supersonic853
supersonic853
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- supersonic853
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the only dumb thing for me is when one survivor leaves through hatch i kill another survivor and the hatch reopens letting the other survivor escape. Like once ive slambed you shut stay shut!
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@branchini1979 said:
Some other mechanic needs to be put in place now to help new players out.
There are over 180 perks in this game at 3 tier levels and if you were a new player that paid for all the DLC then you will not be seeing characters with all tier 3 perks for YEARS!!!
I have owned this games for over 2.5 years and I own all DLC. I only have all perks tier 3 with Dwight and half survivors are lvl 50.
Killer wise I have no killers lvl 50. And this is all in 2.5 years.
My point is, unless you have no job or are a full time streamer who plays 6 hours a day then it is so daunting for s new player to expect to get all perks and the variety of gameplay it brings. It will take them YEARS.
Is there another mechanic that can be implemented for new players to help with the grind?
Welcome we've been saying this for a while with more and more characters coming on the horizon as well.
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@Aven_Fallen said:
The only Streamer whose videos are constantly used on this forum as "evidence" is not good. What are you talking about?
And well, playing Killer just got easier and easier...
And:
"The problem is, BHVR won't balance the game around the potential that good survivors have, because most survivors simply are very bad. "
If the Survivors are very bad, why do Killers struggle that much? Because they are not as good as they think they are?
I mean scotts put a bunch of videos on the problems with the game as well and otz said the early game slow is gonna be amazing. Scott admits in the smoll pp video a killers not getting 12 hookd in a game its impossible your gonna have to play "shady" somehow. Then survivors have builds like unbreakable ds "the invincibility bubble". Big surprise if i want to get kills im gonna have to slug or tunnel you eventually its a given. A killer can come on the forums and say "survivors are overpowered" but survivors can say "nah i get bad teammates". Well lets say said killer just faced a deathsquad with all 4 ds unbreakable and said survivor faced a ebony iri head huntress. Their both correct right? Thats why the game needs some major rebalancing thatll take a while. Making solos almost as good as swf,Giving all killers the same amount of power while making them still play different. And Fixing holding w and r1 every game. Nurse and spirit are the only 2 that can "reasonably" face a survivor deathsquad with optimum perks which tru3 isnt wrong thats why nurse and spirit are the only 2 used in tournament. A michael aint gonna cut it. But said good spirit and nurse will dominate solos because they lack the swf power.
https://youtu.be/7007JzDroCM https://youtu.be/v_vLlMdu1Sc -
Any vpn killer in general. Freddy and leatherface.
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@LowSpecGamersMatter said:
This perk COULD be so good if it hasnt so many conditions.
It has a cooldown condition, a range condition and on top of that a basic attack condition.
Why the basic attack condition? Makes it so underwhelming
*Shrug* weve been asking this since it came out. No answer. Also it doesnt work on already surged gens.
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They just need to give back unnerving since they want consistency but the only skillcheck that unnerving doesnt effect is ds now?
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@thesuicidefox said:
Okay, I'm honestly tired of seeing this phrase when people talk about anything. It comes up a lot as an argument against Spirit or Deathslinger.
Look at the end of the day every killer and tactic has counter play. There were legit like 5 things in this game ever to not have counter play. Old Legion was one of them. Infinite loops (as in double window at cow tree with no bloodlust and no entity blocker) had no counter play. Heck even in the current game, yes, some stuff has little to no counter play. Ebony Mori. Keys.
But dear Jebus, every time someone tried to argue for a change to a killer they always bring up "no counter play". "Bro there is nothing you can do, you just lose, just D/C already". That's basically what I hear.
Spirit has counter play. Deathslinger has counter play. Now I don't like Deathslinger either, I think it's just a lame experience to get speared with no real way to fight back after that point. But that doesn't mean there is 0 counter play. Even as someone that hates Slinger I can acknowledge that there are ways to avoid getting shot. Tall wall loops work good. Dropping the pallet early generally helps. Janky movement can make it harder for the killer.
