xenotimebong
xenotimebong
About
- Username
- xenotimebong
- Joined
- Visits
- 4,224
- Last Active
Comments
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1661050#Comment_1661050
You just have to change your tactics. Spooky Myers can be fought very effectively. I've lost plenty of games on maps in my favor because the Survivors new and exploited my lack of speed. If you LET Spooky Myers play the match the way he wants to play it, sure... he will wear you down slow but sure. However, the moment you know you are facing a Spooky Myers your team can get very aggressive. You use spotters. You pick your Generators in locations where you have clear line of sight. The GOOD team I just fought got me down to the last generator. While I won the game, it was in SERIOUS contention.
There is no reason to hate Spooky Myers; you just can't fight him how you play against 90% of other Killers. I think that is the crux of the problem for many. In the real world my hobby of choice is the sport of Fencing. Most people you fight are right handed, and thus most of the practice you get against is right handed Fencers. When that left handed Fencer comes along it throws you off. You just have to make that mental switchover, take a breath, and play against your normal impulses.
Myself, I love to play Spooky Myers and against him. I'm proud to say that I've managed to get 3K and 4K even on McMillian and Cold Wind Farms maps. I've even done it once in the Old West. There are also times when I end up on the large maps with clear lines of sight in all directions cursing bad luck; I soldier on. I know I'm going to be looping and looping and looping again. There really isn't a reason to hate ANY Killer when it comes right down to it. I used to hate the Pig. I never made it out alive of game against her for the longest time. I would always die to the stupid reverse bear trap or she would hook me three times while I ran around like an idiot trying to get it off. Eventually, I figured things out. I had to adapt how I played. So I understand your hate, I just think it is (like mine was) misplaced.
You missed the point of my comment. I don’t dislike mirror Myers because he’s unbeatable; I understand what to do against him. It’s just extremely dull and uninteresting for me. I play survivor to practice chases and there are no chases against a mirror Myers.
-
Not to burst your bubble, but legacy can easily be hacked in. If they were a team of full legacy skins it probably wasn’t legitimate.
-
Other people enjoy it but personally I hate scratched mirror Myers. I love regular Myers but scratched mirror is just lame, honestly. You get hit out of nowhere, he leaves you, then hits you out of nowhere again. There are no chases because he’s only 105%, and chases are the only reason I ever play survivor tbh. Then if the team doesn’t heal he just camps whoever he gets on the hook (sometimes even if people heal he just camps anyway, why not with free aura reading). I’ve played against enough mirror Myers to know that I will have absolutely no fun that match.
That said I don’t disconnect against it, people disconnecting is annoying. But they’re probably not a fan of that add on, and then after the first guy disconnected the others didn’t see a point in continuing.
-
I think medkits are fine. At base they give only one heal, one and a half heals, or two heals. You can bring add ons to beef that up but it’s still capped out at... 3 full heals and 12 charges, if I’m remembering right.
If the devs nerf med kits they’ll just push the “don’t heal and rush gens for Adrenaline” meta which is insanely boring, so I’d rather they didn’t, personally.
-
@Artick said:
But does We'll Make it stack with itself? If you unhook 3 survivors in less than 90 seconds do you get 300% speed or still 100%?
100%. The timer resets, but the healing speed bonus from WMI is always 100%.
-
Maybe it’s because there’s very little skill input from the survivor side in a chase with Slinger? There’s some, like you’ll last a bit longer if you’re not totally predictable, but there’s ultimately little difference between a survivor that just runs away in a straight line using trees to block LoS and a survivor with thousands of hours who knows every map, has learned how to loop every tile, and has impeccable reactions and timing. None of that matters. Against a Huntress (with good ping) for example, you can use your experience and knowledge of how her kit works to predict and avoid shots, and if you mess up or she outplays you you’ll eat a hatchet. It feels like a back-and-forth and like both sides have input on how the chase goes. But with DS it’s basically down to how good the killer is and the input from the survivor side is meaningless.
DS isn’t overpowered by any means, he has weaknesses and he’s beatable. But if you’re playing survivor for the chase then you don’t want to play games where you rush gens as fast as possible and have short, uninteractive chases.
