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Killers should be able to abandon when the gates are powered

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Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Why are you trying so hard at arguing over a theoretical proposal for the introduction of the same option survivors have, but for killers?

    Because these are not the same scenarios.

    Let's solve this problem another way. Let's get rid of the "abandon feature" entirely:

    Instead, when a survivor is downed they now have the base kit ability to injure the killer. And after a brief cooldown, they can also down the killer. In fact, doing this not only causes the waiting period to be shorter (the bleed out timer) and forces the killer to stop humping the survivor on the ground, but there's now also a possibility that the slugged survivor can turn this scenario into an escape.

    That checks every. single. box. for what mirrored options the killer has available to them. And it doesn't even include the killer's option to ignore the bad behavior completely and go earn BP for a couple minutes.

    So, while I think this is (also) an awful idea that shouldn't be put into the game, you seem to think these should be identical scenarios. So you have the burden to defend it: Why shouldn't survivors have the same options as killers in this scenario? Your entire argument is that these are the "same", so why don't survivors "have the same options" here?

    (The answer is because they aren't the same, and they shouldn't have this option, which is my stance, and coincidentally BHVR's stance also).

    If you also think this is a terrible idea, then maybe you should consider that killers in the EGC are not in the "same scenario" as survivors here. Not in the slightest.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,669

    'Abandon' doesn't sound like a win either. And we're forbidden from knowing what the button actually does, and how it affects MMR, so it's 100% unreliable.

    The only way to guarantee that the game counts as an MMR win, is to refuse to press the button.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,669

    It's not really "up to the specific player". The button does a very specific thing, but we're not allowed to know what that is.

    And I care about MMR, because it affects the quality of my opponents. I shouldn't be matched with casual players that "just want to have fun", and aren't really trying to win. I should be matched with the obnoxious coordinated SWFs, that stack the most obnoxious things in the game, and play like it's a $10,000 tournament.

  • smurf
    smurf Member Posts: 979

    I think they've indicated the current impact of the abandon option on MMR in all cases. If I recall correctly, we know what it does. A quick search on these forums might show what the option currently does in different scenarios. In the end though, whether someone cares about whether the button seems like a win or loss is really up to the player. How it impacts your MMR isn't though. I agree that that only works a specific way :)

    That's interesting about wanting a challenge all the time though. There are a few games and activities where either now or in the past I reached a point where I expect to deal with people at the top of their game/field/whatever for said activities. I can understand that.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,669

    They refused to tell us how it affects MMR. You did not recall correctly.

  • subdl
    subdl Member Posts: 38

    You repeatedly say things like “that’s up to the specific player,” “it doesn’t matter to me,” or “personally.”

    And that’s fine — those are your values. But please understand that not everyone shares the same perspective.

    DBD is a competitive game between real human players. Win conditions exist. For killers like me, a complete win means eliminating all survivors.
    Camping and tunneling aren’t shameful exploits — they’re legitimate, high-risk strategies requiring judgment and timing. When people call them “cheap,” I wonder: are they playing a different game with the same name, or are they just absurdly good at killer?
    Either way, it’s hard to take seriously.
    You can’t expect to win by politely rotating hooks and handing out safe rescues. This role doesn’t allow for that kind of generosity. When the tactics you chose to employ are used skillfully and lead to a 4K, that’s when killers feel they’ve truly earned the win.

    That’s why the current system — where even after downing all survivors, you’re forced to babysit bots or press a button labeled “abandon” — feels so hollow. It erases the emotional payoff. And the idea that the winner should press “abandon”? That’s not just ironic — it’s absurd.

    I’m not dismissing your values. But no one should be mocked as “sweaty” or made to feel ashamed just for taking competition seriously in a PvP game.

    As for MMR — I don’t care, especially when the devs deliberately hide the details and keep making inconsistent statements. What I care about is the clear, earned feeling of victory. If others care about MMR, that’s fine too.

    But let me be clear: this “abandon” mechanic, which nullifies the final moments of a hard-fought match, is one of the most frustrating systems ever added — rushed into the game with little thought or understanding of player experience.

  • smurf
    smurf Member Posts: 979

    I'm fairly certain that we had that information not long ago.

    At some point there were a lot of discussions about the way how choosing to abandon once all survivors were bots would be considered a draw for the killer, and how the killer could choose to abandon if no gens were done for 10 minutes, but would recieve a loss. And I recall survivors being able to DC once everyone is downed would result in a draw.