Oh yea, and hiding works. It works against Spirit too. "Hiding isn't counter play". Uh yes, it actually is. A 110 killer doesn't have the time to thoroughly search an area. If you never get found you never get caught. I've won games against many killers (Slingers and Spirits included) by just hiding. Yea, it's not exactly an exciting experience. It's boring, ESPECIALLY for killers (I've had people hide on me and it sucks), and it's a bit of a cheesey tactic but it's still a legit tactic at the end of the day. Hide near a gen, keep tapping it, force the 110 killer to search everywhere for you and give up pressure on the rest of the map. If everyone is doing this they will have to commit at some point because this is a battle of attrition and they will lose.
And I get people don't like these killers, again I hate Slinger. But come up with some original arguments and stop parroting a buzzword you heard. It's getting ridiculous.
Well to add even moris you can stall off enough by having perks like ds and jumping into a locker so they can't drop you to mori. Or just loop and kill as much time as possible. Keys are a harder subject since you could just tunnel the key user out but it wont remove it. And if the survivors get enough gens done or enough die it becomes more of a likely escape with one. But agree to everything else but then the other phrase comes out "their boring" because they actually prevent loops and control the chase.
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I love how now theres a cooldown on a hex which can get cleansed in like a minute. And that is pretty much useless anyway.
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@Pauu14_ said:
I think that, being an 18+ game that can contain sexual content, and since the original skin includes the thong, they could leave it to them to remove stereotypes about Claudette being a good girl.
...i hope you either get mori spammed or looped to hell whichever you main...
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Its funny that a very rares effect got replaced by a common because everyone loved the common...
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@terumisan said:
Or just remove the notification and let it not show up? Survivors are not stupid they can figure it out
Yeah Idk why lullaby just sits there doing nothing but basically saying "come cleanse me!" Before first hook. It should really either be insidious till first hook or insidious in general.
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cooldown on a hex is the dumbest thing ever they are supposed to be temporary and the sprint burst from the smack gives you like 20m anyway. I hope its removed.
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How do you fall for obvious trap placement twice... either way you had ds what i normally do is jump in a locker to force the ds on the killer if they decide to tunnel mori. Not to say its not a problem obviously and its on the roadmap as well as keys. (Because survivors getting a free escape for like 2-3 people at once with how fast gens go sometimes is understandably bs). Still using profanity and false reporting on livestream im pretty sure is bannable but im not a dev.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1565823#Comment_1565823
Well, Devs mentioned the animations at one point. But, lets face it, the animations are cool when the Killer is new or any of the players are new, but once you have seen it or are around for longer, most people will not look at them. And all what is left is the "I cannot lose anymore"-feeling on the Killer Side and the "What a Bullshit"-Feeling on the Survivor side.
Funnily enough, if people are saying they like the animations and thats the reason why Moris should exist, whenever someone promotes having them worked after the second Hook, they still dont like it. While it would be quite a boring fix, it would be the easiest one and the animation would stay, but apparently it is not the animation what they like about Moris, despite saying that.
(Best thing was reading that Moris are fine here...)
Honestly In phs case id rather die from the insta mori then do the long mori or be hooked. Looks better and gets me in next game faster. Kinda wish all killers on your deathhook could just kill you or something. Your gonna die on hook anyway might as well go out in style.
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I play killer mainly on ps4 and its attrocious. Survivors have way better frames so its very easy for them to 360 even when i predict it because of lag spikes for no reason or the aim dressing being the dumbest thing to ever add.
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Do bones.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1565132#Comment_1565132
I mean if you can't it's on you not me and well I never said to moonwalk to every gen did I? It seems that you can't play around spine chill or know that certain killers can play around it like wraith, let me guess as well bbq is op to you?
I Mean for Ghostface and michael though you have to look at them eventually which Those 2 are supposed to punish you for you not paying attention to your surroundings. Spinechill ruins the entire point.
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@Nineball said:
https://forum.deadbydaylight.com/en/discussion/185478/i-want-dwight-in-a-bikini
Maybe it's okay to tunnel SOME survivors...
Maybe its okay to Iri head spam mori SOME survivors.
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@SirCracken said:
Since this thread was pulled back up from its grave I might as well summarize all the points made thus far. Keep in mind that these arguments are assuming that both survivors and killer play as optimally as possible.
Arguments For nerfing spine chill
- The 36 meter range and easy activation requirement allows survivors to know that the killer is approaching them before they even hear a terror radius, giving them extremely powerful information at all times and heavily countering stealth-based killers
Apart from being a massive game play benefit, this part of SC absolutely destroys the already dwindling horror atmosphere of the game. I'd argue that large portion of this horror in this "horror" game is trying to keep track of where the killer is. And SC completely removes that by giving you constant information on if they're approaching you.
