sulaiman
sulaiman
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- sulaiman
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@sizzlingmario4 said:
She should be disabled until it's fixed. I don't know why they made a killswitch if they're not going to use it for stuff like this. They're way too conservative with it, imo.
OR maybe they use it for actual gamebreaking issues, like it is designed for. A lot of thinks i see people ask to be killswitched are not such issues. I dont know about these bugs to be honest, maybe they are gamebreaking, but maybe they are not.
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Well, if you want a change of pace, you can always switch to killer, like i do. Its not like you have to play extra to play them.
But i belive giving every survivor a unique ability or perk would be very hard to balance, and people would feel forced to play "the best" survivor.
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I run devour hope or devour hope/undying a lot on my favorite killers (hag/dredge/doctor), but so far never experienced that bug.
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If there is a genuine dc (or at least i think there is), i play the match as usuall, but will only hook everyone twice. After that, i slug them. if i got them all on the ground (or if one is near bleeding out), i pick them up and let them all go.
But only at a genuine dc, not the dc-because-found-first crap.
Further, if you got someone who is playing decent, doing gens, going for saves, maybe tanking a hit for his teammates, and is not toxic, while his teammates are toxic or useless, i might let them go too, because they deserve to escape mmr hell.
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@BenOfMilam said:
I noticed this as well. Way more survivors are willing to sell out their teammates to get in my good graces and escape for free, and many more offer bribes in the form of their hard-earned items.
Fortunately for them, I am easily bought...
Be carefull with that, because you are very fast in the "survivor working with a killer"-scenario, which is bannable, as far as i know.
I had survivors hidding in the basement 80% of the game (i run bound, so i knew) just to come out, lead the killer to me and the other survivor, didn´t unhook us (the killer claimed he expected the last survivor to do that), and then let go by the killer. I reported them, but i dont know what came out of it. knowing the game, i expect nothing.
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Its a calculated risk. i just had a game today where all 4 players made it to endgame, and then all 4 died because we wouldnt leave the one camped on the hook. However, we died trying to be a team, as we have been the whole game (thats was solo queue, and the others were solo as well).
Next game doors open killer camps again (me this time), and 3 survivors come to save me. Feels way better than be left behind, even though i would have understood that.
In the end, each of us has to decide what he expects from our teammates, and thus, what we are willing to risk for them.
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If the saddest moment of your life comes from a video game, then you are indeed lucky.
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Boon:CoH, Lithe, Bond, and Clairvoyance.
I need something to heal reliably, lithe gives you a boost in a chase and depending on map lets you lose the killer, bond over kindred because i am aware of my surroundings and can find my teammates, and Clairvoyance becaue i just go for the hatch if someone dc´s or hook suicides yet again.
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@BrokenSouI said:
Actually. Just going back to my original comment. This post and pictures proves people don't even know what tunneling is. They escaped with 37,000 points....37,000. That doesn't scream tunnel to me.
Or more to the point. They had 2 gens left. Who cares at that point ? It's time to kill someone.
Well, the two dead ones have less than 12,000 points. what does that tell you? Right, that you dont know what happend in that game before.
And this pictures actually mean nothing.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3148901#Comment_3148901
Weird, it’s almost like the killer’s objective is to prevent survivors escaping.
Weird, the post reads as if you had an objective, or at least an agenda.
Having an objective doesn´t mean it has to be handed down on a plate, which is what happened after the last patch, at least when solo queue is considered. But a lot of killers seem to only consider swf if the situation suits them.
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Survivor 7
Killer 3-4
Hag, Dredge, Doctor: 6
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i once had a game with a 3-swf. i found a key in a chest, and did a gen to about 40%. Then the killer found me, and i run him for 4 gens.
then i was downed, and hooked. That was before the hatch-rework, and the 3 came to my hook (the killer had left and was not camping at all) and teabagged me, until i died on the hook. then they took my key and left.
