Why should you play killer?
I see streamers and youtubers everyday play this game and even they struggle to keep up with gens. Doesn't seem to matter how fast they get their downs, they still usually get down to open exit gates or one gen left. But also, this is their full time job. They play this game nearly everyday for multiple hours. Yet they still struggle a lot of the time.
So why would I want to play killer after seeing someone way more experienced struggle? "Oh well they're red rank so their survi-" yeah well it doesn't seem to matter what rank I am, I always get red rank survivors as well. I have been taking breaks from this game (unfortunately). Play two hours, disappear for 2 weeks, repeat. I come back to try out the new killer and am rank 14. Still get red ranks lol. So my matches are like these streamers, except I'm not as well equipped to handle it as they are. I work a full time job and have other things to do.
I don't even play survivor anymore because the matches are so fast and boring.
Honestly who would want to play killer anymore though. Who enjoys this.
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I've seen that a lot too. Many of them have already left. Many are working themselves into leaving. Many of the content creators I see take a break and come back always start out with "sorry it's been so long, I've needed a break.." then they take a break again until they eventually leave.
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Because I find it super fun. I've had bad games where everyone escapes and I've had good games where everyone is slaughtered by my blade. Besides the odd game of super toxic clown survivors, I have a lot of fun either way.
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Bloodpoints and variation
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because I like challenges. I've dealt with so many unfair games in the past, I won't be stopped (actually I can see myself dropping the game in 1 year, but that's another story)
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I'm surprised as well.
But maybe the data the devs have suggests otherwise and all of us who have a problem with the way the game is handled are wrong.
Either way, it's a business and there's no way they'll admit to any mishandlings of any kind.
What's important is how YOU feel about playing the game. I you don't enjoy it you should move on.
I'll be transitioning to a new game as well since I have no confidence in the devs to fix longstanding issues in addition to new ones like how breakable walls are being implemented and judging my the majority of comments on a video I made, we're not alone in feeling this way.
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Playing killer can be very fun. But to enjoy it, I have to start each match with the mindset of "you're most likely going to lose" which is never a fun way to play a game.
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i enjoy it.
i play killer daily and im not at all planning to stop.
ill be fair here:
1) yes, having games where they do nothing but genrush is plain out boring and sometimes you literally dont stand a chance, depending on killer, map and survivors, which of course is frustrating. and if you have enough of these games in a row, i can fully understand that you dont wanna continue playing - and you shouldnt! cause if you do, you will make more suboptimal decisions, which leads to you losing more, which leads to you getting more and more frustrated.
2) having cheap second chance perks deny all the work you put into something feels very cheap and, again, leads to frustration. i cant tell you how many times i had the survivor outplayed around a relatively safe loop and they just pressed E and got to loop it two more times before dropping the pallet - the amount of work you put into this mindgame getting completely denied by someone pressing E (which, lets be honest, takes near to no skill) is really, really annoying. (and the main problem i have with that perk xD)
3) these frustrating games are not nearly as common as many people here on the forums say they were. as ive said, i play killer daily and the vast majority of my matches go well. now, this is just my personal experience of course, but i believe that the game is not nearly as unbalanced as many love to claim. yes there are problems, i wont deny that. genrush is certainly one of them, but if you were to just read through these forums you'd think that killers would be bound to a chair in the basement while the survivors do nothing but taunting them and then calling them "basement camper" in the end.
to sum this up:
at least from my experience, killer is not nearly as bad as it is often claimed to be.
you can play killer no problem, even though its clearly the harder role. you will need to get good with them though - and i mean quite good. if you are a medicore killer, you wont have that many pleasant games, especially with survivors who are experienced in their role.
in the end it all omes down to personal preference - play whatever makes more fun in your opinion! for me that would definitely be killer.
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Well then, bye, enough shilling your videos here.
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I disagree
I plan on having fun. Winning or losing (however you would even categorize that in a game like this for the killer) is secondary. It's why I won't tunnel or camp or do all the ish that is tactically smart but boring gameplay. I'm in it to have fun. If I get to kill 4 meddling kids in the process, super. If not, so be it.
