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thesuicidefox

thesuicidefox

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thesuicidefox
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  • I don't bother with clubs on Xbox. It's a dumb feature IMO. Xbox is a gaming platform, not a social network.

  • YES

    Hope soft counters NOED's speed boost, meaning you can outrun a killer using NOED. Hope also DESTROYS slow killers. You basically become uncatchable to them in pure chase (though obviously they can still use their power to catch you). Combine it with Balanced Landing on a map like forest, you can infinite every killer in the game (unless they have NOED).

    Hope is low key OP.

  • I do black skin Hag because I'm a ninja.

  • TBH what game isn't grindy in 2019?

  • I actually find it very easy to get. Just do gens and grab a lantern, you can get 45 points per game if you escape.

  • I'm on, and so are my friends. Check your network maybe?

  • Whispers is fine. It's meant to help you find that 1 survivor that refuses to come out. And as survivor you can dodge it so long as you know the killer has it, which you can usually tell when they are always near you. Not to mention if it's a situation where you are the last one left and hatch has not spawned then the killer should get the 4k. If the survivor was going to outplay them they would have done it sooner.

    I can see your point about MS but it's a bad perk anyway and needs a rework.

    The new Surveillance is a good perk, but I don't think it's bad design. It requires the killer to kick the gen, and you can bait the killer to waste a lot of time by just tapping gens that were kicked with little progress.

    Insidious is a perk that is badly designed because it requires a killer to stand still for extended periods of time. This is just completely contradictory to what a killer should be doing, which is always doing something. The only actual use of the perk is to camp a hook. It needs a rework to make it viable and not trolly. That's really the only perk I feel is "bad design" most others are just useless.

  • @Master said:
    What currently is NOT bugged?

    The "leave game" button.

  • @HavelmomDaS1 said:
    But you miss the point that the meta is genrush. And you don't need that much perks for this meta. All the perks you mentioned like DS and adrenalin are perks to make it just even more annoying and carries bad swf teams

    Ya... hence why it makes sense to limit those perks for SWF. If they are limited then they can't abuse stacking.

    And you can gen rush just fine as solo. It doesn't need buffs, because then it breaks the game like SWF does. Solo should be left as it is, SWF is the problem and needs changing.

  • @ModernFable said:
    This completely skips over the Emblem system, which at least for me is what I consider.

    PiP is a win, Safety is a tie, and DePiP is a loss.

    Yes this exactly. Pips are how the game defines a win. Everything else is irrelevant.

    If you argue that 4k/escapes are a win then literally ANYTHING can be a win if you want it to be.

  • @Tenebro said:

    @thesuicidefox said:
    ...
    Base Kindred is just flat out not necessary. Stop trying to pump up solo to match SWF, that is the worst way to balance the game. Solo is actually quite balanced right now, it's SWF that needs to be taken down a few notches to match it, not the other way around.

    You can't take down SWF because there are external factors that, as a dev, you don't control (discord for example). The only thing you can do is to set a common base to start with, buffing the only thing you control: solo plays. On top of that you can begin to balance (for real) the game. What advantages usually have voice comms? Coordination. How do you give such an advantage to solo plays? For me giving something like kindred, bond and empathy as default to survivors is a good starting point. You reduce the gap from SWF quite a bit. And yes, you also reduce the "clueless horror factor" of the game, but after playing this game more than a few hours you loose it anyway, so better having a balanced game. Remember, as survivor, you already see as default (and not as a perk) survivors auras in dying state, or when hooked you see others survs auras, etc. ... this already mine the "clueless horror factor".

    Limit 1 instance of a perk per SWF group. PROBLEM SOLVED!! SWF should be focused on team builds anyway, so preventing them from running 4 DS/Adren/UB would go quite a long way.

    And before you ask NO it would not affect solo. If you play solo you would have no limits. If you play in a group then you need to share perks. Simple.

  • @Shad03 said:
    This is already a feature built into the game. This known as the anti grab bug. Seriously [Bad Word] that bug because I can't grab ANYONE.

    The grab bug needs to be fixed, but it doesn't mean we can't have an anti-grab perk.

    @TAG said:
    ...I like it. Would the Survivor still be picked up first before they break free, or is the entire grab just completely negated?

