Jplanas98
Jplanas98
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Could they have calm spirit?
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Point is the same, reasoning is different. You didn't make the post and state that it's the ultimate BT counter, or the ultimate OTR counter. You came to the conclusion of Snap Out taking priority being uncounterable because it's the ultimate counter to Dead Hard. Reasoning is just as important as your argument.
So you're telling me that if you use Dead Hard the Killer will decide "this isn't worth my time anymore". In that case wouldn't that mean you are in a safe position and would then be able to both Snap Out and mend right after?
I'm not talking as if you enjoy Dead Hard as a precious ring, I'm pointing out that you only came to this conclusion once you realized Doctor passively counters it after the recent change. "You're crying", I mean, you are crying about it. Multiple people have told you multiple ways to work around it, and have told you that it's an intended feature from the devs, and you refuse to accept any of those answers and continue to make the same argument. Also, if you think saying "you'd go down anyways" is a Killer vs. Survivor mentality, that say more about you. If you were slugged with a Killer standing over you and your team mate says "I would revive you, but you'd just get downed again anyways", does that make it a Killer vs. Survivor mentality?
Again, you're still trying to nit pick minor things in attempt to dismiss anything I've said rather than face the possibility that you might actually be wrong. So much so that you even misquoted me, because I never said "You'd go down anyway". I said " You were more than likely still going to be chased after using DH and going to get downed anyways." One implies more that I'm saying you're bad, while the other implies that you would most likely go down eventually because you would continue to be chased.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3200260#Comment_3200260
"No killers require 2 survivors to avoid an uncounterable down"'
That's the main answer I have here : "go to a team mate."
"if you don't screw up and decrease your timer by walking or slow vaulting"
Yes, slow actions decrease the mend bar. It shouldn't be a reason for Snap Out to be a priority over it.
"you're crying because it counters DH"
I really don't, I was surprised because the 2 status effect conflict each other.
"You were more than likely still going to be chased after using DH and going to get downed anyways"
I won't go further because you're acting condescending with a Survivor VS Killer mentality : no thanks, have a nice evening.
The reason you're getting the "go to a team mate" answer is because you're complaining about how Snap Out takes priority and don't like the other answers you're getting no matter how valid they are, but being told to go to a team mate gives you a reason to continue to complain because it fits your argument while the other solutions don't.
If you're taking slow actions, then that should mean you're in a position where it should be safe to snap out and mend. If not, that's entirely your fault. If you know have a time limit why would you intentionally do something that would decrease that time limit if you know you then won't be able to mend yourself?
"The 2 status effect HAVE NOT BE THOUGHT to work together with the recent patch" those were your exact words, and in your original post you even say "literally the ultimate counter to dead hard". It's very clear that you're upset about this because you now realize Doc can counter your Dead Hard. So, either you're now trying to back pedal, or you're losing track of your own comments.
What did I say in that comment that was wrong? If you use Dead Hard on a Killer they're not suddenly going to stop chasing you, they're going to continue to chase you until you get downed. Nothing I've said has been a Killer vs. Survivor mentality, you just know you don't have a legitimate counter argument so it's easier to dismiss anything I say by saying I have a "Killer vs. Survivor mentality" than it is to admit that you're wrong.
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@Rovend said:
But what if the survs have repair tools inside the medkits?
I'll have to keep that in mind next time.
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@neb said:
it's beautiful
it's even more beautiful when you see them running healing perks/builds on the end game screen.
Lmao I should've screenshotted their perks, because there were a lot of healing perks.
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No killers require 2 survivors to avoid an uncounterable down because that doesn't exist. As other people have said, you can still snap out of it and mend right if you don't screw up and decrease your timer by walking or slow vaulting. It's also still perfectly balanced, you're crying because it counters DH, when DH is a perk that prevents you from getting downed by a hit. You were more than likely still going to be chased after using DH and going to get downed anyways, so if your argument is that they didn't take into consideration the recent patch, your argument is a joke.
He countered your counter, but somehow his counter to your counter is uncounterable even though you have a few different options on how you can counter it. This is essentially what your complaint is.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3200100#Comment_3200100
I'm repeating myself on this one, but by your logic, once you're on mending timer :
You can't walk against a Doc
You can't slow vault against a Doc
You can't play around Builds like Fixated / Vigil / Sprint Burst or try to hide scratch marks / go in a locker
Etc...