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I watched your video. I do agree with you. I believe the past few DLCs have been very stale, new perks are just poor reskins of others, etc. Devs seem to be more concerned about taking in temporary money while watching their game die. It all seems to be about the short term for them and not about making this game last. I love this game and want to see it get better, but the devs have proven time and time again that they don't care now ever plan to improve anything except their wallets. I unfortunately have basically quit at this point. I try to *make* myself play this game but then I just get upset with it and leave if I boot it up, or I talk myself out of it because why should I have to force myself to enjoy a game? I play games for fun and to destress. This does not do that for me anymore. I miss dbd but it isn't the dbd I use to love at this point.
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I've played this game for two years and seen it go through a lot of things but I've not seen it this bad before. Maybe you're lucky and won't reach a breaking point for this game as I have. Taken my rose colored glasses off and I'm seeing the flames.
So agree to disagree.
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It probably helps that I'm new at this game (I got it like....two months ago maybe) so maybe I just don't remember "The Good Ol Days" because the current state of the game is the only state of the game I've ever known.
Maybe some day I'll get tired of it, maybe not. For now at least, I'm diggin it.
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Killer role brings stress, survivor role brings boredom. So I'm not playing at all. Glad to see someone still enjoys this game.
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I was honestly surprised at the majority of comments. I was expecting to be lambasted, but the vast majority felt the same way or have already quit but still love the game and wish for it to improve.
Of course there are the few "bye" comments and other criticisms, but the long stories about being frustrated and moving to a new game from several people along with new game suggestions are mostly the ones that are worth reading. We're all real people with real passion for the game and we don't want to leave the game, but feel driven out by the choices that are being made.
In the end we all want the same thing... for the game to improve for everyone. For some/many, the better choice is to devote time and energy into a game that is worth it by a team that shows their appreciation to their playerbase through their actions.
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Because I still find it fun. It's not any deeper than that.
Perhaps my mindset is different to that of many others, perhaps my approach to the game is different, but I still enjoy it.
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I can only speak from the high end, as this is the second month in a row I've hit rank 1 in the post "ruin" era after taking a couple months off. It can be done, it's just harder than it's ever been.
The loss of Ruin was a bigger issue than the devs have ever acknowledged. What Ruin did was far more than just an early game generator slowdown perk, it tended to force survivors to look for totems as a secondary objective, leaving generators intact for at least 1-2 mins, this gave the killer time to get a hook or two and begin to apply pressure while the searching for the totem also put the killer into more contact with survivors out searching. Overall this created an early game that was more healthy and balanced.
Now survivors know that they have no reason not to immediately upon entry into the game plunk themselves down and start holding M1, there is no secondary objective, and the generators are everything. In turn this has meant that killers lose 1-2 generators in the first couple mins, putting them on the backfoot and forcing them into so much more stress than they ever were in before.
So how do killers deal with this? The best have adapted their play styles to incorporate more pressure style tactics. These would include.
- Tactical slugging, in other words not going for a 4-slug but leaving 1-2 survivors on the ground in order to force survivors off gens to pick up their people.
- 50% of perk loadouts being devoted to generator regression or slowdown. Combos like Thrilling and Pop Goes the Weasel or the New Ruin and Surveillance seem popular and I've used both quite regularly on different killers.
- Heading into games immediately looking for a 3-5 generator patrol route and just accepting 1-2 generators will be done by survivors without challenge, this enables the killers to control what the field of play will look like.
- Use of mangled status to slow down healing, whether through sloppy butcher, or addons, to waste longer amounts of time for survivors to heal, giving killers breathing room.
As mentioned, this is coming from the perspective of someone who plays red ranks with the intention of winning above all else, these tactics may not be the most fun, but I find fun in succeeding, and opinions will vary. If you are fine with having fun and de-pipping I'm happy for you, but I have no desire to play that way.
I don't know what the game feels like for newer killers. I will say that when I play survivor at the 15+ ranks because I'm still leveling on that side the killers tend to win quite hard. The game's trouble is that killers dominate when survivors don't know what they're doing and make tons of mistakes, but when survivors are optimal, such as at red ranks, killers can only do so much to compensate, but the few that are still succeeding have found ways to do it.
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Look at Tru3 for instance. He seems fed up with the game on every match, he's not enjoying it anymore. But It's good money I guess.
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I agree with this. You've made it much clearer than I could have.
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it really just sounds like youre burnt out. which is completely understandable, playing a game for 2 years that (basically) has no real diverse gameplay in said 2 years, youre gonna get burnt out.
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I enjoy it, acutally more then ever. And i dont understand all the complains here. What did they really change that makes killer mains so upset? Ruin? A perk that got cleansed within 30 seconds. Nurse? A totally broken auto 4K killer. Still extremly strong. Spirit? More then needed, also still very strong.