Afterwards they told me, it was because i was just a bad player who didnt work on gens, despite me running the killer for most of the game...
Thtats about the most toxic thing i experienced, but sandbagging and others happen more often than you think if you are with an swf you are not a part of.
(however, just to balance that: i also had a game with a 3-swf where the killer found me first and tunneled me very hard. i thought i woulndt get out there, but the team did really everything (including sacrificing themself) to get me out. they decided to save the random person at any cost, and then this tunnel guy happened).
Also, i sandbagged my teammates too on accident by blocking them when i just wanted to help them. happens.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/342735/just-give-up-killer-main
It's ok if you wanna leave. But why are you telling other players to do the same?
Anyway... you had better stop thinking in pigeonholes.
Because one or a few players leaving doesnt mean anything to anyone. But if he can make it seem like a mass escape from the game, maybe devs will ignore their stats and cater to them instead.
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I got tunneled if i am found first, and i am never toxic to the killer. I dont teabag, i never bring a flashlight, but i play a claudette and i am using stealth gameplay (but i am found on gens, not in a corner. Stealth play is not just staying out of harms way). I had killers that told me they killed me because i play claudette, and they always kill Claudettes, and i had killers that told me they killed me because i hide. But most killers do it just because killing one survivor fast makes for an easy game.
Of do you consider playing Claudette toxic? Or is just being the first survivor found toxic? No, i think you are just plain wrong.
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@cyniChris said:
BHVR can't do anything right in your eyes, huh?
Reassurance, in its PTB form, was abuseable to a point where it could hold survivors hostage or make survivors literally never die.
Just because SOME killers camp doesn't mean the killers who don't should be punished. Just because SOME killers camp doesn't mean survivors who just want out of the game should be held there against their will.
Reassurance gets a nerf, while still being a very strong perk, and you act like you'll never see it. It'll be as common as old BT - you'll see it in virtually every match. And it WILL win games.
Stop whining because you can't abuse a perk.
How can you now that? Old bp was part of the basic game if i remember right, this perk is part of a lizensed chapter, meaning you have to spent money to get that. And while i have several of the licensed chapters, i dont plan on buying this (basicly because the state of the game and the way it is going), so i for one will never run it. So i personaly doubt it will be just as common as old bt.
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@ThePrizz said:
Well it goes like this, you play a few games testing out different perks/addons etc. the survivors absolutely mock you. Then you get pissed off, you switch on your good perks/addons, and you become disgusting the next game
Yeah, and it really shows the ones mocking you not to do it anymore.
Or, it shows survivors that killer tunnel and camp anyway, no matter how they play, especially if some killer play that way anyway.
Well, just choose the one you belive is more likely.
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Maybe survivors should also be unable to run as long as they haven´t got hit for the first time.
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@Coffeecrashing said:
Killers also camp because BHVR doesn’t want them to know where the survivors are when a killer hooks someone. Instead of being shown a direction to go in when a survivor is hooked, killers are expected to just wander around the map and hope for the best. This is why awakened awareness just got nerfed.
People keep talking about addressing the reasons why killers camp and tunnel, but so far we just keep adding penalties for the killer, instead of giving killers ways to make it easier to find a new survivor to chase so they will have a motivation to leave a hooked survivor.
Well, killer claimed they do it because gen times were too fast, and chases took too long.
Then the devs reduced chase times by killer buffs and survivor nerfs, and increased gen times.
The Result: more killer camping and tunneling, because you got the down earlier, and gen times where longer. It did the opposite of what killers said would happen.
the true reason why killer camp and tunnel is just: the survivor might escape otherwise.
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Well, something needed to be done after the last patch, and now they turning another screw to see how it affects the game. Its a process, and in the end they might even understand their own game.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3146974#Comment_3146974
BHVR counts a win for survivors as their individual escape through the gates. It doesn’t matter if they escape with others or alone.
Do you have a source for that? Because for balance purpose, they take kill rates, not escape rates, as far as i know. But if you were right, escape rates would be way better.