    My opinion is that those need to be tweaked so the win/loss conditions are more nuanced, reflect when a match is won or lost more accurately, and don't encourage any unfortunate behaviors, but I'm fairly certain we had that information not long ago.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,669
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    I posted the quotes above. The information we were told about the button, is about the visual on the endgame screen. We were then told "MMR stuff is handled separately", but we were never told how it affects MMR.

  • smurf
    smurf Member Posts: 979

    That's crazy! I never saw the second of those two messages. I'm going to look up the second one. Thank you :D

  • crogers271
    crogers271 Member Posts: 3,254

    That thread was discussing the abandon feature in the case of a 3 gen.

    The last patch clarified that survivors abandoning counted as a loss for them. If the killer abandoning in that situation also made it a loss I'm not sure how any MMR system could handle it.

    The posts from Mandy there and the next thread that was meant to clarify things complicated MMR discussions quite a bit.

  • Kaitsja
    Kaitsja Member Posts: 1,928
    edited June 10

    No. Killers are never forced to watch survivors tbag at the gates. The killer maintains agency right up until the survivors leave. A slugged survivor cannot hook themselves, nor can they bleed out faster. They're entirely reliant upon the killer choosing to hook them. Hence the Abandon option existing for them.

    You have options as killer. Not liking those options is another matter entirely.

    Post edited by Kaitsja on
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,669

    The thread clarified that the information we were given about the button, had nothing to do with MMR.

    And the patch used the words “match outcome”, which means the patch didn’t override the previous statement that the button doesn’t involve MMR.

    For all we know, “match outcome” are the words at the post-game screen, that doesn’t actually mean anything else at all. It doesn’t have anything to do with telling us which team won the game, and the match outcomes don’t all map to MMR gains/losses.

  • subdl
    subdl Member Posts: 38

    I understand and respect the view that each player interprets the game through their own values and judges whether a match was good or bad accordingly.

    However, since DBD is a PvP game in which real human players confront each other with opposing objectives, it’s entirely natural that many players — especially killers, who are outnumbered and bear sole responsibility for the outcome — seek a clear sense of victory and defeat.

    From that perspective, it’s not unreasonable to expect that the moment of victory should be accompanied by an appropriate and satisfying conclusion. When that is missing, it’s only natural for players to feel discomfort or dissatisfaction.

    My frustration with the current system doesn’t stem merely from the inconvenience of having to deal with bots. Rather, it comes from the emotional disconnection — the sense that the fulfillment of victory is suddenly cut off.

    After carefully making decisions under pressure and finally achieving a 4K, you’re told, “The players you were facing have already moved on to their next match. Please handle the rest against AI.”
    That moment of triumph is rendered hollow.
    Can you imagine how demoralizing that feels?

    To make matters worse, if you find the cleanup bothersome, you’re prompted to press a button labeled “Abandon.”

    This feels absurd. It’s as if, after winning a chess match, you’re told, “Your opponent has already left. Please either put away the pieces yourself or abandon the match entirely.”
    In a real match, both the winner and loser remain present and conclude the game with a handshake.

    The idea of the loser vanishing while the winner silently packs up the board — that’s not a proper competitive experience. It lacks closure, dignity, and respect for the match that just took place.
    This kind of structure causes significant stress for killer players in particular.

    Of course, I don’t deny that everyone interprets the game differently.
    But at the same time, I believe many players would agree that a well-designed competitive game must provide an ending that properly reflects the outcome.

    In the current state of DBD, survivors — the losing side — move on without witnessing the conclusion, while the killer — the victor — is left behind to do cleanup alone.
    That kind of ending is fundamentally broken.
    And the fact that the developers failed to anticipate or design around this leaves me deeply disappointed.

  • francesinhalover
    francesinhalover Member Posts: 376

    Agree

    1 min after gates are powered.

    You wish the teabags were just at gate

  • francesinhalover
    francesinhalover Member Posts: 376

    What i see most is Windows, lithe/DH , resi/fixated , dejavu/Bond tho lol

  • smurf
    smurf Member Posts: 979

    Thanks for the well thought out explanation!

    I think you make a reasonable point about the cleanup phase. It's pretty normal in most in-person games for an opponent to be able to concede, but there could be a more appropriate reward if the opponents aren't going to stick around.