This ... is not balanced ;)
I really wonder why you keep going with that statement when all is needed is just a priority swap between both status effect.
If you're on a mending timer you shouldn't be walking anyways, that's how you cause the timer to decrease. Same with slow vaulting. You're just damaging yourself, has nothing to do with Doc. You also can definitely play around builds using those perks, being in tier 3 doesn't prevent those perks from working at all. Also, going in lockers literally counters his shock, so don't know what you're talking about there.
What this really comes down to is that you're upset that that this specific Killer makes your build less viable, and occasionally makes mending difficult. He's pretty well balanced, you just don't like that he counters you once he bring you into tier 3, or you just don't know how to play when you hit tier 3.
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Maybe another 840 hours will change your mind.
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All that has really happened is that a lot of players now realize they're not as good at the game as they once thought they were, without the old perks to carry them.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/3147111#Comment_3147111
dumb... ok...
you still cant use her anti loop ability near a hook and have to M1 and, comparable to huntress hatchets, landing a power hit can sometimes lead to a quick down right after that because the cooldown with power is way less than with an M1 hit. And still you have your M1, it is not comparable to old DS. you have a way to play around it. An injured survivor is way weaker vs Bubba than a healthy one because you can chose to M1 or chainsaw him when playing a pallet. The survivor looping a hook is in no way invulnerable. Either wasting time to heal or you can just pick to chase him unless you are sure to have more survivors around
This is a pretty weak argument and not at all strong enough to be called "abuse" and since you still have the ability to chase the survivor rather than let him escape or work on objectives, this is not really similar. shall I call you dumb now?
You typed a whole lot of words and still said absolutely nothing. Yes, landing a power hit can sometimes lead to a quick down right after, is that your only argument? You realize with no cover blocking the crow it becomes incredibly easy to telegraph the path it will take. So much so that if you get hit by it while it's placed in the open, you deserved to get hit by it. The Huntress's hatchets don't have that sort of telegraph, survivors play a guessing game on when she's gonna actually throw the hatchet so they can dodge it. When the Artist places her crow down, you simply just don't walk 10m in front of its path.
What kind of argument is "an injured survivor is weaker vs. a Bubba than a healthy one"? Not sure if you knew this, but an injured survivor is weaker against literally EVERY killer in the game. They're one hit away from going down. This argument makes absolutely no sense.
I also never said that a survivor looping the hook is invulnerable. But it creates a situation where now the Killer has to decide to either hit the survivor and potentially give them a free unhook, or play the waiting game and hope the survivor messes up and the Killer can grab them while they are trying to unhook the survivor, which is why it would be similar to old DS. But of course you wouldn't understand that. Before calling someone's argument weak, make sure you at least have an actual argument and not just jumbled words.
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If you're on first hook going into second stage and none of your teammates are running to get you, or are all hiding/crouching somewhere, I can understand if you suicide on hook. Other than that, I feel like for both Killers and survivors the only real reason to DC is because a hacker is holding you hostage, or there's a game breaking issue that is making it incredibly difficult or nearly impossible to play properly.
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It would be similar to old DS before the added conspicuous actions, where even though you weren't intentionally tunneling someone they could do objectives directly in your face and your options were to either leave them alone or eat the DS. Making it so Bubba can't use his chainsaw within hook range will cause similar situations where even if the Bubba isn't camping and is chasing another survivor, if that survivor runs to the hook he can no longer use the chainsaw.
Also, the Artist argument is dumb because her ability isn't an insta down, it's an anti-loop ability. They aren't comparable.
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@Vampirox said:
yeah and survivors have 4 perks too, i would like to run multiple exhaustion perks but you cant
but if a killer is gonna run multiple slow down perks like a little pp killer he is than it shouldnt have built in surveillance so they can keep going back unless they are using the perk "surveillance"
Tbf, it's 4 survivors with 4 perks, 16 perks total, some of which can help each other out. Killers' perks only help themselves.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3144230#Comment_3144230
This is kinda rude and I am one of the people that disagree with him. Just because we are okay and he is not does not dismiss his opinion and marks it as wrong. This is just a video game after all. You can have bad opinions, sure, but opinions aren't wrong, because he's not talking about an objective truth. In the end, the game is subjective and what people find fun and balanced differs.
