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thehotdogman93

thehotdogman93

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033886#Comment_1033886

    I'll be honest, I skip over a lot of replies. Long walls of text really isn't my thing. (even now, still kinda skimming) - my apologies for that.

    But regardless of the situation, I still think showing the hatch aura to the killer at all, at any time is a bit unfair to the survivor. It's supposed to act as a final means of possible escape, which isn't always guaranteed. Infact, most games I play, the killer 97% of the time knows where hatch is and closes it before I can even get to it.

    And I don't think it would be really fair to punish the 1 possible survivor who's actually good enough to stay alive to the end by outright showing the killer where hatch is. Especially in solo queue.

    Now those are all valid points. So I'll bring up my suggestion again and try to make it as short as possible.

    1. Make it a perk

    2. Get rid of the gen requirement

    3. Add a range requirement to it.

    4. Add a 'only one player left' clause to it

    Edit: 5. Increase the range of the audio cue for the hatch


    This proposed perk is literally a carbon copy of bill's perk of "Left Behind"(Besides increasing the audio cue). I feel like some killer players would probably run this to get 4K's easier. The range requirement would still make it so you have to search for the hatch, it just makes the search easier.

  • Here's a real question that I have. If the delay with the shock therapy is a bug, then why didn't they delay the mid chapter update to fix the bug instead of releasing it as it is, and making us Doc mains suffer in the meantime?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033750#Comment_1033750

    Not being rude, honest question: Did you get distracted while typing that? You posted that 46 minutes after I corrected myself. (I edited my post at 8:24pm, you posted your response at 8:50pm).

    And it is a great perk to have on Doc. When paired with his madness, it can cause sooo many failed skill checks.

    I'm so confused on how the forum failed to show me the correction, as I can't remember how long it took me to write that.

    The insanity I share with my prey must be getting to me...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032006#Comment_1032006

    If you ACTUALLY read what I said .... I said that it would be unfair to show the hatch's location, the moment it spawns in. You're new to the game aren't you? Incase you didn't know, the hatch CAN spawn before there's 1 survivor left, if met under certain conditions. That doesn't mean it will spawn opened already.

    Bro. Ok, yeah I am little new. When I made my first reply, I didn't know how the spawns worked for the hatch. But I looked it up, I know that it spawns when the amount of generators completed is one more then the amount of players remaining. But you also skipped over Nutty_Professor's reply when he said that it won't kick in unless there is ONLY one player remaining. That's the part you missed, and you're assuming that he means when if FIRST SPAWNS. No, he means when, again, when there is only one player in the game, and there are 4 - 5 gens remaining. That's another thing. Are you sure YOU know how it works. Either you completely skipped over professor's reply, or you don't know that it doesn't spawn until the # of completed gens is equal to the amount of players in the game +1, and I'm guessing it's the former.


    When there are 4 - 5 gens left to be done in the game, if you do simple math, you know that the hatch won't spawn if there are 4 players, 3 players, or even 2 players, because there would only be at most one generator completed at that point. There's one exception to this rule that we all know; it's when there is only one survivor left. At that point, it doesn't matter how many gens are completed, the hatch will spawn and open automatically. This is the situation that Nut_Professor is talking about. At that point, because all of the survivors were potatoes and were unable to get more than one gen completed, the killer should be able to steamroll the last survivor and see an aura of the hatch at that point.

    That's what this discussion is about; there's no possibility of the hatch spawning closed and the killer seeing it's aura before it's open, because we're only covering the situation where no more then 4 - 5 gens are done.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033603#Comment_1033603

    Exactly. I never used Ruin except when I was getting Adept Hag and the Evil Incarnate achievements. I've never run the Enduring + SF build. I have become very attached to Whispers, because damn it's so useful to know when you're in a dead area of the map; you don't even have to finish walking to that generator to know no one's on it.

    Sometimes I see a streamer use a build and it's like, "That looks like fun." But I'm more likely to do that on survivors than killers. I think the only streamer build I've used for killer is Doc's impossible skill checks one, with Distressing, Disturbing Presence, Overcharge, and Lullaby, and I think that was when I got four Claudettes in my lobby... I've never seen survivors so quickly start memeing and trying to get on the killer's good side (I took pity and farmed with them... but I waited a while before I showed them where the Hex totem was lol). Since Doc's update, I've been using that same build but with Whispers instead of Lullaby, because it pairs so well with his Shock Blast it's disgusting.