    Only having the option to 'abandon' the match once all opponents have given up could feel a bit like the experience of the game itself was abandoned. It does feel like renaming the button to fit the scenario might help with part of that since it could at least give a sense of the outcome of the game, which is often all that can be asked for in an online game.

    Personally, I usually give hatch to my last survivor. There are times when I end up downing two or three in quick succession though, and so they just all abandon. I don't mind so much, but it's true that I can't give hatch in that scenario, so that little joy is missing. But I find that usually doesn't happen, and I very much appreciate the abandon option. But if it were labeled 'Accept Outcome', 'Accept Victory', or or even changed its label for each player, given their outcome, I imagine that might add something in that might otherwise be missing.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited June 11

    There are a few occassions where I know I don't really approve of a feature, but don't really have a good argument against it... just something just "feels off" about it and I can't quite put my finger on it.

    The abandon feature was one such feature, where I could see the reasons it needed to be put in place, but something felt off about it… the positives seemed to outweigh the negatives, but there was this sour taste that lingered anyway.... but I couldn't really put it into words.

    To me it always felt like having the feature was affirming a quitter mindset, but I couldn‘t in good faith argue that as being a good objection and it didn't really explain my disdain. You managed to put your thumb right onto the cause of that feeling in my brain, and I can only say thank you and very well done.

    Reflecting on this post, I realised that I myself very rarely use the abandon feature, and subconsciously found myself only using it when the killer was deliberately playing in an obnoxious fashion as a means to express my disapproval at their play… and I don't think I'm alone in that... this was quite an eye opening and thought provoking post, not just for DBD, but gaming in general.

    Cheers that man 😁

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,809
    edited June 11

    "I believe many players would agree that a well-designed competitive game must provide an ending that properly reflects the outcome."

    Except DBD is not a well-designed game, does not promote fair and balanced PVP, and has been bugged for years, so lets stop with all the purist PVP it should be like this nonsense. I'll believe that once Huntress' hatchets and Kaneki's grab isn't getting hits around corners and walls i'm well behind, or when I down a surv who perfectly timed a pallet stun and the swing doesn't fully go through, but it still registers and downs them on the other side. They abandoned, just move on with your life instead of feeling so sad and crushed that they moved on with theirs. This just sounds like a dude who can't get over rejection.

  • UndeddJester
    UndeddJester Member Posts: 4,970

    Hehehe, it's a strong response xD

    I do think your point is also valid, as I believe both arguments are correct depending on the context...

    I will admit, I don't like the abandon feature personally... I don't use it unless I'm REALLY salty about the game just gone by... as I feel it's a little unsporting to abandon...

    However in the same breathe, I can't say I'm against the feature, given how DBD can be played... if the killer has been extremely unsporting, you can't exactly be criticised for also being pretty unsporting...

    However it's an interesting discussion either way... 😅

  • crogers271
    crogers271 Member Posts: 3,254
    edited June 11

    I understand and respect the view that each player interprets the game through their own values and judges whether a match was good or bad accordingly.

    However, since DBD is a PvP game in which real human players confront each other with opposing objectives, it’s entirely natural that many players — especially killers, who are outnumbered and bear sole responsibility for the outcome — seek a clear sense of victory and defeat.

    Two points:

    1: A game cannot both have firm win conditions, and also let everyone have their own standards. For better or worse, BHVR chose the latter path.

    2: The game is going on its 9th year. This isn't a game currently in beta development. These things are pretty thoroughly baked into the design at this point and they've had a lot of success with their model.

    My frustration with the current system doesn’t stem merely from the inconvenience of having to deal with bots. Rather, it comes from the emotional disconnection — the sense that the fulfillment of victory is suddenly cut off.

    After carefully making decisions under pressure and finally achieving a 4K, you’re told, “The players you were facing have already moved on to their next match. Please handle the rest against AI.”
    That moment of triumph is rendered hollow.
    Can you imagine how demoralizing that feels?

    We're on perception issues, but

    1: It's demoralizing for survivors to just sit on the ground waiting for clean up. Same for a killer when the survivors refuse to leave. Just because we can fix one more easily than the other doesn't mean it shouldn't be done.

    2: I am surprised by saying things like hard fought about the last down.

    When the killer wins the game is almost always over well before the last chase. Frequently the last one or two chases aren't really relevant. Usually I spend the last minute or three as killer just hoping the game can speed up in some way (even if the survivors were really good).

    The idea of the loser vanishing while the winner silently packs up the board — that’s not a proper competitive experience. It lacks closure, dignity, and respect for the match that just took place.

