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xenotimebong

xenotimebong

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xenotimebong
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  • My “totally unrealistic but hey I can dream” list:

    • Rework RPD, Badham and Haddonfield
    • Give survivors some QoL buffs that will help solos but make much less of a difference to SWF (seeing perks in lobby, base kit totem counter, etc.)
    • Improve baseline killer FoV and remove stretched res just so people shut up about it
    • Buff several weak perks
    • Buff Trapper
    • Nerf some of the more stupid killer add ons
    • Make the camp and tunnel playstyle less viable, make a more aggressive “spread pressure” playstyle more overtly rewarding (I think scourge hooks will help this actually)
    • Add the previously mentioned early game warm up and nerf gen slowdown perks
    • Tweak Spirit somehow - not a flat nerf, maybe nerf some things and buff others, just something so people who like her still enjoy her but people who hate her don’t dc 30 seconds into the match
    • Delete Twins
  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2497816#Comment_2497816

    They don't like killers being creative and coming up with really good builds, Then it gets Nerfed into the ground and killer goes back to the same old mundane slow down generic builds.

    Rest in peace End Game Piggy.

    This IS a same old mundane slow down build, just with a slightly different coat of paint. The point of this build is to keep continuous chain hunts going so survivors can’t perform actions. How is that any different than just stacking slowdown perks?

  • @GoodBoyKaru said:

    It isn't meant to, but for some reason Surge and Eruption seem to break this rule.

    I guess it’s active regression that doesn’t apply, but a perk that shaves off a fixed amount of progress will still remove it even if the gen is blocked? Pop would probably work the same way theoretically, except you physically can’t kick a gen that’s blocked.

    Now I’m curious about whether Oppression could be applied to a blocked gen by kicking one that isn’t blocked, and mean that the blocked gen starts regressing once the entity claws vanish.

  • @bacon said:

    When blocked and using ruin

    No. Blocked generators do not regress. If you kick it just before it gets blocked it will only start regressing once it unblocks; same with Ruin.

  • I’m the same with Lethal Pursuer and STBFL. Games without them are just so much less enjoyable to me, they may not be comp picks but if they enhance my experience then who cares, right?

    I say embrace the anti-meta and run what makes the game more fun for you! Full stacked meta builds are overrated.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498034#Comment_2498034

    I chill in DBD all the time... It is a chill game because my mindset is not jacked. The people claiming they are chill have no chill. Word up.

    “I just wanted a chill easy 4k against uncoordinated solos while I do housework in between hooks, and instead I have to actually play to win if I want to win 😭”

  • The reason hackers wear legacy is because they can very easily edit it into their account, and it’s the only exclusive cosmetic left so most people don’t have it. Same reason they use weird old offerings you never see otherwise, they just edit them into the game. Anyone who has a legitimate old brown map offering is probably hoarding it because it’s special and you can’t get it anymore, not using it.

  • Why would anyone want to play killer? I dunno, because it’s fun? If you don’t enjoy the gameplay currently I would really recommend taking a break, I give the game a rest for a while every few months and it helps a lot.

  • @just_one_player said:

    Hello everyone. I'm killer main, and during my 2900 hours, I managed to understand that the game will always be in favor of the survivors, but I honestly don't care, because I like challenges. I don't mind facing SWF with meta builds and strong items like purple med kits or toolboxes with bran new party (only the key is really problematic, but that's for another discussion).

    The only thing I really hate SO MUCH are the map offerings. With the implementation of MMR, this has increased considerably. On the South American server, every five matches, in two the survivors force extremely unbalanced maps like haddonfield or coldwind. Yesterday they sent me to haddonfield seven times and four to coldwind. Win or lose, is a frustrating experience because I already have to play sweating due to the MMR, but on these maps, I have to do miraculous things.

    There is absolutely nothing you can do. The offering to cancel map offerings doesn't show up very often in my blood webs and I don't like the idea of ​​forcing maps in response.

    My suggestion is: reduce the probability of going on a map by an offering by something like 20% and prevent it from being accumulative, otherwise nothing would change to SWF. Seems fair to me for a green rarity offering. Or make the offering to cancel map offerings brown rarity so that it becomes more accessible.