Now if he were to go "well in my opinion the Earth is flat" now THAT is an objectively wrong opinion. So, while there are wrong opinions, his wasn't really. Is it a bad opinion? Maybe to me, certainly to you, but lets not act like he is the only one that thinks this way. Remember, every human is different, and as such not everybody will think like us.
I am glad he shared his opinion, because it's nice to see what others think about the game, whether it's killer powers, mechanics or perks. That is how the game can improve, even if I disagree with what they say, but at least it puts some things in perspective and opens some discussions.
"You can have bad opinions, sure, but opinions can't be wrong." That's false. If you present your opinion as a fact rather than an opinion, then your opinion can be wrong. OP started their post by saying "Survivors being afflicted the Broken status effect whenever Plague uses Vile Purge is an outdated concept." The didn't say "I think," or something along those lines, and then give their opinion. Hell, at no point in their entire post did they say "I think." or even "I feel like," they stated everything as though it were a fact, making their opinion objectively wrong.
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Survivors keep crying that Killers are OP now, and I won't deny that they are stronger now, but all I've noticed is that a lot of survivor players have become incredibly dumb. I will get one or two downs, and as I'm trying to bring the survivor to a hook, there is another survivor that is basically inhaling my ass waiting to unhook the survivor directly in my face immediately after I hook them. Or they decide to just stand behind me clicking a flashlight at the back of my head. This isn't something that happens every few matches or so, it happens Every. Single. Match.
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There needs to be an option to. It's so much worse of console than on PC (swapped to PC recently and auto aim hasn't screwed me over nearly as much as it did on console.
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People say that you can't have wrong opinions. I think this post would prove those people wrong.
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After a certain extent, yeah, you can report them for holding the game hostage. There's a difference between playing stealthily and refusing to do your objective. At some point they have to at least attempt to work on the gens. If not, neither side can progress through the game enough for the game to end without forcing the Killer to disconnect.
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@youshisu said:
https://forum.deadbydaylight.com/en/discussion/comment/3133393#Comment_3133393
i can't if you dont use emotes, text is text, no emotions ;)
Yeah, you must be new. "Nerf Pig" is a pretty well known joke throughout the entire community.
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Why? The survivors can see the location of the box throughout the ENTIRE match. The killer would need to waste one perk slot AND have the knowledge of how spawn prediction works just to be able to get the box faster than the survivors.
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Plague - A great counter to the healing meta, passively causes a broken state. But the low projectile speed of the vomit makes it hard to change the direction of the vomit or lead it, and there are too many ghost vomit hits where the vomit either phases through the survivor or the survivor will react to being hit by vomit but don't actually get affected by it.
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Honestly, I'm hoping it becomes meta. That just means survivors waste a perk slot whenever I face them.
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What the other person said. Plague is automatically forced into corrupt purge after every fountain has been used specifically to prevent plagues from preventing survivors from cleansing. If that never happened, then there was a fountain that was never used to cleanse.
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People are crying way too heavily about the BP bonus being removed. BBQ still provides aura reading which can be buffed, sure. But with the new role incentive Killers will basically have permanent bonus BP.
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This is why console players have been asking for console optimization for years, but we still haven't gotten it.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3007799#Comment_3007799
Source? Doesn't feel like that lol
. . . Play Killer? Pretty sure that's the best source you can get.
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It also works the other way. Because the Killer's hitbox is so big, sometimes pallet drops stun them even though they were a good distance away from the pallet.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3007677#Comment_3007677
It would still be useless as the Dredge uses lockers more frequently during Nightfall and he's very fast while doing so for that period of time. The locks are there because he needs a slow down otherwise he would be pretty strong. You need to balance a killer for both sides where one side doesn't completely obliterate the other. Locks are fine as they are right now but they just need a bit of slowdown on the survivor side too. Right now it takes probably not even a full second to lock a locker so you can do it mid chase. If it would take at least 2.5 seconds each lock, I think it would make survivors think "Do I want to spend more time locking lockers or do I go and do a gen?".
You realize if the locker gets unlocked they would simply have to take that 1 second to re-lock that locker right? It's not useless, it would be a fair change to counter the current heavy counterplay which is to lock every single locker on the map immediately so the dredge has to break them in order to use it's power. Unless they decide to make it so it takes 1 second to break the locks as well. Also, 2.5 seconds isn't gonna make survivors stop and debate on whether they should lock the locker or work on the gen. The locker counters the Killers ability and will force them to waste their time breaking the locks just to use their power.