    I want to play my own way and not the way someone else plays. DbD has pretty much no structure, so every killer can have their own personality and playstyle; there's no reason to limit yourself.

    Lol no, it's called Unnerving Presence. Not Disturbing presence xD. I've been working on getting that perk as a teachable for that exact build, as Doc is my main.

  • @Feleas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030649#Comment_1030649

    You just contradicted yourself. Mindgaming IS a skill. Predicting where Survivors will go IS a skill. What do you think skill is for Killers? Hitting M1?

    You misunderstood my reply. I was bringing those up sarcastically as examples as why being a killer takes skill too, as opposed to the argument that being a killer doesn't take skill. It's not just about hitting m1. Mind games, predicting where the survivors are doing, these are all skills that good killer needs to be successful... plus not being greedy with your m1 and timing it efficiently.

    I'm with you on this one mate ;)

  • @YourBoyTroy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032590#Comment_1032590

    I do have skill but I'm not perfect at the game.

    You are super toxic telling me to stop playing this game. (you are the reason why people are leaving this game)

    I'm sorry but your argument about not wanting to be the best in the game sounds like you refuse to try to improve, and this is a multiplayer game, you're trying to beat other players, its not just some AI you're playing against. The fact that you're other arguments about why it should be a hex totem just boils down to "Aura reading abilities take zero skill".There's no reason to justify why it's too strong, it's just the fact that you can see survivors through walls, so it should be a hex totem.

    With that logic, shouldn't all the aura abilities be hex abilities? How about just like the survivor abilities to see the killer's aura, let's make those hex perks as well, since they take no skill.

    Look, DBD does not emphasize stealth. There's stealth features in the game. But it is not the main driving force.

    I can assure you, me having a discussion on the forums is not the reason why people are not playing the game. If you want to play DBD to have fun, then play custom games, and set rules. Otherwise, there's only one kind of public match, treat it like ranked gameplay.

  • @YourBoyTroy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030309#Comment_1030309

    Not everyone in this game has TIME to be the best in the game.

    Just because a twitch streamer and maybe yourself plays to be the best MOST people that aren't in this forum don't have time to even learn to loop or find ways to spin in circles around the killer.

    There is no such thing as sneaking around in this game anymore cause of these aura reading perks.

    I myself watch these videos about looping and I loop the killer but even if I do so it doesn't stop the abilities of other survivors that play for FUN and not to be the best.

    Killers win 70% of the time which in my opinion is not fair or even.

    If this game is skill based then shouldn't things be balanced and even and the skill be shown not be aura reading abilities showing where the survivors are at, at all times?

    Cause last time I checked the survivors were nerfed 4+ times in a row before the ruin nerf.

    If you have the audacity to complain about not wanting to be the best in the game, then don't complain about perks that you don't want to learn how to counter. I think you should stop playing DBD or any other competitive multiplayer game for that matter if you don't care to improve your skills instead of asking for the game to be easier for you.

  • @YourBoyTroy said:

    Why is everyone saying this is a bait or troll post?

    I legit would like to know why EVERYONE uses the perk?

    because its overpowered and you are all just protecting it.

    Telling me to get good and all that crap is just being toxic, and you are all the reason why people aren't playing this game enough.

    You rely on aura reading abilities because the scratch marks and whining when injured and the gen silhouettes and obvious noises aren't enough to help you find people?

    Killers say to get skill but all I see is a bunch of killers that have no skill and rely on aura reading abilities to find survivors cause you aren't good at the game.

    Me asking for it to be a hex would not change anything about the perk but you would have to protect it like you did with ruin.

    Oh wait, wasn't ruin nerfed too? cause 80% of the killers were using it? (that's crazy)

    Why did so many killers have to use ruin? For what did they need it so bad and why have people been complaining that playing survivor is too easy now that gens get done so quick. That "80% of the players were using ruin" argument has been overused by now, and I could repeat what's been said about 10,000 times now.