Map reworks and new maps are all favouring the killer or are at least even, Instaheals are history, many overpowered survivor perks are nerfed. New killers are all very good. We have the time of our DbD live, but many of us are upset because of nothing.
Stop the mimimi and enjoy the game.
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I remember Marth and TT trying to make a living out of Deathgarden instead of DBD. They had to come back a couple of weeks later. That game was dead from the beginning.
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So survivor matchmaking and queue times are balanced. It brings me shame to see red ranks going against a rank 15 or lower killer.
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Because any time I play survivor I don't want to deal with team mates constantly DCing in spite of the DC penalty they added, which, by the way, is way too harsh according to some people I've seen here in the forums.
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The change was that before Ruin could actually hamper generator progression while a survivor was working on it, as opposed to now where it does have a significant regression percentage, but only functions when you push survivors off a generator, and immediately stops when they are back on.
As I said in my post (which made this very clear) even if ruin lasted only a minute, that was 60 seconds survivors weren't doing generators while they were looking for a totem, which made the game much more balanced in the early game for killers who had time to find a survivor and get a hook or two before 1-2 generators popped. It also enabled killers with setup time (Trapper, Hag, Myers) to get their power started, either through laying traps or at least stalking to EW2.
As far as Nurse, I never played her so I didn't really feel anything from her change, but the Nurse mains that did play her (and some like Ardetha who still do) have stated the playstyle is just stun simulator with occasional bursts of gameplay, and her blink recharge game has just made her clunky.
Don't know why we're discussing spirit, who hasn't been mentioned in this thread once (same with nurse but I digress) but she was nerfed into a relatively balanced spot and her most infuriating tactic (prayer beads and gen grabbing) was eliminated and people still play her. If anything I see survivors still complaining about spirit when they claim she has "no counterplay" even though she is able to be juked by anyone with the wherewithal to understand when she phases and when she doesn't.
Map reworks and new maps have been killer sided I will agree, but it doesn't stop maps like most of Crotus Penn, Macmillan, Coldwind Farm, and especially Ormond from being infuriating to deal with, whether it's infinite loops, or extremely safe loops that can't be mind gamed, to the sheer size of these maps making even a 3-gen strategy relatively unrealistic. I also take some issue with the idea that Deathslinger's map is completely killer sided, it's got an almost haddonfield level of drops that anyone with balanced landing can destroy a killer on, the breakable walls don't eliminate any loops but just make the central windows no longer borderline infinite, and there is often a balcony next to the outer generators forcing killers to try and mindgame before a survivor jumps down and completely loses them.
Insta-heals were broken and everyone knew it, the idea that you could just ignore a hit from a killer at a critical moment with no warning or ability to counterplay was stupid on its face. Not sure what overpowered survivor perks you are discussing that got nerfed. DS is still 60 seconds of immunity from being hooked regardless of actions after getting hooked, unbreakable still completely counters slugging, adrenaline is still the bane of late game while NOED can be countered through totem cleanses, and dead hard is still the king of making killers tear their hair out as that survivor who was rightly caught just goes "lol nope" and dashes to safety. Which perks got nerfed that you are referring to specifically might I ask?
Based on your comments your bias is clearly survivor sided, and I get it, for survivors the game is probably the best its ever been, particularly with keeping addons upon survival making the BP cost of maining survivor so much less burdensome. Killer players do have legit gripes however, and I would think survivors would realize something is up when red rank survivors are paired with green rank killers, clearly something has gone wrong with a lack of killers at high ranks.
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@SpaceCoconut Just quit bud. We have enough tears already on this community.
But i think all this drama is a bait for views. Share your video more...in every theard.
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You must be lucky because all i see (and i play a lot everyday) is SWF everywhere that gives you a really hard and toxic match with everything they got, specially if you play weak killers you can only feel how unpowered you are in comparison while they dance with plenty of second chance perks and all their items that erase all your effort.
Playing weak killers its like being masochist. The only killer i can "enjoy" is Spirit, Freddy, Oni, Myers and huntress sometimes. The rest...
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I honestly stopped. It's not fun. Both sides are either try hard or potatoes. This game isn't fun, at all. I had a match on a Coldwind with a god window open, guess where all survivors ran to immediately? Got 1 hook before just going afk, god loops and blendettes should be considered exploits :/
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It makes me smile when someone calls me survivor sided. I got blamed for beeing killer sided aswell the either day and in the past.