I mean, most killers hate it when survivors just run from pallet to pallet, dropping them instantly while their team rushes gens, right? It’s because it’s totally one-sided and DULL. What can you do about it? Well, in killer’s case you can stop chasing that survivor and go for someone more interesting. Survivors don’t have that option.
-
@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1656054#Comment_1656054
Because just rushing gens and holding M1 is boring. Having a secondary objective actually gives me something else to do.
What, more M1 holding? It’s not like cleansing totems is any more engaging than doing gens.
-
Nurse, Stridor Spirit, Oni, Deathslinger, Pyramid Head.
Most other killers don’t bother me. Clown is kind of annoying because of his visual effects (honestly makes me feel sick) but too rare to complain about, GF and his buggy reveal mechanic is annoying but I can deal with it. I wouldn’t have a problem with Spirit if her add ons were nerfed some and Stridor didn’t exist, base Spirit is okay to me.
I enjoy more killers than I dislike which is nice! Unfortunately the killers I hate are the most popular picks in my region, lmao.
-
Just stop doing anything other than gens. If you have a second free, do a gen. Split off from other survivors and pressure multiple gens. I used to do totems every match but I don’t bother now because it’s just a dangerous waste of time.
It’s like healing. If the killer wants to run every perk possible to make healing/cleansing a pain in the ass then why fight to do it when you can just rush gens anyway?
The more changes they make like this to slow down all the survivor side objectives, the more survivors will have to learn that those secondary objectives are not required. Gens are.
-
Deliverance I’m okay with, because they can’t tell you they have it so it’s really just one of the inefficiencies of solo queue. Can’t blame them too much for wanting to use their perk. Trying to kobe in the face of a rescuer is annoying though and I’m always tempted to turn and walk away when people do it.
-
@Khalednazari said:
https://forum.deadbydaylight.com/en/discussion/comment/1655239#Comment_1655239
Same here. I get 170 to 200 ping in my region despite having 100mbps connection.
If you play with 200 ping you probably shouldn’t be too surprised that hit validation makes your hits look weird.
-
@[Deleted User] said:
SoloQ is the most infuriating and miserable experience you can have in DBD, by far.
Take a break and come back. I'm still on a break myself after a breakdown 2-3 weeks ago and merely log in to claim some perks from the shrine.
Play with at least one other person to make matchmaking at least bearable.
Best of luck to you pal
Breaks have stopped helping for me. I’ve just come back off a break and been playing with an old buddy in duos, and it’s still miserable. Campers, moris and stupid add ons every game and we’re not running sweat builds and have no real desire to, so it’s just like... why do we even play this game anymore? When I try to play killer the queues are just so long that I give up.
-
@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1654641#Comment_1654641
Even then that second statement isn't true either, not every American has one. You have to specify. This would make the OG statement true "Some killers would complain about DS". That's it. Not using any words to describe how many complain could and is viewed as a generalization. I'll give another example. If I said People over 60 have grey hair, I would be incorrect due to not everyone over 60 having grey hair. Do you see my point?
Yes, but I disagree with your point. I think that saying “people over 60 have grey hair” is fine and correct because it’s true for the majority, and when people make statements like that I assume that they know they’re generalising and understand that exceptions exist. People are rarely 100% precise about everything they say in casual settings (e.g. talking ######### online). People over 60 have grey hair, Americans have guns, and killers complain about DS, even though there are many exceptions to those statements. I assume the word “most” in that statement and would expect the word “all” to be added to augment it, whereas you assume the word “all” and would expect the word “most” to be added.
So it’s just a matter of agreeing to disagree because we’re viewing a semantics argument from opposite starting points and will likely never persuade each other to change our minds. :)
-
@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1654619#Comment_1654619
Uh yeah they do. For example if I said every American has a gun, and said it was true because some actually do, would I be correct? No. Same situation. Use words like some or most or other synonyms for those words that isn't a synonym for all, because not all killers have an issue with ds.
If you said “every American has a gun” then that would be untrue. If you said “Americans have guns” then that would be true. There’s one word difference that completely changes the meaning of the sentence, and you’ll find that nobody used that word when talking about killers disliking DS.