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@thefallenloser said:
And they never learn their lesson.
Evident in the Garden of Joy, with the map being entirely too big, with an extremely safe and large main building, connected loops, increased pallet volume, and lack of readability for both sides.
The Game is somehow unchanged in DBD, which makes for a mind-numbing experience for killers against a halfway decent team. There must be at least 20 pallets on the map and MOST OF THEM are completely safe. Breakable walls galore that just trap people in rooms or make it cumbersome for people to get to other areas of the map.
The problem has always existed too, but BHVR has failed to improve. Blood Lodge has way too many pallets and is extremely large, with there being no real 3 gen setup on the map due to how far apart the gens spawn from each other. Meanwhile Shelter Woods is literally a completely dead map full of only dead space and an over abundance of LT walls.
The problem at its root stems from the misguided notion for BHVR to add RNG mechanics to all of the maps.
Seriously, the map balance is the biggest issue with the game, and needs to be addressed immediately. Most of the maps are completely unbalanced in one direction, and all it leads to is frustration. But BHVR continues to make the same mistakes over and over again when it comes to the balance. It needs to be improved.
The map design team apparently values aesthetic over map balance. No one will care about a map being bad as long as it looks good, right?
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He's fine the way he is. He's low B tier in my opinion. You can counter him pretty easily, especially since you can ruin his ability by simply locking all of the lockers ahead of time. It takes him about as long to break 1 lock as it takes the survivor to lock 3 lockers.
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Honestly, I don't think sprint burst is too much of an issue. Sure, it can be annoying sometimes to see someone just zoom away all of a sudden when you approach them, but you more than likely haven't started a full chase by then. It's not like DH which can be used mid chase to give a survivor the advantage of diving towards a pallet, extending the chase even more.
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@StarLost said:
Let's list our off meta and slightly off meta perks that we always use, and find work well for us.
I'll start.
Killer
Discordance. This is, in my opinion, the *best* info perk killers have, and if it wasn't for Spinechill, it would be the best info perk in the game. Far too many people neglect info perks that aren't BBQ, and this one is almost as good as LP early game and keeps right on giving all game.
Floods of Rage. Another great info perk, but you'll need to combo it with Agitation to make it reliable, and then you might as well throw in Pain Resonance too. It's not amazing on everyone, but on any roaming, snowbally killer like Oni or Plague, it's incredible.
Call of Brine. I'm using this more and more these days. It's good on it's own - a nice mix of info and regression, but combo it with Pop, Oppression or any other 'kicky' perk, and it's a force of nature.
Pentimento. This perk has straight up carried me at times, as a combo with Plaything. For some reason, survivors will cleanse the Plaything ASAP, but ignore the Penti, as it has an invisible effect that turns the game into a mire. Get two up and, if you can defend them, it's a nightmare. Works best on killers with sustained mobility, using Plaything as a platform (which sadly makes it weaker on Onryo and Wraith). I run it on Demo and Dredge almost every game now, and it melts faces. It's also nutso amazing on any 'objective' killer, like Cenobite and Pig, as between Plaything, Penti, SAW traps and The Box, you'll make people run all over the map. It's also decent on Nemesis.
Iron Maiden. Saw Otz running this on Trickster and it made me go 'huh, that's a brilliant idea'. Speeds up reloads (shaves off a lot of time over the course of a long match)...plus, plenty of survivors just love lockers, and will instinctively hop into one - and even if you only get one instadown in a match, this seems to make people panic.
Survivor
Empathy. The aura reading is incredible, you'll always know where to go to heal someone - and more importantly, you'll generally know who is being chased and where, allowing you to be on the spot for a save or a sabo.
Windows of Opportunity. This often gets ignored as a 'noob' perk, but even now that I've got a good feel for survivor (sort of), it still saves my butt at least once a game. Knowing where certain things spawned, which pallets are still up and sometimes even where a chase is happening is a godsend.
Built to Last. Infinite medkit? Yes please.
Boon: Shadowstep. This perk should scare killers more. Well sited, it can cover most of the map and negates all aura reading, as well as scratch marks - countering a lot of perks and addons and confusing all but the most experienced killers in a chase.