    It's strange that chess keeps coming up being its a game where its very normal to end in one side conceding the game.

    Post edited by crogers271 on
  • Reinami
    Reinami Member Posts: 6,605

    BHVR released the outcomes, it is literally counted as a draw and not a win.

  • smurf
    smurf Member Posts: 979

    Yeah, that's what I remember too.

    I think the abandon option is great for the game's health overall since once the match is essentially done, it provides a way to cut short or avoid some of the most annoying/obnoxious things that happen in the game. In that context, I support the killer being able to abandon once all survivors are in an open unblocked gate.

    Having said that, I also think the MMR impact needs to be tweaked. It sounds like a lot of people see the MMR result as a defining feature of their match. I don't share that opinion, but it's probably healthier for those that do if the MMR result could more accurately reflect the result of the match.

    Also, if abandon is a draw for survivors, there's an obvious exploit: I could bring Plot Twist and try to use it to abandon any time I think I'd lose to avoid my MMR going down.

  • crogers271
    crogers271 Member Posts: 3,254
    edited June 11

    Also, if abandon is a draw for survivors, there's an obvious exploit: I could bring Plot Twist and try to use it to abandon any time I think I'd lose to avoid my MMR going down.

    Plot Twist doesn't trigger the abandon mechanic. I've never tested it, but that was mentioned when the feature was released.

    Also, if abandon is a draw for survivors, there's an obvious exploit

    They are very clear that abandoning is a loss for survivors (edit: after the last patch, before that incredibly confusing). I don't know how they could do a loss for survivors and anything but a win for killers.

  • subdl
    subdl Member Posts: 38

    The logic that “ambiguous win conditions justify any kind of ending” simply doesn’t hold up. If anything, the lack of clear definition makes it all the more important to carefully design how victory is felt. From that perspective, the current implementation—where the winner is left to clean up alone, or else press an “Abandon” button—feels inexcusably careless.

    Sure, the system that lets survivors go next immediately after being downed does a fine job of erasing the sting of defeat.

    But on the other side, killers who down all survivors — a clear objective win — are left alone in the match, robbed of the most essential part: the subjective experience of victory. For me and many others, the issue isn’t simply about “winning” — it’s about the absence of feeling like you won.
    Perhaps that’s not a problem for you. It is for me.

    And as you pointed out, DBD is entering its ninth year. This is no longer a game in experimental stages. Which is precisely why it’s disheartening, as a killer main, to see such a fundamental flaw in the competitive design introduced at this point in the game’s life.

    “Please handle the cleanup yourself.”

    “Your opponents have already gone next.”

    If this bizarre outcome of the ‘Abandon’ system was unintended, then it speaks to a failure of foresight. But if the developers understood this dynamic and still saw no issue, it suggests they’ve already written off those who care about competitive integrity, as if we’re just inconvenient noise best ignored.

    Perhaps players like you—who can adapt to such a system without resistance—are exactly the kind of ideal customers the developers had in mind.

    As for me, I suppose I was never meant to belong on that side.

  • crogers271
    crogers271 Member Posts: 3,254

    The logic that “ambiguous win conditions justify any kind of ending” simply doesn’t hold up.

    Doesn't hold up based on what?

    BHVR gives guidelines through pips / BP on ways that they want players to behave. Where people want to draw the line between a win and a loss is up to them, though there are standards of 'good' and 'bad' outcomes broadly speaking. I have my own issues with the system at points, but it creates lots of interesting moments.

    An example of this would be when gates are opened (or 99ed) and 3 survivors are up and 1 is on the hook. If 3 survivors leaving was a win for the survivors, then they would just leave, taking out a whole key part of the game. Likewise if a 0k and 1k were both a loss then the killer would have an easier choice on whether to secure or a 1k or push for a better result.

    Matches in DbD are about degrees of success, not a binary line that is a win / loss. Survivors will usually value their own escape as well as the escape of the team. If they just simplified it down it would take out lots of elements that make DbD unique.

    the subjective experience of victory. For me and many others, the issue isn’t simply about “winning” — it’s about the absence of feeling like you won.

    Perhaps that’s not a problem for you. It is for me.

    Sure, subjective experiences are just that, subjective. What I find fun is no more or less important than what you find fun. BHVR has to make decisions on game design based on all the players they have and all the players they are trying to reach.