    You need to learn the difference between what is a 'decent' perk and what is an 'overpowered' perk. Just because it's very good at helping the killer doesn't mean it needs to be nerfed.

    People are accusing you of baiting because you sound so much like an Entitled Survivor.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032328#Comment_1032328

    You should look up Mr Envy on youtube.. he has made chase music for a lot of killers. His doctor chase music is a lot better. It just seems that they rushed the docs music compared to Oni's and Demodogs.

    I've heard his work before, and in general his work is a hit or miss. I have to disagree with his doc chase music though, I'm not a big fan of it.

    What BHVR SHOULD implement is the same thing Epic Games did with Fornite and the main menu music. Let us swap the chase music for our killers as an extra customization option. Every killer should start with the basic chase music, and we can unlock more custom options and equip our killers with custom music made just for them on the fly.

    It also would be great if they started taking in custom chase music from the community and added them for people to equip for their killers, or at least make multiple tracks that people can switch off of for their killers. Some of the stuff that people make in the community is really good!

  • I mean, it's hard to ignore all of the discussions of people saying the game is boring now, and we're talking about both sides.

    Survivors and Killers are complaining alike, and you even got survivors who admit that they purposely don't do generators at the end just so they can keep game going longer.

    That says something about this mid chapter update. Don't you think?

  • @[Deleted User] said:

    How about a solid NO! Any killer with a brain and decent memory can remember where the hatch is. So, the whole "can't see it with 2 gens" is invalid. Remember where it is, you're golden.

    So, you really want to completely erase all hope that survivors have to escape? Especially their last hope? You do realise how long the "sacrifice" animation takes, right? That's way more than enough time for the killer to go right back to the hatch and close it. No, no and no.

    The only way I can see this being viable is if the hatch opened the moment the 2nd to last survivor got hooked (and they're definitely on death hook).

    What!? That doesn't make any sense. The hatch doesn't open until there's only one person, that means it doesn't open even if there's two people with someone still on the hook. If you actually read his suggestion, the killer can't 'memorize' where the hatch is because he wouldn't be able to see it UNTIL there's only one survivor remaining.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031846#Comment_1031846

    Then might as well remove the hatch entirely because your suggesting definitely is killer sided. There's literally no reason to implement such a change in the game, hatch is fine as it is right now.

    You're right. Especially since I like to follow the logic of "If it isn't broken, don't fix it". This discussion definitely isn't a balancing request, so I was the one that suggested it as a perk, in knowing that it favors the killer. You must of quoted the wrong person earlier when you were talking about making a suggestion without knowing how the game mechanics work, since that was the mistake I made. And finally, I don't think you understood what I was talking about as a limitation to this supposed 'perk'. I wasn't talking about a 'Time Duration' to see the hatch for 5 seconds, no, because the hatch doesn't move. What I ment was a literal carbon copy of bill's perk for the killer where he / she needs to be within a certain distance to see the hatch, and it only activates when there is only one survivor left.

  • @Ancheri said:

    https://forum.deadbydaylight.com/en/discussion/123625/disconnections-and-penalties-tired-of-being-the-one-that-is-penalized-for-someone-elses-actions

    First suggestion is a great idea. They could even implement the AI from the killer tutorials. Wouldn't that be cool c:

    I think the AI killers from the tutorial are just scripted to carry those actions out. Actually having an AI killer to play against would be much more complicated to implement in the game. You have to remember, all killers rely on their special ability, and teaching a computer when and how to use their abilities reliably is a big challenge, let alone simulated but realistic hunting of survivors.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031130#Comment_1031130

    A perk to show the killer the hatch's aura if they kill 3 survivors before 2 gens are done would be really situational. I don't think that happens that often for most killers. As a killer, I wouldn't bet one of my perk slots on being able to stop survivors from completing more than one gen during the match.

    I almost never see anyone running Left Behind, and that has a lot more utility.

    Left Behind doesn't have a gen requirement either, and that's what I would want on this perk. Knowing that this is such a situational perk, I wouldn't expect this to end up on a lot of builds other than begginer builds or maybe troll builds possibly. It could be a perk that a begginer takes with him / her for lack of a better one.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031025#Comment_1031025

    I've played since the game released on console so i know the pain of the old hatch system. I think the current one is fair enough, and this is coming from someone who plays both sides rather equally.