-
@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1654114#Comment_1654114
It's still a generalization, because not all killers are like that.
Not every single killer player has to have a problem with DS for the statement “killers complain about DS” to be true.
-
@ClickyClicky said:
The ones that make me laugh are the ones that say “iM nOt jUsT gOnNa lEt U unHoOk iN fRoNt of My fAce”
They say this as they spend 40 seconds roaming the hook within a 12m radius even though there has been no indication a survivor is there.
So tell me when did you plan on leaving so we could get the unhook?
God yes thank you.
“I only patrolled around the hook for the entirety of the first hook state because I knew someone was coming for the save”
YEAH WELL DUH, someone will come for the save because that’s how the game is played! Do these people really want every game to devolve into the first survivor getting left to die on first hook while the killer camps and everyone else does gens? Because I can’t think of a more boring or annoying meta for everyone than survivors just leaving the first guy to die every game because they know they’re getting camped.
-
@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1653921#Comment_1653921
Nice generalization btw, personally unless you use it offensively you are fine running the perk
I’ve had plenty of killers complain post-game about people running DS even if they didn’t get hit by it once, or got hit by it after a clear case of tunnelling. Blanket hatred of DS is not uncommon.
-
@YaiPa said:
totally not meta. there's no point in running mindbreaker over ruin+undying, over pop or over corrupt. Killer's meta is slowdown meta, there's no space for chase perks. Also, 5 seconds is nothing, since you can just recover the exhaustion as the killer approach or mid chase after a pallet stun, and the recovery stop it's not enough to make it meta, just really really niche.
5 seconds in a chase is absolutely not nothing. It’s not easy to find time to walk for 5 seconds during chase, unless the killer does stuff like doubling back on a really long loop. And pallet stuns are 2 seconds at base, so you’d have to stun the killer multiple times to lose your exhaustion (and good luck with that on dedicated servers).
-
@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1652441#Comment_1652441
What is a fair hour amount then in your opinion to get let's say 5 characters to a spot where you feel that they have a viable build?
You’re basically asking me, “how long is a piece of string?” It doesn’t matter what I would personally find a fair number, what matters is rebalancing the grind so that new players can feel like they’re unlocking content at a reasonable rate while retaining the grind for people who enjoy grinding. Having grind at all isn’t the problem, it’s the fact that it’s mandatory to grind for hundreds of hours to unlock basic content.
I honestly think that reworking how teachables are unlocked would help resolve this problem without causing other issues. Rather than having them be purchaseable nodes in the bloodweb at high character levels, make them purchaseable outside of the bloodweb at lower levels. So say, I have to hit level 20 on a character and then I can pay X bloodpoints to unlock any one of their three teachables. This way, rather than having to level Bubba to 35 to get BBQ, for example, I could level him to 20 and choose between BBQ, Franklin’s or Knock Out. And if I don’t want to unlock a given teachable yet I can just hold off purchasing it.
This would cut down the grind for new players, keep the grind for existing players (P3ing with all perks would still be a massive time investment), and wouldn’t affect the “bloodpoint economy” or whatever the devs are worried will become unbalanced if they change bloodpoint gains.
-
Are there really survivors who are able to use Spine Chill to predict exactly what mindgame the killer is attempting? I’ve never known of anyone to actually do this, considering that in chase you need to be watching the killer and planning your route, it seems kind of unlikely that there are hordes of survivors with quick enough reaction times to pull this off.
I feel like it’s much more likely that they either can see you, guess what you’ll do based on how you play, or just happened to guess a 50/50 correctly. If I’m wrong though and Spine Chill can actually be reliably used in chase, someone send me a video tutorial because it sounds like a powerful chase tool.
-
@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1651844#Comment_1651844
I understand where you are coming from with this, I really do, but if people are giving up because of not having a perk or two then maybe this isn't the game for them. It's going to sound harsh, but it's true. I started playing with earbuds that had no bass so I couldn't hear a heartbeat, when insta moris were a thing, and when 3 bnps ruined a game. Here I am.
Players that want to play the game will learn what they want and how to get there, it's not some astronomical 1000 hour thing, it's maybe 200-300 hours to get some characters in a really good spot and still have back ups.
