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Fruitpunchjuice

Fruitpunchjuice

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Fruitpunchjuice
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  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    While the idea is admirable, the execution has essentially broken Pig. By the same logic used, Blood Warden as a talent shouldn't exist and the endgame timer shouldn't tick at all if survivors are downed or hooked. The logic is that dictates nothing should interfere with the survivors escaping the match once the countdown begins, because that forces them out, when the reality is that the game is already over by that point unless certain special perks and etc. (Warden and NOED) are used. Even the now 2 minutes is more than enough time for survivors to do what they need to do and escape comfortably.

    The endgame is to prevent toxicity, not to change the way the end of the match currently works. This change breaks Pig and instead of fixing either Legion or Freddy, you've done nothing but break another killer bringing the broken killer count to 3.

  • @Voodo, for whatever reason, I can't quote you, but that is an even better example.

    While I agree with ranking becoming more difficult, I think these are both examples of how the difficulty is a bit on the extreme end. I have to inherently disagree with the philosophy that the game lasting longer means the killer did better which is essentially what they are basing this system.

    It shouldn't matter how quickly or slowly you sacrificed the survivors, the only thing that should realistically matter is whether or not the killer completed the objective (sacrificing survivors and preventing their escape). Gen protection, chasing, etc. is all supplementary.

    With survivors, you can make the argument that the objective is completing the gens and escaping. I also recognize their role is more varied because you must also play as a team with healing, taking hits, etc.. so multiple primary methods of point accumulation makes sense.

    TL;DR point distribution philosophy is counter to purpose of gameplay

  • Let's get this out of the way.. There is nothing wrong with camping should a killer choose to do so in a game. Sometimes it is strategically the best move especially when you know survivors are in the area or swarming the hook.

    If a killer camps a hook, it is all but a guaranteed loss for the killer as that is, at minimum, 2 survivors freely completing gens. Outside of maybe Bubba and Billy, it is 100% a losing strategy.

    Now that being said, I was not camping. I spent the majority of the match picking up and placing traps. You know, because I was playing Trapper.. this killer is basically useless unless you are placing traps and running survivors into said traps. This, combined with quickly ending them in chase when I did begin pursuing them, is why I spent very little time in actual chase. You'll also notice I had perks to break pallets quickly and to also find them healing/knowing their location with whispers. This means that I could find them hiding.

    Thanks for your feedback but, given that I can see you're a survivor main, taking the perspective of the other side can be beneficial.

  • Which, as we all know, no killer really wants to have to deal with and ultimately pushes people towards not playing the game rather than playing more.

  • I'm sorry to hear about your experiences Jaspery and although I don't necessarily have the same connection related issues, I can definitely empathize with your situation.

    With the old matchmaking system, as you said, if you had a bad game or a bad connection, there was less of a sting because you knew you could get a new match right away. You take a few breaths and move on. Unfortunately, due to the strange, almost seeming false scarcity created by the system, the sting of a bad match now hurts in much greater proportions.

    If what you say is experienced by other players, and I can see this as being the case, the new system has definitely and unfairly punished players who may live in other regions simply because of their location/distance from the majority of the players.

    I truly hope the developers fix what has broken and appreciate your contribution to this thread! I encourage others with similar experiences to share!

  • Yeah on PC you can still check that in the lobby. I would like other people to chime in, but I just finished a game with 2x2 SWF. It was an actual good match and I have no problem playing against that set up, it's the 3 and 4 person groups that are, in my opinion, the problem.

    The solution to this is easy, make different queue sets. Make solo queue, duos, and 'team' like PUBG does. This way killers can check which groups they're open to playing against and these issues are essentially eliminated.

  • You can check their steam profiles/friends list when they join the lobby.

  • A big issue with Plag right now is you get false cleansing noises.. really annoying and distracting as a killer

  • Basement camping is contingent on the killer running perks such as Agitation and Iron Grasp, or the survivors being downed close enough to the basement. Unless you're seeing something I don't, I would bet this character would cause no more camping than Pig or Huntress. You're more likely to see basement builds on characters like Hag, Cannibal, and Trapper. That being said, like every other killer, a perk from this killer might help with basement builds, but that depends on the survivors working as a team to take out the Hex or keep stacks low, which they are more than capable of doing.