inkedsoulz
inkedsoulz
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@micsan said:
Hell, just yesterday someone made a video about how to deal with every single loop in the game as killer and had JenDenise (Pretty sure most people here know who Jendenise is and that she is insane) play as survivor and play VS him just to show how even a survivor with 7000 hours on the game can be beaten within 1-2 minutes of chasing, unless you suck and get mindgamed at every loop.2 minutes is more than enough for the rest of the team to finish 3 gens.
So if the killer plays every loop perfect and is never mindgamed, like you said a good survivor will go down in around 2 minutes. Thing is, if you chase someone for around 2 minutes, you already lost the game.
No matter what the killer does or how good he/she is, they cant really win when vsing good survivors.
Except when the killer is Nurse, then its about how good the Nurse is, if the Nurse is good enough, there is nothing survivors can do, no matter how good they are, they will lose.
Just shows how strong survivors are on this game, when there is only 1 killer that can be reliable on dictating the pace of the game.
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@micsan said:
Hell, just yesterday someone made a video about how to deal with every single loop in the game as killer and had JenDenise (Pretty sure most people here know who Jendenise is and that she is insane) play as survivor and play VS him just to show how even a survivor with 7000 hours on the game can be beaten within 1-2 minutes of chasing, unless you suck and get mindgamed at every loop.
2 Minutes of chase is more than enough for the rest of the survivors to finish 3 gens.
Even if the killer is good, and never gets mindgamed and plays every loop perfect, as you say it takes around 2 minutes to chase down a good survivor. Each gen takes around 100 seconds to complete(if only 1 survivor is working on it) thats easily 3 gens completed on those 2 minutes of chase.
So the reward for the killer for playing perfect is losing the game when he/she is against a good survivor.
Just shows how strong survivors are on this game.When the survivors are good, no matter what the killer(or how skilled he/she is) does, he/she will lose.
Except when the killer is the Nurse, in this case is about the Nurses's skill, if the Nurse is skilled enough, no matter how good the survivors are, they cant win. -
damm things look ######### on ps4
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@NekoGamerX said:
@inkedsoulz said:
@NekoGamerX said:
@KingB said:
The stun time isnt the problem, it's the free escape. It literally nullifies an entire chase with zero drawbacks.That's fine. What should be the drawback? I mean, perks don't work for me anyway. When I try wiggling free and try to hit that check, I'm juggled or they swing their weapon to mess us up, which works then they have Iron Grasp. Now is there a counter for Iron Grasp or an easier way to speed up the Wiggle Meter or do I have to eat the hook for losing the chase? If so, I would like to know what the point of wiggling out in the first place. I can't tell you how many times I got the wiggle meter up to the point where I was almost freed before the hook got me again.
If you lost the chase then you eat the hook, thats how the game goes.
So having free escapes are fine?
Why cant the killer have a perk, where by hitting a skillcheck, a survivor will be automatically teleported to his hands and on dying state.
that one sided fun with the killer being much fast then the survivors and I had games where I start the much close to the killer where he saw me but I had no chance see him.billy did that too me start of the match didn't even hear the chainsaw till it was to late.so where the fairness? for solo player at lease.
Thats just being unlucky.
Doesnt happen all the time. -
@NekoGamerX said:
@KingB said:
The stun time isnt the problem, it's the free escape. It literally nullifies an entire chase with zero drawbacks.That's fine. What should be the drawback? I mean, perks don't work for me anyway. When I try wiggling free and try to hit that check, I'm juggled or they swing their weapon to mess us up, which works then they have Iron Grasp. Now is there a counter for Iron Grasp or an easier way to speed up the Wiggle Meter or do I have to eat the hook for losing the chase? If so, I would like to know what the point of wiggling out in the first place. I can't tell you how many times I got the wiggle meter up to the point where I was almost freed before the hook got me again.
If you lost the chase then you eat the hook, thats how the game goes.
So having free escapes are fine?
Why cant the killer have a perk, where by hitting a skillcheck, a survivor will be automatically teleported to his hands and on dying state.
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@micsan said:
@Orion said:
I'm just gonna address this lie. NOED actually has a perfect counter called "breaking the totems". DS can only be mitigated, but it does not have a perfect counter.
There is absolutely nothing the Killer can do to prevent the activation of DS; it's all on the Survivor hitting a very easy skill check. On the other hand, the Survivors can break totems, which actually does prevent the activation of NOED.
So no, they don't both have "perfect counters". One of them has a perfect counter, the other has ways to mitigate - but never completely nullify - its effect.I do not agree. Maybe we disagree on what perfect counter is, but we both agree that they are counters.
I still think it's comparable as a survivor has to spend 14x5 seconds to remove said totems. As in you need to spend time for the counter to work. I don't think it's that far off to compare it to DS.
NOED isn't as perfectly countered as you make it out to be.
it still takes 70 seconds to remove all totems, plus you have to look for them. Time split between all 4 I guess, 17.5 seconds on average per survivor to do this task.But, putting on small game makes that task easy, aka a counter.
Same with DS.
Put on enduring and you still have to chase them again, but they won't get very far. I don't think you would spend as much time chasing a DS then you would do removing all 5 totems. If you play with this in mind and make sure to use that split second to move to a place where the survivor can't get into a good loop right away after the DS hits. Or, you could juggle or slug.It's the fact that the people who keep complaining about these things and that they should be nerfed that bothers me. I do not believe they are OP, and I do not believe they should be removed from the game.
Depends on the survivor, a bad survivor will probably go down very fast after using DS, but a good survivor....
They will take you for a ride even if you have Enduring.And lets not talk about the unsuspected DS's(the one's that are not the obsesion)....
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Everyone should derank to rank 15.
And while doing so ruin a lot of games for a lot of other people.
Then play at rank 15 and bully newer killers/survivors.
Some of those new players might leave the game forever.
Maybe at that moment BHVR will do something about this dcing and deranking thing, since it will(probably already) make them lose customers. -
@KiraElijah said:
1. Camp the toxic flashlight warrior with ds- Kill all of them BUT flashlight warrior
Dont let them affect you, you do you, and let them do them, ignore the guy that wants ur attention and kill the other one's.
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@Ryuhi said:
how the hell do you smurf in a game where literally all rank means is that you play a lot? it doesnt earn anything, and it barely even affects matchmaking due to how pisspoor easy it is to rank up if you just play a lot.I mean why do they even smurf right? If rank 1 and rank 15 are the same as you say, but they still do it, and ruin a lot of games for other people in the process of doing so.
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@Mrrgle_the_Mediocre said:
@Crizpen said:
I'd disagree for the simple fact that Billy is highly effective in a limited number of maps, without a decent amount of skill.In the Corn Fields, sure, he's incredible at applying pressure anywhere he wants and jumping all over the map with no hesitation or worry. In most other maps, this isn't the case. Lery's is obviously the worst, since there are almost no straight lines that don't have all sorts of crap filling them, but the resort, The Game, Family Residence, etc... aren't all that much better. And good survivors know how to loop small objects, such as trees, to make using the chainsaw a waste of time for Billy.
Learning how and when to use the chainsaw makes Billy one of the harder killers to learn to be effective with in the red ranks, since nearly every survivor knows how to take advantage of an inexperienced or unskilled one. Like the Nurse, Billy has to be able to predict where the survivors will move when they hear the chainsaw behind them, since it is relatively easy to juke.
On the other hand, Spirit is able to travel much of the map extremely quickly, and between her ability and her animations, makes mind gaming her almost impossible. She requires two hits to down, but they aren't exceptionally difficult hits to land. Or, she can throw on Prayer Beads and grab survivors off generators without ever needing to swing her sword. And, she works on every map.
Legion, who can down with 3 strikes with Frank's Mix Tape and Stab Wound Study, or 2 with Cold Dirt and Joey's Mix Tape, and has almost no counter-play, as he's able to completely ignore pallets and windows. He requires less skill to make his kills than does Billy, and doesn't suffer from stuns or even a cooldown if he misses a swing while in Frenzy. And, he works on every map.
So, while I'd generally agree that Billy is very powerful, I would disagree with the idea that he doesn't require a deal of practice to be effective with in the red ranks, unless you have enough map offerings to always get the fields.
Spot the Billy main!
Look, I play Clown and Trapper so I know what's hard to play and what isn't, and once you learn that turning is slow on Billy you've learnt the whole character and are free to rocket around. I'll agree with you on Lery's and The Game, MAYBE Haddonfield but Haddonfield is hard for every killer, but otherwise, EZ character.
Billy is just Leatherface, but with the ability to move from point A to point B fast on some maps(not all of them) learn how to loop him and he is just another M1 killer that runs at 115% speed.
Btw if you break a pallet with the chainsaw(without charge addons), it takes the same amount of time that if you break it normally.
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@PhantomMask20763 said:
I think Legion is placed too low. Hes not great but hes not Freddy teir either. Freddy is also placed too low, jes got some good mindgames with his phasingFreddy a M1 killer that announces when he is coming, announces when he has seen you(by putting you to sleep) and then only then he can hit you...
He is sh1t.
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@SadonicShadow said:
@inkedsoulz said:
I think that it is fine that they keep going. Something new every few months is not soo bad.I like it aswell. New content so long after release is a good thing and keeps this game interesting however it is starting to have an adverse effect on the progression system as a whole in my opinion. The grind is becoming more and more immense with each new set of perks and characters. I hope the devs do something about the increasingly polluted bloodweb because spending 50k points to get 1 tier of 1 perk in the sea of all the perks is starting to drive me crazy.
That might suck for newer players, but we can say that almost all the meta perks are from characters that are free or you can unlock from grinding, the only perk that is paid and that is somewhat meta is Barbeque and Chilly.
A newer player could just get the perks he/she wants, and then unlock new characters as he/she sees fit so he/she can get perks that he/she wants fast.
Older players will probably have a lot of perks unlocked, so that when a new character comes out, the grind might not be that bad, but getting the perk you want on a killer/survivor that is new, that might take a bit of time to unlock the perks you want from all the perks u have already unlocked.
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@Watery said:
Fog whisperers only start at the lower ranks due to the fact that the reset put their ranks there. It's not their fault they're in green ranks. If you're rank one, you're rank ten with two pips after the monthly reset. They didn't intentionally start at green; but since they were rank one, their accounts were moved to there. The streamers often have various different or alternative accounts.
EDIT: Please factor that into consideration.You know, there is this Fog whisperers streamer that deranks everyday from rank 1 to around rank 10, he/she admits to do it everyday before he/starts her stream.
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I think that it is fine that they keep going. Something new every few months is not soo bad.
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@SenzuDuck said:
Sn0wJob said:I'm just doing what the fog whisperers do, they're the pillars of the community so when they do it I think it's ok.
Except you know they only derank to purple and using that as an excuse to go to rank 15
From what i see from their streams they usually are at green ranks when they start their streams.
Never seen them on yellow ranks, but do see them on green ranks all the time. -
@SenzuDuck said:
@inkedsoulz said:
@SenzuDuck said:
@Sn0wJob said:
@SenzuDuck said:
SWF Is at every rank.
Just like "sweaty" killers are every rank.Your post proves nothing.
The good swf derank to green/blue, please don't lie to people.
I think by blue you mean purple, colour blind?
Even then, you're talking about deranking way past that to yellow, and trying to compare it to what they do, the streamers that I've seen derank go to rank 8 from what I've seen but nothing below.
Sweaty players are at all ranks, stop trying to justify your reason for deranking and just admit you're a bad killer and can't handle survivors that take the time to hit rank 1.
**Sweaty players are at all ranks, stop trying to justify your reason for deranking and just admit you're a bad killer and can't handle survivors that take the time to hit rank 1.
**Why don't you tell that to all those streamers that derank?
Are those streamers in here?
What does me telling them have to do with this conversation? Other than the fact you can't refute my point and are just trying to deflect it instead.
I completely agree with you in your opinion about deranking, i was not trying to refute it.
I just see soo many of those streamers deranking, and then giving a plethora of reasons of why they do it in order to justify themselves...
And liked the way you put that:Sweaty players are at all ranks, stop trying to justify your reason for deranking and just admit you're a bad killer/survivor and can't handle survivors/killers that take the time to hit rank 1.
I added some to your statement so it goes both ways

