Avatar

ratcoffee

ratcoffee

About

Username
ratcoffee
Joined
Visits
0
Last Active
—

Comments

  • learn, hopefully

    it sucks when matchmaking messes up and matches you with people outside your skill level in either direction, but try to learn from observing what they do and thinking about how you could have outplayed them is the best you can do in a bad situation

  • why should they be killswitched? is there like, a game-breaking bug on them?

  • that's not all that difficult tbh, it's just a lot of words to say "escape after getting value from thalita's perk"

    it's like, "heal someone and escort them to a gen, then escape"

  • keys should speed up opening chests and the exit gates. they're keys, you use them to unlock stuff faster

  • loot goblin or various adept builds are my go-to

  • yeah, when there's 2 survivors left there's basically no chance for the remaining two survivors

    the one exception is if one survivor is great at keeping chase (staying just out of arm's length of the killer so the killer keeps chasing unsuccessfully) AND there's like half of one gen left so the other survivor can finish it and open the gate.

  • I absolutely love Grim Embrace, one of my favorite perks to run, criminally underused.

  • they should revert the botany changes now that medkits are nerfed

    maybe make it slightly less effective, like 25% efficiency bonus instead of 33% (what it was before the change)

  • tbh i think ruin being in a good spot would be healthy for the game

    back when it was popular, it amplified the effectiveness of getting in lots of chases and keeping many survivors busy (which is the best natural slowdown in the game). it's not a chase perk, but a slowdown perk that works by encouraging the funnest part of the game

    the reason people hate the recent metas is because, for killer, they're based around just denying gameplay while refusing to participate in gameplay themselves - one meta being "kick all the gens, get a single down and the opposing team can't play the game for half a minute" and the other being "stand in between 3 gens and don't let anyone touch them." meta that's based around actually doing a gameplay instead of avoiding it should be encouraged

  • @[Deleted User] said:

    Healthy grabs should always exist when a Survivor ignores the Killer, for any action.

    Gens, Pallets, Hooks, Chests, whatever.

    pallets, famously something that survivors use when they're ignoring a killer

  • SCOTT! THEY'RE DOING WHAT YOU SAID THEY WOULD DO!

  • nurse, she was tough for like 2 games but she's not that hard to figure out once you get used to her and she's super dynamic to play as

  • combination of negativity bias and how game progress works in general. you're going to notice the notifications for the other side progressing their goal more than the ones for you progressing yours, because your brain is hard wired to notice "bad" things more than good ones, and because you have far more control over your own objective so you're anticipating when your own notifications come up. when the other side's does, it's a surprise and feels like it's out of your control.

    also, the fact that those notifications happen at all contributes to it. it's hard to notice when gens are not being popped as a killer. you get a notification when a gen is popped, you don't have like constant notifications saying "hey by the way survivors haven't popped a gen in the last second" or whatever. likewise, it's hard to notice when teammates are not getting hooked as a survivor. you don't get constant notifications that "everyone is fine right now".

    basically, within a game you're going to remember setbacks more than you remember successes, and you're going to remember games that had more setbacks more than ones that had more successes.

  • imo its an apples to oranges comparison

    you use lethal if you want to get into chases early (wraith, blight, wesker, nurse)

    you use corrupt if you want to buy more time to set up for or otherwise get to your power spike (trapper, hag, mikers, oni)

  • i was fine with the dh nerfs but now i want them reverted; i never run DH and I don't want people assuming I'm some ex-DH user experimenting with new builds

  • @mustdogen said:

    Do you have video?

    I really wonder how well the killer play that can make 7 hooks without any gen done.

    Literally how?

    Even if only one of you do gen

    The killer still has to get 7 hook in 90sec.

    it's entirely reasonable if you consider that multiple half-completed gens don't count towards the gen count

  • is it possible they brought or found a key

  • @Pulsar said:

    I think it comes from one happening much more than the other.

    They should still address both.

