Kumnut768
Kumnut768
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ive fully stopped playing this game now, they dont seem to understand how to design maps
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dont play legion lol
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and now everyone is saying it doesnt do anything,
like i tried to say, before they were put back in
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devotion 16 level 78 could be higher but im losing interest in this game i know battle guy is like devotion 28 or smth
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i agree with you here the games become super stale, i just load up the menu screen and stare at it for 5 minutes and go to bed i dont know whats wrong with me but i cant really be motivated to do anything anymore
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i can kinda understand, versing m1 killers does get boring after a while its not really exhilarating and no real sense of danger and jumpscares are just kinda meh, although it can be fun sometimes
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a simple duration decrease wouldnt really solve the issue if they were to do this it would still be complained about by many
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i have it lol, my best achievement on console ever
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like an 8/10 for killer but a 3/10 for survivor, never really appealed to me that much never really got that much into it
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you cant say that "X side is OP" because in general killer nor survivor are unbalanced but there are variables that get brought into the equation that turn the tables of balance, for example if a solo team versing a killer with 2k hours, killer sided, solo team all with ds unbreakable against the same killer, survivor sided, now the killer brings a mori, killer sided. you cant use an umbrella term to describe the balance in this game
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1714464#Comment_1714464
That's really not true, for two reasons. First, most of the time you do know exactly where the killer is, even if you don't see them every step of the way. For example, let's say you get hooked and the killer beelines towards a gen across the map where a teammate is. Do you see the killer walk all of the way there? No. Is it very likely that they have BBQ and will continue to beeline towards the gen? Yes. Second, running OoO still doesn't necessarily mean your teammates will have as precise information as you do. Let's say you're playing on Lery's. Are you going to be able to call out which room the killer is in just based on their aura? No, almost certainly not. Even if you've developed a convention with your team such that you know which sides of the map are the top and bottom, the best you'll be able to do is say, "he's in the middle about 1/4 of the way to the top", or something of that nature. That's not a whole lot better than what you'd get just by paying attention to your TR, using your eyes, and using any other tracking perks.
In theory it can be used to make your teammates loop gods, but not really in practice. I'm a red rank killer, which is relevant, because matchmaking is rank-based. I have literally never had a game with an OoO watching me the whole way through my chases and with teammates that were unreasonably good at predicting my mindgames. There are only a minority of loops where that's ever going to be helpful, because the survivor needs time to react to the callout, and only if the killer is moving in a very predictable way. If all they ever to is walk backwards or turn around, sure. What if they start to walk backwards like a classic moonwalk, then reverse and moonwalk the other way? That move often gets hits within a second or two on decent players - they double back when you show the red stain around the corner and then it goes away because they assume you're moonwalking, and then they end up running right into you. If you called out the original moonwalk, they'd run right back into me by the time you had time to call out the second... you get the idea. You could probably bully some killers with no anti-looping power who try to mindgame bigger loops, but in general, good luck with that.
If the object is able to win their 1v1 with the killer and waste a massive amount of time, props to them. In a fair matchmaking system, though, that should not happen much, and against many killers it's not happening unless the matchmaking is really busted. Like, good luck running a killer like Spirit, Nurse, or Clown for long enough to save time for your team. The best you can hope for is to bait the killer into chasing you away from the gens they're defending, but if you're far away from the gens they also don't need to bother with you.
Against stealth killers this perk is straight up garbage. You get to see maybe what third of the map the killer is on, which is not particularly useful information, and in return they get to see your aura, which is very useful for a killer with no TR. Especially against a killer like Ghost Face that has pretty much perfect stealth, you're pretty much just going to get destroyed. You won't know if they're 10m away or 72m away until they walk around the corner. If stealth killers are bad in the chase, and OoO makes it easy for them to hit you for free, you would get way more utility out of something like Spine Chill, or Sprint Burst, or really anything that can help prevent you from taking that first hit.