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@SenzuDuck said:
@Sn0wJob said:
@SenzuDuck said:
SWF Is at every rank.
Just like "sweaty" killers are every rank.Your post proves nothing.
The good swf derank to green/blue, please don't lie to people.
I think by blue you mean purple, colour blind?
Even then, you're talking about deranking way past that to yellow, and trying to compare it to what they do, the streamers that I've seen derank go to rank 8 from what I've seen but nothing below.
Sweaty players are at all ranks, stop trying to justify your reason for deranking and just admit you're a bad killer and can't handle survivors that take the time to hit rank 1.
**Sweaty players are at all ranks, stop trying to justify your reason for deranking and just admit you're a bad killer and can't handle survivors that take the time to hit rank 1.
**Why don't you tell that to all those streamers that derank?
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2 days
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@Faceless said:
Noed is weak in SWF. But in solo survivor it is too strong.A good killer who puts pressure on the map does not let the survivors make totems, they simply make generators and want to get out the fastest. even if it's swf
Noed still has the killer speed boost factor which makes a perk used in almost every game.
Noed Hillbilly, noed nurse, noed michael myers and noed leatherface leave the game with an absurd pressure.NOED billy..... At this point we can consider this BAIT
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@artist said:
its fine considering rank doesnt really mean much at 1-10. for me I'll derank to avoid getting the same 3 killers because it just gets boring. also I seem to get into more 200 ping games late night at rank 1hardly ever happenned, atleast on EU, usually you get a lot of different killers at rank 1.
Dont know about NA or ASIA. -
@wouldntyouliketoknow said:
@Orion said:
@wouldntyouliketoknow said:
@Orion said:
@wouldntyouliketoknow said:
@NoShinyPony said:
The majority of players don't like camping but we would need other mechanics to make camping redundant. Your suggestion isn't a solution, sorry. That doesn't mean that you should stop making suggestions if you can come up with good ideas.
I'd like to think the majority doesn't like camping but if it's an issue than clearly not enough people dislike it. I don't have any statistics on this, so I'll have to take your word for it.
How is my suggestion not a solution?
Your suggestion is not a solution because:
- Camping should always be an option for the Killer. Forcing the Killer to give free unhooks only makes hooks even less relevant than they already are.
- Camping is inherently bad for the Killer, regardless of your excuses that "not everyone plays SWF". Your opponent is doing nothing for two full minutes.
- It was already tried in the PTB and Survivors abused it.
- Camping is a symptom; not a problem. Giving a blood transfusion to someone with a severed femoral artery and ignoring the wound is not a solution.
- Camping is a Survivor-created problem with a Survivor-side solution. Like it or not, camping became widespread due to Survivors rewarding it.
Genuinely I feel like you all 3 are just killer mains. I get that survivors abused a system that attempted to thwart people who use camping.
That's all you needed to say.I don't agree with you on your other_ opinions_.
The last part, at the very least, is not an opinion. It's a documented fact that anyone who's played the game since release can tell you. Back in the beginning, Survivors knew to rush gens when the Killer was camping. Nowadays, they want to force free unhooks.
By the way, even if the rest are opinions doesn't mean pointing that out makes them invalid. This entire thread is your opinion, but you don't see anyone dismissing it out of hand because of it.
lol. you came here to tell me my suggestion isn't a solution because of a slew of opinions, and one fact.
The whole "handing out free unhooks" I don't hear that from people who play killer and survivor. Just killer mains. "Gen rush" okay okay okay. So survivors do 3 things. They unhook, they heal, the only way they can leave is doing gens. They can't block the gens, they can't do anything other than use tool boxes to do the gens. Gen rush isn't a thing. That's not an opinion, that's just fact.Killers need to get hooks, you lose points if you hang around someone who is hooked because it's discouraged. It's not acceptable behavior. That's a fact.
I play both killer and survivor, maybe 60/40 playing survivor more.
And camping is not an issue from what i see from the games, camping works sometimes, because survivors instead of doing gens, they rush to the hooked person.
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@wouldntyouliketoknow said:
@slipttees said:
new idea: 10m around hook for more 30 seg. Killer camper exposed for all survivors and yours aurea revealed for all.This seems like a fair fix. Again, particularly if the killer isn't chasing someone.
Use Kindred
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@Bongbingbing said:
There's no real way to combat deranking.
Base it on playtime, That'd be a whole big mess since skill level does not equal time played.
Base it on any gameplay aspect, people will just fail at the tasks required and derank.Skill level does not equal to time played.
But more often than not, the guy with more hours is usually better than the guy with less hours.
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@PBlackII said:
@inkedsoulz said:
@PBlackII said:
Saying Hillbilly is loopable isn't a "very valid point" for the following reasons:
(1) It's a trite statement that is literally being denied by nobody in this discussion. Killers don't forever exist in a pallet loop with a survivor, so it's important to make considerations of the ability outside of this scenario.
(2) Pallet loops are handled by Leatherface and Hillbilly in the same way: they either wait for the survivor to drop the pallet so they can chainsaw it down, or they manage to melee the survivor. Seldom will they use their ability to down the survivor in a pallet loop unless the survivor really messes up.
Therefore if he is loopable and the ability is mostly used to just break the pallet anyway, then the impact it has for downing a survivor is less relevant under this context; i.e. you're choosing a scenario that isn't of particular interest and thus doesn't raise a valid point. The point I'm making is that ultimately Hillbilly's ability has both a vastly superior utility with what is practically the same downing ability as Leatherface, which puts Leatherface in this odd situation where he's just clearly not as strong of a pick. Therefore by making the change to Hillbilly where his ability is more situational, it not only creates more distinction for Leatherface to shine, but it removes Hillbilly's overall dominance over Leatherface's qualities.I'm not being kind to people that say "just no", or gives a bunch of platitudes under the guise of advice; especially after the toxic cloud of users on here purposefully giving wrong and/or uncharitable interpretations of what I was saying to stroke their own weird egos.
Thats why Leatherface is known as 1 of the weakest killers on the game, they should buff the weaker killers instead of nerfing the viable one's.
Everyone knows that Leatherface is a meme, and you want to nerf Hillbilly to his lvl, so that leatherface can shine?
Get all the killers on an even playing field, then nerf survivors so the killers feel stronger by making gens take longer. It's a much simpler and elegant solution than trying to boost 12 killers just right so that they're all viable. This isn't a hard concept to grasp.
I think that its much easier to just buff those weaker killers a little bit, instead of nerfing some viable killers.
And please do not exagerate, not all 12 of those other killers need boosts.
Nurse, Hillbilly, Huntress, Hag and Spirit----All these are very viable killers.
Myers, Clown, Wraith, Legion and Trapper--------These are very average, they are not good, but they are not bad either.
Leatherface, Freddy, Doctor and Pig-----These 4 are very weak.
They only need to buff those 4 killers that are on the bottom, and maybe tweak a little those average one's.
There is NO "... than trying to boost 12 killers just right so that they're all viable.""If you have played the game as much as you claim to, you should already know all that i posted.
Edit: Yeah my english sucks, its not my native language, so im not able to put actual insults into nice words like you do.
And im actually thinking that you might be lying about your hours on the game, and that you are just someone who is new and dont know how to play against those 2 killers you mentioned. Because a grand majority(if not all) of the people that have that amount of hours into the game like you do, they DO know that Hillbilly is not as strong as you claim it to be.
Im done with this post, i though it was someone serious, but its just some BAIT but put into nice words.
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@PBlackII said:
Saying Hillbilly is loopable isn't a "very valid point" for the following reasons:
(1) It's a trite statement that is literally being denied by nobody in this discussion. Killers don't forever exist in a pallet loop with a survivor, so it's important to make considerations of the ability outside of this scenario.
(2) Pallet loops are handled by Leatherface and Hillbilly in the same way: they either wait for the survivor to drop the pallet so they can chainsaw it down, or they manage to melee the survivor. Seldom will they use their ability to down the survivor in a pallet loop unless the survivor really messes up.
Therefore if he is loopable and the ability is mostly used to just break the pallet anyway, then the impact it has for downing a survivor is less relevant under this context; i.e. you're choosing a scenario that isn't of particular interest and thus doesn't raise a valid point. The point I'm making is that ultimately Hillbilly's ability has both a vastly superior utility with what is practically the same downing ability as Leatherface, which puts Leatherface in this odd situation where he's just clearly not as strong of a pick. Therefore by making the change to Hillbilly where his ability is more situational, it not only creates more distinction for Leatherface to shine, but it removes Hillbilly's overall dominance over Leatherface's qualities.I'm not being kind to people that say "just no", or gives a bunch of platitudes under the guise of advice; especially after the toxic cloud of users on here purposefully giving wrong and/or uncharitable interpretations of what I was saying to stroke their own weird egos.
Thats why Leatherface is known as 1 of the weakest killers on the game, they should buff the weaker killers instead of nerfing the viable one's.
Everyone knows that Leatherface is a meme, and you want to nerf Hillbilly to his lvl, so that leatherface can shine?
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@SurvPro said:
I just played 5 games today, and killers seem to have a lunge that longer than a football field. Also the killers seem to hit you when you vault and they are more than 5 meter sticks away from you. This game is all kinds of messed up.Guys....
At this point, i think that we can call this BAIT. -
@PBlackII said:
To further illustrate this point, let's take trapper vs. hillbilly.@inkedsoulz said:
@PBlackII said:
@Master said:
@PBlackII said:
Hillbilly: require a minimum distance of at least 12 metres to instadown.Nurse: have blinks based on tokens so that she has to manage her ability better to be successful.
We’re all tired of these two being the only killers at high rank, and these are pretty simple fixes.
Some survivors really wanna see the game burn....
By the way, the devs said that not every killer is meant to be viable at high rank (A philosophy I disagree with btw), but that doesnt mean that there should be no viable killers at all
You're being highly dramatic for no reason and bandwagoning with the rest here. Each killer has strategies to be viable at rank 1, viability doesn't mean securing 4K the majority of games. I don't agree with that point within the dev's philosophy either, but applying these changes wouldn't suddenly make these killers not viable.
@inkedsoulz said:
@PBlackII said:
@ThirdSealOPplzNerf said:@PBlackII said:
As stated before, I have 2.6k hours and reach high ranks quickly. I’m not complaining that they’re too hard, I’m complaining that their greater ease at achieving the desired results makes it where other killers are not nearly as played. Because it’s easy and straightforward to do well with them, I’m then suggesting a mechanic change to make it a little less brain dead.To say playing nurse and hillbilly is easy and braindead makes you sound braindead. Nurse is really difficult to play and Billy is hard to play when survivors are trying to evade the chainsaw nothing is is easy even with the top tier killers.
No, certain strategies with them are pretty braindead, I'm trying to get rid of those strategies. If you are an experienced nurse and you are running three blinks and you spot a survivor, then you will get them pretty handily—this is absolutely no surprise to any nurse main. If you are Billy it's incredibly easy to just run up close to a survivor and just chainsaw them and not have to deal with hitting them. There is literally no thought process behind this, and the problem is that crutching on these strategies is rewarded. If you don't think doing so is easy, then you have not played enough of either of them.
Clearly explain to me why having a nurse with blinks running on tokens is a bad idea? I didn't say that tokens are not rechargeable or that they charge slowly; but it's pretty obvious that the point is to make a nurse main manage their blinks more wisely. This doesn't mean that they can't ever triple blink, it means they can't spam it relentlessly because they know missing the first round isn't a big deal.
Why is having a distance requirement for an instadown bad on hillbilly? It is then forcing them to think about where to aim. That doesn't make them useless, it makes it where they have to play differently and actually use their head when using their ability. He still has excellent map coverage and it would still be possible to down survivors with it.
Again, I'm not complaining that "nurse and billy are too hard to play against waaaah," that was never my argument. I'm saying that it's too easy to play them effectively so people choose them over the other killers. People who don't think they can't get a good game out of the killers just reveals to me that you guys aren't particularly good with the other killers.
A experienced survivor wont let billy get close to him, and if he does get close, then the survivor can force billy to M1 by using windows and pallets.
When playing against good survivors, Hilbilly is just a M1 killer with the ability to move from point A to point B pretty fast(can only do it efficiently on certain maps)
