Avatar

sulaiman

sulaiman

About

Username
sulaiman
Joined
Visits
5,047
Last Active

Comments

  • And yet, i escape over 70% of the time as solo survivor. Seems to work, actually.

  • yes, thats what i thought. i even like it in addition to the desperatioin buff. So spreading the hooks leads to a big slowdown, but killing players reverse the effect (at least in parts). Tunneling one out of the game outright might even lead to a buff with genspeed, because no hook debuffs have happend at that point.

  • @FFirebrandd said:

    Literally all of those mechanisms are abuseable.

    Now... Why do killers camp and tunnel? Well, its simple. The game heavily rewards them for doing so.

    Consider this cycle. Killer hooks someone. Finds someone and starts chasing. Someone goes for the unhook and gets it. Killer downs the person they're chasing. Downed person goes up on the hook. Repeat. At most points in that cycle, the Killer is occupying 3 survivors with things that aren't generators. Where's the 4th guy? Well, outside of certain killer power shenanigans, he's doing Gens. Which means the Killer has to race through that cycle as quickly as possible before all the gens get done. The killer may have to go through that cycle 8 times before any of the Survivors are out of the game.

    Now, what happens to that cycle if the killer stacks their first 3 hooks on one Survivor? Well that guy's out of the game and then the Killer can do the Cycle with the 4th gen guy... just straight up gone. So now instead of having to outrace someone concentrating on Gens, he just has to outrace the Unhooked and Hook Rescuer's occasional brief time on gens. Which is way easier.

    So how do we get Killers to spread the love? Two mechanics. First, a Skewered debuff on survivors. For each hook state the survivor has progressed, they repair X% slower. Second, a Desperation Bonus. For each dead Survivor, the remaining Survivors repair X% faster.

    This means that a death hook survivor is less of a threat than a fresh one. He also represents potentially giving the remaining survivors a fairly substantial buff. Currently, a death hook survivor is merely a juicy target because one more hook on them means ~25% of your opponent's strength is just straight up gone. If X was 10% and all 3 other survivors are fresh... then that former juicy target is now ~20% of the survivors' strength and killing them will give the survivors a ~30% buff.

    I proposed a similar idea, but without the desperation buff. Instead, i proposed that the debuff for a hooked survivor isnt the same, but that the first debuff is bigger than the second, so it encorages going after a new survivor instead of tunneling. If all debuffs are the same, tunneling the injured survivor might be the better idea, if the first debuff is stronger, it might be worth going after an uninjured survivor.

  • Since the patch, i keep statistics of my survivor games. So far, i had 1 4k and very few 3k games where the killer neither camped and/or tunneled and/or had a mori.

    While those taktics dont lead to an 3 or 4k on default, the vast majority of killers that dont employ those tactics dont exced 2 kills.

    So, the question is why is that? Can someone of you explain it? Are all killers just lazy, or is camping/tunneling necessary to get 3+ kills for a lot of killers?

    Sure, i know my own games have no statistic relevance, but i see these patterns in my games.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264025#Comment_1264025

    I think the difference between 5 and 1 is not too much, at least taking into account that queue times would be gigantic if you just allow matchmaking with ranks +-1. And that also includes that this should not be the majority of cases. It sometimes happens (again to make sure, we have working matchmaking and ranking), and in these cases you mught experience a loss but can learn from it, next time you get better ranked games.

    And Im not sure if most people think it is a bad idea. I said let's get back to where it was, where queue times were fine and far less people complained about matchmaking (compared to now). So regarding forum feedback, the old approach was more accepted than the current.

    I think the skill difference between 5 and 1 is much higher than 13-8.

  • he wrote 3 hooks, not 3 hooks on one survivor

    you can hook 3 different survivors, then you can mori.

    But i agree that death hook would make it useless.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259315#Comment_1259315

    Well, first, if we assume that ranks completely mean nothing even if they would work as intended, then we don't need ranking and match making at all. Rank 5 to rank 1 is not leagues ahead. And not sure what you want to say with the context. Do you get more context when playing against the same ranks? It is up to the player if he learns or not. If not, he doesn't get better and therefore doesn't pip (assuming a working system)

    Just as an example: In Quake 3 Arena, I played a lot against AI bots. I noticed that I get better when playing against same level bots all the time, resulting in more matches I could win. Then I increased the difficulty, having bad matches, going back to "my" level. Trying again after several days of "training" to increase the level, same result. I just managed to get better significantly by playing against a difficulty that is a bit to hard for me, to get to a point where I started to win matches against them.