The only side i am on is the ballance side. I think a 2K on average is a fair outcome of a match but since i play killer a lot, i know for sure that 2k is the absolut minimum i get in every game. I also see it as a survivor that many killer get normally a 2K or better.
Like you say, Instaheals were overpowered, and they are gone. That makes it more easy now for killers.
Well what perks are nerfed? Mettle of men for example. Or Ballanced landing. DH got nerfed through Dedicated server.
Mentioning dedicated servers: What a wonderful gift for killers and what a nightmare for survivors. A big buff for killers without even toughing the game itself.
Yes, the new maps and reworks are killersided, so this is also an improvement for killers. There was no better time for killer according to maps as it is now. Farm got nerfed in the past (walls, corn) for good reason.
Some of your maps your named are actually killer sided. Crotus prenn for example. Chapel is defintily killer sided (while asylum is survivor sided). McMillian are pretty even overall. Ormond, i give you that, that map is definitly survivor sided. But whats up with Game? Lerys? Lab? Shelter Woods? Rotten fields? Sanctum of Wraith? Saloon? Resting place? All killer sided without a doubt. Like i said, maps are getting better and better for the killer. And breakable walls incoming. The toolbox changes? Good for the killer aswell. I can go on and on.
I really thing it is only, and i mean ONLY because of this one perk that is not needed anyway. Ruin.
Use corrupt. Use pop. And dont get nervous when a gen pops quicker then expected.
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I play as billy,myers and ghost face and i can consistently 4k at red ranks so im enjoying
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Its hard to see someone that clearly knows what is happening in the game without bias.. You have my respect. If the devs could read all what you said and forget about their favoritism, we will be playing a better and less stressful/toxic game.
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Unfortunately you'll always get the trolls that just say "bye" because they are too blind to realize why we react to dbd this way now. We make a post or a video about it to express a love for this game but also a frustration because the people in charge of it don't seem to love it at all.
Or respect their community. We have told them for years about map issues and certain things that need improved or fixed. What do we get? Breakable walls. That's laughable. Instead of using the time to just fix busted window loops, they want to waste time adding breakable walls..
It's a shame to see dbd go down to this. I wish the devs cared more.
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Look man, I respect the decision to leave this game, but seeing these kind of threads every day gets really tiresome. Yeah, I get it, you arent enjoying the game, its bug ridden and the devs dont matter etc etc. If you wanna leave, just leave.
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Oh I plan to. Thanks for the permission dad.
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Dont forget to do your chores!
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I honestly dont understand such things as "busted windows" 😂
I guess some people are just weird. I already see biased killer minds such as orion or dococtober quit this game by now so just leave.
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I feel you, it's so boring when they just go to those infinite loops. If im with a slow killer i just go for another survivor and leave him. Overly safe loops like the ones in coldwind farm and the asylum shoudn't exist. Btw death to blendettes 😜
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If a 2k was a pip for a killer I would be inclined to agree with you, but it's not, a 2k is a safety pip unless it's something like Legion and you just pimped your malicious score to high heaven to compensate for your devout score being in the toilet.
So maybe instead of just worrying about how many kills, we could see how much pressure killers are under to even get a single pip, let alone a double pip, and realize that's part of the problem. If killers could be more comfortable that a 2k is a decent job on their part it might work, but it isn't, it's a 3k minimum with hopefully enough generators protected so your gatekeeper score isn't in the toilet, and let's hope no one decided to die on their first hook screwing your devout score over. Honestly the emblem system in its current state is why no one is buying the "2k is a balanced win for both sides" argument, because survivors can get pips for 1.5 generators worked one, a couple chases, 1-2 unhooks and even get sacrificed AND STILL pip.
Now here's what's funny, you agree with me that insta-heals were overpowered, but what was mettle of man? Admittedly you had to charge it up by taking hits but it was a free extra health state with no indication that you had it. The amount of kills I have lost at endgame because "oh look, he has mettle of man and I had no way to know it" is beyond infuriating.
Balanced landing is still one of the better exhaustion perks, even with the nerf. Does it beat dead hard or sprint burst? Maybe not in overall utility, but it's absolutely destructive if that survivor brings a map offering for something like Haddonfield. To pretend it is somehow useless now is silly.
