things.
And I did mess up with missing that you were referring to boring loops in particular. I totally agree there, I despise loops like the "trash pile" Autohaven loops both as killer and survivor as they're boring 99% of the time.
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If looping takes so little skill, why is there such a huge difference between a bad, decent and excellent survivor? I totally agree the truly mindless loops with no LOS blockers are trash for both sides, but most tiles require experience and knowledge of the possible tricks and mindgames both sides can use on it to be used anywhere near optimally.
But considering how you seem to consider in-game actions deserving of the word "bullying" and insist on calling the use of comms both cheating and an exploit despite the devs explicitly saying it's not, I can't really say much more than that. The game will clearly never be anywhere near what you want, if you can't deal with that and you want to keep insisting something is cheating when it straight up isn't you should probably just find another game to play. This one clearly isn't what you're looking for.
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People in general blow stuff way out of proportion. There's honestly this crazy negativity "culture" where people see a change and instantly start freaking out that it's just the tip of the iceberg, combine that with people completely embracing their own negativity bias with no self-awareness whatsoever ("I ONLY go against 4man death squads!", "EVERY killer I go against tunnels with a mori!" and so on) and you have a recipe for pure garbage.
I'm by no means going to deny the OP is needlessly divisive and contributes to the pointless us vs them garbage, but there's no need for the whole "You disagree with me? You must be one of "Them"!" mindset. Killers and survivors alike aren't a homogeneous hivemind.
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You can dodge BBQ aura reading by going in lockers, you could also look into Jeff's perk Distortion which gives you 3 shots at being immune to all aura reading.
For Ruin, you can take your time simply practicing skill checks, As said above you can learn to be very consistent at them. There's also plenty of tools to help you find totems like Small Game (universal Perk), Detective's Hunch (Tapp Perk) and maps with the offering that lets you track killer belongings. Once you've seen where they spawn for a while you'll be better at finding them without any of the tools. On some maps it's particularly easy, on Autohaven maps you can often find majority of the totems between the barrles/piles of tires in the structures with two walls containing a window (TL walls)
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Things on both sides tend to get nerfed when there's massive complaints about it.
Nurse has always had people criticizing her, Spirit has had it for a while. DS always had controversy around it and got nerfed, MoM had overwhelming controversy around it (for good reason) and got nerfed. Balanced Landing hasn't had nearly as much complaints directed at it in comparison and that also got nerfed.
It happens, but it's not an automatic thing. If stuff just got nerfed if complaints reached a certain point, don't you think camping and tunneling would've been made mechanically impossible to do ages ago? Same for SWF. The devs don't just go "if complaints are greater than this arbitrary number, nerf it"
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@SaintDenisSlasher said:
https://forum.deadbydaylight.com/en/discussion/comment/854120#Comment_854120
What the OP meant by toxic was their board. The ######### the dev posts, the partisan attacking of all of the other side, just generally being a #########
Toxic survivors are the t bagging at the exit gate, the pointing, the taunting right before healing or using an exhaustion perk. This is the majority of the toxic playerbase but none of it actually effects the game. You could still gen rush and use all the meta perks without taunting and it would not actually change the game.
Toxic killers however are the campers, the mori loopers, the sluggers who just watch you bleed out. This all actually effects the game and the enjoyment people get out of it. With toxic survivors its more about them being empowered to do so with no consequences
Thanks for the thorough reply.
I fully agree that the general trend of at times crazy negativity is often incredibly pointless and divisive. It's one thing to be skeptical or even a pessimist, but some people seem like they see problems where there are none. And on the partisan thing I honestly wish the more extreme examples (the ones using "lol ur a <role> main" as essentially their primary arguement ) were considered shitposting or even spam by default ๐
And on the in-game stuff, that's a perfectly understandable stance as well. Some people do seem to think using meta perks, slugging in ANY situation or playing SWF is inherently toxic afterall, which I'd personally just call scrub mentality as personally I'm more of an "anything that isn't explicitly against the rules of the game goes" kinda person. So as long as someone doesn't grief, abuse exploits or harass people post-game it's fair game.