    Meaning, when you don't play against people mindgaming you, you will never learn mindgaming. Counts for all the other things you need to learn in DBD. That's why I don't give up every chase when the survivor seems too strong for me. I give up the game and try to find ways to catch this guy, to make it better next time

    While that is true, if the difference is too much, there is nothing to learn.

    Otherwise, elementary schools would be closed long ago, as children could just start in 5th grade and need to git gud.

    Same with sports, a new boxer can learn a lot of fighting an experieced champion, why waste time with other new boxers?

    there is a reason most people would find that a bad idea.

  • I like mechanism 2. But that would mean a save safe for the hooked survivor at any time, taking pressure away, especially if the survivors take their time to rescue him. So, to balance it out, i think the same bubble should be around generators, so no generator can be worked on as long as the survivor is hooked. The other survivors have to rescue him anyway, so that seems fair. It should be a protective mechanism, not a pressure mechanism for survivors, right?

  • @Macymj6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262933#Comment_1262933

    Yeah. I can see how it can be annoying for killers of course, especially with the toxic groups. But in my opinion if you can't kill a normal SWF group are you really that good?

    I love playing KYF as well. It's chill and don't have to worry about rank. Lol

    Thats the whole point. Not all killers are that good to keep up with swf, but they dont have any option to not play against them. They just get rolled over. Its simply not fair. Killers should have matches at their skill leveln, as well as survivors. But communication breaks the balance.

    So either killers are balanced to cope with swf, which means solo suffers, or they are balanced for solos, to they lost the moment they meet a decent swf. Right now, they are kind of in the middle, which is why every one is crying. To good for avarage solos, but still being able to lose to good solos, and good enough to handle bad swf, but chanceless against good ones.

    Thats simply no balance.

    There are two ways to balance it, i belive (other than powering solos to swf and then balance around that, because so far it didnt happen, mostly, because those changes have to happen all at once, otherwise part of the community will leave).

    Make a seperate swf lobby, where you have a different powerbalance than in an all-solo-lobby. Yes, swf cry about that noone want to play against them, but i think that is not true if it is balanced around the swf. What they really dont want is that its balanced, because they lose their advantage and would not dominate the game by default.

    The other option is still in the game: kyf. Just bring your own killer. That would at least reduce the toxicity, if the survivor know if the killer walk they dont have a game anymore.

    Just forcing killers into an unfair playmode without choice is just frustrating.

    in SWF Comment by sulaiman
  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256318#Comment_1256318

    Tonight this was my 5th camp/tunnel match in a row. So by turn for the worst, I mean the night started out optimistic and just got progressively less fun with each match. The teabagging camp and tunnel Pig being the cherry atop my camp and tunnel sundae. LOL

    I find survivor doesn't have the same opportunity for retribution as Killer, which I think makes it more frustrating for me, even though I like playing it more and am better at it. I play Killer when I want a break but still want to play or feel like the toxicity for survivors has reach a level that requires some niceties to balance it out.

    I've thought it would be fun to collect some data on my matches just to see it. I like analytics. I'm just not sure which data points I'd want to collect. What do you track?

    I track the killer, number of kills, if i escaped, by what means i escaped (gate, hatch, hatch with key), what methods the killer employed (camping/tunneling/mori/noed/instadown (on killers that dont have them per default), as well as the rank range, as well as other comments (one killer told me he was streamsniping the other survivor, as well as dcs, hooksuicide and other means that can falsify the statistic signigicance)

    I should have keep score of the map as well, but only start to do that now, because i cant remember the names. I play solo, and are thinking about keeping track of the other survivors perks (like ds, bt, the whole metaperk bunch).

    Its quite intresting. My survival rate is between 70-80%, but 100% of my 4k games involved camping and tunneling, often with a mori.

    A lot of the 3k games did this as well.noed isnt that often used as i expected. But then, i havnt reached the 100 games mark since the patch yet, and even then the number of games i play are of no statistical significance, and can still be an outlier. But Escapes over 70% takes a lot of stress away, even if you got a number of bad games in a row.