Hillbilly only looks OP to newbies that still have no idea on how to loop or to people that might not pay attention to their surroundings, and gets caught on an open area.
Things might be a little bit different if the Hillbilly is using addons to have instasaw, on that case a lot of windows become unsafe, but he is still loopable.
Experienced survivor here checking in to let you know that you have a reading comprehension problem—I'm not saying that Hillbilly and Nurse are "omg so op, nerf plz", I'm saying that they're too easy to use and thus are preferable over the other killers. Also, you're being very disingenuous when you suggest an experienced survivor will consistently never be found since at high rank play an experienced killer will find you. Are there games where that occurs? Sure, and some survivors strive for that, but it usually does not happen despite one's best efforts to some things like circumstances and perks.
Looks like you also have a reading comprehension problem where did i say that an experienced survivor will never be found?
What i said, is that you wont be able to consistently catch a experienced survivor with their pants down, they will see you coming and move towards a pallet loop before you reach them.
You are saying that these 2 killers are too easy to use, so they should nerf them both. its not really that different than "omg so op, nerf plz" You are asking for nerfs.
You say that they are easy to use, but the general consensus on the Nurses case, is that its the hardest killer to learn, but once you learn it it is the best.
About Hillbilly, alright lets look at it this way, lets see if you understand that its not that strong.
We all agree that Leatherface is 1 of the worst killers on game right? Well, Hillbilly is just Leatherface but with the ability to move from point A to point B really fast on certain maps(and on the maps that he can do it, he cant take all paths, there are obstacles, etc), his ability when downing people is worse than Leatherface's, Hillbilly can only down 1 survivor at a time, also on the worst case scenario(you run out of loops), you can spin on him when he is using his chainsaw, since the movement becomes sluggish when he revs up his chainsaw and is easy to make him miss(cant do that to Leatherface unless the killer player is really boosted).Stop asking for nerfs to Hillbilly, he is just an ordinary M1 killer with a bit better mobility.
Looks like you still have a reading comprehension problem. You said that an experienced survivor 'won't let him get close to them', which suggests that a survivor main will never be found consistently because you are (1) characterizing a high rank survivor has a quality of successfully evading the killer and (2) suggests a level of control in the hands of the survivor by using the word 'let'. The first component is more of an ever-existing goal that sometimes manifests itself into reality, but is usually not the case, and the second component is clearly false since the survivor doesn't really have an upper hand to 'let' the killer do anything. In other words, your statement leaves very little interpretation to suggest otherwise, so while you will not explicitly state a good survivor will never be found, you suggest it. So to try to snidely say I have a reading comprehension problem shows a particular sense of malice that is unwarranted because at least I have the decency to say 'suggest' and be honest with my usage of words.
Yes, survivors will generally communicate with each other in order to maintain a certain level of awareness of the killer's whereabouts and thus will utilize a pallet loop if needed. This is just a part of basic strategy and ought to be a part of the calculation of the killer. The difference is that for hillbilly it just boils down to "get real close and press M2 real big-like!" rather than use his ability and aim—there are still situations where that would be successful even against experienced survivors.
It is profoundly different if I'm saying usage is too easy versus saying that they're OP. Let's go back to the example I provided earlier with Super Smash Bros. Brawl. In that game Diddy Kong is a high tier character where it required conscious effort and continual strategy to keep up his game play; meanwhile you have Metaknight who was literally "spam his B moves and they'll eventually slip up". Huntress would be somebody like Diddy Kong, and Hillbilly and Nurse are akin to Metaknight—there isn't much effort into the upkeep of their game play once you have it figured out. So while somebody like the hardest killer to learn is the nurse—which honestly is more like the hardest to get used to her mechanics—once it is learned it's easy to secure preferable results. When I say nerf, it means I'm not going to sugar coat the suggestion and try to deceive people, but nerf does not mean unplayable or unviable. Saying something is OP means that a character possesses a quality that makes the game solved in their favor despite the opposition's best efforts—which is not what I'm suggesting at all.
But hell, let's run with your logic in your Leatherface and Hillbilly comparison. I would have to argue then that Leatherface's ability does not have nearly as much downing potential as Hillbilly's ability because an experienced survivor would never let him close enough and would keep close to a pallet loop—particularly if he's involved with another survivor. So the fact that he can down multiple people becomes less relevant since experienced survivors won't let that scenario happen. Furthermore, because the Hillbilly's mobility allows him to cover more ground and prevent objectives it makes his ability more powerful in the grander scope of the game, while Leatherface just has a better chance against sick 360 plays. Therefore in terms of 'downing' potential both can realistically only down one survivor at a time, Leatherface might be able to secure it better in the event of a 360, but Hillbilly still has much better utility; so I don't see how this is any real meaningful counterargument when it's actually just a deceptive whataboutism.
When i said "A experienced survivor wont let billy get close to him..." i mean it in the same way as when you say "...potential as Hillbilly's ability because an experienced survivor would never let him close enough..." I didnt suggest anything, i just assumed that you would understand the context (In chase, not talking about finding the survivor) as i understand when you use almost the same phrase in your argument, but i guess ill specify next time.
** I would have to argue then that Leatherface's ability does not have nearly as much downing potential as Hillbilly's ability because an experienced survivor would never let him close enough and would keep close to a pallet loop**
Same could be said about Hillbilly. Hillbilly and Leatherface have the same downing potential when playing against an experienced survivor that never lets him close enough and always keep close to a pallet loop.
If the survivor knows what he/she is doing, both these killers are just M1 killers that move at 115% speed.The only thing Hillbilly does better than Leatherface is the ability to move from A to B quickly(REMEMBER that he cant do that on all maps) as i said before.
As i said there is no need to nerf Hillbilly.
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@PBlackII said:
@Master said:
@PBlackII said:
Hillbilly: require a minimum distance of at least 12 metres to instadown.Nurse: have blinks based on tokens so that she has to manage her ability better to be successful.
We’re all tired of these two being the only killers at high rank, and these are pretty simple fixes.
Some survivors really wanna see the game burn....
By the way, the devs said that not every killer is meant to be viable at high rank (A philosophy I disagree with btw), but that doesnt mean that there should be no viable killers at all
You're being highly dramatic for no reason and bandwagoning with the rest here. Each killer has strategies to be viable at rank 1, viability doesn't mean securing 4K the majority of games. I don't agree with that point within the dev's philosophy either, but applying these changes wouldn't suddenly make these killers not viable.
@inkedsoulz said:
@PBlackII said:
@ThirdSealOPplzNerf said:@PBlackII said:
As stated before, I have 2.6k hours and reach high ranks quickly. I’m not complaining that they’re too hard, I’m complaining that their greater ease at achieving the desired results makes it where other killers are not nearly as played. Because it’s easy and straightforward to do well with them, I’m then suggesting a mechanic change to make it a little less brain dead.To say playing nurse and hillbilly is easy and braindead makes you sound braindead. Nurse is really difficult to play and Billy is hard to play when survivors are trying to evade the chainsaw nothing is is easy even with the top tier killers.
No, certain strategies with them are pretty braindead, I'm trying to get rid of those strategies. If you are an experienced nurse and you are running three blinks and you spot a survivor, then you will get them pretty handily—this is absolutely no surprise to any nurse main. If you are Billy it's incredibly easy to just run up close to a survivor and just chainsaw them and not have to deal with hitting them. There is literally no thought process behind this, and the problem is that crutching on these strategies is rewarded. If you don't think doing so is easy, then you have not played enough of either of them.
Clearly explain to me why having a nurse with blinks running on tokens is a bad idea? I didn't say that tokens are not rechargeable or that they charge slowly; but it's pretty obvious that the point is to make a nurse main manage their blinks more wisely. This doesn't mean that they can't ever triple blink, it means they can't spam it relentlessly because they know missing the first round isn't a big deal.
Why is having a distance requirement for an instadown bad on hillbilly? It is then forcing them to think about where to aim. That doesn't make them useless, it makes it where they have to play differently and actually use their head when using their ability. He still has excellent map coverage and it would still be possible to down survivors with it.
Again, I'm not complaining that "nurse and billy are too hard to play against waaaah," that was never my argument. I'm saying that it's too easy to play them effectively so people choose them over the other killers. People who don't think they can't get a good game out of the killers just reveals to me that you guys aren't particularly good with the other killers.
A experienced survivor wont let billy get close to him, and if he does get close, then the survivor can force billy to M1 by using windows and pallets.
When playing against good survivors, Hilbilly is just a M1 killer with the ability to move from point A to point B pretty fast(can only do it efficiently on certain maps)
Hillbilly only looks OP to newbies that still have no idea on how to loop or to people that might not pay attention to their surroundings, and gets caught on an open area.
Things might be a little bit different if the Hillbilly is using addons to have instasaw, on that case a lot of windows become unsafe, but he is still loopable.
Experienced survivor here checking in to let you know that you have a reading comprehension problem—I'm not saying that Hillbilly and Nurse are "omg so op, nerf plz", I'm saying that they're too easy to use and thus are preferable over the other killers. Also, you're being very disingenuous when you suggest an experienced survivor will consistently never be found since at high rank play an experienced killer will find you. Are there games where that occurs? Sure, and some survivors strive for that, but it usually does not happen despite one's best efforts to some things like circumstances and perks.
Looks like you also have a reading comprehension problem where did i say that an experienced survivor will never be found?
What i said, is that you wont be able to consistently catch a experienced survivor with their pants down, they will see you coming and move towards a pallet loop before you reach them.
You are saying that these 2 killers are too easy to use, so they should nerf them both. its not really that different than "omg so op, nerf plz" You are asking for nerfs.
You say that they are easy to use, but the general consensus on the Nurses case, is that its the hardest killer to learn, but once you learn it it is the best.
About Hillbilly, alright lets look at it this way, lets see if you understand that its not that strong.
We all agree that Leatherface is 1 of the worst killers on game right? Well, Hillbilly is just Leatherface but with the ability to move from point A to point B really fast on certain maps(and on the maps that he can do it, he cant take all paths, there are obstacles, etc), his ability when downing people is worse than Leatherface's, Hillbilly can only down 1 survivor at a time, also on the worst case scenario(you run out of loops), you can spin on him when he is using his chainsaw, since the movement becomes sluggish when he revs up his chainsaw and is easy to make him miss(cant do that to Leatherface unless the killer player is really boosted).Stop asking for nerfs to Hillbilly, he is just an ordinary M1 killer with a bit better mobility.
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@Vietfox said:
Basically you just need to have the area around the 3 gens trapped, commit to the chase, end it quickly thanks to well placed traps, hook and go back to the gen to kick it while placing traps on the way back (or after kicking the gen if it was close to be finished). If you run PGTW it's even better.
But what do you do if the survivors set traps off for each other? You cant commit to a chase then or you will lose the 3-gen strat.
That's why you gotta set 3 or 4 traps at "random" places where they don't expect them but easy to make a survivor to run over them.
Thats not going to work against good survivors, they wont give you time to set your net, they will be constantly setting off your traps, its even worse against swf groups, since they will be communicating and telling each other trap locations.
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@Vietfox said:
Master said:@Vietfox said:
@inkedsoulz said:
@Vietfox said: inkedsoulz said:
@Vietfox said: Freddan said:
@Vietfox said: Freddan said:
@Doc_W__HOLLIDAY said: No way in hell should gens ever take 2 minutes. It's boring enough as is. So games accodring to you should take 5 minutes whilst a complete sacrifice takes 3 minutes? ok then. @Freddan
Games won't take 5 minutes if you leave the hook to keep the map pressure, simple as that. Any true rank 1 killer would know that. Btw, a complete sacrifice takes 2 minutes, not 3. You do know, that i win my most games because survivors are not doing gens right? they're looking for my hex ruin or they simply do not do gens, and how does one keep map pressure if 4 gens are all 50m away from each other? If they don't do gens how come you are complaining about 5 minutes matches? Doesn't make any sense.