The health and long term success of this game requires attracting and keeping new players, not shrugging that nobody is hardcore enough to commit to the grind.
And 200 hours is a huge commitment to ask for. Most people probably only have that number of hours in a handful of games.
-
@LittilAvindar said:
Absolutely - it's called fixing bugs.
People complain about bug fixes all the time here, lol.
“I can’t believe the devs fixed X issue and not Y! This proves how much they hate killers/survivors and always have!!!!!!!”
-
@Iron said:
Most people will probably disregard my comment considering I'm an older player, but here we go.
The grind isn't that bad. They have added additional perks to bloodwebs to decrease the grind, they made shards worth about 10x the amount of bloodpoints they used to be worth, they made dailies easier and worth twice as much, they've increased the worth of all bp offerings for single categories by 25%, they've increased scoring event bp in game multiple times, they've created multiple different double bp offerings that are stackable, and they introduced the rift, which has a few million bp in challenges every time.
Bp are easy to get and if you're not a completionist then the grind isn't really that much.
These were all positive changes, but they all came hand in hand with yet more perks and more characters to unlock them on, so they didn’t reduce the grind so much as stop it from getting astronomically worse.
Besides which, BPs are easy to get when you know the game. When you’re a new player, you struggle with BPs because a) you don’t play in a way which maximises BP gain, b) you find it harder to complete challenges, and c) you don’t have any farming perks, any BP offerings, etc.
A new survivor will probably earn like 10k bloodpoints in a match if they’re lucky, and that will be it, no multipliers. How far does that get you on a bloodweb? Two or three nodes?
The grind is an issue for NEW players, because they have absolutely nothing to help them with it. Nobody is concerned about someone with 1000 hours grinding P3 on everyone (I’m in this boat myself and it’s not really an issue for me), we’re concerned that new players have to sink tens of hours into the game to unlock a few measly perks and will get frustrated and give up. Especially since every time a new player complains about something like being tunnelled they get told “just run DS” or flashlights they hear “just run Lightborn”. Perks are the answer to every annoyance in this game so if you’re new and don’t have them you’re ######### out of luck.
-
I’m not opposed to the idea in theory but 40+ seconds of even louder “HUHH, HOOGH, HAAH” every time you use a perk would be super annoying. It’s bad enough listening to certain survivors run around now.
-
And how long do you think it would take a killer to 4K if all the survivors stood there and did nothing? Lol.
-
@SnakeSound222 said:
A lot of Survivors just want to hold M1 all game. They say it's boring but whine when something like Ruin + Undying is introduced that creates another objective, they start whining. Also Killers shouldn't have perks that reward them for playing well for some reason.
Nobody wants to hold M1 all game. The problem with this combo is it adds even more M1 holding. It doesn’t add any actual depth to the game, it’s just hold M1 on totems as well as gens. How will survivors ever adapt to this inscrutable new objective.
-
I’m sorry to hear this; my deepest sympathies to everyone who knew him and is grieving his loss. 💕
-
@thesuicidefox said:
Prayer Beads needed a nerf though. They were stupid OP. Any Spirit that put this on basically got an easy 4k even if they suck.
Not sure what the point of this thread is. Seems like name and shaming to me.
They’re saying that even an add on as objectively strong as Prayer Beads got upvoted comments saying “they’re fine” or “but what about X” or “just git gud”.
-
Can’t say I’ve ever noticed anything like this. I go to rank 5 after reset and then climb until I hit rank 1, then bounce between 1 and 2 until the next reset. I’m very rarely paired with any survivors or killers below red rank or the occasional purple, it does happen sometimes but it’s rare.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1640585#Comment_1640585
Sure, letting them all bleed out is juvenile and bad sportsmanship. It is also stupid as it isn't worth near as many points. But I thought you were talking about slugging in a BROADER context, not that specific example. I see people getting on the case of Killers all the time for using Slugging as a strategy to win, not irritate. So I'll cede that I missed the context you were inferring and I should have caught it. Yeah, if a Killer did that to me, I would certainly report it. I have, in fact, reported a similar incident where I was forced to watch a Ghostface teabag me while I bled out. But in general, Killers who behave this way are really RARE. When they come up, they sure as heck get reported.