  • Why did it take a turn for the worst? (serious question)

    I usually play both survivor and killer, but survivor way more. At the moment i play killer only for dailys and rift challanges, because killer is way to stressing. So i relax by playing survivor.

    As survivor, i started keeping statistics since the patch came out, and this put a lot of things into perspective for me.

  • Yeah, i already saw that because it was the next thread i read, so i edited it, most likly while you wrote your post.

  • I dont think its bannable. Bodyblocking is not bannable at all, and since the survivors just can do gens and trigger egc, i dont think its holding the game hostage. I might be wrong, but bodyblocking is listed in the non-bannable "offences".

    Also, you would need video proof for anything to happen.


    Edit: there is a similar thread here https://forum.deadbydaylight.com/en/discussion/150071/how-am-i-meant-to-save-this-guy#latest,

    where Peanits says it is reportable.

  • Also, in regards of new players: How long during the game do you think a survivor need to realize: "this is a dead end".

    How long do you think a new killer needs to realize: "I cant catch survivors on that loop, because i am not good at chases yet, but i cant catch them on this loop because its an infinite".

    If i play a game, i usually do it without guides and forums. But it was here in the forums where i first realized that infinites are a thing.

  • I think both is true. And i dont think buffing solos to the level of swf is even possible, because all the information you pass around is just too much without voice chat.

    Also, i actually prefer solo play because i like the guessing game and not knowing for sure where the killer is. Kindred base kit would give a lot of information that for athmosperic reasons i would like not to have.

    The only solution i see is 2 different lobbys for swf and solos, with a changed balance between them. But its not going to happen, because swf always cry they would be punished if the game was balanced out, and not soo much in their favor.

  • I dont see any need to change the hatch mechanic. As long as matchmaking is broken, solos need the hatch because of hook suiciding potato survivors they are matched with. Without hatch, there is no reason to keep playing if the first random suicides or dcs.

    Making the hatch easier to counter on top of being able to find it without risk and much faster than the surivor can make it unuseable.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249796#Comment_1249796

    Yeah, they were at about the same rate. But if they were dedicated lobbies, I wonder if it would change. If all 4 were randoms I mean.

    Because obviously a solo in a 3 man swf game, would have a higher survival rate, then 4 solos, imo.

    If i remember correctly, it was about 10% difference. And thats a factor that matters, if you want balance around that.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248334#Comment_1248334

    Swf is not going anywhere. It is the majority of the player base, and once again, what keeps the game competitive.

    4 randoms is a 4k 90% of the time. If swf goes, killers will 4k all day. However they will be waiting a long time for lobbies, as many survivors will move on.

    They have already shrunk the maps and created a lot of dead zones. If a killer can't catch a survivor now, well maybe it is their skill that is lacking.

    Only part of the problem is that they have to balance the game around solo survivors and swf, which is impossible.

    If swf were gone, they could rebalance the game, and killer would not get 4k 90% of the time. But if swf stays, and it is balanced around that, they will every time they go against solos. If its balanced around solos, killers will lose and/or tunnel/facecamp/mori to get some kills against swf, which they dont know in advance they will play against.

    Instead of: killer dont want to play against swf, swf should be a different lobby with a different power balancing. Otherwise, solo suvivors fall short, or all lose if killer is underpowerd enough so noone plays them.

  • What happened to me was, i went against a huntress, and she had bad aim. Since it sucks to play just for the rift, i thought i help her out and give her a headstart by letting me hit her...She did hit me with hatchets, downed me, hooked me, and ...camped me till i was dead.

    Yeah, thats something i wont do again.

  • @metalklok said:

    I was trying out leather face and didnt do that hot so i got bm'd 3 matches in a row then i switched to doc and got more bm because he is so "broken".Gotta love toxic survivors.

    Thats what got me started at camping and tunneling. If you dont do well, you are insulted as "ez baby killer".

    If you camp and tunnel, you are still insulted (but usually less, because the one that died first are already gone), but you have at least won the game.

  • And this comment helps neither the topic nor the community. Can this we vs they-mindset change?

  • I think people not liking them and killers playing them is related. Because they are killers that can keep up with survivors and even set the tone of the match. Yeah, people dont play weak killers as often. Not such a big surprise, is it?

  • I dont know what to say to this. The op doesnt even know the difference between facts and opinions.

    since the patch, i keep statistics again. Its still a small sample size, but there are already patterns to see.