    I love this game and can take the current situation where it's not balanced, but I can't take into account playing haddonfield or coldwind often simply because the survivors want to. It's indecent that this exists with the MMR active.

    I feel your pain, friend. Ultimately I wish they would rebalance the more commonly offered maps, but even if they did this there would always be a handful of maps survivors would want to play (because there will always be a strongest map, however they try to balance them), and it would still get extremely boring to play the same one or two maps over and over even if they weren’t as bad as Haddonfield.

    I don’t mind map offerings too much on their own if they’re different but it’s the repetition that gets to me, personally. I think your idea of making the green hand offering brown rarity would help a lot, especially if they removed some of the useless brown offerings from killer bloodwebs (e.g. fog).

  • @Jarol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494486#Comment_2494486

    The same for me was a challenge, but with the MMR it may be easy and in other cases more difficult, what if it is convenient is to obtain maximum blood points in each category, obtain a minimum of 10 hooks and a maximum of 12, I had spent many sometimes when I didn't do that and sometimes they ended up escaping through the trapdoor because he trusted me too much. Before I had complained in the forum that getting a killer Adept was very difficult and strict but I realized that it is easier than you think, perhaps for the survivor it is ultra easy, but the killer benefits from more blood points, slowing down the game, sluging to 2 or 3 at a time consecutively, not letting the survivors breathe was always the key to finding an adept.

    I think the biggest difficulty is having no slowdown at the start. You lose a lot of Gatekeeper points if they pop two or three gens early, which is likely to happen if you're on a bad map, have no info perks and have no mobility power.

    But I'll get there! Unlocked adepts for Trapper and Wraith, which I think will be some of the hardest. Just 23 more to go 😎

  • @Jarol said:

    And i who got all the adepts of killers before the MMR was activated.

    I'm kind of jealous, to be honest. I wish I'd just done it when I first started playing on PC, it would have been a lot less hassle but I was adjusting to keyboard and mouse so I kept putting it off. :(

  • @Veinslay said:

    Yeah, I've been working on these recently too. It gets easier if you do them right after grade reset because you can get merciless killer without 4 iri emblems. I got Adept Trapper, Wraith, and Hillbilly. Hillbilly took the longest by far. I'm currently struggling badly with Adept Hag.

    I'm leaving Adept Hag til last because I think that will be my easiest as a former Hag main, haha. If you want a tip, I'd recommend using a map offering for Midwich because a) totems are hard to find there so your perks will probably last longer, b) corridor traps are really strong because they're hard to avoid, they'll definitely get triggered, and the ground is quite dark so they're also harder to see, and c) if you run a trap range add on you'll be able to teleport from almost anywhere on the map.

    I'd also avoid trapping hooks so survivors save each other, and don't hook anyone in a hidden corner of the map or Third Seal will make it hard for them to find each other and give you enough Devout points.

  • DeadByDaylight.log

    Couldn't attach my logs to the main post for some reason, so they're here.

  • If you haven't been hooked yet and want to take aggro, solve it whenever.

    If you don't want him to teleport to you, solve it just as he picks up a survivor so he has less of a window where he can teleport to you. It's also a good idea to solve it if he's hovering around a hook and you want to draw him away to give a teammate a window to save.

    I wouldn't necessarily solve it immediately, but keep an eye on the timer and if it seems like nobody else is solving it, go for it yourself. Chain hunts are a PITA.

  • @Weasdat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493498#Comment_2493498

    "Insanely fast"

    Nemesis takes .35 seconds to pull out the whip and his recovery animation is 2.5 seconds. To break a pallet by just kicking it like every killer is 2.6 seconds. The real reason it feels fast is because normally if you're going to break a pallet you have to respect it's huge hitbox so you don't eat the stun despite not being near the pallet. Nemesis can just whip from a distance so he doesn't have to worry about the stun despite his tentacle taking more time to come out. But if you wanted a killer that can bust up pallets there are a ton more that do it way better. His ability to break pallets really isn't that great.