    I imagine it would be something like the grab starts, then the survivor maybe elbows the killer for a VERY BRIEF stun and then continues vaulting or just breaks free of the grab. The stun is only there so killers can't spam attack and hit them anyway. As for lockers maybe the survivor just kind of pushes the killer and is now free of the locker to run.

  • @HavelmomDaS1 said:
    thesuicidefox said:

    @HavelmomDaS1 said:

    Swf won't gain an advantage. Those swf groups who benefits from that are not communicating a lot anyway so they basically count as solos aswell.

    No SWF would get a huge benefit. Being able to see everyone is still really good because it means you don't need to communicate where you are and it fills in the gaps in your communication. Even with comms, SWF groups can step on each others toes because they don't know EXACTLY where their teammates are. It would benefit them as much or more than solo.

    Base Kindred is just flat out not necessary. Stop trying to pump up solo to match SWF, that is the worst way to balance the game. Solo is actually quite balanced right now, it's SWF that needs to be taken down a few notches to match it, not the other way around.

    ''it means you don't need to communicate"
    But you can communicate, therefore the effect is the same and therefore no benefit for death squads who are on comms 

    Not every SWF has great communication. I play with SWF groups all the time and they give me bad info. Sometimes I give them bad info. When things get chaotic it happens.

    The effect is definitely not the same. When someone runs Kindred then the entire squad can see each other. That means that any failure of communication is overridden by the auras.

    The fact you think it wouldn't make a difference suggests to me that you don't use Kindred very much.

  • @HavelmomDaS1 said:
    Swf won't gain an advantage. Those swf groups who benefits from that are not communicating a lot anyway so they basically count as solos aswell.

    No SWF would get a huge benefit. Being able to see everyone is still really good because it means you don't need to communicate where you are and it fills in the gaps in your communication. Even with comms, SWF groups can step on each others toes because they don't know EXACTLY where their teammates are. It would benefit them as much or more than solo.

    Base Kindred is just flat out not necessary. Stop trying to pump up solo to match SWF, that is the worst way to balance the game. Solo is actually quite balanced right now, it's SWF that needs to be taken down a few notches to match it, not the other way around.

  • Kindred should NEVER be default. It's actually quite powerful. Besides the fact that it would make SWF even better at the cost of making solo only slightly better.

  • I would rather Slippery Meat alter the way you can be grabbed from things. Maybe you get 1/2/3 tokens and everytime the killer would have grabbed you from a gen or from a locker or something, instead you break the grab and lose a token. Though it should drop you to injured state if you were healthy. Kind of like DS but for grabs, and without a stun to the killer (or maybe a super short one just so they can't spam attack).

    That would make it a hard counter to Scratched Mirror Myers and Prayer Bead Spirit. It'd also let you commit to things where you would otherwise just get grabbed. Also you could bait grabs, like if the killer is face camping or something.

  • Spirit can sit on my face anytime she wants...

    Oh wait you said camping

  • Wraith shouldn't even be able to break pallets. Dude definitely skipped leg day.

  • @AntiJelly said:
    The hatch can spawn on any tile that has a chance to spawn a pallet. So quite a lot of them.

    I don't think this is right because it can also spawn on the hill or in the middle of the corn on Coldwind.

  • Here's an idea. You want to be the obsession? Run more obsession perks!

  • This would be a waste of development time IMO, mainly because not many people play KYF anyway. I'm for more options, but it shouldn't be so specific as to say "number of X" type of thing. Instead maybe limit perk tiers, number of perks, add-on/item rarity (instead of just an on/off switch), fog levels, etc.

  • Sounds like DWM, but truth be told you don't use exhaustion perks when hiding. You use them in a chase, so this perk would require you to jump into then out of a locker during a chase which is generally a death sentence if the killer sees you do it. DWM/Q&Q work because they are meant to be used when the killer does not see you enter the locker. They are stealth perks, not chase perks.

    Instead there should be a perk for survivors where you enter a locker and reveal your aura to other survivors and can see the aura of all other survivors, with faster enter/exit speeds.

  • Could be lag. I've had laggy survivors that seem to run crazy fast but it's really they are jumping frames.

  • I know I posted already, but I forgot to mention Doc! 4head He is the most lame killer in the game and is absolutely not fun to play against. Constantly reveal your position, can't do certain actions in madness 3, more annoying skill checks. STUPID BULL ######### if you ask me.

  • @ClogWench said:
    Lightweight should reduce footstep sounds

    And Predator should increase footstep sounds.