Although it doesn't show the direction the killer is coming from, survivors can simply reposition themselves once they see the perk trigger to be in the safest possible spot when the killer shows up.
- It gives no context clues that a survivor is using it
This is easily one of the worse parts about going against SC. For those who don't know, a context clue is a situation in the game that experienced players can use to figure out the strategy and perks of their opponents.
For example, if you're healing in a corner of the map and the killer ambushes you from an angle you couldn't see, you can guess that they probably have Nurses Calling. The same is not the case for SC. If you check a generator as a killer and see that its been worked on but don't see the survivor, you have no idea if they're still hiding nearby or long gone because they knew you were coming seconds in advance.
And since the vault speed increase is so minor there's no way to tell if a survivor is running the perk besides guessing. So you just have to assume that everyone has it, which further adds to the power of the perk.
- It boosts action speed allowing it to be combo'ed with Resilience for 15% extra action speed in addition to already supplying survivors with information, giving it even more use
Some clarification here. I'm not saying that the 15% extra speed is worth nerfing. But that the speed along with the insane information that SC already provides makes 2 already great perks even more powerful because of the synergy they provide with each other.
There's no reason that a perk that's supposed to give information should also make you a bit better at everything else. No other information perk also increases your action speed, so the most powerful information perk in the game also shouldn't.
Arguments against nerfing spine chill
- It can be countered by crab/moonwalking
This is a half truth since there's no definite way to know that a survivor is running the perk as I already said that the perk gives no context clues, therefore you can't really counter a perk that you aren't even sure is being run. But for the sake of argument lets say that all 4 survivors in a game are running it.
Good luck trying to keep up your map pressure by crab walking to every gen. Apart from just bumping into stuff, you lose a huge amount of your peripheral vision since you have to look away from where you are going. This doesn't even apply to Billy, Nurse, Myers, Ghostface, Deathslinger and Huntress since their power is directly related to looking at survivors. So they can't counter it even if they wanted to.
So if you're playing a killer that isn't outright incapable of not looking where you are going, the supposed "counter" to SC will not help you counter it.
- It is better to buff other survivor perks than nerf a good one
This is the most valid counter argument I could find and the one that I most agree with. Almost every single survivor perk in the game is bad, if not outright terrible, and the majority of them could really do with some tweaking. If I was given the option of buffing most of them or nerfing SC I'd happily choose the former. But assuming that the rest of survivors perks get fixed SC needs to be fixed to.
If only the devs actually knew how to do that.
- It is not as powerful as meta perks and so shouldn't be nerfed
The people who make this argument are usually not aware of the full potential of SC and falsely assume that it isn't run among the generic group of meta perks (which it absolutely is). But even so, like the above argument, if the other survivor perks are going to be fixed then SC needs to follow suit. Being able to always know if the killer is headed towards you isn't that much weaker than picking yourself up when downed or dodging a hit that would have otherwise downed you.
- No
This is the most upvoted comment on this thread. This is what people agree with. Hey, to all the giga-brained people out there who are comfortably sitting in their armchairs as they type: Have you been made aware that in order to have a discussion you may need to type more than a single word? Maybe even, a whole sentence? Or, god forbid, make a point to support your argument?
Because I have no problem with people giving reasons on why they disagree with me. There's plenty of other stuff in this broken mess of a game that requires attention over SC. But they kinda need to state an argument for it that's longer than a single word.
All valid. Especially the "no" if your gonna come into a debate and only type that don't even bother it makes you look immature and like you can't hold a decent conversation or have a even valid counter arguement.
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Used to be enduring but it got removed because of headon. Why unnerving doesnt effect it when unnerving effects all skillchecks BUT DS is kinda dumb.
- Unnerving Presence affects all Skill Checks as it increases the base chances of one getting triggered.
- Skill Checks caused by Overcharge
are affected by the Skill Check success zone reduction, making them extremely difficult to succeed.
- Skill Checks triggered during Snap Out of It are also affected.
Patch 3.4.0
- No longer shows the debuff icon in the Survivors' HUD until the debuff is active.
- This change prevents Unnerving Presence from acting as a visual warning whenever a Survivor enters the Terror Radius.