And i know that escapes through gates count for mmr, but i never saw them mention it as a win condition.
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@Kira4Evr said:
Blendett + Key + Blood Amber + Clairvoyance + Hiding all game.
How do you win that way?`Winning is a 3+ escape. A 1 escape is losing without dying.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3145805#Comment_3145805
thats a skill problem.
you shouldnt run perks that do nothing unless your team is dying, because it promotes you just letting them die, causing you to lose, and then you call killer op, and then killer gets nerfed, forcing them to tunnel/camp more, then survivors complain more - see how it works?
get good (this isnt mean spirited, its genuine advice)
Well, killers got buffed, and they tunnel and camp more than before, because it turned from a loosing strategy to a winning one. The right nerf might actually revert that, instead of enforcing it.
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@MikaelaWantsYourBoon said:
No, they are not.
They are usually trying to save you, even taking hits for you. Ofcourse some players are selfish but you can not judge all community cuz selfish players exists.
No, he is right, at least in my region. you help them, they leave you. But that has always been that way.
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@Tostapane said:
did you tried to discover the cause of all this? it's because only 10 seconds added to generators won't change things in the slightest, quite the contrary, it only worsened the situation that was already grim since slowdown perks were utterly nerfed, survivors bring tools to improve the genspeed due to this change (mostly prove thyself) and maps are still broken... i talk for experience: since that rework i had literally 3 matches that were chill, the rest were all sweaty (and toxic most of the times) tryharders, who worsened the situation by bringing map offerings (those should go away from the game once and for all btw), white wards with the best items and addons and ABUSING zones on the map that are just straight up unfair and unbalanced (yesterday one of those matches that i did: start a normal chase, hit the survivor once, with their sprint they went in the central house that's actually an infinite, then heal themself with CoH... the map was garden of joy and i was playing as ghostface, every survivor in that match did this, no one tried to loop in other zones of the map despite this map has tons of pallets and windows). We can call this "optimal" gameplay (just like playing nurse and tunnel the 1st survivor that you see), but if you abuse those zones then don't complain about killers play in that way...
You are right, if it only were 10 seconds added to gens. But it is also base regression on kick, its reduced cooldown after a hit, its reduced sprinttime after a hit, and several other changes, that all go hand in hand.
Either you didn´t know that, then you should reevaluate your opinion after checking the facts, or you deliberatly chose to ignore those, which makes your opinion untrustwhorthy.
I, for one, have just switched to killer for a good portion of my games, and enjoyed making all the achivementes i couldnt get before the patch. Very chill games, actually.
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In my opinion, there are several things at work here.
First of, chases are shorter, due to survivor nerfs and killer buffs (you mentioned it, but isnt bloodlust 1 faster now, too? Not sure about that)
The second thing is the longer gen times and the stronger regression. First of, due to shorter chases, killer can interrupt you more on gens, making the regression stronger, and the extra 10 seconds give additional time. Also, regression stacking. Since solos cant easily communicate, being chased of a gen that starts regressing might mean all time invested in it might be lost. I had a game where that happend, and a 95% gen regressed down to 0%. In swf, you can easily communicate that and someone goes to safe the gen.
Before the patch, regression wasnt that strong, and the time to interrupt was shorter.
Thus leads to the experience, that you can say very early on if the game can be won or not (games with 4 hooks, maybe one already tunneled out, and no gen finished? yeah, that game is usually lost. Even if you pop 3 gens afterwards, if the next one is downed and hooked, one survivor has to go for the rescue and the other might already be in a chase. With shorter chases and longer gen times, you know you have lost then.
And thus leads to people dcing hand hook suiciding.
I mean, you see that as a killer as well, by the time the first gen is done i usually know if i am going to win or not. I think the games got way more binary in that way.
Tunneling and camping was a thing before, but again, shorter chases/longer gen times make it even more viable.