This perk does destroy Trapper, agreed. This perk does not destroy Freddy or Hag. Freddy's snares make mindgames irrelevant at loops. In other words, even if you have actual wall hacks on him while you're looping, he can still rapidly shut down tiles with his snares and force you to leave them. Unless this is one of the first chases of the game and you get a really favorable match seed, you're probably not going to be able to consistently move from safe tile to safe tile. He's going to force you out of a loop, there's going to be no next loop close enough, and you're going to take a hit. Meanwhile, Hag just sets traps far too frequently and they're way too hard to see and then safely disarm for you to be able to damage her web faster than she can repair it without taking free hits and while still doing gens. Even if you have four flashlights and an OoO, by the time you communicate and destroy the one trap she'll have set three more. You also very likely won't know exactly enough where they are to communicate the location to teammates in the area if you're relatively far away. You'll be able to say, "she put a few traps near the corner jungle gym", but you won't be able to communicate them precisely enough for your teammates to find them and just barely trigger them to avoid a free hit.
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This perk is extremely rare at red rank, four-man SWF or no four-man SWF. The question I have is "If this perk is just stupid OP, why is it so rare? Why has it not become meta?" For every one SWF with an object, you'll have like 20 with the normal Dead Harb/SB, UB, DS, BT/Adrenaline. I think the answer is a combination of things. 1) It doesn't provide nearly as much meaningful information as people say it does, especially when you factor in not being able to scan your surroundings when you don't want the killer to see your aura and 2) It is not fun to use, because it gets you tunneled / makes some killers salty, it's actively detrimental against stealth killers, it's weak against highly mobile killers with strong 1v1 (e.g. Spirit, Nurse), it's weak or even detrimental when the killer has built up pressure and the object is forced to come help relieve it, it forces you to be too careful about where you look during the match, and it generally forces you to sweat your balls off to even try to get good use out of it.
If when MMR comes back OoO enters the ultra-high MMR meta, I'll eat my words. As it stands now, though, it feels more like a noob stomper or "I think I'm better than you" perk than something that's consistently useful. You can tilt baby killers, who will mindlessly chase you for a few gens, and then if and when they give up you can just torment them with it for the rest of the match. Good killers will be able to better exploit the information they're getting back from you, and will be strong enough in the chase that the main issue is not knowing where they are: it's figuring out how to prolong chases. If they want you out of the game, you will be out of the game, and your SWF mates are less likely to just rush gens if the killer is camping you because SWFs are usually way too altruistic. That's more fun, after all.
this is about midwich not lerys and its not about callouts its about the way midwich is designed that allows you to always stay far away from the killer with them almost never catching you
im not saying its bad cause of callouts and stealth killers and trap killers and all of that i cba to get into all that but specifically for midwich
this is the layout, the main hallways work as a square and have 2 sets of stairs in the corners with two entrances to the courtyard on opposite ends. this is where OoO comes in, since there is no way to cut off the survivor that is sat at the end of the map other than run in a square chasing them, with OoO you can see which direction of the square they are moving and constantly reposition to make it so that they cant catch them without spending countless minutes chasing them in a square
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you can always stay on the inside and on the opposite side of the map to the killer and you just have to look were they are and just hold W and run around in a square, effectively making you uncatchable
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as of current there is 40 responses and only 1 said that it was balanced, ik this forum can be killer sided at times but this shows that it needs some kind of rework and yet the devs dont want to
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/201485/do-you-think-ooo-is-ok
Do you have a link to the dev stream, or will you share what they said about OoO?
"those people that do use it don't exactly escape very often, so it doesn't seem like an amazingly effective perk."