    I used not to like DbD. They changed it up to a point I liked it. They might change it one day to a point I don't like it again. That's just the way things are.

    Perhaps players like you—who can adapt to such a system without resistance—are exactly the kind of ideal customers the developers had in mind.

    I've been hoping for such a system since I first got into playing the game. People have been pleading for something just like the abandon system. We asked BHVR for it repeatedly. I don't mind the fact I lost, I just don't want to be stuck in a game that is pointless.

    I hope they expand on the system. It would be great, though more complicated, if they could do something similar for killers.

  • KeefCheif
    KeefCheif Member Posts: 145

    I personally love being there as a killer to get one last goodbye in. Idk why but the t bags are just hilarious. I'm prepared for the downvotes; do your worst.

  • Dionysusdog
    Dionysusdog Member Posts: 211

    And when killers slug you just AFK until you bleed out? This about balance...if they give survivors a go next then killers should get it too.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    I must've missed the part where slugs can injure the killer to force the bleed out to go faster. Or even turn that situation into an escape.

    Since the killer can force survivors out, possibly get an extra kill, and clearly you think these are the same thing.

  • PatchNoir
    PatchNoir Member Posts: 741

    most people doesnt know how to play slugged. They just start recovering right away while they are literally in front of someone hooked or a 99 gen, then the killer just hovers that position and they get mad.

    This and some teammates just dont know how to act either when someone is downed they see you slugged on a pallet and try to pick up or loop and drop the pallet giving the free pick up.

    Good survivors know that if someone is slugged in a pallet they just need to hover close enough to reach the pallet in case of a pickup since the killer dont want to chase and give a free escape to the slug (this while 2 people are on gens)….

    Basically there is a lot of skill issue on slugged gameplay that can be fixed with perks or player experience, but know the newbies dont need to learn and just go next

  • Toybasher
    Toybasher Member Posts: 979

    I'm not opposed to it but I think a killer abandon should result in a bot taking over instead of killing the match right then and there.

  • Dionysusdog
    Dionysusdog Member Posts: 211

    If you want equal balance in the game then you are part of the problem not the solution

  • Zuiphrode
    Zuiphrode Member Posts: 517

    If I see someone TB even once that kills my motivation to play any further

  • Ryuhi
    Ryuhi Member Posts: 4,434

    If slugged survivors had a chance to actively humiliate themselves to bleed out faster, would you take it? Say it was something pointless and having absolutely zero impact on your objective, like drawing a heart with your blood trail? Would most survivors take it? What if they could also play with pogs while they're laying there to get some token BP, we'll say… breaking 4 pallets worth?

    Honestly the pog idea would probably be more fun than actually doing gens, so maybe not :)

  • Kaitsja
    Kaitsja Member Posts: 1,928

    It's only humiliating if you're so insecure you can't handle the idea of losing a match.

  • Ryuhi
    Ryuhi Member Posts: 4,434

    Then surely the idea would be met with open arms. Why not incorporate that instead of the instant nope out we have now?

  • Kaitsja
    Kaitsja Member Posts: 1,928

    I'm not against the idea. It makes no difference to me. I just think that it's not humiliating to accept that you've lost and push the survivors out.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Come on. You and I both know that it's not about "losing the match." It's about the humiliation ritual of having to walk halfway across the map, get tbagged while survivors are 100% safe at the very edge of the gates, and they force you to hit them twice apiece while they still tbag, then walk all the way across the map to the OTHER gate and repeat the process with the other two survivors at the other gate. It's 100% a humiliation ritual that almost every survivor forces any killer they beat to go through.

    If I lose a game, almost every time I either have to have the loss repeatedly rubbed in my face, or I have to sit there for 1 minute and 59 seconds because survivors will absolutely wait the entire two minutes for the chance to get a bag in. Honestly, survivor gate tbagging is why I always play to win in every match and never follow the "rulebook." Survivors are going to be toxic no matter what whether I win or lose, so I might as well win.

  • Ryuhi
    Ryuhi Member Posts: 4,434

    A forced act of submission is a humiliation ritual. It doesn't matter how it affects either player, it's unnecessary false agency. Hence the gameplay comparisons.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Since the default is to be able to do literally nothing as a slug....

    And people seem to forget that you can't simply abandon by being slugged, the entire team has to be slugged. So you can still be humped on the ground for 4 minutes (or in your words humiliated) simply because the killer decided to. No abandon option in sight.