All in all, the changes brought killers closer to swf (who still have the upper hand, because communication can compensate a lot), but the gap between solos and killers widened, and while a team of good solo survivors surly can handle it, the matchmaking in this game prevents that scenario very effectivly.
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I dont get how you win your games, can you explain? A won game is a game with 3+ escaped survivors, everything else is a loss (well, a draw with 2 escapes) where you just happen to escape.
or do you consider a 3k game a loss for the killer? Is only a 4k a win for the killer?
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Easy. Sepereate solo and swf-queue and balance both seperatly. At SWF, killers have higher power level, at solo, its lower, basicly.
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I would think yes, becuse they are that way so its possible but not easy to follow them. I dont know if much can be done about it, but i would think it is cheating.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3145359#Comment_3145359
well the game will never be balanced around survivors failure or inability to work together. And that can happen often when you join random people. Random people are random people. It is how it is. Random teams will always be worse in any game, it's not the game's fault. And sure the game will always be balanced around efficient killers and survivors, not inefficient ones.
Is that why old ruin was nerfed, because the efficient survivors couldn´t handle it?
There are several perks on both sides that were nerfed because new player couldnt handle them. The game should be balanced around efficiency, but itsn´t.
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@Rick3543 said:
https://forum.deadbydaylight.com/en/discussion/comment/3144288#Comment_3144288
Its survivor sided when the survivors play with common sense. BHVR balances around potatoes which are like 90% of the survivor playerbase.
Game is going to die soon because of this
I think its ok, because they balance killer gameplay around potatoes, too. Its the high end that falls of.
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@Murgleïs said:
https://m.youtube.com/watch?v=vm2rzuOUKaA
Yep, the game is still survivor sided. All you need is actually trying to win.
And noone denied that for swf. Can you show us your solo survivor winstreak?
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3144917#Comment_3144917
I get that it's flexible but it's gotten nerfed so much that it's rarely going to be better than just bringing another perk. Plus if you're spending -that- much time not doing something else that you can get a full heal out of current self-care on your downtime, it just seems like you aren't playing very efficiently anyhow.
Also a lot of people bringing it are also just not bringing items period. You can run like -any- medkit instead.
Which perk? Even if you bring Boon:CoH, your random teammates just cleanse totems, especially if there is a challenge (as there is).
Also, it becomes more common for teammates not to heal you, because they want to run for an unhook, chase the killer with a flashlight or whatever (even after you healed them).
Also, one medkit for one heal does nothing, especially with sloppy, if the healing is disrupted in any way.
so again, which perk do you suggest to get reliably healed?
(to clarify, i use CoH since the nerf, thats why i know how many people disable it in your games. Sometimes even the killer runs the bone-crushing perk)
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@Seraphor said:
You can still play the game stealthily, that doesnt have to mean urban evading around the edge of the map, it just means staying out of sight of the killer, and if more survivors practiced this solo games would go a lot smoother.
Besides it's still possible to juke Nurses, you just don't use loops in the same way.
You do it in the open, or by changing direction once you've broken line of sight.
A lot of map reworkes killed stealth on a big scale. Too few line-of-sight-blockers, and even if you get out of sight, there is exactly one point where you could have gone.
So stealth no consist in crouching away whenever you hear a heartbeat, or at least thats how i see others play.
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@Junylar said:
For the last couple of days, every third game happens to have one survivor who intentionally sells out his teammates and leads the killer to them, after which the killer lets him go as a "thank you" for ez game. It happened before, but much more rare, now it looks like some kind of new meta in soloQ or something. Have you noticed the same pattern? Why is it happening?
Yes, it has increased. Take a video the moment you see them start, afterwards report both.
I did it the last time a survivor sat at the basement the whole time (i had bond), then lead the killer to me, who hooked me, then the 3rd surviving guy, then let the hidder go. Afterwards he claimed he expected the hidder would rescue us from the hook, and he just wanted to farm.
Might be, might not, thats for the support to decide.
