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Chaubin

Chaubin

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Chaubin
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  • @StutteringSpartan said:

    Probably trying to do the gen grab challenge

    That makes sense. Well, they're doing a terrible job lol.

  • Figure out the "bug" with the help of a friend. You have to wind up the hatchets until you hear a "schwing" noise, then hit someone. You dont have to hit two at once, just two after the noise.

  • This isnt an airport, you don't need to announce your departure. If you're not having I'm not fun, just go play a different game.

  • Essentially, I dont like being told what to do. I'll experiment myself, and try to find synergy that works for me.

    Unless I'm doing a tome or daily that requires something like safe unhooks or something of that sort.

  • Just turn off chat. Once this new ptb goes live you can leave it off permanently. Or play on console where it never existed to begin with.


    Tldr: ignore them

  • Can we talk about ruin without talking about red ranks? While lm sure that most people who have an issue with it being changed are at that rank, I have a hard time believing most of the population is at that level. In my games, at green ranks, gens arent done in 5-7 minutes *without* ruin, and it's even longer in lower ranks.

    While I can understand the frustration the changes *can* cause at max rank, that's not where most players, and certainly not new players, will rest.

    What I can say is that I feel this change will be healthier for those lower ranks/new players as we wont be nearly as frustrated because while red ranks can instantly find the totem, or hit *every* great check, I sure as heck cannot. I had a game the other day that took like 40 minutes because the killer couldn't catch us, and we couldn't do gens. That was abysmal. These changes will make that problem significantly less likely, and hopefully get more players in and retain them.

    I know this post is dragging on, so one final point. If red ranks can beat through Ruin *anyway*, I'm not sure why it bothers those of that rank anyway. If ruin only delays the game like 30 seconds, it's not that big of a deal to lose it.

  • Tunneling and face camping *should* be punished by the survivors. If I find someone doing that, I wander off and do gens. As long as survivors dont act dumb, most gens would be done in one hook. The survivor gets hosed, but the other 3 get out.


    The problem is that people prioritize unhooking higher than escaping.

  • We should make Ruin and NOED base, and NOED should trigger after the first gen is done. Game solved. Boom. Enjoy.

  • Tl;dr dont let the door hit you on the way out

  • I'll support this if you give me a notification when the killer takes Ruin. My wife and I play together 100% of the time, and we hover around 13-16 and find that perk in 70% of our games. If I rolled into a match lobby knowing I'd be spending the next 15 minutes playing a pixel hunting game, I'd dodge.


    Real talk though, knowing if someone is SWF is going to balance the game. SWF, while powerful, isnt the core of the issue, and would just lead to killers dodging every SWF game though my friends and I got rekt by a killer even though were for on comms.


    Where we need to start is with Teachable perks. Being forced to actually use different survivors for their perks again would quickly balance the game. Even if we just limited it to 1 perk from another survivor. IE: A meg could take any of her perks, any of the general perks, but only one perk from another survivor. Apply the same to killers.