    Another point is, you can very clearly tell the practical and mechanical difference between tunneling and spreading pressure, between camping and... not camping

    How do you look at a survivor's gameplay and distinguish between gen rushing and not gen rushing? Certainly you can tell in some of the most extreme examples (world record SWF escape speedrun attempts for example) but how do you distinguish between Working On A Generator (she is just casually unwinding for the day by doing the one objective needed to escape) and Working On A Generator (he is an evil toxic gen rusher)?

  • Before the buff, you needed to spawn within arms reach of a totem, immediately cleanse it, and then repair nearly 2 full generators on your own before getting hit in order to break even on Overzealous (it took 175 seconds of repair time to offset the 14 seconds lost from cleansing the totem). If you went just 4 seconds out of your way to run to a totem, that number increases to 2.5 full generators just to break even. If one person is doing over half the total gen progress without once getting hit, there's a bigger problem for at least one of the two teams (either the survivors are mostly not doing gens or the killer is completely struggling to stop any gen progress, probably both)

    With the buff, that number will be reduced to... 1.5 generators of progress to break even if you spawn with a totem in your lap, 2 full generators if you just take 4 extra seconds finding a totem.

    Overzealous isn't a gen rush perk, it's a perk that makes doing secondary objectives for survivors slightly less punishing on their gen speeds.

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397364#Comment_3397364

    If it was a case, Deadlock wouldn’t be banned on tourneys even against M1s. But you miss the fact that if there’s no 99 gen, your mates will be interrupted and dispositioned. This is why people put Corrupt as well.

    please rephrase, unclear what you mean here

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397010#Comment_3397010

    No practical difference between “I have to leave my gen with progress for 30 seconds” and “I don’t need to leave my gen with progress”. I see.

    no practical difference between "the gen with the most progress got blocked so i'm working on a different one" and "the gen with the most progress is going to get blocked so i'll work on a different one"

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394885#Comment_3394885

    You could make a clip of me shouting, "######### YOU GAME I PRESSED E" and makr that the failed DH sound.

    "THE ANIMATION PLAYED WHY AM I ON THE GROUND"

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396863#Comment_3396863

    I don’t say it’s useless, I'm saying the value of this perk is overrated.

    who cares if the deadlock doesn't force anyone off a gen

    Because this is what this perk do if it wasn’t countered with 99 gen and this is how it give a lot of value and theoretically win you 2 minutes?

    survivors did nearly an entire extra gen progress

    Why you call this gen progress an extra? I just repaired my gen and left it 99. I will pop it last.

    I never said you said it was useless, just that the counter doesn't work the way you think it does.

    if a gen someone's working on gets blocked, they can find a new one to work on; they're not forced to wait around for their gen to unblock. there's no practical difference between "99 a gen, then work on only other gens" and "just do gens, if yours gets blocked work on other gens" especially since the killer can go to the blocked gen, kick it, and then if you wanna pop that gen last you have to redo the progress that got undone

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396728#Comment_3396728

    99 far gen so next time the gen pops Deadlock will block 99 gen and do not interrupt your teammates.

    but you have to 99 a gen in order to do that

    like who cares if the deadlock doesn't force anyone off a gen if the reason it doesn't is because the survivors did nearly an entire extra gen of progress to avoid it. that's massive perk value; in fact, if the survivors do that strategy, the killer gets, at a bare minimum, the same amount of slowdown as they would if survivors were just naturally doing gens and deadlocking generators, to within a couple seconds

  • what on earth do you mean by this

  • i played a game where a myers was running tombstone piece but was struggling a bit so only had a 1k with all gens completed. after i escaped i spectated a feng who got to the exit gate and started teabagging, dropped her firecracker, blinded herself, and got unblinded just in time to see the myers walk up and mori her. absolutely phenomenal karma.

  • excuse you, i'm far more toxic than the average survivor

  • i'm gonna be honest bruv, you're being a mite bit too hamfisted with the satire here. good satire has the subtlety of a sledgehammer and the precision of a surgeon's scapel, you've got the first part right but you're about as precise as a drunk chimpanzee with a jigsaw

  • There's plenty of options if you're halfway decent at the...

    oh wait never mind, you're right. you have no other choice

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395360#Comment_3395360

    lmao, what kind of killers can chase two survivors at once.

    and if you actually played the game, you'd know 46 seconds absolute time largely outweighs 2 additional total seconds, that is exactly why penalty has been added too.

