Botany_Meowledge
Botany_Meowledge
About
- Username
- Botany_Meowledge
- Joined
- Visits
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Comments
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Balance landing change. Instead of reworking the broken loops, they made this perk kinda underwhelming and not really fun to use while the loops still stand.
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Survivor: Head on, Quick and quiet, Iron will and Borrowed time.
I stopped using dead hard because the servers have made it unbearable and using head on is quite fun, not going to lie. Sometimes I change it for balanced landing or sprint burst. Second wind, or whatever is the name of Steve's perk or Inner strenght sometimes find a way in my build as well.
Killer: Save the best for last, Devour Hope, Pop goes the weasel and Spirit fury/enduring/NOED. It really depends what I have on which killer.
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I agree that it's not really fun, just walking around, patrolling gens that haven't been touched, but from my experience, after several minutes or less/more, the survivors hiding around eventually touch a gen, making it easier to determine where they are.
There are still several tracking perks, like Surveillance, Iron Maiden, Deerstalker, Whispers etc. Being immersed might be seen as boring, but it's still a strategy and I don't think it would be fair to force players to change their playstyle. Killing 2 survivors before a gen is complete doesn't grant you the other 2 kills even though you have the upper hand. They still HAVE to move tiles and while it might take some time to find them, it's not impossible.
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I keep getting swamp and Yamaoka.
Wish I was joking but one streak went like this (without offerings): Swamp, Yamaoka, Yamaoka, Swamp and Swamp.
I hate Yamaoka so much but it just calls to me.
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I got accused of lagswitching because my internet spiked, because roommates connected to it, but I didn't even try to hit them, I was aware of it. Still got tbagged and #########-talked eventhough I let them live and was lagging myself.
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Ok.
Fight fire with fire, because that apparently solves problems.
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To be honest, I don't feel like kobies happen THAT much, even with luck offerings and perks apart from deliverance. (I play both survivor and killer). Plus if it's the last survivor they are dead on the hook immediately no matter if it's their 1st or 2nd or last.
The emblem system is something else and pipping doesn't always make sense, I can agree on that one, but I'll pass on removing kobies. 4% isn't that much and feels even less when playing survivor when noone is coming to save you.
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I didn't specifically disagree about the timer being too long, in fact, I do think the time is overshot, especially with the hook slow-down, I just don't think it was supposed to be a killer buff rather than QoL changes.
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I mean, it's their fault that they didn't just leave and camping is, well not justified, but it's not frowned upon when the gates are open to ensure at least one kill (sometimes it can even turn into 4k because of overaltruistic survivors).
However, just take 4 man SWFs as a challenge, you're definitely going to improve and while it may be frustrating, just find something positive about it, don't take it too serious and don't let the toxicity get to you (I know it's hard). Some people just want to play with friends, some people are horrible and want other people to feel bad (both sides to be fair) and there is nothing we can do about it other then not be toxic ourselves.
If you're fighting fire with fire, there is always going to be that lovely salt.
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I actually like the concept. I play more of a survivor, but sometimes hop into killer if I feel like it.
It's not supposed to give killer kills and that's what some people don't seem to realise. It's supposed to stop hours of hatch stand-offs, lockers hopping, t-bagging at the gates and hiding from the killer for eternity.
3 minute timer and slow down if someone is hooked/slugged is fine in my opinion. It's not that long and you'll HAVE to leave at some point, otherwise it's a free kill.
There are going to be interesting plays with NOED, BW, RM etc., which is totally fine.
I'm just sad that the devs are trying to solve problems this community points out - Closing the hatch was requested frequently, so they implemented it, but to balance out, remaining gens will pop and the timer will start, which seems fair. Some players are angry, because "the timer is slow, closing the hatch is free escape for the survivor (nope)" etc.. There are already perks that give you second chances if you fail at applying pressure and this mechanic is not supposed to do so.
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Yeah, I look like an idiot, trying to swap or just simply stun the killer who's inches from me and it just looks like I gave up simply running through it, because eventhough I pressed space several times, nothing happened.