    And the abandon option can also be bypassed if the killer just hooks people. You know, their actual objective.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Survivors don't have the same options as killer here.

    Are you actually saying you want survivors to have a base kit option to injure the killer while slugged? Have a chance to turn that into an escape, even if it's a small chance?

    That's insane, but hey, since they don't have that option and you're so hell bent on giving everyone equal chances here, then that has to be the conclusion here.

    You should really follow the conversation if you're just going to blindly say these are completely equivalent scenarios, when I'm demonstrating, with examples, to show why the killer has gameplay options here, and survivors have nothing but crawling around.

  • subdl
    subdl Member Posts: 38

    I agree.

    This “ritual” of being taunted from the safety of the exit gates after a loss is more mentally exhausting for killers than the loss itself. In fact, I’ve heard countless stories of players quitting killer altogether and switching to survivor-only because of this.

    That said, I’ll admit something personal: it was precisely because of this kind of humiliation that I developed a fierce determination to get full kills at all costs. And that, in turn, made the victories feel all the more satisfying.
    In that sense, I had accepted even the “miserable loser experience” as part of what makes DBD a PvP game.

    But the introduction of the Abandon system has completely destroyed that balance.
    Downing all survivors, hooking them one by one, and ending the match with a final mori —
    that small “ritual of the victor” has now been permanently erased by the developers, never to be experienced again.

    To repeat, in the current state of DBD:

    • Survivors can still taunt to their heart’s content when they win, and go next instantly when they lose
    • Killers, even when they win, are stuck cleaning up after AI bots — and when they lose, they endure the same humiliating routine as always

    —leaving killers with nothing but unsatisfying outcomes, no matter how the match ends.
    Survivors are now fully liberated from the sting of defeat, while killers are stripped of the satisfaction of victory.

    If this is what the developers truly consider a healthy direction, then it’s clear: they’ve decided to chase out killer players who care about winning from the game itself.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I 100% agree. And that's not taking into account that Mandy on a thread about Phase 2 literally said that when all the anti-everything patches come through that:

    "Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out."

    Read: Yeah, you're going to get pummeled over and over for weeks on end while getting bagged at the gates every match, but eventually you'll lose your way into an MMR that more suits your level. Except our matchmaking is so lenient that you'll still have to go against those same juicer squads at your new, "proper," MMR, you'll just have fewer tools to do so. Because there aren't enough Lilith Omens or comp Nurses to go around, and we can't have survivors sitting in a queue lasting longer than a minute or two, can we?

    Between the lack of a satisfying win, and repeated humiliation ritual at the gates, and the fact that wins will apparently be way less common than before, "until my MMR settles," if things play out the way I think they will, a lot of killer mains are either going to swap over or just drop the game.

  • Princeharlequinhq
    Princeharlequinhq Member Posts: 82

    Typical Mandy response. Way to have empathy in a two sided game… jesus

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    She claims to "play both sides," yet when the topic comes up of who she mains, she'll say Claudette(?) with the zebra pants and the dev badge.

  • NaveR
    NaveR Member Posts: 50

    I never said the situations are exactly the same in an asymmetrical game. They can't be by definition. You're imagining things. I do say, however, that there are situations where killers can't do anything meaningful, which walking and swinging the inhand weapon are not. Getting a hit or a "down" into leaving the trial are not effectively meaningful either. They just waste time and add nothing to the gameplay. I won't buy the "bUt yoU gEt YoUr 500 bloodpoints" thing either. I would get more in the next match than walk around for no reason for a few minutes in this one. I am very unlikely to do the former once again, but being able to do so is fair.

  • NaveR
    NaveR Member Posts: 50

    Haha. I play both sides and I totally disagree with your strats/tactics where you try and get the 4k doing whatever you can, including tunneling. I play for fun and not stats or sweat. I don't camp or tunnel unless they ask for it.

    I do agree however with the other notions of being able to actually feel the victory and not having to spend an eternity only to walk around and push them out.

    I have to mention that sometimes (although really rarely these days) a 4-person slug is the only way you can do something as a killer when facing so-called bully squads. Not just those who try and do things like fl saves, but really experienced swf's with fl's who always go down in pallets. Against them, you either down all of them unless you're absolutely sure the rest are at a fairly long distance, or get pallet/fl/fb saved nonstop, and when you actually make sure you can at least try and hook someone, they're free to dc just because bhvr let them, rendering the whole thing frustrating whatever you do.