    Doing anything to scratch marks is dumb. Making them larger or smaller has positive and negative impacts for both sides. These perks almost have the opposite effect of what they intend sometimes. Scratch marks should just be at one setting and never change.

  • @Yamaoka @Orion Please stop. It's not hacks. Either this guy found a bug and exploited it or something happened that I didn't realize. Probably the former.

    Also hacks are possible on console > https://www.youtube.com/watch?v=Ct02OeFbh6I&t > Not DBD but shows that it could happen. Stop arguing.

  • I can more consistently pip as survivor than I can as killer. Getting a pip is actually very easy. Killer is less consistent. I get a lot of black pips, but I also get a lot of double pips. Getting a double pip as survivor is hard, but for killer it's pretty easy if you get a solid lead.

  • @not_Queen said:
    We do not have that listed as a bug right now. Unbreakable 3 is one use only.
    Have you reported in-game?

    I did not report it because I wasn't sure what happened. I messaged the killer to ask if they did a drop reset and they said no. It was just me and this other survivor in the trial. He went down, so I hide in a locker across the map to avoid BBQ (hoping for hatch). Dude gets up with Unbreakable. I expect them to get caught again (killer was still in that area) so I leave the locker to walk around to avoid crows until this guy gets caught again. He gets caught and goes down again. I hide in a different locker waiting for the killer to pick them up but they slug again. Then this guy gets himself up AGAIN, and starts to run to my position (I had Empathy). I figure maybe the killer did a drop reset and this guy is gonna rat me out, so I leave the locker to move to another area and he goes down for a third time. The killer ends up taking his hook this time, and the guy dies.

    I wish I recorded it but I didn't. Again I didn't really get what happened until after the game and I asked the killer. They were confused too because they thought I got the guy up both times, but in fact I was clear on the other side of the map the whole time.

    @starkiller1286 said:
    Still suspicious he conveniently signed off after being told it's a one time use.

    Here is the exact conversation...

    ME: How did u get urself up twice
    HIM: Unbreakable 3
    ME: but its only supposed to let u do it once

    That's it. I don't think he was avoiding a reply, and IDK if he signed off or not. It could just be that he didn't feel to reply since I didn't really prod for an answer to how he did it.

  • @Shad03 said:
    Don't know what to say then. But if he stopped answering after you brought up the valid 'you can only use it once', then that is a little suspect

    Could also be that he signed off or something.

  • It's Xbox so I doubt it's a hack. When I asked the guy how he got himself up twice he just said "Unbreakable 3" but then wouldn't reply after I said it's only 1 time use.

  • Nope. He had Unbreakable. This was on Xbox.

  • @TAG said:
    I'm not saying Judith's Tombstone should be buffed, but considering that Myers with Judith's Tombstone is slowed enough that EW3 Myers barely runs faster than regular EW1 Myers and can't exactly take advantage of the increased lunge if he is trying to go for the Mori, I think it's safe to say that simply outmaneuvering Myers could be considered a "counter" in a sense.

    I'm talking specifically about Fragrant Tuft of Hair. It needs more drawbacks other than "need more stalk" because you get infinite one shot. Something to balance it out, because if you use it by itself with the add-on that increase stalk rate you can get it pretty easily. I just play against a Myers with infinite tier 3 and he got it with 3 gens left. We ended up having to leave a guy in the basement to die because he was kind of camping her, which was the only reason it ended in a 2-2. If he pressured us more then it might have ended for a 3k, maybe 4k for him. All because he has infinite one shots.

  • Contrary to what some people say, rank does mean something. It's not a clear cut indication of skill, but a rank 1 will DEFINITELY be better at the game than a rank 20.

    Imagine being a rank 15 surv matched up against a rank 1 killer. Or vice versa. You will get bodied. It's not fair to those players.

  • I'm on Xbox too, the only time I whiff is when I get frame drops. It happens more some games and less others, there's not rhyme or rhythm to it. But when it doesn't happen I don't find it hard to track and hit survivors. I play on 80 sensitivity. You can 180/360 hits and you can flick too, but I prefer using strafes to line up the shot (what Tyde has called crabwalking in his console vids).

  • @ad19970 said:
    I have never ever seen that in my life before. Obviously survivors shouldn't be pulled back if they are already on the other side of the vault still in the animation. But as long as they haven't crossed the window yet, if they get stunned, they sshould not be vaulting the window. What's much worse is when survivors haven't even started vaulting yet when I stun them, and they are still able to vault nevertheless. Also making his shock force survivors to slow vault would just ruin doc.