"how does one keep map pressure if 4 gens are all 50m away from each other?" Certainly not by camping. Also you can keep track of the gens which were started and check them after hooking someone, use the 3 gens strat, etc.. 3 Gen strat is useless, just a waste of time for both sides. If as a killer you are forced into a 3 gen strat, you already lost the game, unless there are only 2 or less survivors remaining. if there is only 2 players left, then its about skill, if the killer is able to chase 1 of them down and hook him before the other completes a gen, then killer probably wins, if not then killer probably loses(if you call 2 kill 2 escape a lose). If more than 2 survivors are still alive: Killer wont commit to chases too far away from those 3 gens, so survivors can just back away and heal if injured, then split between the 2 gens that have the most distance between each other, killer cant be on both places at the same time, so 1 gen will be eventually done even if you patrol between those 2. And if he does commit to chase 1 survivor, then the others can just focus on 1 gen and finish it in no time. Do not suggest 3 gens strat please, because it is bad unless you have already killed half of their team. @inkedsoulz
I'm not saying always use the 3 gens strat, killers are suposed to know when to use it. There is NO when to use it, because its a waste of time, killer either commits to chase, or game might go on until 1 side gets bored.
My hag disagrees. I've gotten with her 4K lots of times thanks to that, and not always because survivors were boosted.
Especially as hag you have trouble against SWF. Ive played against a hag trying to do that too with a friend of mine and we managed to complete a gen too. You simply set off the trap when she runs away, either she comes back to you and chases you with 110% or she ignores you and checks the next gen. Either you can continue repairing or your friend can. It really isnt difficult against a hag. Only against nurse/billy it can become dangerous
@Master
That's because that hag didn't know how or when to do it.
I never dodge so i've faced several swf.So, what would you do in the scenario he described?
Enlighten us please. -
@Vietfox said:
@inkedsoulz said:@Vietfox said:
inkedsoulz said:
@Vietfox said: Freddan said:
@Vietfox said: Freddan said:
@Doc_W__HOLLIDAY said: No way in hell should gens ever take 2 minutes. It's boring enough as is. So games accodring to you should take 5 minutes whilst a complete sacrifice takes 3 minutes? ok then. @Freddan
Games won't take 5 minutes if you leave the hook to keep the map pressure, simple as that. Any true rank 1 killer would know that. Btw, a complete sacrifice takes 2 minutes, not 3. You do know, that i win my most games because survivors are not doing gens right? they're looking for my hex ruin or they simply do not do gens, and how does one keep map pressure if 4 gens are all 50m away from each other? If they don't do gens how come you are complaining about 5 minutes matches? Doesn't make any sense.
"how does one keep map pressure if 4 gens are all 50m away from each other?" Certainly not by camping. Also you can keep track of the gens which were started and check them after hooking someone, use the 3 gens strat, etc.. 3 Gen strat is useless, just a waste of time for both sides. If as a killer you are forced into a 3 gen strat, you already lost the game, unless there are only 2 or less survivors remaining. if there is only 2 players left, then its about skill, if the killer is able to chase 1 of them down and hook him before the other completes a gen, then killer probably wins, if not then killer probably loses(if you call 2 kill 2 escape a lose). If more than 2 survivors are still alive: Killer wont commit to chases too far away from those 3 gens, so survivors can just back away and heal if injured, then split between the 2 gens that have the most distance between each other, killer cant be on both places at the same time, so 1 gen will be eventually done even if you patrol between those 2. And if he does commit to chase 1 survivor, then the others can just focus on 1 gen and finish it in no time. Do not suggest 3 gens strat please, because it is bad unless you have already killed half of their team. @inkedsoulz
I'm not saying always use the 3 gens strat, killers are suposed to know when to use it.
There is NO when to use it, because its a waste of time, killer either commits to chase, or game might go on until 1 side gets bored.
My hag disagrees. I've gotten with her 4K lots of times thanks to that, and not always because survivors were boosted.
No offense, but if it did work, then they were probably boosted.
4 survivors alive--- 3 gens strat------You will probably lose
3 survivors alive--- 3 gens strat------You will probably lose
2 survivors alive--- 3 gens strat------Depends on killer/survivor skill
1 survivor alive----- 3 gens strat------He will look for Hatch xd. -
@Vietfox said:
inkedsoulz said:@Vietfox said:
Freddan said:
@Vietfox said: Freddan said:
@Doc_W__HOLLIDAY said: No way in hell should gens ever take 2 minutes. It's boring enough as is. So games accodring to you should take 5 minutes whilst a complete sacrifice takes 3 minutes? ok then. @Freddan
Games won't take 5 minutes if you leave the hook to keep the map pressure, simple as that. Any true rank 1 killer would know that. Btw, a complete sacrifice takes 2 minutes, not 3. You do know, that i win my most games because survivors are not doing gens right? they're looking for my hex ruin or they simply do not do gens, and how does one keep map pressure if 4 gens are all 50m away from each other? If they don't do gens how come you are complaining about 5 minutes matches? Doesn't make any sense.
"how does one keep map pressure if 4 gens are all 50m away from each other?"
Certainly not by camping. Also you can keep track of the gens which were started and check them after hooking someone, use the 3 gens strat, etc..
3 Gen strat is useless, just a waste of time for both sides. If as a killer you are forced into a 3 gen strat, you already lost the game, unless there are only 2 or less survivors remaining. if there is only 2 players left, then its about skill, if the killer is able to chase 1 of them down and hook him before the other completes a gen, then killer probably wins, if not then killer probably loses(if you call 2 kill 2 escape a lose).
If more than 2 survivors are still alive:
Killer wont commit to chases too far away from those 3 gens, so survivors can just back away and heal if injured, then split between the 2 gens that have the most distance between each other, killer cant be on both places at the same time, so 1 gen will be eventually done even if you patrol between those 2.
And if he does commit to chase 1 survivor, then the others can just focus on 1 gen and finish it in no time.
Do not suggest 3 gens strat please, because it is bad unless you have already killed half of their team.
@inkedsoulz
I'm not saying always use the 3 gens strat, killers are suposed to know when to use it.There is NO when to use it, because its a waste of time, killer either commits to chase, or game might go on until 1 side gets bored.
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@NoShinyPony said:
@jackmadrox said:
@Delfador said:
@jackmadrox said:
In my opinion, there should be one gate, one hatch. Or, if there's 2 gates, there should be no hatch.Uhm why?
You can't escape through the hatch unless you have a key and keys are rare.
Lets say there is one gate and the killer blocks the thingy that opens the gate. Then what?
Then go for the hatch.
Usually no survivor in a match has a key so the hatch isn't an option. That brings us back to the one exit gate which the killer is camping. That simply doesn't work.
Then just do the generator number 6 to unlock the possibility to open the second gate.
Killer cant camp the gate and the gens at the same time, unless survivors ######### themselves by leaving all the endgame gens on the same area.
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@Vietfox said:
Freddan said:@Vietfox said:
Freddan said:
@Doc_W__HOLLIDAY said: No way in hell should gens ever take 2 minutes. It's boring enough as is. So games accodring to you should take 5 minutes whilst a complete sacrifice takes 3 minutes? ok then. @Freddan
Games won't take 5 minutes if you leave the hook to keep the map pressure, simple as that. Any true rank 1 killer would know that.
Btw, a complete sacrifice takes 2 minutes, not 3.
You do know, that i win my most games because survivors are not doing gens right? they're looking for my hex ruin or they simply do not do gens, and how does one keep map pressure if 4 gens are all 50m away from each other?
If they don't do gens how come you are complaining about 5 minutes matches? Doesn't make any sense.
"how does one keep map pressure if 4 gens are all 50m away from each other?"
Certainly not by camping. Also you can keep track of the gens which were started and check them after hooking someone, use the 3 gens strat, etc..3 Gen strat is useless, just a waste of time for both sides. If as a killer you are forced into a 3 gen strat, you already lost the game, unless there are only 2 or less survivors remaining. if there is only 2 players left, then its about skill, if the killer is able to chase 1 of them down and hook him before the other completes a gen, then killer probably wins, if not then killer probably loses(if you call 2 kill 2 escape a lose).
If more than 2 survivors are still alive:
Killer wont commit to chases too far away from those 3 gens, so survivors can just back away and heal if injured, then split between the 2 gens that have the most distance between each other, killer cant be on both places at the same time, so 1 gen will be eventually done even if you patrol between those 2.
And if he does commit to chase 1 survivor, then the others can just focus on 1 gen and finish it in no time.
Do not suggest 3 gens strat please, because it is bad unless you have already killed half of their team.
-
@PBlackII said:
@ThirdSealOPplzNerf said:@PBlackII said:
As stated before, I have 2.6k hours and reach high ranks quickly. I’m not complaining that they’re too hard, I’m complaining that their greater ease at achieving the desired results makes it where other killers are not nearly as played. Because it’s easy and straightforward to do well with them, I’m then suggesting a mechanic change to make it a little less brain dead.To say playing nurse and hillbilly is easy and braindead makes you sound braindead. Nurse is really difficult to play and Billy is hard to play when survivors are trying to evade the chainsaw nothing is is easy even with the top tier killers.
No, certain strategies with them are pretty braindead, I'm trying to get rid of those strategies. If you are an experienced nurse and you are running three blinks and you spot a survivor, then you will get them pretty handily—this is absolutely no surprise to any nurse main. If you are Billy it's incredibly easy to just run up close to a survivor and just chainsaw them and not have to deal with hitting them. There is literally no thought process behind this, and the problem is that crutching on these strategies is rewarded. If you don't think doing so is easy, then you have not played enough of either of them.
Clearly explain to me why having a nurse with blinks running on tokens is a bad idea? I didn't say that tokens are not rechargeable or that they charge slowly; but it's pretty obvious that the point is to make a nurse main manage their blinks more wisely. This doesn't mean that they can't ever triple blink, it means they can't spam it relentlessly because they know missing the first round isn't a big deal.
Why is having a distance requirement for an instadown bad on hillbilly? It is then forcing them to think about where to aim. That doesn't make them useless, it makes it where they have to play differently and actually use their head when using their ability. He still has excellent map coverage and it would still be possible to down survivors with it.
Again, I'm not complaining that "nurse and billy are too hard to play against waaaah," that was never my argument. I'm saying that it's too easy to play them effectively so people choose them over the other killers. People who don't think they can't get a good game out of the killers just reveals to me that you guys aren't particularly good with the other killers.
A experienced survivor wont let billy get close to him, and if he does get close, then the survivor can force billy to M1 by using windows and pallets.
When playing against good survivors, Hilbilly is just a M1 killer with the ability to move from point A to point B pretty fast(can only do it efficiently on certain maps)
Hillbilly only looks OP to newbies that still have no idea on how to loop or to people that might not pay attention to their surroundings, and gets caught on an open area.
Things might be a little bit different if the Hillbilly is using addons to have instasaw, on that case a lot of windows become unsafe, but he is still loopable.
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@Vietfox said:
Master said:@Vietfox said:
Master said:
@Vietfox said: Master said:
@Broosmeister said: There needs to be something done about lobby dodgers on ps4, it happens more than 50% of the time. Also people derank on purpose to get easy games and shorter waiting times.
I also play Rocket League and when you leave a game, you get a time out from playing online for a couple of minutes. This should also be the case with derankers and lobby dodgers.
Opinions? If the game isnt balanced around high ranks/SWF, why shouldnt they do that? @Master
No matter how many times you repeat that, there are killers skilled enough to stay at rank 1 and be able to face SWF. Lobbydodgers will keep complaining because they are not facing the best teams, thus not getting better. I started a few days ago to run exclusively the nurse on console and i'm at rank 5 for now. Has it been tough? Yes, but i haven't dodged a single time because there's no way to improve by cherrypicking survivors. And?`Yes there are killers that are actually not skilled enough for rank 1 and still get ranked up because of the rank system. Then they get bullied by those SWF and I totally understand when they dont want to play such games. The only solution is to derank regularly because the rank system is busted and no casual mode is available. The situation might be differnt on console but I believe that if you play one of the unviable killers, its up to the survivors how the game ends and thats simply not a desirable situation @Master
Some killers take more skill, but there are no unviable killers.
Some people might not be skilled enough when they reach rank 1, but deranking instead of trying to stay at rank 1 and get better is not the solution. It requires patience and dedication.
I've played on both pc and console btw.
Then why is nurse the only killer that can compete with a competent SWF?
And I ask you a simple question. Why should a casual player force himself into frustrating matches to "git gud"? There are no rewards for rank, ZERO. Some players just want to have fun playing DBD