    It’s not fast in terms of baseline numbers, but baseline numbers aren’t the only thing to consider when talking about overall efficiency. Like you pointed out, you don’t have to risk the stun, and survivors will typically throw pallets faster against Nemesis than against most other killers - same as with Leatherface, except Nemesis doesn’t have his charge time (or charge replenishing time). They either drop it fast and you start to break it almost as soon as it’s dropped with no stun recovery and a very quick wind up, or they loop it and you punch them. Because of the fast wind up and the minor reduction in movespeed when charging your whip, respecting is not punishing at all.

    I can’t think of any other killers that are better at getting pallets down and breaking them quickly. Maybe Demo. But against most other killers you will get survivors that can successfully greed pallets, which is not really viable against Nemesis.

  • @kaneyboy said:

    Is it right the killer is meant to be able to hit you after the swing? I run at about 40ping.

    It does happen and I assume it’s due to normal latency. You hear the sound of a whiffed attack and then get hit. They probably clipped the very edge of your hitbox and because you’re slightly further back on their screen than you are on yours (because your ping+their ping causes a slight delay, even if it’s low on both ends), it seems weird from your perspective. But I don’t think this can ever really be “fixed”.

  • I like facing him, personally. I think some of the complaints will die down once people understand how he works and learn how to deal with him properly, but there will always be some people who hate him because there are people who hate every killer.

  • @Aven_Fallen said:

    Getting annoyed over Flashlights in 2021...

    Yeah, really, like why? I love last second flashlight switchers, they always give me the most fun 4ks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493484#Comment_2493484

    I dunno bro, maybe Head On just got a buff and they brought back old BNP's?

    https://youtu.be/sRs4UWqIRKU

    Oh, you can also look at my most recent Twitch stream. The game occurs at about 23:00 minutes in, my Twitch name is PulsarGaming1080.

    Well yeah that’s obvious hacking, but from your post I didn’t know if you assumed they were hacking just because they were able to get in your lobby even with crossplay off. You didn’t include a video or any details, so that’s why I mentioned the bug.

  • Because once you tier up you can use your whip to shred pallets insanely fast, so you have to invest a bit of time at the start of the match. Also the whip is a ranged attack that is threatening even at very safe pallets and windows and it has pretty good fine control (compared to Pyramidhead’s power), doesn’t need reloading (compared to Huntress and Trickster’s power), and can down survivors (compared to Plague’s vile purge).

    You don’t have to whip every single survivor at every opportunity and hit them three times. You should definitely try to get infections early on and tier up, and whip when you wouldn’t otherwise get a hit, but then sometimes just the threat of your whip is enough to get a survivor to try and avoid it so you can get an M1, or even just the ability to break pre-thrown pallets can get you much faster M1s. You have to consider when and where to use it.

  • Are you 100% sure they were hacking? There’s a bug that happens sometimes that shows someone with a crossplay symbol even when they’re on the same platform. If you search the bug report sub forum you’ll see it mentioned there.

  • It’s really boring to play IMO, but I guess the only way you’ll find out if you enjoy it is to try it.

  • Yeah, I know that feeling. Had a streamer earlier rage about “sweaty gen-rushing SWF” and when I checked everyone’s profile, not one of us was on each other’s friend lists so we were all solo players.

  • @PoweroSymbols3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491191#Comment_2491191

    Bruh, have you seen what computers can do? You tried exploiting, and it failed, so suck it up and just play the game

    Intent is very difficult for an algorithm to determine because it can only respond to behaviour, not the reasons for that behaviour. Google, one of the biggest tech companies in the world that invests significant time and money into developing algorithms that can detect purchase intent for its users, still can’t do it that accurately. I would be EXTREMELY surprised if Behaviour had beaten them to it.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492092#Comment_2492092

    Wouldn't being able to see at the end that they weren't against a SWF lessen that?

    The people who use SWF as a scapegoat for the reason they lost would just find some other excuse if it was proven to them that there was no SWF.

  • Thank god this OP, meta perk finally got the nerf it deserved. People warned us of its unrivalled power when it released and we should have listened.

  • Yep, my queue times are longer for killer than survivor, and this is in peak hours. I play in western europe. Before MMR my queue times as killer were instant in the evenings and quite long for survivor, so it's pretty weird.

  • Maybe they play both sides but just don’t like NOED on Myers?

  • @PhantomChimera said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491227#Comment_2491227

    Or hours could be one of the factors MMR is looking at. It may not be looking at hours. We could speculate forever on what ifs.