    So far i escaped 72% of my games. Noed where in about 50% of the games, and did something endgame exactly once. All the other times, totems were done (i agree, mostly by me, but still).

    1 game i lost because one survivor dced after loading in, and the second one suicided on first hook.

    One game was lost because the killer was streamsnipping the other survivor (he said so in the endgame chat).

    One i lost because i died on the first hook when noone came to rescue me from a non camping killer, while i was the first one hooked (the other were a 3swf and just didnt care).

    The rest of the games i lost due to heavy camping and tunneling, often combined with an instadown option and a mori.

    All 4k involved camping, tunneling, several times combined with instdown options and a mori. 2/3 of the 3k also involved tunneling, camping and moris, while none of the 0-2ks involved these strategys.

    The question is what that means. Does it mean camping and tunneling is op because we couldn´t counter it, or does it mean killers have to camp and tunnel to have a chance to keep up? If we ignore the 2v1 and the streamsnipper game, my survival rate is at 78%

    To me, it means noed is not a problem if you don´t want it to be, camping might be,

    Most games were red or red/purple ranks, but there were several rainbow matches as well.

    A lot of you should think about keeping statistics for some time, because it might put things into another perspective. your actuall survival rate might be different than your felt survival rate.

    Then, with lots of data, we can really discuss this matter based on facts, and not just opinions we try to pass as facts.

  • @AlbinoViera said:

    For me personally, I only dislike them due to the ability to rob me of a kill in what I believe to be a very unfair manner. It's a similar situation to NOED, which I believe to be a MUCH better comparison than Keys vs Mori's, in that both allow the person to do poorly to get rewarded, they have similar counters, and it feels unfair when you're robbed of a win because of them.

    To two examples. As survivors, you're team has been dominating the game for your side and are quickly on track to an escape. The last generator pops not even 10 minutes in. Then someone instantly goes down, you see in the corner that NOED has been activated. They've been hooked so your teammate tries to save, while you try to find the totem. However, killer had been camping the hook and you see the other person go down and are then hooked as well. The third person on your team tries to save the person who was hooked first and succeeds, but not a minute later they have rescuer has been hooked and the rescued has been slugged. You hear it soon after, the heartbeat. NOED is still up, your scratchmarks hadn't faded yet and they've led him right to you. You've been found. The speedboost from his perk is too much and you're downed as well quickly after. No-one has unbreakable, no-one had been hooked even twice. Yet your team has lost because he got rewarded even while doing poorly. You had lost because you had done too well.

    Then you have the killer version, once again, you're dominating the game. Every chase ending in less than thirty seconds, you've been pressuring them hard, to the point some have been barely able to unhook even without you camping. The first survivor dies after you hook, then the second, then the third. Not three gens have been done, you've become the power role once again and with one final kill your merciless victory is all, but assured. You find the hatch, victory will be sweet. Your foot crashes down upon it, shutting off the survivor's escape, and yet, you see them running towards it. You laugh, thinking they're giving you the last kill for free. You hit them once, then you watch them approach the hatch. It reopens. They hadn't brought one in, no-one had.. They must have found it.. The blood drains from your face as you watch them jump through to escape. Your merciless victory that you were sure to have gotten, the adept achievement.. Foiled by a key, and not just that, but one they had found in the match itself.

    Those experiences of course, aren't THAT common. They just happen enough that you end up being wary of them in every match you play. So in short, keys sometimes cost you a win or more and it's really annoying.

    I think this perspective is a bit to binary.

    As a survivor, if i dominate the game anyway, i wont fall for noed, because it has a counter, and i know totem spawns and can count to 5. In a close match its much more likly noed comes to pass. Is it fair then? Well yes, because the killer was equal the whole game with just 3 perks.

    On the other hands, i had games (i play solo most of the time) where i did 3 gens all alone, and they were the only one that were finished.

    I did hook rescues, i lured the killer away but could juke him, while he camped or moried the rest of the team. But i got a key and got out anyway. Is it fair?

    some might say yes, because ireally did my part, some might say no because its a team effort and the team failed.

    But thats the problem with solos. You cant chose your team. But keys and the hatch is something to balance that out for you as a solo survivor, and keeps you going in a match thats boring because its otherwise over.