    Plus i don't think its fair to punish someone for getting paired with 3 potatoes. Maybe when the rank system actually does its purpose this can happen. But as long as i and other players are being matched with R20 teammates. I say no.

    Would you mind it if was included in the game as a perk? What if it included a range so you had to be within a certain distance to see the hatch?

    What I'm really asking is if what if the killer had access to a carbon copy of Bill's "Left Behind" perk. If you think that's still unfair for a sole survivor who got stuck with potato players, would it be better if it was a hex perk?

    I think the killer needs a way to counter hatch camping. As a matter of fact, I remember someone complaining that a match was going on for too long after I had a perfect 3 gen setup and their teammates were being useless by camping hatch.

  • I'll start off by saying that I am a (supposedly) killer main myself.

    Edit: I should of done my research before posting this reply as I had no idea that the spawning of the hatch depends on the amount of survivors still alive in addition to the amount of generators completed.

    (Irrelevant) When I first read your discussion title, I had to disagree with what it said, but after reading through your whole discussion, I think I see what you're trying to say, but you need to be clear on a couple of things.

    1(Irrelevant). Are you talking about 'as long as there are 4 - 5 generators remaining'? This would let the killer see the hatch at the beginning of the game and I disagree with this. The killer would memorize where it's at, and go to it even if there was one only gen left and it came down to a 1v1.

    2(Irrelevant). Or do you mean, 'as long as there are 4 - 5 generators remaining AND the hatch is open'? This is interesting because it forces the survivors to do at least 2 gens before they use a skeleton key. Otherwise, the killer is going to see the hatch as soon as it opens, which allows the killer to step in and take action against a super early hatch opening.

    3. Or finally, do you mean 'as long as there are 4 - 5 generators remaining and there's only one player left'? This seems like it could be a legitimate feature of the game but it may be too late at that point because of the possibility that the last survivor decided to search for the hatch while letting his teamate die, and by the time you see the hatch's aura, it's already GG for him. This could still be usefull if the last survivor didn't search for the hatch in the first place.


    If you think about it, there's so many different things you can do when it comes to giving the killer an aura of the hatch. Make it normal perk, or a hex perk. Or maybe add a distance requirement just like in bill's version. (Irrelevant) Change the amount of players that need to be alive, or change the amount of generators that still need to be inactive for the ability to activate.

    There's so much (Edit: Scratch that. Not as much as I thought) potential in this and I'm glad you brought this up.

  • @HellCatJane said:

    So.. This thread is a few months old and got necro'ed and quite a few people got banned, some people were quoting them. This includes the original poster. So, they may not be around any longer to respond is all.. Just a heads up.

    Hmm, I didn't pay too much attention to it, but if you really see that "I've been banned, please move on" picture, I guess it really means they've been hit by the hammer. Though, why were so many people banned on this thread o_0 ? Thanks for the heads up nevertheless.


    @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029841#Comment_1029841

    But but.. it breaks my M1 Simulator immersion to have to stop holding the m1 button to go hide!

    It just finally dawned on me, as a console pleb, that when people say "M1", they mean 'Mouse 1'. So if someone talks about a 'M1 Killer', they're referring to a killer who depends on their primary attack (right?).


    Boooossshhhh... Mind Blown lol

  • @thatcarbonfox said:

    BAN CAMPING AND TUNNELING, IT. IS. TOXIC.

    Ok, 'Entitled Survivor #4,953', let me tell you this. If you have the urge to come into this forum to complain about being tunneled and camped in this asymmetric multiplayer game, then I have some advice for you.

    1. Realize that you're not the only one who is playing survivor. If you're getting face camped at any point, just realize that the killer is making the choice to waste time watching you while everyone else is working on the exit. So stop being a selfish suvivor who only worries about your own experience. If you can't handle that, then either start playing as the killer or don't play the game at all.

    2. Learn how to give the killer a decent chase when he comes after you. That way, he might give up chasing you and focus on other survivors instead if you make him chase you long enough. If he's really that bad of a killer, he'll focus on easier prey. If he's a good killer, he'll switch off to do more important things.