Nah it’s fine, I could have been more clear with my wording so I can see why you read it as a complaint about slugging. I slug pretty much every killer game I play so I have no problem with it as a gameplay mechanic, lol. If people don’t want to be slugged, there are many ways to avoid or counter it.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1640509#Comment_1640509
Taking down the entire team is the Killer's job. It cannot, by definition, be pathetic. If the entire team of Survivors run up to get slugged, why wouldn't the Killer do it? Some Killers are even designed by their Power and Perks to be slugging specialists. Don't blame the Killer for doing their job. If you have someone on your team being a bad sport and tea-bagging, why are you all so gung-ho to give up a 4K for that person? I mean, I'm going to try and rescue another Survivor, but if everyone get slugged, it either means EVERYONE went in at once (you chose this tactic and the risk assessment was yours to make), or one person went and got slugged, the team saw it and still sent another, and then another. At what point does one take responsibility for their own bad judgement?
Quote from the OP: “I left them all dying on the ground” - because one guy teabagged and they tried to save him from the hook.
That’s what I’m calling pathetic, not the fact that they slugged people. Slugging is a normal part of killer gameplay. Leaving four people to bleed out for 4 minutes because someone teabagged you just signals a fragile ego.
-
I run Kindred almost every single survivor game. I play either solo or with another person in duos, and Kindred is amazingly useful either way.
I like aura perks as killer, but it depends on what killer I’m playing. I feel like they’re less necessary than when I play survivor, because you can usually figure out where survivors are and what they’re doing based on how the match is going, noise notifications, etc.
-
Why do people get so enraged by survivors teabagging? I’ll never understand it.
Teabag me all you want, it’s an action that does absolutely nothing and in many cases actually harms your ability to escape. It’s no different from killers nodding or shaking their head at you after downing you, it’s such a non-issue that it’s nothing but petty to complain about it. Slugging the entire team at once because they tried to save a teammate that teabagged you is extremely pathetic.
-
Let survivors see who’s in a SWF pre-game.
Give survivors crows if they don’t perform some kind of action for X amount of seconds (gens, totems, healing, saving, being chased/in killer TR - stuff like walking in a circle or going in and out of lockers wouldn’t count). 60? That might be too strict, even 120 would be an improvement.
Change moris, change keys.
Add a totem counter base kit.
I think this would help without giving solos too much of a buff or making SWF much stronger.
-
Everyone played as “optimal” as possible in order to win the money, which meant immersed survivors not saving each other and rushing gens as fast as humanly possible, and all slowdown + NOED Nurses and Spirits tunnelling one guy out of the game as fast as humanly possible. Not that I blame either side, that’s how this game is when you boil it down to the most efficient playstyles possible.
In short it demonstrated why almost nobody actually wants to play the game like the “top 1%” - because it’s boring as hell. People enjoy this game because it’s unpredictable and exciting if you play for fun.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1630199#Comment_1630199
Yeah but the devs are hell bent on ignoring context and just look at raw stats.
Do they? Why do you think this? They nerfed Nurse and Billy even though their kill rates are lower than some other killers, and they buffed some killers even though their kill rates weren’t particularly low. There isn’t much evidence to support the idea that they make changes based on raw stats if you look at their track record.
-
A lot of people don’t like playing against DS. I really doubt it’s some concerted effort to get him nerfed, and you can’t argue them out of feeling that way, they just don’t like him and don’t want to play against him so they’d rather forfeit and play a different match.
-
@Verconissp said:
Well you gotta take into account the survivors abusing the hell outta wake up bug.. or the iron will bug (I know this is just random on how they get this w/o the perk but i still label it as a non-perk / perk abuse)
No, not really. Other people abusing bugs doesn’t make your bug abuse okay. I’m sure those people justified their bug abuse by saying “well what about the infinite mending Legions” but that doesn’t make it right either.
-
Asymmetrical challenges in an asymmetrical game? I’m shocked.