- Nerf: This change causes Unnerving Presence to no longer affect the Decisive Strike
- Skill Check.
(Funfact doctor can make a shakey reverse ds though so it isnt even for balance reasons).
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Actually its like this step 1:facecamp.
Step 2: bubba has noed and gets 2nd down with noed since the counter to noed is to do bones and the counter to camping is do gens cant do both in that time.
Step 3:go do something actually meaningful with your life considering thats boring af.
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@projecteulogy said:
The grind is why I don't have friends to play with anymore as survivor. You can't exactly earn BPs playing killer with friends. So its either you SWF to have some fun, or you play as Killer to grind BPs, since you can 0k and get 25k easily. Ranking up doesn't mean jack and hasn't meant jack in years.
https://forum.deadbydaylight.com/en/discussion/comment/1558962#Comment_1558962
2.4k and i still don't have all the perks either. Been playing since December of 2016..
Ive been trying to get my friends into this game but they always have problems at the grind.
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@Sylorknag said:
We all know, it's quite frequently that we load into a match just to find our totems, whichever it is, shining it's light on a open field, or next to a gen.
Totem spawns are a joke and should have been fixed a long time ago.
HEX: undying will do to totems what OlD Ruin did to gens, a bandaid fix, bound to be changed down the road.
It's already getting a lot of backlash from the survivor community.
Wouldn't have been smarter to actually Fix the problem of awful totem spawns?
Meanwhile Now hex undying+haunted grounds you can get exposed 4 times in a match. Lol.
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@xenotimebong said:
The most frustrating part of it is that having the right perks is more important for new players. Someone with enough hours to have all the perks unlocked could run a meme build and do fine and have fun, but when you’re a rank 20 with no idea of how anything works, the right perks can make the game much more enjoyable for you. I’m happy to play without an exhaustion perk or without Corrupt on my Trapper because I’ve been playing for 2 years, but when I was brand new, Sprint Burst and BBQ kept matches less frustrating for me.
They really need to do something if they want to attract and keep new players. Imagine buying the game because you want to play Pyramid Head and then seeing how many hours you need to sink into the game to unlock actually decent perks on him. Ugh.
Me:Hey michaels in this game you should try him!
Friend:oh cool look at all those horror characters this sounds like a amazing game sure!
*Gets the game*
Friend:Alright i get the general idea but how am i supposed to catch these survivors.
Me:Oh decent survivors you can't do anything against since they can loop you so i have corrupt from plague,Enduring from hillbilly,Spirit fury from spirit,And monitor and abuse from doctor.
Friend:So i have to level all them for your build?.
Me:Yeah but if you want the grind to be quicker level Bubba first.
Friend:thats already 5 killers i have to level to play one?
Me:pretty much.
Friend:how long will that take?
Me:probably about a month if your lucky.
Friend:continously?
Me:Yup. Oh and each perk has 3 tiers so your gonna have to technically get 15 perks. Not to mention spending the money on the killers to even get these killers to get said perks.
*Friend just leaves*
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1559037#Comment_1559037
Yeah, I guess it's all a perspective thing. I like messing around with wacky builds too and I do have one survivor with all of the perks I have unlocked just in case I want to try something out outside of KYF, but I find that my most varied builds come when I'm using perks I usually wouldn't just because I have nothing else. I've completely changed my opinion about perks like WoO and Aftercare that I had previously thought weren't very good, for example.
If this game were more competitive it'd be a real pain to have to grind just to keep up with everyone else's build, but as is I feel like perks aren't nearly as important as general skill and it's usually just fine to run random builds of whatever perks you have lying around.
I like a game with a lot of options which this game does if i got all the perks on all the killers i could literally do pretty much any build i want. It makes the game a lot of fun and thats why i love kyf. Just sad the amount of work to do it in the main game for fun. If i wanted to win i could just go to my spirit with stridor bbq pop and sloppy. Easy in that scenario i have a build that works up to red and its easy to get each perk. But thats just it i don't play like that i wanna go on michael myers and idk give him the longest tr in the game with dead rabbit m and a distressing and agitation (i think its like a 80 meter tr?). For survivor its just skins so i don't really go for it on there much since killers have powers that mix with the perks. (Like michaels evil within 3 making his tr bigger with dead rabbit).
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Besting this games bs grind eventually.