    If shocks forced a slow vault he would be just the same as he is now. Clown forces a slow vault and by doing so he can break loops/gain distance. The devs have said they don't like mechanics that take away control from the player and stopped a vault is that. And to be clear, I'm fine with shocks stopping pallet drops, but vaults are way too buggy.

  • @ad19970 said:

    @thesuicidefox said:
    Shocking/screaming shouldn't stop you from vaulting anyway. It's complete BS on the survivor's side to vault the window and teleport back to the other side. Ping has nothing to do with it either, so don't give me that crap. It should force a slow vault if anything.

    I know Doc isn't a very strong killer but honestly his power is the LEAST fun thing to play against. Besides the vaulting nonsense, you constantly reveal your position, you are blocked from doing certain actions in madness 3, skill checks are more annoying (ANNOYING not hard, there is a difference, and whoever thought making the least fun part of survivor more annoying deserves a swift kick in the nuts). Nothing about Doc is fun as survivor. He needs a rework to make him both viable and fun to play against. Just like Freddy. Just like Legion.

    And don't even get me started on Doc 3 gen lockdown. "Duuuurrrrr just don't leave the last gens close together"... yea Distressing with calm add-ons on the Game would like a word with you. He's the only character that can do this ######### to survivors and it's probably the lamest thing in the game.

    Yeah i doubt they'll just make it so you slow vault when being shocked. Doc would be so bad if that was the case. I personally enjoy facing Doc, don't see the problem with him. I'd be extremely disappointed if they would rework him, but I highly doubt that will ever happen. He's just very different. If you get stuck at vaults constantly then just avoid vaults if you hear the doc charging his power. It's really not that bad.
    I especially don't understand what's so bad about the skill checks. I mean they just show up at random spots on the screen. What's so annoying about that?

    Except that I already made the vault to be teleported back to the other side. If I know I won't make the vault or the pallet I don't try it, but when I can I do then get screwed over by the game (not the lag THE GAME).

    It should be a slow vault. Then you as the killer won't get instances where they make the fast vault ever if you shock them and me as survivor won't get instances when I do make the vault but teleport back. He would be more like Clown, and if you can't land a hit or end a chase faster because someone slow vaults when they should fast vault then maybe you're not that good of a killer.

    Also I guess you missed the part where I said his rework should make him more viable. I'm okay with giving him buffs in other areas, but some of the things his power does is complete BS. If it's you and one other survivor left, and he slugs them then puts you in madness 3 you are basically screwed because you can't heal that person up off the ground. He gets a free infinite slug and never needs to worry about you saving them as long as he never loses you long enough to lose madness, which with the constant screaming and all his ways to find you is basically impossible. No other killer gets this sort of free unhealable slug. It's dumb.

    Skill checks by themselves are annoying and unfun. When they shake or move to the very corners of the screen it makes it even less fun. Plus when you Snap Out you get constant skill checks which make you scream if you fail them. Nothing about this is fun, how you think it is tells me that you don't actually play survivor against good Docs.

    @Fenrir said:
    Yeah all im getting is you being salty af with a wall of text

    Says the Legion main... you know all about fun and fair games don't you?

  • Bump got an awesome but no one else cares I guess :frown:

  • @weirdkid5 said:
    To "curb the spread is exactly what I mean by a PR statement. It is a RECENT PR statement that backtracks things they have said, they contradict themselves because despite what they say RECENTLY about intention, it was still never actually intended as @knell analysis of McLeans statement proves.

    It's a damage control LIE. Nothing more. Or as Knell puts it, they intended to have a SWF MODE. There is not a separate SWF MODE. It is integrated into the main game. It is not a MODE

    It would take way more than a month to develop SWF, and therefore they must have been planning it WAY before the game's launch. Also, you ever consider that maybe JUST MAYBE they didn't say anything about SWF before it came out because they didn't want to build expectations? Kind of like what happened with the DS/SC nerfs and Freddy rework. When they say stuff and make promises, then don't deliver they look like asshats. If they keep their mouth shut and only announce things once it's ready they don't. So no it's not damage control, it's not a lie, they aren't backtracking. That's them taking a proper approach to game design and community interaction. They failed at this recently which is why so many people keep posting "Freddy rework when?". They made a promise and failed to deliver in time now they have to deal with people's expectations.