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nurse, oni
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its only as good as survivors allow it to be, it can give the killer a free w or get them 1 extra down and do practically nothing provided survivors just play smart
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if you ever saw skorpionz play pig, you wouldnt be asking that question
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1701502#Comment_1701502
Missing shots that def should have hit (because the survivor wasn't moving), so I tested against a tree on various mouse-sensitivity settings
this is how its always been with slinger lmao
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i feel it would lead to an increase in gen times, instead of focusing on map design and other balance issues, and the game becoming so unbelievably boring for survivors that the game would just die
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1700889#Comment_1700889
You've got to understand wraith is like the strongest killer in the game though
PLEASE, tell me your joking
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the thing is, in a lot of scenarios tne outcome doesnt change, you might be able to hear what direction shes in, but chances are shes gonna catch up with you real fast or you get to a pallet or smth and pre drop, just opens up some mindgame potential, funny how the bugs are closest things we've gotten to spirit counterplay
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more killers that oppress way to much in chase than is needed
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/1691955#Comment_1691955
I agree as well
So it can stop all these nerf spirit posts And I can go back to playing her without feeling guilty 😀
you shouldnt feel guilty for playing spirit, ive wanted her nerfed for 2 years now and ive mained her throughout that entire time
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this must be very unsettling and im o sorry you had to go through this it mustve been hard to deal with this if you could let me know his profile name on steam i would be willing to try reaching out to them and see if this is someone who needs help or someone who is just trying to get a laugh
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@Katie_met said:
I wish in-game chats could be reported to the devs so they could've read what that person said
that is literally what they do
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1691912#Comment_1691912
Not really. You can't dodge huntress or deathslinger projectiles, as they are unreactable.
slinger is fair enough that part is up to the killer but huntress if you mean the ads time thats reactable, charged at long range is reactable but not at close range, depends what your definition of reactable
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1691293#Comment_1691293
why do the devs care about people keeping a perk at tier 1? seriously? who the ######### cares
they need to implement an unnecessary nerf to make people spend an extra 9k bloodpoints? seriously?
and it is a nerf regardless what some want to believe, there's absolutely no reason it should have a range limit
wasnt that much of a nerf tbh it has basically the same effect
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not really a nerf more just a way to encourage people to get it tier 3 instead of keeping it tier one
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@Doom_is_live said:
https://forum.deadbydaylight.com/en/discussion/comment/1683306#Comment_1683306
Why would survivors pre-dropping pallets affect me as clown? I just throw the bottle at a high point near the loop before they get their and they waste more time trying to “pre-throw” it, while I’m already walking around to the other side of the loop. It’s pretty much a no-win scenario if the survivor is at an uncovered loop, they waste a pallet, gain very little distance because of the gas that was already there, and I probably get a free hit.
you don’t actually play clown do you?
no i dont play clown, i dont enjoy losing
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@GoodBoyKaru said:
Okay this is going to sound cliche as ######### but there are honestly two ways to get good as nurse.
Watch lots of gameplay. I mean LOTS. Eventually you start picking up blink distancing vs charge time, how long you can hold your chain blink, etc etc just by watching. This isn't how you properly learn her and get good as her but it can really give you a massive head start (I suggest Ardetha).
And the other? Just play her. Everything in her kit is about muscle memory, knowing where you can and can't blink from where. It's honestly just a case of practicing. That's it. That's how you get good as her.
It took me 2 and a half years of watching gameplay before I attempted to play as her. Finally I put like 60 hours a week into playing nothing but her, and after 2 or 3 weeks of learning I finally got to where I am today. I'd call myself above average.
Good luck man. She's the hardest killer in the game to learn and NONE of her skills are transferrable to other killers so it'll be a pain trying to learn someone else too but, good luck.
yea this, you gotta be prepared to suffer a lot if you want to get good, i was lucky enough to learn nurse way back in like 2017 when the average survivor was actually pretty bad looping wise
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billy, hunty and nurse killers that require the most amount of mechanical skill always make me respect someone who masters them
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@no_way55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1687825#Comment_1687825
I agree swfs have huge advantages. But giving options to players to avoid playing with or against swfs is more of a balance. If solo players queues are faster and swfs slower that tells the devs all the information they need but might not want to know. Toxic players will still play toxic but they have to do their own dirty work. Sounds fair to me.😉
because now no one can play swf even if their memeing, or just playing casually and your punished for having friends and killers would need some kind of nerf to make solo playable
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1686853#Comment_1686853
Quite simple.
- SWF groups will (once again) face a killer at a minimum rank equal to the highest ranked survivor in the party. This immediately crushes the majority of SWF smurfcomps and means that if they want to smurf, they all have to derank.