    As a killer, i dont mind keys. its seldom that all escape, and i even had funny situations, like 3 people standing around the hatch, one with a key, he gets out, second one follows, third one stands there because i closed the hatch...he basicly lost because the one with the key had to teabagg before leaving.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241478#Comment_1241478

    And Now take a little step further and think about why nobody wants to play solo? This game was constantly treated as a SWF vs KILLER game and solos got nearly 0 attention. If the devs would have focused on solos more we would have more players actually playing solo aswell which would make such an optional more reasonable than now.

    Yes, but then killers wouls just lose to swf by default, and soon nobody would play killer.

    I like solo survivor more than swf, because i like the experience with guessing where the killer is, if he is in a chase and anything.

    But i played my fair share of swf and know how broken it is.

    So, the solution is to make different lobbys for swf and solo, but swf dont like that idea, because their default win would go away if the swf lobby is actually balanced around swf.

    The defs dont accept yet that thats one solution. The other solution is an ingame chat-channel outside of the lobby, to build an swf circle for yourself.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242767#Comment_1242767

    Just because a killer is skilled shouldn't guarantee a 4K every game unless it is a sweaty SWF genrushing. That ain't fun.

    Well, you cant balance the game around swf and solos at the same time. If you want killers to have a chance against swf, they will beat up solos.

    If you balance around solos, they stand no chance against dedicated swfs.

    As long as they try to balance both in the same game mode, they will fail.

  • Well, i did get points for closing the hatch. I dont know why you didnt get any.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244106#Comment_1244106

    idk how this could be true, if you were bad at it before, but if this is your experience, I'm glad. 😂

    Because a good stun is a good start to juke the killer. This opinion might change once the killers start adepting, though.

  • Let him start with 2, and place the rest at random, just like now, but in a set-mode

  • Ah ok, thanks.

  • Why do your perks look so strange? like water colors...mine look different...

    gz btw

  • Yes, it can be balanced, but not as long there is swf and solo survivors. Seperat lobbys would allow for seperate balancing, but swf players (which are about 50% of the surivor players) would feel punished if they had to play the game balanced instead of easy mode.

  • I met a myers today, and yes, you could just hear him without his terror radius. Not a stealth killer that way.

  • @BigBubs said:

    Camping and tunneling is part of the game , same as swf with voice chat.

    None of those will go away and if you hate those things so much then you better just uninstall and stop suffering. Will be better for your health.

    One could argue, if voice chat were part of the game, it would actually be part of the game. Which it´s not, its completly independend from the game.

  • The problem is and stays swf.

    in my opinion, you cant balance the game both around swf and solos.

    but you got an swf in about 50% of the games, if i remember rightly (we saw statistics about that as well. Solo on pc is just over 50%).

    But how will you balance? Thats the point of the 2k 2e rule, i think. A decent killer will most likly lose vs the swf he gets every second game, but win against the solos the other times. If you balance the game in a way that solo players without any sort of team play still win, how should a killer then stand a chance against swf?

    If the killer is strong enough to take on a swf with coms, solo players have a really hard time to survive.

  • Well i am a survivor main, but i do play killer. During a chase it might enrage me for costing me a well deserved down in the hands of a skilled looper, but it never holds on for long. A lot of time its used to save the survivor from his own mistake, and then its pretty fair to me. It becomes problematic together with an swf squad and the phalanx of other second chance perks.

    But all by itself, its fine.

  • For me, nothing has changed. But i played stealthy before anyway, i can juke a killer, but i can´t loop him. At some points not being able to drop pallets to get the time to break line of sight to juke really hurt.

    But i keep statistics again with this patch, and while the sample size is still way to small and therefore meaningless and only anecdotal, so far i got an 80% survival rate with this patch.

  • I think the opposite is better. Usually, i ignore tie OoO user. It works for you too, you always know if he is on a gen, going for an unhook, or whatever. A lot of time he is teabagging and waving to get your attention, thus doing no objektive at all.

    And the best part: If you got all his friends, he cant even hide from you.

  • I agree. I was in an swf group for a time that had a streamer, and it never were normal games. Because sitting on a gen for more than one gen is boring in a stream. So they would do a quick gen, and then had one runner around to run the killer while they run behind with a purple flashlight and head on or something to annoy the killer. Humiliation was one of the goals, meaning the comment about the killer while the stream was running was also very toxic.