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Highly doubt it'll make it to live in the first place. Someone like Freddy having a similar interaction with borrowed time is one thing as that's a perk and not a straight up killer power, but with how hard Legion's ability to do this sort of thing was sent to the shadow realm the first time I honestly can't imagine the devs would ever let it through ๐
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@SaintDenisSlasher said:
https://forum.deadbydaylight.com/en/discussion/comment/853991#Comment_853991
You didn't reply to the first post you replied to them saying "this community needs to be cleaned up" they actually specifically separated "game" from "community"
Also i didn't say that but im going to assume its force of habit to go into defensive for survivors which might just be a little toxic lol.
Btw most survivor mains are toxic because its so easy to win, but if they weren't it wouldnt actually change the game. Being a toxic killer realllly sucks and does ruin the game. Not saying you are but since rank reset I've been stuck dealing with face camping trappers trying to do the challenges lol. EZ win for 3 people but at this point people aren't trying win they're trying to do challenges
I'm gonna have to ask here, what exactly do you mean when you use the word toxic here? It's a word with so many meanings that it's hard to discuss here unless I know exactly what your definition of the word is.
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There will never be mechanical nerfs or handicaps specifically applied to SWF parties if that's what you mean.
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If a survivor bodyblocks, they trade a health state for the ability to block. Unless the killer has to carry the survivor far to make it to a hook or the survivor got to use flip flop, at least 2 bodyblocks will be needed. Bodyblocking isn't free.
Killers can make good use out of bodyblocking too. From instadown killers getting near-guaranteed downs on survivors trying to hide to stuff like windstorm wraith blocking pallets and vaults.
That new perk is specialized for bodyblocking but there's perks that help the killer with carrying survivors too. Mad Grit in particular might be hilarious to use against players that really want to put Breakout to use, and Agitation makes the speed boost of the bodyblocker less relevant.
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Because expecting a player to force-close a game to get out of a situation like being stuck in a bug with no way out back before EGC or genuinely being held hostage would be a bit silly. Yeah, situations like that are rare, but it would be a pretty bad look to get in that situation and figuring out you're supposed to ALT+F4 or whatever.
Even games with far stricter penalties for disconnecting and in game modes that are straight up esports-oriented there's an option to quit, even if it warns you that you'll be punished if you go through with it.
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Oak Haft + Bandaged Haft as Huntress
Basically Save The Best For Last for hatchets, absolutely brutal if you find several survivors and get to fire away. And that's without even mentioning the basement ๐
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I welcome the BL change but it's not even primarily because of what the passive allowed it to do. It just bothered me that it was the only exhaustion perk that did something while exhausted ๐
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If you insist on mechanical nerfs applied to SWF parties I guess you'll never be happy then, as it will never happen.
There's all sorts of other ways with non-zero probabilities of ever happening. General survivor/killer changes, map changes, objective changes for survivors and general attempts to make matches last a bit longer.
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As said breaking takes priority.
While it's cool that they actually added a pallet restoration perk for most killers it'll just make some unsafe pallets get back up for another round. If a killer hardcore bloodlusts a pallet they really should just break 9/10 times they only have themselves to blame if it gets picked back up.
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@Toybasher said:
Use Franklin's and trap the items. You'd be amazed how attached these types of survivors are to their flashlights. Usually nobody really expects you to trap the items, and they'll get tunnel visioned on getting their flashlight back resulting in lots of easy hits.
Honestly this, especially flashlights as it's understandable they want them back since they counter your power. I can't count how many hits I've gotten by trapping on/near dropped flashlights, and I don't even play that much Hag. One of the reasons Franklins actually has more use on Hag than just inconveniencing survivors, it can actually get you kills ๐
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Honestly you'll more than likely be fine regardless, but might as well use it as an "excuse" to tidy up your passwords a bit. This is the case for most leaks, but if you do use the same password "everywhere" you really should get around to changing that.
Least you should do is make sure you have a seperate password for anything with actual payment info tied to it (like Steam, Paypal and so on) or with real personal information on it, preferably a seperate Email address and username (if applicable) for such services as well if at all possible.
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They're more specific little changes that would be nice for me.
- Let Pig crouch around faster, or bake increased crouching speed into one of the addons that already do something to crouching or the ambush lunge.