You say it requires patience and dedication, maybe some players dont have enough time to play DBD like a full time streamer can do that and yet they are matched with SWF who can have up to several thousands of hours.
@Master
Nurse is definitely not the only killer who can compete against competent swf.
If people don't want to put effort and dedication then fine, but they shouldn't say it's impossible to face swf. You want to be able to beat competent survivors? Just get better, but don't ask for buffs to make mediocre killers to able to beat good survivors.
Game needs to be balanced around good players, INCLUDING KILLERS.Except when playing the Nurse, any other killer(even if the killer player is really good) will be destroyed when playing against 4 good survivors.
Might get a few hooks and 1 kill, but not more than that. -
@Shroompy said:
Introduction
This is my Killer Tier List! Of course this is heavily opinionated, how ever I'm almost positive some people could agree with me. Others will disagree and that's perfectly fine! This will be for patch 2.4.0. We'll start high tier and go into low tier.
NOTE: I have reached Rank 1 Killer and have a little over 1400 hours in the game, also 20 fps warrior
Number 1: The Nurse

This shouldn't really be a surprise to most players who've reached high ranks or have a basic understanding of the game. Nurse has basically everything going for her. Her blinks give her map pressure and she's great at chases. This how ever takes skill. A godlike Nurse is practically impossible to escape from. Even 4 man Survive with Friends struggle dealing with a her at high rank. The only thing Nurse lacks in is tracking. She has absolutely NO tracking. Stealth is a decent counter to The Nurse. Perks like Iron Will and Urban Evasion can be annoying to face against. How ever once she finds some one.. Expect a down in a few seconds. Learning The Nurse can be tricky, I'm not that great with her because I uh..** run the game at 20 fps..**
How ever learning survivor movement and blink distance seems to be the key to mastering her.Number 2: The Hillbilly