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@[Deleted User] said:
Speaking generally, not necessarily directly to OP, if the only reason you're playing this game is because you feel compelled to finish leveling your characters, that's not really a grind problem, that's just addiction. I think most of us would agree that this game is fun even if you're not running a build with all of your favorite perks and rare items. Just enjoy the journey, guys.
The way I see it, the game would be less fun once you have all the perks and nobody else to level. Prestiging pushes you to try out new perk combinations, and I honestly love trying to make builds with good synergy out of the perks I happen to have on a character I'm leveling. It would be harder to justify doing that if I had all perks unlocked but I have a lot of fun with it.
Nah i dont care about leveling my characters to max it was moreso getting all perks since perks change the game in multiple ways and on different killers they can make their own playstyle. For example doctor with dark devotion from michael smack a survivor it transfers your tr to them. Do the static blast and now all survivors near that survivor screams. But even if i leveled say everyone to level 40 for perks its still getting all the perks on each killer or each survivor. (Thats why personally hate the idea of perk tiers i leveled your survivor/killer to 40 to earn the perk yet you make me go through all this to get said perk)? I just wanna play the game with unique perk builds and for survivors being "just skins" why would you even try to get all perks on each survivor? Might as well have all survivors be shared progress if they are "just skins"? And for the arguement of survivors running around with the best perks its not hard to get ds/unbreakable/dh and whatever 4th. The rest is niche builds at best. So i told my friends if they want to play the game for fun and mess around with different perk combos don't bother we can do that on kyf. Not to mention is getting the harder games as you rank up netting you less points then.
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@Entity_Lich94 said:
I'd say the grind is the main reason why I haven't gone over to pc from playstation and why I am hoping on cross progression coming through.
I have some stuff on pc but no were near the amount I have on ps4 and I'm very reluctant to lose all the progress I've made on all my characters just due to how long it will take
Ditto got a amazing gaming pc that runs like a dream but the thing forcing me on ps4 is all my stuff is on there...
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Probably all perks should just not even have tiers since you'll get them maxed in no time anyway and for survivor the "best perks" you can literally get so easily just level david laurie and bill. All the other perks are just if you wanna do fun builds. Its ridiculous.
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I hear that everytime i play freddy/doctor even if its fair.
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Its about timing you have to wait till the nurse has control over her character again since nothing can happen during pick up animation. (Its the same for flashlights).
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1554651#Comment_1554651
"Hi, this is Calm Spirit calling. I would like to talk to you about how I hard counter the Doctor's power moreso than Spine Chill does to Myers or GF."
The Devs did confirm they wanted to move away from perks countering powers like how slippery meat literally states in its text 25% to get out of trappers trap (literally making it 50%
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@BabyDweetMain said:
Spine chills literal purpose is to let you know when the killer is facing your direction. Stop trying to take things away from survivors cause you can't counter a simple perk.
Even though michael and ghostface have "undetectable" yet sc ignores the undetectable status effect? (Which nullifies all aura reading and reduces your tr to zero) for consistency reasons sc shouldn't be special. Undetectable should mean just that.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1556701#Comment_1556701
Hmm makes sense. That just makes me wonder, why leave it at a chapter instead of paragraph, maybe they're waiting for licensing on it?
Also For ghostface didn't the guy who manages funland ghostface or whatever confirm something big is happening with gf in dbd?
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1556591#Comment_1556591
I don't know. I don't work for BHVR to know their decision making process, resources, or resource allocations.
Especially when the new graphics were so far along in development im surprised ph and his map didnt already use the newer graphics (or at least better ones).
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1556572#Comment_1556572
It's considered to be Chapter 17. But this one doesn't have a map because that team had to upgrade the graphics on existing maps right now.
Couldn't they have just made a new map with the new graphics to show it off and just start branching off to fixing the old ones from there? Thats why i was confused why sh used the old graphics when the new ones were so far in development.
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Forgot to mention dbds also on mobile and switch now so watch out getting these with no progress. Bought a pc after 2 years of playing on console and now itd be dumb to really play on pc with none of my stuff.
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@RakimSockem said:
Not a common issue. Anyone who plays killer can probably count on one hand the number of times they've been in a lobby and all 4 survivors switched in the last few seconds to a different survivor with items. Hell, even 2 of the 4 survivors switching at the last second.