- SWF groups will have their matchmaking rating inflated artificially, proportional to the number of players grouped together (to counterbalance the coordination/communication advantage). Heroes of the Storm did this, and it worked pretty well.
https://forum.deadbydaylight.com/en/discussion/comment/1686855#Comment_1686855
Then why did they remove the protections against smurfing and the protections lowbie killers had against it? (Well, I know the answer - these same smurf groups started complaining about queue times and how they couldn't 'teach their lowbie friends the game, just ignore all those perks they have').
Why is deliberate killer deranking bannable, but survivor deranking isn't?
Note: survivors still have those protections. Survivors at a certain rank (I think it's yellow and below) will always be matched against a killer lower or equal to that rank. This is how the current smurfcomp works.
Again - if they were working on fixing this, why would they remove the fixes they had made - with no announcement, chance for discussion or ETA on a replacement?
question: if you inflated a 4 stacks mmr proportionally to the 4 stack if they all have high mmr levels the queue time would be ridiculously high and i dont think there would be enough players within that mmr range to even be matched with them
and this is all assuming that mmr can accurately predict skill which we know a computer cant do
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@MusicNerd_TC said:
I just want the devs to balance the game around SWF, buff solos, and buff killers as well.
You shouldn't be punished for playing with friends, most killers like to use SWF as a scape goat, because they didn't play well.
this, seriously i try to say this all the time and every time im hit with the "entitled survivor" line
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/1687484#Comment_1687484
Well actually, I tend to run discordance a lot and it's a pretty useful early game perk if you're a high mobility killer, and it's also a decently good late game perk if you can't patrol all the generators quickly.
yea but this guy was implying disco is a good perk choice for clown, i know its good for high mobility killers but for anyone like clown who is just a regular m1 killer with no mobility
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at first glance this seems right, but yeah as many have said this is flawed for a multitude of reasons
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@DaKnight said:
No corrupt, no discordance on a low mobility killer. You should expect ridiculously fast games not running either of those perks.
i feel your overestimating the strength of disco, its good but on a killer that isnt blight or billy its kind of useless the only time it would come into effect is at the start when you havent found someone
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1685830#Comment_1685830
I've been on both sides and I could tell you how OP it is. Even with a team of newbie players, it breaks the game
breaking down 4 stacks isnt that hard to do honestly you just have to play a lot more scummy and basically slug at the right time to build waves of pressure
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1686063#Comment_1686063
I'm repeating for special people, who don't read but rather look through, I never said SWF are OP. They simply brake the game, which is much worse.
I never said most SWFs are OP, if we started talking about that, I never had problems against such groups, unless I'm playing M1 killers which are generally bad and extremely demanding to the point it's just not worth playing them against any competent players. I don't care if the people in a SWF are good players or bad players. I simply don't care, because this isn't about skill or winning. It is about legal cheating which is the voice comms that not only make many pretty interesting playstyles and entire killers totally irrelevant against them, but also entirely replace at least a dozen of survivor's perks. There's no fair game or entertainment while facing SWFs, even if they are trash. Saying there's nothing wrong in SWF because "pOoR sUrViVoRs mIgHt bE bAd" is like saying there's nothing wrong in cheating because you are so bad, that you can't win even with cheats. That is what you sound like. Pretend that SWF aren't a problem because some cheating survivors are so bad, that they can't win even with cheats.
Voice comms contradict original (and as it seems current, since nothing was done to change the situation) design of survivors (which is them being unable to communicated anyhow but with gestures - lorewise and gameplay wise) and devs must do something about it, be it either allowing killers not to play against cheaters or buffing solos to level of cheaters and buffing killers or simply deleting SWF outside KYF mode. Saying "just ignore the problem, because you can still win" is pathetic .
would you consider kindred "cheating" because it offers the benefits of comms
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/1685780#Comment_1685780
The problem is comms, not SWF.
-Comms replace: Kindred, Bond, Empathie, maps...
-Comms boost: Keys, Object of obsession, Head on, Adrenaline, DS, sabo save, bodyblock save, palett save, flashlight save...