  • @Creator said:

    @thesuicidefox said:

    @Creator said:
    On the contrary, I would improve Tombstone. Would give Michael the opportunity in the 3rd stage of evil with this addon to kill survivors who are trying to avoid death while sitting in a locker ;)

    Sure remove the only counter tactic to dying instantly. applauds

    What they should do is change the requirements for Evil Incarnate so that someone can't screw you over by doing this. IMO that achievement shouldn't even exist.

    Well, no, but how do you want? I'm running the whole damn game at reduced speed, trying to accumulate the damn 3rd stage, then to look at the miserable, cowardly ######### in the lockers? I’m not talking about those games when the weak survivors allow the third stage of evil to accumulate. And even then, if they find out about my add-ons earlier, they will also avoid dying in the lockers and it turns out I again wasted my very rare addons.
    And then what? Can offer your version of this tombstone buff? Maybe remove this reduction in speed or reduce the amount of evil that is required to get the 3rd stage? Or it may be to reduce his rarity, because at the moment this tombstone does not justify itself. Does not justify its price, because many people know how to avoid death from it.
    And again, I’m not talking about games where you play against weak survivors. We are talking only about high ranks, where people know how to counter this tombstone. Michael already depends very much on the map on which he will play. And if an experienced team is against him, then she will not allow him to get the 3rd stage, let alone to kill someone with the help of the addon.

    Dude you can outright kill people immediately and it lasts the entire game once you get it. You're asking for the ONLY COUNTER to this to be removed. Sure it takes effort and time to build up, but you're saying once you have it you should just win the game by instantly killing everyone.

    No if I jump in a locker I'm forcing you to either hook or slug me, and therefore I'm not dying immediately. I said the ACHIEVEMENT is stupid and shouldn't be a thing because people can do this, but if you're not going for the achievement then why is slugging/hooking such a big deal? Stop asking for freebies.

    Tombstone doesn't need a buff, you're crazy to even ask for it. The whole build is a gimmick, and gimmicks don't work against high ranks. Case and point, the 5 totem build is a gimmick build. It's not meant to be meta or anything. High rank survivors will see you run this build and then rush all your totems. If they proc HG they will probably not care unless they are being chased. But be sure that the moment the group realizes what you are doing, then you will see 2 or 3 totems get touched at once with TOTH. Infinite tombstone is a gimmick in the same vein, so no it should not be buffed.

    If you want to tombstone high ranks use the piece. It's less costly and more effective. Just don't expect to get more than 1 survivor with it if they are smart, so use that 1 kill wisely.

  • @Delfador said:
    Instead of Coldwind maps 'transparent walls' that do not allow proper mindgame, they decided to improve macmillian's brick walls?

    ???

    Hello???????

    Preeeetttty sure it's a new feature of Unreal Engine 4 and not just them redoing the texture (or conversely they were forced to redo the texture because maybe it used some feature of previous UE's that isn't available or changed to something else in UE4).

  • Shocking/screaming shouldn't stop you from vaulting anyway. It's complete BS on the survivor's side to vault the window and teleport back to the other side. Ping has nothing to do with it either, so don't give me that crap. It should force a slow vault if anything.

    I know Doc isn't a very strong killer but honestly his power is the LEAST fun thing to play against. Besides the vaulting nonsense, you constantly reveal your position, you are blocked from doing certain actions in madness 3, skill checks are more annoying (ANNOYING not hard, there is a difference, and whoever thought making the least fun part of survivor more annoying deserves a swift kick in the nuts). Nothing about Doc is fun as survivor. He needs a rework to make him both viable and fun to play against. Just like Freddy. Just like Legion.

    And don't even get me started on Doc 3 gen lockdown. "Duuuurrrrr just don't leave the last gens close together"... yea Distressing with calm add-ons on the Game would like a word with you. He's the only character that can do this ######### to survivors and it's probably the lamest thing in the game.

  • I've never really seen derankers in red ranks on Xbox until the last few weeks, where I've run into several deranking survivors (both and killer and survivor) and twice the same deranking killer that would wait until the game loads and quit when the game starts. I blame the podcast for this because it really was never a thing on Xbox.

  • @Bellysmacker better blink beyond basic buildings because balance.