-
@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1623225#Comment_1623225
What team was he on? Just checked out some of his youtube videos. Seems like a cool dude to watch stream as well.
He was the killer player for Shift W.
-
@Acromio said:
It sure showed plenty of what we already know: survivors' gameplay crutches so much on pallet-looping that they can't even handle a killer that can be countered by literally just running in a straight line.
Yeah I’m sure that players like Fingerguns and Knightlight who play a ton of Nurse themselves just haven’t figured out the complicated and unbeatable “run in a straight line” strat.
-
All I know is that since DS is currently bugged I’ve had multiple matches with no DS, and most of the killers in those matches tunnel like crazy. I’m talking about abandoning chases with another injured survivor once they see the unhook prompt, just to rehook the same guy.
I don’t see this kind of behaviour anywhere near as much when there’s an Obsession in play, so no I don’t think DS makes people tunnel more. It acts as a deterrent for most people, in my experience.
-
@PrettyFaceKate said:
I was very impressed with him. He also plays an insanely good survivor. Real MVP of the tournament. He gave Ayrun headache worth for at least 3 more tournaments.
The only thing he messed up a bit was going for too many prediction shots with PH and that chase on Zonghow after they reset that match for the camaraderie bug. I guess fatigue and frustration kinda took its toll a little bit, which is more than understandable.
TricksterShadow is the other one who really left an impression as killer, but his survivor team was too boosted to make it far through the tournament. I can't imagine going from a team with the likes of Ussylis to one that gets destroyed by a Plague..
TricksterShadow is really good, I’ve been watching his YT videos for a while and he plays every killer and does a lot of analysis games that are really interesting. I hope more people check him out after seeing him in the tournament because he definitely deserves more viewers.
-
Blendettes. Davids. People with keys.
-
”Survivor you can play with one hand”? You’re not talking about teams of random players here, all of the people in this tournament have thousands of hours and are playing in coordinated 4 man SWFs that are sweating to score as many points as possible so they can win. The top scoring teams all play together a lot and do competitive play together as well.
Survivor teams like Oracle are as representative of average survivor teams as Otz is representative of average killer players.
-
@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1606467#Comment_1606467
By that logic, we should just make the effects of all perks SWF get for free into base-game features.
Should solo survivors get free locations on where their teammates are, where the killer is, where gens are, where Hexes are, and where gates are at all times? What makes a totem counter different from other SWF "freebies"?
Solo survivors don't get Bond or OoO or Detective's Hunch for free without a corresponding perk/item, why should a totem counter not cost a perk slot?
A totem counter wouldn’t give any information on where totems are, where they were cleansed or where they remain, it would just give solo survivors an idea of if their teammates are actually doing totems or not. Nobody is asking for base kit Detective’s Hunch, they just want to know how many totems remain on the map.
I mean, how is this any different from the gen counter? That exists and yet there are also gen revealing perks that aren’t base kit despite SWF having an advantage on that as well. Should that be removed too? Killers bang on about totems being an objective but then when survivors ask for the game to treat them like the only other objective and have a counter within the UI, all of a sudden that would be like making Bond base kit somehow. Your comparison is nonsensical.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1607056#Comment_1607056
Facts haven't lied, it's been over a year with nurse bugs and still no fix, DS didn't worked against doctor after the rework and got fixed in less than a week.
So it's not a us vs them it's just stating facts.
Probably because a bug on one perk against one killer was easier to fix than an entire killer power that is bugged and also has unique bugs on almost every map.
-
@Spirez said:
https://forum.deadbydaylight.com/en/discussion/comment/1605868#Comment_1605868
Even with console improvements and PC low FPS. PC STILL has more FPS than console at its best.
It’s just a joke, man.
-
This is how they’re balancing crossplay, obv! Make PC players suffer to reduce the performance disparity.
-
@SnakeSound222 said:
Exactly! There is no real reason for this aside from Survivor bias.
The perk didn't break anything or create new situations where it was OP. It could stand on its own before. Now it needs another perk to help it out.
This isn’t survivor bias. I’ve never seen a single survivor complain about Surveillance in the two years I’ve been playing. I’m not sure why they went ahead with this change but it definitely wasn’t to please survivor players.