-Comms counter: Totems, Trapper, Hag, any stealthy killer.
And you don't need to be a godlike player to capitalize on this.
and the solution is giving these benefits to solo players and buffing killers accordingly
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1685780#Comment_1685780
The problem is that, at lower ranks, SWF is synonymous with 'smurf group'. These were all encountered at rank 13-14 and about half of my games look like this right now, making it very difficult to rank up.
https://us.v-cdn.net/6030815/uploads/YXNCFFNSVMZ0/smurf-premade.png
https://us.v-cdn.net/6030815/uploads/IXZ1PBND7HBX/smurf-premade-2-wat.png
https://forum.deadbydaylight.com/en/discussion/comment/1685781#Comment_1685781
The devs don't care. That's the thing.
How do I know?
There was a protection to stop what I posted above, where SWF groups would always be matched against killers of the same or higher rank than the highest ranked survivor in the party.
BHVR quietly removed this because these same groups complained a few times that their queues were longer.
smurf protections still in the game, this is just matchmaking being stupid
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1686059#Comment_1686059
your circus left without you, pal
take a step back, stop enforcing the idea that all swf players are godlike players and unbeatable and maybe just maybe, you might actually learn that swf aint as op as everyone says
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1685826#Comment_1685826
The only reason devs aren't calling playing in SWF with comms cheating is because they can't do anything about that. That would be pretty pathetic if they called that cheating and then miserably failed to prevent it, so they'd rather pretend everything is fine.
By all definitions, using voice communication in DbD is cheating - it provides something, which was never to be intended to be in the game and this is a third party programme. Once again, the only reason Devs don't proclaim voice comms cheating is because they can't do anything about it. If they had an opportunity to completely shut down communication between people playing in SWF (which is totally unrealistic, sadly), they would've done it long ago, believe me.
i also like to blame my losses on swf, i no longer have to learn how to play or improve because swf is just so damn op
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/1685340#Comment_1685340
I just want to discuss how unfun it is to get SWFs like these. Not argue about Ruin+Tinkerer+Undying on how sweaty it is? Like I can't even counter Object of Obsession normally while you can just go find all five Totems to counter Ruin and Undying.
"find five totems to counter ruin undying"
your throwing the game by doing this if the killer has any sort of brain
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your trolling
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dbd can never be scary no matter what they do, once you've seen every killer and their power the game is no longer scary, its basic psychology that this is an effect called exposure therapy and its used to treat people with anxiety disorders or severe phobias its not possible to make this game scary
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@Kbot22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1683958#Comment_1683958
I honestly think legion is fine because he can keep you injured but at the end of the day he still has to down you normally which is pretty hard to do against good survivors
people find versing regular m1 killers boring as well because of how easy it is to win chases, the uncertainty and mindgames that come with unique powers is what makes the game "fun"
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1683512#Comment_1683512
No, chases aren't fun to everyone. It's an odd believe, but to some people clever evading the killer is more fun. Showing how well one can use the enviroment.
As people said, fun IS subjective, but this community is so dead-set on what you said, that only chases are fun, and that some killers are thus ruining the game because they require a change of that tactic. Which is, in a way, telling people who don't enjoy chases (for what reason ever) that they are not welcome.
Also, I don't think the kate was a streamer, dunno.
But the point stands: when you get obnoxious because people don't cater to you, there's something amiss. If you begin ruining the match for others cause you don't get your way, wth.
stealth will get boring in the long term because theres not really a skill ceiling for it, which is why when you watch a streamer or a long term player they will almost never resort to stealth
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first off its ormond, unlucky but it happens
first down is 60 seconds into the match, normally your chases shouldnt be this long but again its ormond and that map is ######### stupid, and
and that is basically the reason these kinds of matches play out, bad map design screwing you over
however increasing gen times is the wrong move you would have to buff solo to swf level and buff killers accordingly
just another observation your playing clown, he is a very weak killer especially versing swfs
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because the devs prefer graphics over performance and dont seem to realise that these reworks are killing map performance as well as breakable walls which is another useless thing that no one asked for and it shows how out of touch the devs are with the community