  • "New map has second floor" doesn't mean anything. Most maps have a structure with a second floor, and quite a few of them have gens (forest, Coal Tower, Haddonfield, etc.).

    And if we get a licensed killer it better be Chucky.

  • @nomorevideos said:

    @thesuicidefox said:

    @nomorevideos said:
    I don't use SG because it's a waste of a perk slot. You might think it's not a big deal but in reality you're wasting a lot of time running around and doing totems. 14 seconds I believe per totem and that's just cleansing it. You also have to run around and look for them, if you don't go for all 5 totems then using SG is a waste. But going for all 5 totems will also waste a lot of time, setting you back 1-2 gens. At that point the killer doesn't even need NOED because you've effectively killed off your entire team.

    SG is a wasted perk slot because it's not hard to learn all the totem spawn locations. Generally only 1 totem will spawn per tile and they are spread somewhat evenly around the map, so all you need to do is check the usual spots on tiles where a totem wasn't already placed.

    And breaking the totems is a waste of time. You should only break the totems that would be hard to get to at the end of the game or are really well hidden. More often you are better off just taking note of where the totem spawned and then going back to check if it's lit when the gates power.

    How big is 1 tile again? because I don't know how much they [BAD WORD] with spawns, but last year I found 2 or 3 totems inside the store house. Not to mention even now they often spawn very close together (within 15m range).

    Shack is 1 tile. Sometimes more than 1 can spawn on a tile but it's rare. More often they will spawn on adjacent tiles but still be close together.

  • Whispers, M&A, MYC, and Ruin/Sloppy, with range and duration add-ons. Very powerful.

    Use Whispers to know when survivors are around. If it's dark, you probably won't be seen setting traps so spam them everywhere, like a spider web layout. If it's lit, then chances are good survivors will see you place the trap so be aware of this and put them down only if necessary or if you want to use that trap as a decoy (if for example another hidden trap is nearby). Combos perfectly with M&A to let you play stealthy but also keep tabs on where survivors are around the map.

    MYC is almost a must on Hag. She's the only killer that can instantly return to a hook from potentially anywhere on the map (with Mint Rag). Most of the time you can catch the MYC guy, even if they don't set off the trap just return to the hook and pressure them to run and trigger a trap.

    Ruin/Sloppy to slow the game down. I mostly use Ruin but have been trying Sloppy more and more because Ruin is too RNG.

    The biggest thing with Hag is to set up a zone of control and stick to that area. Preferably the area where your totem plus some gens is so you can defend it. If someone leads you on a chase out of your zone, let them go. This is the hardest thing to do as killer but you really need to learn when to do this as Hag because if you chase without traps you will get looped until the cows come home. She is more effective when you play for map control, zoning, and spreading the damage. Once you catch someone, you can set up another zone and punish anyone that saves really hard.

    I would drop BBQ on Hag. It's honestly worthless. Being a slow killer that relies on map pressure/zoning you're not going to go halfway across the map fast enough to catch anyone, and like I said before you don't want to chase without traps. This is why Whispers is so much better because it's a zoning perk. You want survivors to come to you not the other way around.

  • Xbox or PS? I feel like that makes a difference. Xbox is more competitive and has more SWF groups. PS, from what I understand, is a bit more laid back but there are also more toxic survivors (or at the very least they will message you more often with a toxic message, on Xbox those people get comm bans real quick).

    If you play Billy I would say take off NOED. It's really not necessary on him and if you are relying on it then you aren't going to get better as killer. A solid build for Billy is BBQ, Enduring, Spirit Fury, and Ruin with carb tuning guide at least (other add-on doesn't matter so much, you mainly want faster charge time).

  • @Dokta_Carter said:
    I gently put down my controller and i still switch characters with out meaning to. Sometimes the triggers are a bit to sensitive on some controllers

    Then your controller is busted. I play on Xbox with an elite, know how many times I had to take it for a replacement? 6 times. SIX, in 3 years. That's an average lifespan of 6 months.

    I've opened many controllers before. They all use similar parts believe it or not, and those parts are cheaply made.

  • AFAIK sandbagging isn't bannable unless it's happening consistency over a period of time. So even if you did it intentionally it doesn't matter unless you keep doing it to that person every game you see them.

  • What I do is take note of my surroundings and just try to move where I think I'm moving. If the survivor is injured and doesn't have Iron Will I can just follow the sound. Works almost every time.

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