    And they had more than 2 viewers.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236987#Comment_1236987

    Thanks for not really contributing to the thread at all. I'm sorry I would rather get rid of unhealthy things to help the game?

    The thing is, in every thread i see you in you only want to get rid on thing you consider unhealthy that impacts survivors.

    there are lots of unhealthy things that impact killers, and you never adress them.

    so i dont think that statement is true at all.

  • Just play killer yourself. Then noone is camping or tunneling you.

    No need to dc for you then, right?

  • @EntityNea said:

    my biggest complaint about this game is that people's motivation for bloodpoints severely lowers gameplay quality.

    For example:

    • almost every killer using BBQ, which makes killer playstyles repetitive, and a good number of survivors always enter lockers when someone's hooked.
    • Survivors racing each other to instantly unhook a survivor because they want the points for it, which negatively affects survivor productivity, and screws over the hooked person.
    • Survivors using "We're Gonna Live Forever" and doing unsafe unhooks on purpose, because it's an easy way to get 2 tokens (protection hit during the unhook, and safe hook rescue because the game counts it as safe if enough time passes without the unhooked person being downed).

    My last game, there was a survivor who body blocked me in a corner because they wanted to heal me for points, even tho I had just destroyed a hex totem in that corner (and I had a medkit), and the killer was approaching the location after getting the loud noise notification. The survivor who did it was rank 1.

    I feel like the developers need to change the core mechanics around these kind of things so that people aren't motivated to play poorly because it ends up giving them easy points. I know, I know, if you play in a skillful manner, you can get a lot of points as well. But I see this kind of behavior from red rank players.

    You are right, the current gameplay for survivors just promotes egoistical play. How often did i wait near a hook for the save unhook, just to have another survivor sprint in to take it (while kindred was active and he could see i was there).

    Thinks like Gens and unhooks should give points to the whole team, because the one that distracts the camping killer is just as important as the one doing the unhook. Survival points should not be based on individual survival, but on the numbers of survivors that made it out.

    that would promote a lot more cooperative play than now. At least i hope it would.

  • How did he cheat? Way too many people reported camping in the past.

  • You are telling me, the daily Nerf Mori/nerf noed/nerf Tunneling/nerf Camping/buff solo survivor/get banned for dcíng camping killer/Doctor/clown/legion is unfun/got hit from miles away/game is killersided-threads are only 20% of the forum?

    I really think you suck at math. Your post might be the perfect example of survivor bias.

  • ähm

    but over 5 games, an avarage of 2 would be 10 kills, not 3. how is it working as intended?

  • Yes, but if you hit the killer with the pallet, there is a chance to kill him of put him in a coma. Also, you can use the cars on some maps to run him over.

  • well, i had two interesting games about that today.

    First game, i hook a survivor, use bbq and see another one, and run to him to the other side of the map. He runs straight at me, and we meet at the middle of the map. Then he sees he is in a chase with me, he runs all the way to the hook and loops me around it until i get him down. The survivors claimed it was camping.

    Second one, i play hag, and hook someone in the clinic in the middle room. I go on patrol, turn around the corner, there is a survivor. i hit him, he runs to the middle, wastes both pallets, and run around the corner, where i am bodyblocked by the next survivor. I hit him, and guess what, he runs to the middle, up the stairs, down the stairs, turns a corner, and guess what, i found the last survivor. hit him, guess where he goes, but he makes it short before he finally runs away from the middle. I follow him, and after the first two survivors have healed up, they finally save the hooked one in the last moment.

    Usually i hook someone, turn around and there are scratch marks all over, and when i look for that one, its camping too.


    And dont get me wrong, there are games where i do camp, and i dont think anything is wrong with it. but in my opinion, i was not, while the survivors in both games claimed differently.

    What do you think? was it camping, and if it was, what should i have done?

  • I actually love the game on both sides. As survivor, i suck at looping, but i am good at jukeing. On the game, the killer loses sight of you soo easy, you lose him sooo easy there.

    As killer, i like it because most survivors think looping is the only way to play this game, and dont care or know about jukeing.

    It fits my playstyle.

  • Easily Ormond. I am colorblind, and have to use color filters as a killer, and on ormond even that doesnt help. i cant see gen or hook auras, unless i shift the color scheme to an absurd degree.

  • Yes, we can get rid of Noed. By cleansing Totems. Glad i could help.

1 … 48 49 50 51 52 … 60