    "chase two survivors off the same gen" ≠ "chase two survivors at the same time". maybe i should have used the term "force two survivors off the gen" because that's the preferred terminology

    if that's the case, you should be complaining about coop gens in general, not just prove gens. if there's no huge difference between 90 seconds and 92 seconds + run time (usually a minimum of 10 seconds), certainly you'd agree there's no huge difference between 46 seconds (prove coop time) and 53 seconds (normal coop time).

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394368#Comment_3394368

    You might not know this, but surprisingly killers can't regress already finished gen.

    you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs

    @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394368#Comment_3394368

    Use this same argument for toolboxes with Prove and dedicated builds just to speed up gens. Prove is a problem considering how neutered killer regression got.

    yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.

    "Prove slows down generators"

    "oh but what if you decide to also bring things that speed up generators"

    then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.

    people run prove thyself for the BP bonus, not because of gen speed buffs

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393946#Comment_3393946

    Of course. That's why you, again, said "because you're overperforming" when again, there are many times when you won't get value from it precisely because gens are getting done fast and just in the moment you are going to hook the most progressed gen gets done. That among all the possible outcomes that luck and pure RNG could make you have while using it that isn't "I didn't have the chance to get value from it because I'm destroying the survivors this match".

    If there is two gens left, you are about to hook for the first time a survivor after getting two hooks in other two survivors (5 total) and just before you do it one gen is completed and the other 3 gens don't have any progress in it, you didn't get value from the perk because you are doing so good and are in such a good place having 4 survivors alive with just 1 gen left to go that you won't need it! My false equivalency fallacy says so!

    Again, whatever makes you sleep better at night, man. I'm not going to argue against the same illogical point over and over again.

    once again i will say that i find the scenario you described happens far less often than the scenario i described. i'm sorry you feel your experience is different

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392420#Comment_3392420

    100% total regression really isn't that big a deal. Especially when Prove exists

    trying to use prove slows down gens - 90 seconds for 2 solo gens vs 92 seconds plus running time for 2 duo gens with prove

  • why do you even play this game? you seem to be so miserable playing your chosen role i genuinely don't understand why you would want to continue playing. you're basing an entire playstyle around trying to counter one perk (in the most boring possible way for all people involved, yourself included, i should add)

    you can pick up a new game; invest time into playing something you actually enjoy. you haven't wasted time playing DbD, it's not a sunk cost. you played it while it was still enjoyable, you no longer enjoy it, you don't need to play it anymore. i give you permission to spend time finding a new game to play that you enjoy more. it can be a single player game so you can guarantee you don't get matched against players with 5k more hours than you, it can be a symmetrical multiplayer game so you get to have all the same tools as the other team, the world is your oyster.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393843#Comment_3393843

    You are aware of the problems that PR has, but you made an argument without taking in count any of those problems... k.

    And you said it yourself, you have "perks that help start and end chase quickly", which give you more hooks, which give you more chances to get a "good hit" of PR in a gen with a lot of progress. That's why PR was still viable even if you depended on RNG for the hooks to be placed in good spots, because you can proc it everytime you hooked someone. Now, because you would only have 4 chances to remove progress from gens, if you hook for the first time a survivor and the most progressed gen only has 5% done in that moment, quarter of the perk wasted. Hook two survivors twice instead of doing 4 distributed hooks, and that's a lot of time the gens are progressing without any regression done. I think this is not that hard to understand, even more if you are using PR in most of your games.

    And my objection is simple: You saw one thing one time happening to one person, and you really believe is a good example to use to make a point like "If you are unable to get value of a perk based on RNG is because you either doing good or survivors bad" like there is no other possible scenario or outcome where the perk would be useless but you really needed it to do it's thing.