Camaraderie/Kinship. Literally the only answer I've found to a camping Bubba.
In my opinion, I would disagree with Discordance, Iron Maiden, and Windows being underrated. I use and come across a good amount of players using Discordance and Windows. And Iron Maiden I see pretty often on Huntress and Trickster players since those are the two Killers the perk is best with. It's just not good with most of the other Killers.
But I would say Blood Echo is pretty underrated. It's good on hit and run Killers, and is especially good on the Plague. It helps counter entire squads running exhaustion perks, especially dead hard since they won't be able to dead hard to a pallet.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/3007198#Comment_3007198
There are literally 2 perks that increase FOV. One being Shadowborn and the other being Monitor. Neither of these perks have a necessary FOV function, and “FOV techs” are anti-player and is not an explained and laid-out mechanic of the game. The limited sight a killer has comes from their first person camera, not the FOV.
Neither of those perks have a necessary FOV function because the increase in FOV is the function.
It doesn't matter whether or not it's an explained and laid-out mechanic, it's a well known tech that only new players don't know about, and the devs are fully aware of the mechanic.
If you think FOV doesn't affect the sight, you're either willfully ignorant or don't understand how FOV works. Yes, camera obviously limits your view, but in pretty much every FPS game increasing the FOV increases the width of your vision which allows you to see your environment wider. You can hop on literally any FPS right now and adjust the slider, and you will see how much your sight is limited at 60 FOV compared to 120 FOV.
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Meanwhile I'm going against SWF gen Jockey's running meta perks when I'm just trying to learn Dredge after not playing DBD much for over 6 months. It's happening on both sides to everyone. People are sweating their asses off.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/3006119#Comment_3006119
https://forum.deadbydaylight.com/en/discussion/comment/3006737#Comment_3006737
i've said it before and i'll say it again, half the people on this forum have a victim complex lmao
You realize the sole purpose of limited FOV is too limit the range of the Killer's attacks and limit their visibility so survivors can juke them or escape from them due to their limited sight, which is why certain perks increase FOV. It's not a victim complex when that is the entire purpose of that mechanic, otherwise there's no reason not to implement an FOV slider.
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They won't do this because it'll actually make playing Killer fair. If there was an FOV slider, survivors wouldn't be able to FOV tech as easily, and a lot more attacks would land since the Killer's attack range (horizontally) is limited to their FOV.
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Huntress. She's def a dommy mommy.
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This is blasphemy. I demand the devs make Nea uglier. We cannot accept this.
But in all seriousness, idk if she's necessarily ugly, but she does seem to have a bad case of RBF.
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From what I've read, it just seems like a lazy and easy route. Him being gay doesn't matter, just like other characters possibly being straight doesn't matter since none of it effects the game. But why suddenly announce that a character released nearly 5 years ago is gay instead of just creating a new character who is gay and later down the road, or immediately after, announce that David is also gay. It feels like all of the survivors' names were put into a hat and the name that got pulled out is the character that would be announced as gay.
This is just my two-cents, even though no one asked for it, and may possibly dismiss it since I'm not a member of the LGBT community myself.
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@Chilli_man2400 said:
Because all those suggestions would not fix the issue. The issue isn’t boons. It’s only COH. If you did any one of those changes, then Shadow step, Exponential and Dark Theory become useless ######### perks.
The only change that could work is increase bless time for each snuff. I could see that. But the rest suck. Your literally nuking Boons all because of one perk.
The post literally only talks about COH and making those changes to that perk specifically. They never said the issue was boons, they only talked about COH.
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@ObservantOfTime said:
... play Plague? Seriously, this killer was made for this. Sure, she's got a bit of a learning curve, but comes with a fair and decent selection of add-ons, awesome skins, and more importantly, hard-counters the healing meta. Her add-on selection is especially nice, since she doesn't have any add-ons you're never going to use, and that's a big plus in my books.
Survivors either stay infected and broken (and still have 2 health states if they use DH, so nothing really changed), or they cleanse and give you a pretty strong power that can injure or down multiple survivors at once. I compare her to a much slower and shorter ranged huntress, but anyone who's played a projectile killer can probably adjust to the slower projectile speed just fine. You can arc your shots over obstacles / tiles and get some amazing downs, the black incense is spectacular, the prayer tablet meme add-on is actually viable and really strong with other infection duration / effectiveness add-ons, I don't see what's not to love here.