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@AvocadoPablo said:
https://forum.deadbydaylight.com/en/discussion/comment/3143973#Comment_3143973
What games are you watching?
Survivors have no chance against top level killers. Just go watch any killer main on twitch and you will see them easily 3k their matches at a minimum. Hexy sweats oceans and 4k's every one of his games. Only time a person escapes is if he lets them. It's truly pathetic.
Those streamers get often very stupid survivors, which i almost never get when i play killer. So i really think a lot of them just deranks to get those kind of matches.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3142679#Comment_3142679
Only a 6% jump in kill rates since the patch has been out and that data only included 1 month out of 3 months, of the patch being out. My guess is the kill rate will be around 65% once 3 months of data has been collected.
I would be interested on the survival rates solo vs swf. I would guess the increase comes mostly from solo survivors, while swf is not affected as much.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3142779#Comment_3142779
No one likes in door maps to begin with
I do. Maybe because i am colorblind, and while auras got way better, i still see them best at indoor maps. Also, plenty of ways to hide as survivor. Indoormaps are my favorite maps. Still missing Hawkins lab.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3142063#Comment_3142063
Lmao at thinking the situation I described can only happen if you're camping. Okay I'm playing against optimal SWF. I had to change targets after getting 2 pallets to go PrEsSuRe duh gens. I've started my 2nd chase and I've finally downed my 1st survivor and 2 gens are finished. I hook this guy and the other 3 are all spread out now getting on gens. I find one and chase him off. He runs towards a part of the map that has multiple pallets and a strong structure. I get 2 pallets, an injure and he's at an area that's too safe or has no gens nearby so i abandon chase. I go back to the hook and dude is still there with 10 seconds left cause his teammates sit on gens. I want to force 2nd state to at least punish them for just gen rushing, but dude finally gets off his gen and comes up with 5 seconds left to give an additional 30 seconds to his team to rescue their mate and the game is headed for a sure loss. Please tell me about how this perk will be fair and balanced against sweaty ass SWF
The whole games isnt balanced that way, thats why killers stomp most solo queue survivors and still can´t win against swf. Thats why swf needs to be seperated from solo queue and balanced differently. But the fact that it need to be done doesnt mean it will be done.
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@TheSubstitute said:
Camping becoming a non-issue might become true after RE 2 is released and enough people have time to pick up Reassurance. I'm looking forward to that perk.
I wont buy that chapter. If the perk is any good, it will be nerfed anyway after the initial sales are done, just as always.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3139878#Comment_3139878
I feel like I already know the answer. Just based on your post history. The same person who says "get good" because I'm smart enough to go back to hook because 2 survivors will be out of position. Over chasing someone on crotus with double god window main building. Or long wall 5m away from shack.
But did you think that old dead hard was fair ? Because not only do you want people who play killer to deal with rediculousoy unfair structures. You wanted them to deal with a perk that was stupidly over powered.
I wanted dh nerfed, and i play both sides. But that doesnt make him any wrong. I play this game for over 4 years, the only thing i disagree with is that it takes 2 years until complains about it start again. As soon as enough survivors "got good" and adepted to the new dead hard, complains will rise up again.
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@Man_of_triangles said:
This has been my experience. I rarely feel like I'm actually playing a videogame. The killer snowballs in the first minute and people give up quickly. Doesn't help that over 80% of killers are playing Starstruck Nurse now.
well, the game is designed in a way that the survivors start out strong with pallets and all, but get weaker as the game progresses while the killer gets stronger, the killer had set up, there are fewer gens to control, paletts are gone and hooks have happened, so survivors need to be more careful.
Experience shows that when the killer snowballs in the first minute, when he is weakest and survivor are strongest, the game is already pretty much over. There is really no point in staying in that game.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3141072#Comment_3141072
No that's Survivors that thought they had skills but after patch found out they don't actually have those skills and instead of adapting to the changes and learning to get better they just quit by DCing.... suicide on hooks.... Refusing to do gens.... Etc.