Oh wow, you think dedicated servers are a benefit for KILLERS? You serious right now? Have you TRIED getting a grab off a generator since dedicated servers have gone live? If you get one, let me know, because the sheer amount of times the grab animation starts only to end abruptly and the survivor just starts to run away is beyond counting at this point. Dedicated servers have been a disaster for BOTH sides, I would never lay that at survivors feet as a benefit to them, and this right here is the clearest indicator of your bias, you assume that because dedicated servers suck for survivors they must be good for killers when they have been just as big of a pain, or even more so, for killers.
And again, in one breath McMillan are pretty even overall, and then magically Shelter woods is "killer sided without a doubt". Okay, how about Ironworks of Infinites or the Groaning Storehouse of "go fornicate yourself" window spawns? Chapel on Crotus Penn is balanced, too bad disturbed ward is about as balanced as a drunk one-legged man. People pretending Saloon is somehow extremely killer sided just because a killer can turn the central loop into something manageable with wall breaks need to get their head examined.
The toolbox change is actually WORSE for killers now, because people front load their toolboxes to get a head start, which is what the new toolboxes are designed for, less charges but more impact on one generator, so once again, generators pop at the first couple mins, putting killers into full sweaty mode. Not to mention survivors get to KEEP toolboxes now upon escape, meaning killers see more and more of them. Again, your ignorance for how changes actually affect killers confirms your bias, because you haven't looked at this stuff from the other side, while I have played survivor on all these maps in question.
And again, I don't need your suggestions on how to compensate for Ruin. As I said in my first post in this thread, most killers have adapted at the red ranks anyway, and most of us haven't used ruin in months or even years because it was red ranks can hit great skill checks. I'm well aware of corrupt intervention and pop, I mentioned pop in my first post, pairs well with thrilling tremors to block off unworked gens, showing you worked ones that will get the best value from your kick regression. I am not the one who was completely boned by Ruin's removal, it's green and even purple rank killers who needed it. The irony is Ruin was destroyed to help newer survivor players, while completely screwing over newer killer players, the result is survivors getting carried to red ranks while killers either quitting or just staying in the green ranks.
Ruin was needed for certain killers and newer killer players to get their bearings in the early game, the removal of it has made killer such a stressful playtime for newer killers that it is turning newer players off and even red rank killer mains just don't want to have every game be a tryhard sweatfest anymore.
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Space Coconut! I'm a fan dude! You helped me become a better Hag. Thank you :)
I understand your reasons for leaving, I had to walk away from DBD for a couple of months too. I'm back again enjoying it, and i'm sure you will be too.
Keep on coconutting ;)
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I play killer...
to relax 😂😂😂.
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So maybe instead of just worrying about how many kills, we could see how much pressure killers are under to even get a single pip, let alone a double pip, and realize that's part of the problem. If killers could be more comfortable that a 2k is a decent job on their part it might work, but it isn't, it's a 3k minimum with hopefully enough generators protected so your gatekeeper score isn't in the toilet, and let's hope no one decided to die on their first hook screwing your devout score over. Honestly the emblem system in its current state is why no one is buying the "2k is a balanced win for both sides" argument, because survivors can get pips for 1.5 generators worked one, a couple chases, 1-2 unhooks and even get sacrificed AND STILL pip.
Its more easy for survivors to pip, but is piping overall really a thing? All i read is "i dont care about the ranking system" and i almost never read that piping is frustrating, because it is meaningless to pretty much anybody anyway. Not saying this should not be fixed, but how is this suddenly now a problem for killers, when they dont care?
Now here's what's funny, you agree with me that insta-heals were overpowered, but what was mettle of man? Admittedly you had to charge it up by taking hits but it was a free extra health state with no indication that you had it. The amount of kills I have lost at endgame because "oh look, he has mettle of man and I had no way to know it" is beyond infuriating.
What was with mattle of man? I dont know what you mean. Like i said, it was overpowered and frustrating for the killer. So it is gone. Killers have now a better gameing experience since this overpowered perk is gone. Everybody was complaining about it rightfully. But hey, it is so much worse for killers now. Better gaming experience for killers since it is gone. You dont agree?
Balanced landing is still one of the better exhaustion perks, even with the nerf. Does it beat dead hard or sprint burst? Maybe not in overall utility, but it's absolutely destructive if that survivor brings a map offering for something like Haddonfield. To pretend it is somehow useless now is silly.