    What it seems to come down to is that the OP was trying to exploit the new system and it caught on to it. The OP also posted a very good reason why the information should remain hidden. To prevent what the OP was attempting to do from happening. In other words it worked as it was supposed to.

    Interestingly the OP comes to the forums and says they were intentionally throwing matches to lower their MMR and since it wasn't lowering MMR is not be working. Somehow the OP missed that this is one of the reasons that MMR was implemented.

    I don’t think hours are weighted heavily if they’re even considered. I’m at about 1500 hours on my PC account and since MMR I’ve been matched with people who have 100 hours, people with around the same as me, and people with 5000+.

    Hours might be a multiplier or adjustment of some kind but if so it’s very small.

  • Yeah, it seems worse since MMR was switched on. Since it went live I’ve had 3 different cheater lobbies(!), two killers and one was 3 survivors (who proceeded to call me bad at the game because I let myself die to EGC because they were cheating… amazing mental gymnastics for a literal cheater to call someone else bad, lol).

    I faced cheaters every once in a while before, but to have to make 3 separate reports in a couple of days is really unusual for me.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489982#Comment_2489982

    Any decent Nurse play pallets smart, you'll almost never pull this most games against them.

    I get your point of removed things, it really kills the diversity in the gameplay, but really there isn't the need for it. It could even be a bug that wasn't fixed for years and now they decided to fix, just like most bugs.

    Also I never said this "tech" alone is used for bullying, I said that in conjunction with other used gameplay aspects it becomes one of them.

    Any decent Nurse still had to predict 50/50 whether you would run through the pallet and drop it or double back and reverse stun them, so no, it wasn’t impossible to pull off against good Nurses by any means. Now there’s no 50/50 at all since you can only stun from one side.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489619#Comment_2489619

    In what world you play that you want to pallet reverse A NURSE of all Killers? The Baby Nurses you sometimes get in your trials?

    You are really complaining about it because you can't stun the Killer in the fashion and cool way, I get it, it's fun doing this, but it shouldn't be a thing.

    The only fun in this game for skilled people who have put hours into it is to just have fun in the game, doing gens starts to be boring and the only thing remaining is what DBD is today: Playing around with the Killer and most of the times, making them look dumb and outplayed, this is why this game has such a toxic community and 90% of the content creators do to earn viewers and money.

    Bruh, I’m not talking about pallet looping a Nurse like an M1 killer. But you do know that pallets block a Nurse swing and can stun her if she blinks in range of them, right? So you can absolutely use pallets against a Nurse who isn’t a baby.

    It’s nothing to do with “fashion and cool”. I enjoy killer more than survivor these days. I just hate seeing stuff removed from the game that isn’t unbalanced or problematic.

    And again I’ll ask, who was being bullied by reverse pallet stuns? Can you find me a single example of someone being bullied by this mechanic? Most survivors don’t even try to do it because it’s risky, I’ve probably been reverse stunned just a handful of times, and none of them were when I was a baby killer being dunked on by smurf squads.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489665#Comment_2489665

    Do you have anything to suggest that it's the same people?

    I’ve seen examples, but naming and shaming is against forum rules so I can’t prove it.

  • @GrayEyes said:

    What happened to all the people that praised sbmm and acted like it was the next best thing since sliced bread

    All you see on the forum these days is people complaining about it what happened to all the people defending it like you killed their family if you spoke out against it where did they go

    Perhaps they finally realised that bhvr has let us down again like they have time and time again

    Yeah, it’s funny that the people who were saying “If you don’t want MMR it’s just because you’re a sweaty and want to win every match by stomping babies!” now seem to want MMR gone because they can’t win matches, lol.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489451#Comment_2489451

    I am quite sure they removed them because they were procing to give early stuns with hit validation which was cucking you out of a hit even when they scream and spray blood... And it would inform them of exposed perks despite you apparently not hitting them.

    That happens with pallet stuns on either side. Removing reverse stuns doesn’t actually fix the problem.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489451#Comment_2489451

    Why are you complaning then if it just affects Killer A or B. Like you said, there is no advantage in using them, so why they should be kept? To counter 2 Killers?

    It's something strange and it should be removed.