- Trapper, oh boy. Let him reset traps without picking them up, make traps take longer to disarm, and give him the ability to carry 2 traps in basekit (can still start with 1 trap if he has to, that's fine), and get rid of the current issue where you often can't walk over a trap you just put down without stepping in it yourself. I swear the "arming delay" used to be longer ๐
- For Leatherface add just a tiny delay between letting go of M2 and cancelling the chainsaw, so if someone lets go 1 millisecond too early they don't have to charge it up all the way again.
There's also lots of underused perks that I'd like to see fully reworked or at least improved upon. If they're situational they should stay situational, but situational perks should be strong/useful when they do come into play since there's so many generalist perks with a lot of use in most matches.
I'd also like UI customization as long as it remains harmless. Maybe you just want the progress bar to be green instead of grey, or perhaps you have some form of colourblindness and would really like to make the red auras a completely different colour or something. Either way it'd be great, the more the better.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/844954#Comment_844954
They should make it so bloodlust doesn't work on the reworked maps.
I'd totally be up for trying it out as I am curious exactly how they'd play without bloodlust, but that would be a thing to test in PTB of course. Would be sorta weird to have a game mechanic that's active on some maps and inactive on others.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/844742#Comment_844742
Why not? That's like saying two Survivors should just accept that they will die and not try to get a 4 escape game.
I will always try to get a 4K. Whatever it takes, because that's how I define an ultimate win. Complete domination. It's actually quite fun.
There's nothing wrong with it as long as you don't get straight up angry if you don't get it in my opinion, at that point it gets borderline unhealthy when stuff like hatch and keys exist. There's certainly people that are like that, just like survivors that get pissy if they die even if they played a great game up until that point ๐
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There's still maps that need a bit of a rework.
I'm pretty sure the long term goal of the devs is to change every map in such a way that bloodlust is no longer needed, but for now they can't really take it out.
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I'm very much in the "toxic = being a twat in endgame chat" camp. Actions intended to be taunts in-game are fair play, doesn't matter if it's for tactical reasons like trying to make the killer switch target or straight up taunting. If it was somehow stopped people would just replace it with something else, be it pointing/"come here" or some sort of nodding done by moving the camera around, people will always find ways to taunt eachother.
The people that dish it out and then cry when they get it thrown back at them are pathetic though. Don't bm if you can't handle being bm'd.
Personally I don't really do it myself, and if someone tbags me while I'm killer I just nod back or something else. It's just a silly thing to me, so I act silly back at them.
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It can still work, but it's less effective as the killer might get somewhat aim assisted onto you, and even if they do hit the hooked survivor they're not a survivor in the eyes of the game, but just a piece of wood. So the killer just gets the shorter little recoil animation as opposed to the full weapon-wiping animation.
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Is that just "blind the killer 2 times in a match" or something? Or am I mixing that up with something else?
Just get easy animation lock blinds when the killer breaks a pallet or vaults a window. Beware that Spirit and Hag can be sorta weird to blind in situations like that compared to everyone else though.
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The only thing I can even think of that would be a nice change for Ghostface would be making the reveal more consistent.
Sure it means he'll actually be revealed when people stare directly at him but there's a single atom in the way or something, but this also includes the times when he's revealed through time and space (and from his perspective, walls even) as well ๐.
I'm aware a lot of people don't really stalk in the first place but everything else about him is honestly fine if you ask me, including that playstyle.
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Because while there's certainly people that would use it to avoid genuinely unpleasant people, there's plenty of people that would use it to just dodge people for no other reason than "they're good at the game and I don't want to deal with that right now".
And don't get me wrong, some killers already do this too, but the last thing we need is more dodging from both sides for scrubby reasons like that.
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Nah, you can still play well and be credit to team and die. If I escape and I don't pip I just feel like "wow, I really did nothing that game" though. I don't actively go out of my way to try to earn pips though.
Killer pip requirements in red ranks are really silly and not compatible with the 2/4 average balancing goal though. By that standard a 2k should be a black pip no matter what as that's considered "you're in the rank you belong in, gg", but that's not how emblems work. Funnily enough the old killer ranking system was more in tune with that standard as you needed 2 kills + 1 hook to pip, slightly above the 2k.