Yes and it is nerfed. Please dont forget the core question i asked in first place and you (thanks for that by the way) tried to answer: Why is every killer suddenly complaining now? When all the devs do is nerfing survivors and let killer be for good or even buffing them (besides the mentoned 2 op killers and 1 perk).
Oh wow, you think dedicated servers are a benefit for KILLERS? You serious right now? Have you TRIED getting a grab off a generator since dedicated servers have gone live? If you get one, let me know, because the sheer amount of times the grab animation starts only to end abruptly and the survivor just starts to run away is beyond counting at this point. Dedicated servers have been a disaster for BOTH sides, I would never lay that at survivors feet as a benefit to them, and this right here is the clearest indicator of your bias, you assume that because dedicated servers suck for survivors they must be good for killers when they have been just as big of a pain, or even more so, for killers.
Maybe we are playing a different game then. Dedicated servers are way worse for survivors, devs even explained it how they work (when ping is fine as intended, when ping is bad in favour for the killer). Have you seen the dev stream? The 10 Million unfair window or pallet hits killers get now since shifting away from p2p compared to the not working grap every once in a while is, sorry... laughable.
And again, in one breath McMillan are pretty even overall, and then magically Shelter woods is "killer sided without a doubt". Okay, how about Ironworks of Infinites or the Groaning Storehouse of "go fornicate yourself" window spawns? Chapel on Crotus Penn is balanced, too bad disturbed ward is about as balanced as a drunk one-legged man. People pretending Saloon is somehow extremely killer sided just because a killer can turn the central loop into something manageable with wall breaks need to get their head examined.
Yes, they are pretty even overall. Shelter woods is more killer sided, Groaning Storehouse is more survivor sided, Ironworks is more even. So yes, overall McMillan is nothing to crazy, they are very ballanced maps. Chapel is not ballanced, it is 100% killer sided. And like i said, disturbed ward is survivor sided (thats what i said in my posting, you just repeat me..) Saloon is killer sided because it is very small, open and on top of it with deadzones and pretty much only unsafe pallets. Loops are a joke with breakable walls aswell. The ammount of hooks is just absurd, sabo for example makes no sense. I have made sceenshots where 3 hooks are right next to each other within less then 15 meters.
And yet, i wonder why killers complain now, when maps are getting clrealy and undeniable more and more killer sided compared to the past.
The toolbox change is actually WORSE for killers now, because people front load their toolboxes to get a head start, which is what the new toolboxes are designed for, less charges but more impact on one generator, so once again, generators pop at the first couple mins, putting killers into full sweaty mode. Not to mention survivors get to KEEP toolboxes now upon escape, meaning killers see more and more of them. Again, your ignorance for how changes actually affect killers confirms your bias, because you haven't looked at this stuff from the other side, while I have played survivor on all these maps in question.
You might be the only person in DbD who thinks that toolboxes are worse now. How is this even possible when they reduced charges from 180 to 32 and "buffed" it from slightly to moderatly faster (which is a speed increase of 2-3%.. you know 2-3% on pretty much nothing) They could have just deleted them overall, they are absolutly useless now compared to the past. Your point makes no sense sorry. A Engineers toolbox has 16 charges which is not even 20% of a generator, with the exact same speed!
There is no room for discussion here and you are just plain wrong here sorry.
The mainquestion why we even have this conversation i appreciate by the way is still not answered. Why do killer mains complain now more and more, when everything goes in favour of the killer beside the ruin nerf?
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GET GOOD
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I play both sides and the game is survivor sideded since the release day of the game. When I get tired of genrush, strong loops and tbagging... I end up picking Leatherface, using noed and other perks that helps with camping, as this is my way of gaining my own power.
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Depends on what your goal is for each match. If you're only interested in getting a 4k, well survivors are going to be good. It's unrealistic to assume you're going to kill everyone every time. Even the devs said they balance the game based on 2 escapes. Personally, my goal is to get more bp than everyone else.
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Well killer streamers are usually red ranks and they go against red ranks, and you are rank 14 and going against red ranks. If matchmaking wasn't broken it would be more fair.
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I end up playing killer for bloodpoints, mostly, but it is also nice to have shorter queue times and rely on no one but myself. I'm trying to balance my time between both a bit more evenly.
Also, if you play Ghostface or Pig, when t o x i c survivors tbag at you, you can tbag back. I did that earlier today lmao.
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