    Let's debut some of the replies you've given us.


    "Survivors dont have a method of ruining a killers game and forcing a depip with no skill"

    Go find out what infinite loops and god loops are, then come back and say that.


    "Everything a camping tunneling piece of garbage has to do is have the skills of a fortnite player i.e. 0 skill"

    You're right. A killer who has to face camp to get kills doesn't really know how to play the role well. So what do you do when the killer starts face camping? Work on generators and let him / her waste their time.


    "Last thing, bt and ds are not hard counter, they just rely the inevitable, if bt made it so you cant go down till the chase is lost then its be a counter, if ds made you have a sprint burst and turn invisible then its be a counter, just have 10 more steps to run isnt a counter, it's useless"

    It seems useless to you because yet again, you don't know how to deal with the killer when it comes to chases.


    And if you ever wonder why BHVR never deals with reports on console, it's because they have to sift through all the bs reports over what they've already deemed as fair strategies in the game.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030347#Comment_1030347

    Sounds good. Decisive Strike and Borrowed time also have to go, for the same reason you just gave.

    Couldn't have said it better myself

  • @Predated said:

    Not a dev, but sure as hell know 1 thing for sure.

    If 1 perk is used in every single build, that perk needs changing or all other perks need changing. The biggest reason for the change in ruin, by my guess would be to give killers more reason to actually keep patrolling, rather than tunneling people and using a perk to control the rest of the game. If 1 perk can control the entire map, its too strong.

    Swf genrushing has already been nerfed a bit, because the more people fix 1 generator, the slower each of them fixes it.

    A good perk to counter gen rushing is discordance. If you need more than discordance to counter an swf or a gen-rush, you should stop tunneling people. Swf is fine as it is, if survivors play perfectly and the killer plays perfectly, the survivors should be escaping. That is the whole schtick of the game in the first place: work together to escape. The less survivors work together, the easier the killer has it.

    Survivors need some balancing here and there, personally, some situations, its practically impossible for a survivor to do anything. Examples: hatch closing with 2 doors too close to actually open them, all survivors being on the hook because one person ######### up so much with no chance of getting off, wiggling being basically false hope, the hook on the secondfloor of the thompson house being practically a second basement with only 1 way out, making face camping all the more easier(at least add a place you can jump down from).

    While I also believe bloodlust should be easier to achieve the more generators are fixed, with a slight nerf for early game bloodlust(taking 20-25 seconds for each level of bloodlust instead of 15 seconds), but with 5 generators fixed being a very big buff(taking 5 seconds for each level instead of 15 seconds).

    Changing Ruin was needed, because it was broken and too strong as a single perk. They need to focus on the core gameplay. Stop complaining about ruin, and start looking for other aspects of the game that are obviously lacking in the current meta. Bloodlust is lacking, Killer offerings are lacking, some killers have addons that are practically useless unless in a very specific build, but that specific build isnt good enough to even consider, so making those specific builds more viable also helps.

    Let's forget about the fact that most high rank survivors can heal themselves with claudette's self heal perk or have someone else heal them if you don't tunnel someone into a hook at least. But being a killer takes no skill since you have to mind game survivors during a chase unless you're a high tier killer, or the fact that you need to be able to predict what the survivors are doing and know when to stop chasing someone, right?

  • @GennyFromTheBlock said:

    There's a lot of yelling at me with a bunch of contradicting stuff.

    You say it's not OP cuz it only last 4 seconds, then you say there are so many counters.

    If there are so many counters, why would limiting it to 4 be a problem?

    Y I K E S.

    With that kind of logic, you just gave 'Entitled Survivor' a whole new definition. If this is how the game devs thought about every feature in the game, everyone who is worried about DBD dying in flames would have their fears justified.


    "Oh yeah, because that perk is weak, It wouldn't really matter anyways if we nerf it. My opinions are superior, and even if it makes it harder to play killer, it should still be nerfed anyways."


    "Why are people yelling at me!? Omg! This doesn't make any sense?! How can anyone disagree with MY opinion! I'm always supposed to be right all the time."