I have faced survivors that HAVE adapted and got better and give me a good challenge again as Killer.
While on Survivor I'm stuck in low MMR Hell because of the above quiters and lame players.
But if you play solo, how many survivors that refuse to do gens are needed? Can survivors adept to the point where they can win a 3v1 in a game designed to be a 4v1 on equal skill level? And if they can win, they would surly win with 4 survivors, i would argue at that point matchmaking is not working.
You have to distinguish in this game between swf and solo, because its vastly different.
I mean, are you just a survivor that thought you had skill, too, or are you adepting and winning? Your last sentence seems to imply you win not that much.
Thats the point, swf can and should be able to handle this shifts, solos have your survivor experience, even if they adept, because you cant adept for the whole team.
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I had just a game yesterday where a survivor was downed close to me, and i hid in some bushes right next to the hook, without the killer seeing me. However, a zombie just turned around the corner and hit me. yeah, nemesis knew then where i was. Also, its not so rare that you are pushed of a nearly finished gen because you didnt have a flashlight to stun the zombie.
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@HugTheHag said:
Do I care about losing ? No. Do I care about how I lose ? Yes.
If I lose as survivor to a guy who just prevents me from playing by tunneling me out of the game, yeah, I'll be pissed. If I lose to a person who actually plays the game, and lets me play it as well, I don't care. They did well, they deserve the kill and I'll do better another time.
As killer, I really don't care. I'm quite friendly so I sometimes make my own "losses" because I had fun with the survivors and let them go. The games I have the most fun and that make me the happiest are the ones where I play games with the survivors and everyone has fun, not the ones where I stomp.
One could argue that the person tunneling you out is acutally playing the game, because it doesnt matter if he chases you or someone else. its the same chase, the result just is more favorable for the killer.
Sure i do care about winning, otherwise i dont need to play. However, if i get a good game, then i dont care if i win or lose that much. But losing because that swf leaves you on your first hook against a non-camping killer, yeah, i am pissed then.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3138262#Comment_3138262
Not doing Gens is not playing for the win though that is literally holding the game hostage. If a survivor doesn't pregress the game through completing Gens.
Also as much as it sucks, slugging is not a exploit it's just another way for the Killer to progress their objective by killing the Survivors albeit a more hated method.
The thinks is, as someone usually doing gens in a 2v1 scenario, the one hidding is actually playing for the win, because the killer usually finds the one at the gens, not the other ones. And as much as killer claim they would go for the one hidding instead of the one doing gens, i never experienced that. Usually, the killer kills me because he doesnt want to search the last guy anymore, so the one hidding is going free.
So yes, he actually played for the win.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3138842#Comment_3138842
I mean, it kinda is when your game freezes when there's a skill check.
which never happens on PC at all. Oh wait, to me it happens a lot.
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My build runs darkness revealed instead of lethal persuader, because when i activate it at the start of the game, i see at least one survivor 90% of the time, but it can activate troughout the game. And i run bbq, and usually 2 slowdown perks, like pain resonance and dms, or stuff like that.
I think with the dredge, information is the most important thing, and you snowball so hard if you have it.
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@Chaos999 said:
As killer main, when I run into a team with a heavily selfish survivor (abandoning their mates on hook and hiding in the corners, I tend to kill them and let everyone else go.
Thats nice. i only get killers that find me on a gen, kill me and let the one hidding in the corner escape rather than searching for them for 10 minutes. Its so strange, i often read killers comment they go after the one hidding and playing selfish, but my experience is the total opposite.
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@dugman said:
You’re not but I wish the devs had clearly made the survivors actually win or lose as a team from the outset. Semi-cooperative game design rarely works well.
But you dont win or lose at a team. mmr is based on however you escape or not, not on your team performance, and not on any other action you take in the game (which is very flawed, in my opinion). And by that, the devs made pretty clear that you fight as a team, but win or lose as an individual.
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most killers slug to get a 4k, so hatch has become very rare, at least in my games.