    And it is funny to me that you accuse me of "being salty for playing well" when it's you who use that specific case to make a point that has nothing to do with what is being discussed. But you do you, man.

    despite those problems the perk is still good. i didn't take those problems into account because the scenarios where it's good and the scenarios in which it goes unused because you're overperforming and don't need it far outweigh the amount of time you're getting outplayed while running it.

    i think you're fundamentally misunderstanding why i brought up the streamer. i'm not using them as an argument, i'm using them as an analogy. i'm saying complaining about not getting value from pain res is analagous to complaining about not getting value from endgame perks, because in my experience, a vast majority of the time the reason you aren't getting value, at least in my experience, is because you're winning too hard for them to matter.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393782#Comment_3393782

    Tell me you don't play killer or use PR without telling me you don't play killer or use PR.

    Many times, when carrying the downed survivor to the Scourge Hook would just happen that survivors complete 1-2 gens just when you are going to hook, making the effect proc on the next gen with most charges that could be as low as 1%. This is something out of your control and that can happen at pure chance, not because survivor wasn't doing anything. Now it would be even worst as you only have 4 chances to "get a good hit", instead of everytime you would down someone (and RNGesus have blessed you with reachable scourge hook around the map).

    And as a killer that his main build has PR as his only regression perk right now, I can tell you there is a world between getting lucky with Scourge Hook placements or not. If you don't get as much Scourge Hooks as you can, you would not do any noticeable regression.

    Also, you saw 1 case and then all the cases are just like what that streamer lived. We all know that's how reality works.

    my go-to, "I don't know what I feel like playing so I'll just throw something dependable on" build on basically everyone from nurse to pig has been lethal, floods, pain res, and a 4th flex slot (usually more aura reading like bitter murmur or BBQ but sometimes it's a chase perk like STBFL or bamboozle).

    I'm well aware of the problems that sometimes arise with hook placement and I think there should be a buff to all scourge hook perks that ensures a certain distance in between scourge hooks (thus ensuring they're not all grouped up on one side of the map)

    usually, I'm able to take pretty good advantage of pain res. occasionally a gen gets popped and I get outplayed that way, but I find that doesn't happen too frequently, especially when i take perks that help me start and end chases quickly. I find if I'm not getting value from the perk, more often than not it's the "playing too well for it to kick in" category rather than the other one.

    not sure what you're trying to say with your objection to my example with the streamer (maybe try rephrasing it if you want a response? but i felt it wasn't something that needed responding to in the first place, that was just an illustrative example of the mindset i was trying to describe - don't be salty if you're playing so well that you don't even need the perks you brought)

  • I'd say Bubba's kit is the strongest for camping; if someone enters the game with the intent of camping bubba's their strongest option, so Bubba's the most likely candidate for being a camper

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393719#Comment_3393719

    PR got a decent compensation for it? Are you real?

    Before, you needed to get lucky with Scourge Hook spawning, as if they all spawned in the same corner of the map, you are screwed. It was still useful because if you was lucky, you would get the effect everytime you hooked someone, so if you get downs fast you could use it reliably and have more chances for it to really do some slowdown.

    Now? You don't only need to be lucky with the hook placement, you would need to be lucky that when you first hook someone the max progressed gen is not just 4-5% done, as that would be a waste of the effect. And if you aren't lucky enough those 4 times then puff! Perk's gone, and you didn't get value from it.

    PR nerf was ok when all healing times was higher as the killer would get more downs and PR would become more oppressive, so it needed balance. But now that they reduced the healing again (because everybody repeat the mantra that altruistic healing wasn't a problem, yet not one person can explain or give a compelling argument of why it wasn't) PR depends so much in RNG that it would be almost useless no matter if it's strength is 15, 25 or 90%.

    Oh, and by the way, DH won't serve you in that situation for the simple reason that if you are getting tunneled on unhook the killer would simply have to hit you to trigger the basekit protection for you to not be able to use DH, as Deep Wound would make it to not protect you from the hit anymore. So it is just as before, but worst.

    i remember watching a streamer get a 4k at like 3 gens remaining with a full endgame build and sarcastically complain "oh no, i didn't get to use any of my perks"

    this is that. if you're not getting any regression out of your scourge hook procs, there's a 98% chance its because survivors are doing nothing. the goal of the game is to get hooks and eventually kills, not to make gen progress disappear. you didn't get value out of scourge hooks because there was no gen progress? feel free to take a screenshot of the "merciless killer" end game screen, print it out, and wipe your tears with that.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393580#Comment_3393580