The Hillbilly is also another great top tier killer! He has great mobility with his chainsaw. Can insta-down survivors with add-ons. He can end chases in seconds (how ever he can still do it without add ons). There's not much to say about Hillbilly, the 1 thing he has to deal with like every other killer (besides a few) are loops. Survivors can loop a Hillbilly pretty easily if they know what they're doing. How ever that doesn't stop Hillbilly from being viable in red ranks. Learning Hillbilly isn't that difficult either. Learning this killer as 1 of your first is not a bad idea!
Number 3: The Spirit

The Spirit had a rough start. But she buffed and she's now pretty DARN good. I do find that she can be a little bit add-on dependent. How ever she's still amazing without them. Her power: Yamaoka's Haunting. Allow's her to Phase Walk. While doing this she's faster and is invisible, how ever she leaves behind a husk. Because of this she's the best killer for mind games. She also has a passive phasing. Where she clips in and back in reality. (Idk how to explain it"shrug")How ever when she does this her red glow also disappears, take advantage of that. To be a good Spirit, All you have to learn is survivors movement. And know when its a good time to phase. You should be phase walking a lot as Spirit is a 110% movement speed killer, so running up to a survivor to catch them will take quite a while. Especially if the survivors know how to loop well.
Also don't be scared to try out a new build with Spirit, she pretty much works well with every perk!Number 4: The Huntress

The Huntress is without a doubt. The best killer for ending chases in no time. A good Huntress can be just as scary as a good Nurse. Huntress is all about timing. If survivors are smart they'll drop pallets early to avoid getting hit by a hatchet. There's not much you can do about this sadly besides brute force loops. Jungle Jim's are not ideal for her. She also has the strongest add-on in the game. Iridescent Head She can only carry 1 at a time (Max of 3 if using Infantry Belt) but she can insta-down survivors with a single hatchet.
Don't forget, Huntress has 110% movement speed. Larger maps are a nightmare for her. Because of her speed and her humming radius is massive. 45m, and its directional. Stealth is also a great way to counter Huntress as Survivor.
Also you pretty much have to forget all insta-down perks when playing Huntress. As they do not affect her hatchets.Number 5: The Hag

Now this is probably where people will disagree with me. But hear me out. The Hag is like the Nurse. But she can be every where at any time. Keep placing traps and it becomes a mind field. Survivors will be scared to walk anywhere they go. Hag is NOT good in the chase. You do not want to chase a survivor. You want them to trigger your traps. You wont get to far by chasing a survivor with 110% movement speed.
Another good thing about Hag is pretty much every perk you run with work with her. Hag and Spirit are similar when it comes to perks.Number 6: The Clown

As The Clown, loops really aren't a problem. His bottles do wonders for him in a chase. Also don't expect Survivors to get away easily. If you want a survivor to be downed. He WILL be downed. Clown how ever lacks in tracking. He has 115% movement speed which is nice, how ever he has no way to find survivors besides chuck a random bottle at a generator. Which isn't a very effective strategy.
Number 7: The Shape

Our boy Micheal.. scary feker builds up his power. He's great at sneaking up on survivors. But its in Tier 3 where he really shines. His lunge is longer then normal, he has a slightly faster vault speed and he can insta-down survivors. This puts fear into survivors. If they hear your terror radius, usually they stop what ever they're doing and "Initiate Immersed Claudette Mode". So he can stall the game a little. Altruistic Survivors is like Christmas for Micheal. The downsides about Micheal is he will eat pallets.. and a lot of them. Same for windows.
Number 8: The Cannibal

Ah Bubba.. He's a tricky one. Some people say he's absolute garbage, others say he's not half bad. And in my opinion he's not half bad. He's simply Hillbilly without the mobility and an easier chainsaw to use. With his chainsaw he also has the strongest basement game. The 1 thing that doesn't make him strong is the fact that he's slower then a survivor when charging up his chainsaw. He has no form of tracking.
As said before: He's just as good as Hillbilly in the chase. Not so much for anything else, which is why is so low on the tier list.Number 9: The Legion

This might come to a shock for some of you but put down the pitchforks and let me explain. Legion is not half bad in pretty much everything. He has good tracking with "Killer Instinct", can stall the game a little by forcing survivors to mend, doesn't have bad (it ain't good either) mobility, and is decent in the chase. The only problem is how long he takes to chase a survivor. Either you hit them 4 times in Frenzy, or you hit them once, or twice. Then run up to them with a normal lunge, problem is... Legion is a 110% movement speed killer. And usually killers with this movement speed have a power that would make up for their movement speed. But sadly, Legion doesn't. The only time you'll dominate as Legion. Is when you use an add-on called Frank's Mixtape. Instead of 4 hits, its 3. This turns Legion from a pretty low killer to a damn scary one in a chase. There's no avoiding him.
Number 10: The Doctor