  • @Ohnoes said:

    idk how you all are having a problem with seeing them. They're easy to see already with the exception of a few characters. In which case simply change how they hold the key.

    I think we can all agree that BHVR needs to make it easier to tell if someone is bringing in a key.

  • @Prex91 said:

    I have just blocked message from people not in my friend list immideately after few days playng the game, cause of message with insult and provocation, and I dont want to waste my time with frustrating people. Almost never seen a so toxic community as dbd players. Sometimes they send me insult on friend request.

    It's a asymmetric multiplayer game. Salt every so often after playing killer is guaranteed. It's even worse when people think they can report you for using a strategy that singles them out when it reality, you're just using that strategy because you know that the game gets easier for you the faster you eliminate survivors.

  • @WastelandSociety said:

    No no. NOED is preforming as intended. As it prevents survivors from escaping once the gates are powered. Putting them in dying state with m1 instead of giving them sprint burst to make it out. It helps killers to not lose time trying to down survivors around loops while two other survivors are opening the gates or 99% it.

    Closing the hatch with 2 or 3 gens left to be fixed, instantly causes end game countdown and gates are powered. Which is fair. It punishes survivors for wanting to escape early without fully completing the objectives first. Blame the survivors who opened it, for putting you in that situation without giving you a sign that they are about to open hatch.

    So NOED punishes 3 things that I know of and that’s gen rushing, opening hatch without completing remaining gens,and body blockers.

    Wait.. How do I delete quotations again?

    @Nos37 said:

    Rush 5 gens, Cleanse 0 totems = Punished by NOED

    Complete 0 gens, Cleanse 4 totems = Punished by NOED

    That second part only applies if the killer manages to find the hatch opened after either:

    1. There is only one survivor remaining. In this situation, the survivor is mostly screwed whether the killer has NOED or not, since it is easy to patrol two gates that take time to open against one survivor in the first place.

    2. One of the survivors had a skeleton key and played a dirty on the killer. If the killer manages to find the hatch open after this, any survivors that didn't already take the opportunity to escape with the hatch now have a free pass to the gates. Though this could work against their favor if their teammates left them behind already, which puts them in the first situation explained.

    Now that I think about it, I think you may have a point, since it would prevent that one sole survivor who gets screwed over when his teammates leave him behind with the hatch and the killer triggers the EGC (The second situation). Though, tbh, it would most likely be game over with or without NOED in that situation,

    AND, you could argue that it's the sole survivor's fault for not paying attention to what his fellow peers were doing before the killer closed the hatch.

  • @YourBoyTroy said:

    If I could fix this game I would have the Aura reading abilities limited heavily.

    This game is supposed to be a Hide and Go Seek kinda game but the Aura reading abilities kill the game.

    Right now Killers are so OP is sad.

    I'm sorry but the fact that you say that this game is supposed to be a "hide and go seek" kind of game kinda shows how much inexperience you have at playing as a survivor. No it's not just about being able to hide from the killer, a lot of it has to do with chases. I'll even quote Bricky (A DBD Youtuber) on this one. Even though his case files are a bit old, what he says about how killers are ranked still applies.


    The main factor that determines whether killer is 'high' or 'low' tier is this simple question:

    "Does the killer's ability help in the case?"

    If 'not', then the killer is low tier

    If the answer is 'yes', then it is high tier

    Otherwise, if it's 'maybe' or 'sort of', then it is mid tier killer.


    What does this have to do with nerfing BQ&C? It means that you should stop focusing on trying to hide from the killer so much and make up for it by improving your chase game. Because the last thing DBD needs is another nerf for the killers side.

  • Some people on other threads have been complaining about crashes as well. It could be that their game is crashing on them causing the DCs but I haven't really looked at them.


    Another theory is because of the fact that they changed the way gatekeeper works; you could be going up against a different kind of player now. Since they made it easier to earn rank, you could be going up against higher level players, which in turn tend to take the game more seriously and get butthurt easier.


    From all the 10 recent games i've played as killer, I've only gotten 1 DC that I can remember, but that was after his 3rs hook. And I played against purple / green ranks. Though I played like ######### and only got a couple 4ks.

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