    Well yes, because those two killers are two of the strongest killers in the game? And as mentioned by the very topic of this post, it limits the opportunity to pallet save, which affects all killers.

    Every time they remove an interesting mechanic (that isn’t OP or griefing) they make the game more boring and stale. They should be adding more strange, risky and therefore balanced mechanics, not removing them.

  • @Kees_T said:

    "No clear reason"? huuhh....

    It was removed because it makes no sense to allow you to stun the Killer from the same side that he is, apart from looking silly. The devs intentions with these changes is to make stuns more fair and logical.

    The same goes for the "locker saves" which the Killer can't do anything about it because they're stuck in the animation from the very start.

    The game is all about bullying the Killer and make fun of them, so it makes sense they're changing things to lessen this.

    Who the hell was getting bullied by reverse pallet stuns??? Who even complained about them? Especially considering they’re actually detrimental to the survivor because they give less distance than just stunning from the other side like a normal person, they’re only really a useful tactic against Nurse and Spirit most of the time. Well thank god because we all know those two desperately needed some help with being bullied by survivors.

    Seriously, all of the stupid, ridiculous, unfair ######### that can happen in this game, and people really think REVERSE PALLET STUNS were worthy of being removed? Lord help me.

  • @Aven_Fallen said:

    Nope, not possible anymore.

    LOL. God bless these developers.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2489186#Comment_2489186

    This has been the case since the removal of vaccum pallets

    Doesn’t make it less dumb, just dumb and also old.

  • Well, good to know how to get around it but the fact that this is a thing is incredibly dumb.

  • Well, they acknowledged that Hillbilly was bugged in previous tests, so it wouldn’t exactly be a surprise if the same bug persisted.

  • @TGB said:

    Actual "question".

    Wraith seems better to me. Frankly, I never understood the huge Spirit hate, and high rating among the community. Honestly, her most annoying trait is her passive phasing... Not her ability. And that mostly matters on small, unsafe loops anyway. (Although it could get her that winning edge on bigger loops, too.)

    They're very similar overall. But I'd call Wraith's downsides better than Spirit's downsides. And/or his strengths better than her strengths...

    Whichever.

    Well, let’s use an example to demonstrate why Spirit is better.

    I’m working on a gen and notice the killer approaching me, either by sight, sound, or the use of a perk. There’s a fairly standard low wall pallet loop nearby so I go to it.

    If it’s a Wraith, I can loop him in the usual fashion. I watch him and whatever he does, I do something in response. If he chases me around the pallet, I run around until I drop it. If he tries to play it, I can play around it in response until he either breaks it or I mess up and he gets a hit, and then I run away. My ability to keep eyes on the Wraith, see how he’s playing and play in response will have a significant impact on how the chase goes.

    If it’s a Spirit, I go to the pallet. If it’s an inexperienced or unconfident Spirit she’ll chase me around it as a 110% killer until I drop it and she breaks it, which is she best case scenario. If it’s not, she can stand still at part of the loop and I have no idea what she’s doing. Is she just standing there? Maybe. Is she phasing at me from the left? Maybe. Is she phasing at me from the right? Maybe. Is she phasing at me in a complicated figure of eight pattern to throw off my Spine Chill? Maybe. Is she phasing backwards to attack a teammate she saw hiding in a bush nearby? Maybe. I have to guess what she’s doing and if I’m wrong, I don’t really have a lot of feedback about what I could do better next time because I have little idea about what she did and if my actions had any effect on how she played. She, meanwhile, can hear my footsteps and breathing, hear rushed actions, see me move grass, see and hear me slow vault a pallet or window, see my scratch marks, etc. She gets a lot of feedback on what I’m doing which allows her to see how I play and tailor her tactics in response.

    You can’t read Spirit in the same way you can do a Wraith. You can watch what the Wraith does and how they play. You can watch them try to bait a pallet drop, or use their power to cut you off and bodyblock a window, or double back. And if a Wraith makes a mistake while using his power, he can’t attack you. Spirit can phase in short bursts and try over and over every few seconds, and if she’s running the right add ons her power recovery is even quicker. And she can immediately attack from her power.