The Doctor has 1 thing going for him. There is no survivor hiding from him. He can find a survivor is no time, how ever that's how he really has, tracking. His chase game isn't really that great. He's just a mouse 1 killer with nothing to assist him besides his shock, which would be great if it didn't slow him down as much as it does now.
Number 11: The Wraith

For a low-mid tier killer, Wraith isn't actually that bad. With add-ons he becomes very strong. Pair up a Windstorm and a Swift Hunt and he becomes much better then base kit. He has great mobility with Windstorm, and decent chase potential (if used correctly) with the small speed boost you get after you uncloak. That's what most Wraith players don't take advantage of. If you lunge right as you uncloak you get a HUGE lunge. Because the speed of the lunge and of you uncloaking combine and you go fast... very fast. But he's basically just a worst version of any other good killer with mobility so, there's no point.
Number 12: The Trapper

Now, we start off with the top 3 worst killers, and our first is Trapper! He can set traps. Thats it, and his traps can be disarmed and sabotaged(why). 1, his power is fairly hard to be effective. God tier Trapper's will try to move in a way that baits a survivor into a trap. How ever that can be very difficult on larger maps. He stands no chance against a 4 man SWF unless they're acting like headless chickens. Also once you catch a Survivor in a trap, its all RNG. Some times he'll escape from the trap 1 in attempt, some times he'll escape in 47 attempts. Its all luck and for a killer to have RNG as a big part of their power, really isnt ideal
Number 13: The Pig

There's not much to say for this killer, other then she SUCKS. She has no mobility. She has "ok" tracking simply because of her crouch. Her ambush is practically useless at high ranks, as she pretty screams: OI IM OVER HERE, BETTER WATCH OUT OR ILL STEB YE.
Her bear traps are also pretty useless. As they rely heavily on RNG. Its possible for all survivors to get their traps off the first jigsaw box they search. And then you become a killer with no power (other then shouting). Pig has 1 thing going for her and that is she can stall the game pretty damn well. But that's not good enough for all the other cons she has.Number 14: The Nightmare

Is this really a surprise? Shouldn't be. Freddy is god awful. His power doesn't help him in ANY way to catch survivors. He takes 7 seconds at base to even poke a survivor with his pointy fingers. All Freddy is, is any 115% movement speed killer, but they don't use their power. And they need to wait 7 seconds for them to do anything. He's supposed to be an end game killer, but he's really not.. If you down a survivor others can just rush in, heal them off the ground and then they all run out the gate.
devs, pls buf hemThats all folks!
And thats my tier list. What are your guys' opinions? Id love to hear them. There's a lot of mixed opinions about who's high tier and who's low tier. Which its okay to have your own opinion! Enjoy killing in the fog fellow killers

Without addons:
I would place Hag second, she is better than billy imo because her power is reliable on all the maps, while billy cant use his power properly for mobility on all the maps.
Also hag can stop loops pretty easily by placing a trap on the loop that survivor is using, then survivor has to either leave the loop or get hit.With addons:
I would say that billy is on par with hag, since with instasaw, you can make a lot of window vaults unsafe for the survivor
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@SpEz said:
So the two broken things in this game atm Noed and d strike aren’t they a pain in the balls atm YES they are!! Like when I pick up a survivor I get punished for doing my objective like just who thought of this? And Noed I get killed just because I’m doing the objective? They both need to be changed ASAP people are leaving this game because of these two broken problems. The devs need to realise this and change them it would make the game a lot better. So here’s a few ways on how I would change both of these perks:Decisive strike
1.Rework decisive strike so that if they succeed the skill check 50% of the wiggle bar will be complete and the killers movement is decreased to 40% for 4 seconds.Hex: No one escapes Death:
1. If there is a dull totem remaining and once the exit gates are powered all survivors suffer from the exposed effect for 60 seconds after the exposed effect ends the killers movement speed is increased by 4%.Both have been on the game for a long time, and people keep playing this game, so there is no problem i guess.
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@CashelP14 said:
Camping hillbilly can be tricked into missing, same with all the other killers who camp. But it would take a really really bad rank 20 killer to mess up a camp with leatherface. I love this game but it isn't enjoyable if your getting camped. All I want is a counter to a camping leatherface.The devs haven't placed it as a strategy when they are making killers lose points for camping the hook with no survivors near them. I just would like a anti camping perk or something to stop this killer from ruining a game.
Anyone who has faced this type of leatherface knows how annoying it is and why it shouldn't be in the game. People who have faced this type of killer know how they don't care about points or ranking up, all they want is to kill this 1 person who has annoyed them.
Why it is annoying? just go next.
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Survivor Queues are really fast, much faster than killer queues... Dont know what you are talking about survivor queues being slow.
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@Poweas said:
@Tzeentchling9 said:
TLDR: "To all you killers that run NoED, our end game crutch is better. Nah-nahanahnah-nah!"No. This is my problem with entitled killer mains. They always twist your words. My ACTUAL point is, don't get salty if you get ran around and teabagged. When you've camped and you're tunnelling with NOED. Sometimes entitled killer mains are as bad as entitled survivor mains.
So the killer should leave the survivors to have a free unhook once the gates are powered and open, so they can all escape?
There is nothing wrong with camping once all gens are done and gates are open.
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@ASurvkillivorer said:
I am down to rank 5 on Xbox again. Returned to the old get messaged after every game aura that I loved before....not. This is why I deranked and never tried getting back here until recently just going with the flow.Some survivors are so good at running in a loop around something with a pallet. That they seem to create an interesting situation for the killer. Either break the chase, OR keep running in that circle until you DO get hit by that pallet and they run to the next one. These aren't the survivors who stop by pallets or drop them early for a little space. They know exactly when they're going to hit you or if you're going to hit them. They CAN infinitely loop me if they have available pallets....
I am wondering how in the world are you supposed to deal with them in games where they can all do this? Your gens already get ran through so insanely fast. How are you supposed to down let alone kill multiple people when this happens.
You leave the survivor that is good at looping, and try to find 1 that is not that good and remove him of the game as fast as possible. You can try to mindgame them, but a good lopper will watch behind them a lot of times and avoid being mindgamed.
if all 4 of them are good at looping, then you just bend and let them do you(unless you are playing some unloopable killer like Nurse)
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@brokedownpalace said:
They will never stop crying about it, sorry. Just learn to laugh at it like I have. The best part is it's the same people whining about it at every possible opportunity and guess what? They're still playing the game and spending 24/7 on the forum. 4 player try hard SWF is SO COMMON and it makes playing killer SO AWFUL but here they are.. day in, day out. Apparently hating every second of their time here. 🤣Just afk on those games, let them play gen simulator xD
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@The_Crusader said:
MasonHugsCats said:Don't want to sound like an ### but, maybe increase your rank? Rank 10 and below I've never been face camped, unless you count when the exit gates are open but even I do that. Most killers realise that camping gets you only one garunteed kill, and when it does it barely gives and BP. Face camping only occurs around rank 10 and below, when someone is being extremely toxic or, exit gates are open and the killer wants at least one kill.
Camping occurs at all ranks. It can be worse at low rank though no doubt.
Ranking up isn't a good solution here's why...
You rank up. Like I did last month.
The devs decide to push a button on the 13th, you go back to green.
Don't play it for a week because I have other things to do...
Now what? I need to go through an army of noobs just to get to a rank where there is a chance of having less camping.
The problem is that you need to go through a number of games to get to a decent rank and it simply isn't fun.
You watch your teammates go down every 10 seconds. You're trying to do gens and rescue them at the same time.
And at the end of it all? Your team dies and you gst stuck with a long and tedius hatch crawl, followed by a nice 10 minute standoff as the noob on the other end decides that after the hard work effort he went through to facecamp everyone out of the game he now somehow deserves the 4k.
It doesn't feel like fun. It feels like a chore.
If I didn't get reset every month then I'd do it. Whats the point at the moment though? I'll only go back to green at reset, and again the month after, and the month after that etc
So it starts to feel like work. Where you feel you have to slug away and sit through ######### just to get to a rank where the game might become enjoyable.
Theres no problem as killer because killer is fine to play ranking up. Solo survivor however....
Theres also the fact that the game needs to be enjoyable for newcomers. If they start playing and during green ranks they just get camped to death they'll quit playing and there won't be any future players to replace those who are leaving. The community will die.
Ranking up is soo easy in this game...
if you have trouble doing it you should check how you are playing the game. -
@Vietfox said:
@Tsulan said:
Vietfox said:@Tsulan said:
Vietfox said:
@Tsulan said: Vietfox said:
@Tsulan said: Vietfox said:
@Tsulan said: Losing Freddy is actually harder than any other killer. There are tons of stealth perks, which no one uses. Since everyone runs perks to prolong the chase. Stealth just got buffed a few times in the past. But most people still don't play stealthy. But the point was this "The chances of losing an equally skilled killer are much lower than him downing you". "There are tons of stealth perks, which no one uses" I see more iron will/urban evasion users than DS ones, so saying "no one uses" it's simply a lie. There are also perks which encourage and reward leaving the hook but some people rather camp, even when they are running those perks. Killer hooks survivor. Makes a 360 turn to scan for BBQ auras. None lit up. Survivors must be close. That damn camper!
-.- Yeah, you are purposely ignoring the new game mechanics to have an excuse to camp and you know it. It's not like they could be hidden in a locker, no! BBQ helps survivors. Let's hide from it, so the killer won't leave the hook!
Duh logic Why check the gens, right? Anyone who needs to rely on bbq to do well is simply bad. As a killer you already know where to check. I totally agree! "Anyone who needs to rely on BBQ to do well is simply bad"
Totally! Especially since I said that BBQ helps survivors. It reduces camping. Bad survivors require that the killer is on the other end of the map, before they unhook.
Good survivors can go in for the unhook, even if the killer is there.
At least that's what I do. But I also use BT, We'll make it, WGLF and Iron Will.
"BBQ helps survivors" Yeah, that's why many killer mains got so upset after the locker changes lol.
"Good survivors can go in for the unhook, even if the killer is there." unless the gates are open that would be a pretty stupid move.
Seriously, at this point i'm not sure if you are trolling or simply lost. You guys have said for long how stupid is to rescue someone in front of the killer or hookswarming (which i completely agree) and now you say that's what good survivors do?
Hook diving without BT is bad. Period
You compare someone who knows what he's doing and what risk he's running, with someone who doesn't and who goes in unprepared.
Solid logic!
DuhI was counting on BT already. Someone who knows what to do wouldn't rescue a camped survivor when there are gens yet to be done. One of them will get hooked, so it's way better to keep working on gens till killer decides to leave or gens are done, period.
Its called trading.
Killer camp the first guy he downed, other survivors do gens until the guy on hook is about to die, then someone goes in and saves him with BT, the guy who goes in for the save, makes sure that the killer hits him twice after or while he saving the guy on hook, this way, they guy that was unhooked has time to run away, killer then has to choose between hooking the guy that he just downed, or go looking for the unhooked guy, if he hooks the guy he can camp again, but the hook bar is full, so all gens will be done by the time the new guy on hook is about to die.
You are right that 1 of them will be hooked, but you can always trade and force the killer to hook someone that is not about to die, this way you can keep the game as a 4 vs 1... So its not always better to work on gens at all times, you need to know when to leave the gen and do other stuff.
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@Eninya said:
Rank resets are dumb and the crux of this issue.I hate rank resets because I drop down and end up smashing people that are new and just trying to learn and enjoy the game, maybe explore around and have a fighting chance at living.
And then me, a previously rank 1 killer, comes in and bulldozes 5 random newbies.