    That's just way too situational, they've not nerfed it they've just made it obsolete 😂

    idk, i think it's still pretty strong, it's less situational than OTR because you don't need to avoid healing/repairing/etc in order to get value like you do with OTR. that said, the fact it can't possibly be used to extend the first chase is welcome; the game as it stands now has the survivors strongest in the beginning of the game and killers strongest near the end of the game, and making the game more even throughout by removing some early game options for survivors while retaining more options for later game is good for the health of the game

  • @Pulsar said:

    lmao DH got buffed???

    The delusion is incredible

    that perk has such a stranglehold on some killer players they can't even hear the words "dead" or "hard" without having a breakdown. just assume every change to DH is a buff. comical

  • im too lazy to change my profile picture so just pretend i made a post saying "i absolutely agree with everything, you shouldn't spend any time healing" while sporting an Oni pfp

  • its a free country, people can come into this thread to disagree with you about the power level of MDR and they don't have to propose a rework or jump through any of the other hoops you set up for them

  • sometimes my internet just hits a lag spike for a few seconds and then goes back to normal. how long should i be banned from matchmaking because my internet dropped service for a few seconds in a lobby?

  • @Dbdfan398 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387741#Comment_3387741

    I see people heal each other in 6 seconds all the time, sometimes less.

    the OP said 6 second self heals tho

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384343#Comment_3384343

    i never understand how survivors aren't comfortable doing gens while injured (even in the worst case a suped up medkit is better than self caring in the corner/injured also means dead hard usage)

    this patch doesn't affect efficient swf teams in the slightest

    because most survivor players aren't comfortable in chase and need those 2 health states

  • carmina or rin, their back story both literally read like survivor lore

  • potential energy slows down gen speeds lmao, you need to work 30 seconds to get 20 seconds of progress saved

    prove thyself also slows down gens, it takes 2 survivors 90 seconds to do 2 gens seperately but 94 seconds + travel time to do 2 gens with prove. it just makes slowdowns for grouping less unbearable

  • @Blueberry said:

    I’m down for making tunneling less effective if we make it less necessary and slow the game down.

    That said, I vehemently disagree with the notion that the main reason killers tunnel is because it’s the easiest route to winning. Do many do this? Of course. But I do not think that it is even remotely the majority. The majority that tunnel do so because they feel it’s necessary and would do it way less if the game was better balanced.

    So while I am in favor of making tunneling more difficult I do hypothetically in this scenario think that if you had solely added more objectives for survivors you would indeed see a massive decrease in tunneling even though some would still do it.

    This is the crux of the controversial topic though. Some people think the majority of tunneling is because it’s easy and some think the majority is because of how unbalanced the game is making it necessary in many games.

    I think you might have misunderstood my post - I didn't say "easiest," I said "most effective," meaning it's the strategy that shifts the odds in favor of the killer more than any other strategy does (regardless of ease of execution).

    That 100% tracks with you saying that killers feel like it's necessary to tunnel to win - If killers feel it's necessary to tunnel in order to win, they think it's the only strategy that is effective enough to shift the odds in their favor.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377479#Comment_3377479

    So you thought you ate with that huh? Let me go ahead and shut this one down.

    did you even read the links you sent. Well maybe you didn’t but I did. Let’s go read the survivor perspective complains such as “dead hard isn’t that bad”. If you ACTUALLY read it, people agree with OP, there are more people that agree with him and therefore justifies survivors.

    let’s go to killer perspective. “Blight and nurse are the only viable killers” and what do you see? The next comment with more likes that disagrees. Do you not get it? We tend to agree with survivors more than killers. I keep going through the survivor perspective and killer perspective and see the same thing over and over.

    and let’s not put words in my mouth. I never once made the “us vs them” argument. All I said was that why don’t people ever care about the killers fun. Yet you found a way to twist my words and make it sound like I said “only the killers fun should matter” plus I even agreed that camping and tunneling are boring to survivors. Read the reply again and it’s the FIRST thing.and I never said that killer complaints are fewer than survivors. I said people don’t care about the killers fun.