Corrupt intervention and infection duration add-ons are so good on her, just cover the non-corrupted gens in vomit, and you'll automatically know if someone touched one. You can do that with exit gates and totems too. Non-infected survivors don't want to always get healed by or rescue infected survivors, and if they do, then that's a win for you.
One downside is a lack of mobility, and big maps can really hurt, but I'm amazed I don't see more people playing plague with all the bellyaching that's going on around the healing meta.
So, if you're one of the many posters complaining about too much healing in the game, why not give Adiris a try? Vomiting on survivors is also pretty cathartic, and good for the soul. Why not put Blight, Nurse, Spirit and Huntress on a shelf for a bit, and try out something new? I've probably run into one plague last month, and there's a good chunk of new survivors that don't know how to effectively play against her at all.
Anyways, that's my pitch for Plague, a mostly forgotten killer that has a lot of relevancy in the current day meta. What are your thoughts about this? Are you going to give it a try and see for yourself?
Because Plague has a massive issue with vomit not registering. As someone who ended up maining Plague because of the heal meta, it became aggravating playing as her because of all the times my vomit would hit a survivor, I would hear them scream and see them go through the animation of being vomited on, but the game doesn't register any of it. Not to mention she's easily countered. Turning corners makes it near impossible for her to hit her vomit because of how slow it projects. And while she can prevent people from healing, the main counter to her is to not cleanse yourself. Especially on a big map.
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Gonna play devil's advocate here. Where's the proof that 2 million people are logging in daily? All the article says is that BHVR 2 million daily logins, but there's no image, stat tracker or a link of any kind in the article to actually prove that number is real. Also, does is this the number with or without the free weekends they've done. Is it possible that many people login daily? Absolutely. But we can't just take BHVR's word at face value.
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This is something the devs are aware of, but haven't done anything to try and fix it.
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It's Clown. He deserves all the buffs he can get.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2804907#Comment_2804907
It's kinda like sandbagging, it's clearly their fault but it doesn't justify behavior.
There's no behavior that needs to be justified though. The Killer's job is to prevent the survivors from doing gens. and if there are only 3 gens that the survivors caused to be close together, you can't expect the Killer not to do their job.
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It do be abysmal
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2804894#Comment_2804894
That and the migraine-inducing chase music are the two reasons I don't play Doctor outside of dailies.
I can't stand watching survivors get zapped, scream and do the animation, then vault or drop pallets regardless.
If I shocks a survivor and they scream and immediately drop that pallet, it's annoying but I'll accept it because it's probably just the server catching up. But I've had so many times where I'll shock the survivor, then a second or 2 later they'll drop a pallet or vault through a window. Having that happen repeatedly has discouraged me from playing him altogether.
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I feel like 3 gen situations are more the survivors fault. It's there job to do gens, so it's also their job to make sure they do gens in a way that the last few a separate enough so the Killer can't easily apply pressure on all of them. As Killer I notice survivors who will rush gens by sticking in groups of 3 or 4 just to do gens as quickly as possible instead of splitting up and doing gens all across the map. So you can't blame me for taking advantage of a situation they put themselves in.
I play SWF on occasion, my friends aren't terrible, but they're not the best. They'll come and work on a gen I'm working on, I'll leave that gen to them and tell them not to do all of the gens on one side because it'll screw us over. Sometimes they listen, sometimes they don't. So if we 3 gen ourselves, we can't get mad that the Killer taking advantage of since we put ourselves in that situation.
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As someone else mentioned, the ranks really don't matter. I find myself using that as an excuse as an argument sometimes but I'll be an ash rank Killer going against a full Red Rank team and still manage to beat them with little to no problem. But when I'm red rank, I go against Ash players that hand my ass to me on a silver platter.
But it basically comes down to either committing to one Killer and slowly get better with them and get higher in the MMR. Or play whatever Killer you want, take a few L's but eventually your MMR will reduce enough that you'll end up facing weaker survivors and the matches will go back to feeling a bit more "fair".
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@[Deleted User] said:
You want to talk crazy, how about when you zap (pacify) a survivor as Doctor and they take the zap, drop the pallet, then somehow jump back over it. All before the server acknowledged that they'd taken the hit.
Not one, but two actions!
Part of the reason why I stopped playing Doc.