Didnt know that you could "bulldozes" 5 newbies in a game. POG
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Clown
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They just have their priorities right, first get the event stuff, then escape if possible.
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@Peanits said:
The most overrated perks I would say are Thanataphobia and self care.Thanataphobia- even when you do have all four injured- barely does anything, and is next to impossible to maintain. We're talking an extra ~14 seconds on a solo generator if for some reason nobody heals up that entire time. I know nobody's really clamoring for Thanataphobia, but I see waaaaaay too many people using it for how weak it is.
Self care is a wasted perk slot 99% of the time. Two survivors can heal each other up in the exact same time. Finding another survivor if you are injured is incredibly easy to do. I don't even run it anymore because when I did, half the time someone would show up in the middle of my heal to finish me off. I dropped it like an ugly baby and never looked back and it hasn't affected my survival at all. The only time I miss it is when I'm the last one up and injured, but that doesn't happen all too often (certainly not enough for me to use a perk slot on it).
Underrated would be Caulrophobia, Pop Goes the Weasel and Kindred.
Caulrophobia is nasty. It's such a massive increase to healing time. Combine that with Sloppy Butcher or some terror radius increasing perks/add-ons and ain't nobody healing on your watch. It's already crazy long, but with the PTB changes I was able to get a ~95 second self care. Even if they do heal up, that's a ton of time to lose.
Pop Goes the Weasel is great if used right. If you hook a survivor next to a generator you know someone has been working on, you can quickly run over and take off a huge chunk of its progression instantly while still keeping pressure on the other survivors. I probably put way too much strategy into where I hook survivors, but it's a subtle skill that really pays off once you get used to it.
Kindred is a life saver when playing with randoms, even just one or two. It make such a huge difference in efficiency alone, not to mention you won't get left on the hook for over a minute while everyone thinks, "Someone else has them, I'm just going to do this generator."
Selfcare is really good and not overrated imo, without selfcare you need to waste time looking for another survivor, and then that survivor needs to waste time healing you, also, for the healing to happen you guys need to be on the same place, and if the killer comes, you guys need to stop healing(so the killer is effectivelly wasting the time of 2 survivors)
Ex:
Imagine that a full heal received from someone else needs 15 seconds to be completed, with Selfcare you will need 30 seconds to fully heal yourself alone. People see that 15 seconds is better than 30, but they forget that on the 15 second case--- 2 SURVIVORS ARE DOING NOTHING BUT HEALING, MEANS THAT THE INJURED PERSON IS STAYING STILL FOR 15 SECONDS WHILE THE HEALER IS STAYING STILL HEALING FOR 15 SECONDS--- that means that you guys just effectively lost 30 seconds of survivor action time(15 seconds from the healer, and 15 seconds from the injured survivor)
While using Selfcare only the injured survivor will be wasting 30 seconds healing (its also means that the survivor lost 30 seconds of survivor action time)
This means that if we look at it efficiency wise, having Selfcare or not having it, its the same--YOU WILL NEED TO SPEND 30 SECONDS OF SURVIVOR ACTION TIME TO GET A FULL HEAL OFF--
Now if we look at things on the practical side we can see why having Selfcare is much better than not having it:
With Selfcare:
-You can start healing yourself whenever you want, no need to waste time looking for anyone.
-If killer finds you when you are healing, only you need to start running (other 3 survivors can be doing
objectives) once you lose the killer you can instantly continue your selfhealing, no need to waste time
looking for anyone to heal you.Without Selfcare:
-You need to find someone, so they can heal you, so you waste time looking for someone to heal you.
-if killer finds you when you are being healed, you both need to start running (only the other 2 survivors are
doing objectives, and this is really good for the killer, since by finding the injured guy he also found
another survivor and its wasting the time of both of them) in this situation if the killer chases you, you
need to lose him and then start looking for another survivor to finish healing you (means more time waste
looking for another survivor and not doing objectives) if the killer chases your healer instead of you, you
also need to waste time looking for another survivor other than the chased 1, so you can be healedAnd this is why Selfcare is good, its practical and timesaving, and it only costs 1 perk slot.
(Edit: YES i know that the default healing speed is 12 seconds, but i used 15 seconds as an EXAMPLE since it looked better to me xD)
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@DeadByFlashlight said:
@inkedsoulz said:
@ScottJund said:
@inkedsoulz said:
@rha said:
@shasta said:
Bullying noobs for either side should be a big no no I agree with the banWanting to play at lower ranks doesn't automatically mean bullying. The pipping system for survivor is so screwed up that it's easy to end up at a rank where it's absolutely impossible to enjoy the game.
Was watching a small streamer, plays DbD only occasionally, she's nevertheless rank 1. She played at rank 1 for 5 1/4 hours and escaped only twice during that time, once vs a meme Leatherface insidious-guarding his basement chest. Multiple times the killers had 4ks even before hatch was unlocked. Towards the end the only reason she kept playing despite being deeply frustrated was because she was hoping for one good match to finish off which never came. Despite playing hopelessly unsuccessful at rank 1, she didn't drop in rank either and when she dropped to 2, she was back at 1 the next game despite having a bad game.
I hate playing at higher ranks as well, mainly because the fellow survivors you get in solo queue are on the same skill level of those you get on rank 15 (red ranks didn't change anything), but the killers get better and better and fully perked out and totally tryhard I can't easily 1 vs 1 them anymore (which is necessary considering my teammates are mostly more of a burden than help). Moreover, almost every single game 3rd person got slugged to deny the 4th the hatch. Makes the last four minutes of the game terribly boring.
I am managing my own rank by simply playing at most one survivor game per day, and many days I don't play at all. Last season I managed to never get higher than 11. I would rather like to play more and not be forced into simply playing only one game every couple of days.
So you guys want to play against newbie killers, that chase you a little bit, but they are not able to catch you, just for your own enjoyment?
Maybe you are not trying to intentionally bully, but wanting to play at a lower rank compared to your own skill level just in order to have easier matches is like bullying for those lower rank players.
You guys really, really have to stop equating rank to skill level. Yes, it matters from like 15-20 because those are the genuine new player ranks, but once you get above that, while higher ranks will probably have a few more good players than not, it truly, truly does not make much of a difference. Everyone knows that equating your rank to skill in this game is something only new players do.
You said it yourself "...while higher ranks will probably have a few more good players than not..."
So you guys try to stay on lower ranks on purpose in order to avoid facing those extra "few" good players, just so you can have more amount of easy matches.
I do understand when people try to stay on lower ranks in order to get faster queues.
But staying on lower ranks just for the sake of having easier/funnier matches doesnt seem right to me(it might be fun for you, but probably not for the other side)Maybe you will change your mind after you have been buliled by a SWF trying to learn a new killer.
What are you trying to say?
I honestly dont understand, please explain.