    30 minute games are not fun with SM. But 2 minute games of gen rush aren’t fun either. Don’t try to sit here and justify that gen rushing is fun for killers because you have yet to say anything about how killers feel, yet I talked about how survivors find tunneling and camping boring. So you sound like a one trick pony. NEXT

    why are you lying about the response to the "DH isn't that bad" thread? Yes, the first two responses agree with the original thread, but after that the vast majority was either outright calling it overpowered (to the tune of more upvotes than any pro-DH commenters) or saying that it's not always OP but is still too strong in too many situations (maybe you can go through the thread and find what my opinion is on the matter, since you're so concerned about what I think about killers feelings).

    later, you seemed to understand the idea that upvotes = support so i don't know why that doesn't apply in the first thread. since you only seemed to be citing first-responses and not everything else, maybe you just forgot to scroll down and that's why you missed the vast majority of people saying there are problems with DH in that thread.

    absolutely adore how you managed, in one paragraph, to accuse me of "putting words in your mouth" for looking at the phrase

    it’s always “it’s boring to survivors” but it’s never “it’s boring to killers”

    and accurately summarizing it as US [killers being bored] vs THEM [survivors being bored], and then also to accuse me of summarizing your argument as "only the killer's fun should matter." After I had specifically framed my argument around discussing both sides' experience (that's what "us vs them" means)

    "2 minutes of gen rush" sucks, i'll give you that, but do we really need to pretend that there aren't plenty of people already voicing that opinion to great support?

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377263#Comment_3377263

    I get that it’s boring, but why does nobody ever talk about what’s boring to killers?

    it’s always “it’s boring to survivors” but it’s never “it’s boring to killers”. Gen rushing for an example is boring to killers but people just say “pressure harder”

    Of all the ways you could unnecessarily transform this into yet another annoying us-vs-them post this is among the most ridiculous; there's a whole buffet of reasons why this is a terrible comparison and just a terrible post to make.

    First of all, "gen rushing" is so subjective compared to camping. How do you tell if someone's camping? the killer is hanging out near the hook blocking any potential unhooks. I defy you to come up with a definition for "gen rushing" that everyone will immediately and intuitively know, that can be used to classify every single instance of gameplay fairly and accurately.

    Second, "camping" is neither necessary, nor conducive to advancing the killer's win condition (unless the survivors are bad or it's endgame and the killer has nothing else they can do). any reasonable definition of gen rushing requires survivors to do their one objective, the one and only thing that can give them more than a 1 out; work on gens.

    Third, the idea that killer complaints are fewer or under-noticed or whatever is so wrong. Looking at the top page of general discussions, we have a bunch of threads that you could potentially interpret as being complaints. I'll give a rundown of the ones I saw when I loaded up the frontpage along with my summary of the complaint. i've been fairly judicious in defining what a complaint is, and classified this one as complaining even though it's more of an explanation. also, there's no value judgement on any of these complaints, many are quite valid.

    5 threads complaining from survivor perspective only:

    [this thread], "some killer players seem to want to torture others", "my teammates are idiots who don't understand their perks sometimes", "dead hard isn't that bad", "so there's this bug"

    4 complaints from both roles:

    "overall state of the game is miserable for both sides", "recent killer designs have been uninteresting", "more BP codes please", "bloodwebs still too slow"

    12 complaints from killer perspective only:

    "blight and nurse are the only viable killers", "why have only survivors gotten QoL updates", "i hate indoor maps as killer", "list of desired changes to make killers stronger", "i have no reason not to tunnel", "there are infinite looping spots in some maps", "quit hiding your prestige 100 survivor", "no longer enjoy the game, quitting", "so there's this bug", "starstruck should be base kit", "spine chill is overpowered", "dying light is too weak"

    as you can see, there are more than twice as many killer-exclusive complaints as survivor-exclusive ones, and judging by the comments they're largely getting the same amount of attention. the idea that you don't hear killer complaints is silly.

1 … 27 28 29 30 31 … 33