    So Spirit is much stronger in chase overall. And when you’re playing against survivors who are experienced at chases, that makes a much bigger difference to the match. Killers get pressure by injuring, downing and hooking survivors, which a good Spirit does much faster than a good Wraith can.

  • I’ve been having minor stuttering for the last couple of patches. I tried fiddling with some settings yesterday to see if I could fix it, but it just made it worse, annoyingly. Gonna keep trying though, I’m sure there’s a sweet spot of settings that will let me get the same smooth performance I was getting a few months back.

  • @danielmaster87 said:

    Can't even tell that either of those pictures have fov increases. The killer fov is such a joke in this game.

    There’s a friend of mine I think would love this game, but he refuses to play it because the killer FoV makes him feel ill. It’s really bad.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485089#Comment_2485089

    Who falls for CJ tech? Its ######### obvious when they try it.

    New killers who don’t know what it is, typically. For anyone with more than a few hours on killer, it’s a free and easy hit/down but they’ll probably remove it anyway, like they removed window techs.

  • I don’t really understand why they remove stuff like this. Any survivor who is chasing you around for a flashlight save is A-OK in my book because they’re a survivor not on gens. If they make dumb stuff like this harder and harder (or impossible, eventually) then “gen rushing” will be all there is to survivor and that’s boring as hell, speaking as someone who never uses flashlights as survivor but LOVES to see them as killer.

    They’ll remove CJ techs before long, I’m calling it now. And it’ll suck because it will rob me of fun games against cocky, altruistic survivors.

  • Yeah, it feels really nice to be able to actually hear stuff. Pretty good job, without the irony.

  • @GrimoireWeiss said:

    My theory is that Twins are sitting right now at a very high kill rate. Unlike Trickster and Nemesis, they are a very strong killer, even though they feel sluggish to play, so the devs must be afraid to give QoL for them (just like with Nurse).

    That's kind of a bummer because Twins are one of their most creative designs, the only killer since Demogorgon that deviates from the "ranged attack" or "running fast" stereotypes. They should have been very fun for both sides, but they do need a lot of polish.

    Edit: are you the lore guy from Youtube? Your videos are amazing!

    I agree with this. They’re a killer that is countered by survivors grouping up, being very altruistic and running healing builds, which are all completely counter to how most not-in-a-4-man survivors typically play. It wouldn’t be surprising at all if they have a higher than average kill rate (and a high rate of disconnections - purely anecdotal, but most games I play against Twins have at least 1 dc). So I imagine the devs are hesitant to give them anything that could be considered a buff.

    They need more involved balance changes than just number tweaks and Victor being destroyed when near hooks, IMO. Seems like a lot of people find them frustrating, which is a difficult problem to address with just minor adjustments.

  • I don’t think this is a good idea. People should be able to play what they want to play. Forcing someone to only be able to play one side would be quite annoying and frustrating, and would encourage people to throw matches to get them over with so they can play what they want.

    Adding incentives for playing both roles is a better idea, IMO. Carrot vs stick.

  • It’s been better than I expected, to be completely honest.

    I only had time for one killer match. I played Nurse against decent survivors (they were doubling back, faking doubling back, breaking LoS, using unpredictable pathing and pallet fakes, etc. so not babies). I’m not good at Nurse by any means and I have very few hours on her but I managed to kill 3 of them by hooking them on rotation 3 times each (so no camping/tunnelling), and I let the last survivor escape after hooking them once. One of the survivors had 3000+ hours so I expected to get stomped into the dirt, lol. I’ll probably play more this weekend and see how things go.

    I played a few survivor matches and took notes of everything. Couldn’t find any consistent pattern. There was a lot of variation in killer picks and builds. Some less experienced killers, some who had a few hours under their belts. Most killers I played against played “fair”, except for 1 Insidious Bubba, 1 hard camping Nurse, and one hacker (but I don’t think I should count that, in fairness).

    My teammates were variable. Some questionable, some really good, but overall not too bad and they did gens and knew how to loop decently. My overall escape rate was less than 50%, though. But I feel like I probably could have escaped more if I ran a more consistent build, I was running some silly builds and threw a couple of escapes to get challenges done.

    Overall, I had fun but I’m apprehensive about how MMR will shake out in the long run. Only time will tell I suppose.

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