It just simply does not happen that often to require changing the entire system. Besides, I like to spend that time giving out bloodpoints to other survivors and then switch back to whoever I was planning on using. There's no reason I shouldn't be allowed to do that
The problem is theres perks that only work when the survivors have those items and you don't know for sure if they will even have the items so you can't even get to use the perks for their purpose unless you predict it. (It's kinda why i don't like the idea of lightborne being like that franklins is fine because items are so common)
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Tru3s gonna be banned for 72 hours again tommorow and the devs are gonna be like "ffs".
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1553655#Comment_1553655
The Fact is that the risk is there and it does get missed. That's also not the only thing I've mentioned. There's the whole one time use for a limited time use.
I mean survivor gets unhooked i down other survivor and hook them come over to gen their on they jump into locker. Now i have to wait or get hit by ds or leave. Im not letting them do a gen in my face so i kinda have to take the ds. Its not anti tunnel because you can be hit by it for no reason. Or they can run small pp ds and unbreakable. Or they could jump into said locker i wait before pulling them out and they heal with Inner strength before head oning me. Combo it with other perks you give the killer like no counter play.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1552596#Comment_1552596
You can opt out if you wish. There's an option in the settings that you can disable any time you're not in a lobby.
That aside, I'm not so sure chat on console would work so well. Typing out a message with a controller can take quite a while, so by the time you can type out what you want to say (other than a short 'gg'), the other people are most likely going to be long gone. There are chatpads out there, but not many people have one.
As far as private messages go, I'm only speaking for myself, but I'm not really a fan of private messages. People have a tendency to say things they wouldn't normally say in public since they think nobody else will ever see it, if you know what I mean.
You can already pm on ps i get it all the time by survivors who think i did something wrong apparently. Idk ahout pc but im sure steam allows pms as well. Or they can write under you "dirty camper/tunneler" or something.
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@Peanits said:
Wow we're just forgetting about Quentin, huh? We already had a hot male survivor.
No...keep that abomination away from me, go to the corner and think about what you just said... lol
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@John_Hamhock said:
I don't think he should bump, but do like a wall jump or something. Also the injection should be a manual reload like Clown and Deathslinger. The cooldown is far too long.
Yeah thats what i thought he'd do is like jump off walls and lunge smack you and then jump off another wall and smack you again. Which sounds amazing and he can kinda do that now but not really.
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*scratches my head* a cooldown bar and fatigue on a rush m1 killer who needs to bounce off objects...yeah the biggest pass on this one no thank you.
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New killers sucks the biggest d.
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I don't get the spirit hate when a good spirit and nurse are the only 2 that can handle a swf death squad because of their control of chases. If nurse and spirit got touched then there would be no answer to a 4 man sweatsquad.
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@[Deleted User] said:
The game has already been moving in the direction of making chases more dynamic by punishing survivors that endlessly loop.
- Clown
- Nurse
- Doc
- PH
- DeathSlinger
- Hag
- Huntress
- Freddy with either snares or pallets
Any player that can effectively use either of these killers will heavily punish any survivors trying to do laps around the same loop.
Forgot Spirit but like tru3 and other youtubers have pointed out the killers that punish looping (except maybe clown) are op and "boring" and need nerfed apparently.
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@Aven_Fallen said:
Did you play against a Stealth Killer or Freddy? If a Stealth Killer is using their ability (cloaked Wraith, crouched Pig, Ghostface in Night Shroud), then they are Undetectable, meaning there is no Terror Radius, so BT will not activate.
Survivors who are asleep against Freddy are oblivious, meaning that they dont hear his Terror Radius, so he is free to camp, since BT will not activate as well. (Yeah, its nonsense)
Hey Glad to see your back!
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@RakimSockem said:
Ummmm, your post makes no sense.
You want a killer buff because killers get instance lobbies??? That just means more people are playing survivor. That has nothing to do with strength
You Have to ask why people are playing survivor more when this is the killers game. Why don't people wanna play ph Michael and the other killers? I mean when the ruin nerf went live i had nearly instant ques as killler and 10-15 minute ques as survivor. So it could come down to balance we don't know.
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@Victor_hensley said:
Knowing BHVR, and their recent trends, it's most likely going to be buggy/bad and they are going to have to disable it in a week. (happened with MMR and twice with the D/C penalties)
Nah its working just fine.