SensualPotato
SensualPotato
About
- Username
- SensualPotato
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Yeah the 2v8 is suuuuper survivor sided right now. I play both sides equally and it's a cakewalk for survivor. The herbs are heavily in survivors' favor, especially yellow herbs since you're removing an ENTIRE hook state. For killer it just makes you….slightly faster. Imagine if the yellow herbs exploded all generators if a killer picked one up. It's already a pain in the ass to have to hook multiple people 3 times, but now I have to do it +4 times for several survivors each match? Yeah, not fun.
Before it felt fine with the bots in there, but the bots taking the yellow herbs was stupid too. But killers don't have the luxury of casually walking around the map in search of yellow herbs so they don't lose objective progress later down the road. If you do that, you lose 3 generators 40 seconds into the match.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2948840#Comment_2948840
Doing their best to try and win? Why do you think people are obligated to follow your arbitrary standards? BMing and being toxic in chat is stupid and unnecessary. There's absolutely nothing wrong with playing as seriously as possible. Get over it.
Yeah, but what are you proving to anyone or yourself by being super serious in a game like DBD? My post isn't just about people tryharding, it's about all interactions between the playerbase. No one can see your skillrating, no one cares who you are, and you aren't even rewarded by the developers for it. So why add to the problem?
-
@Yatol said:
i believe that the community is 80% of the problem the game has but "try harding" is not the problem
Yeah, I mean, that's my point pretty much. The issue isn't people wanting to win, the issue is how they act and treat one another. People can escape with stupid perks, I do it constantly, but I respect the Killer. I get 3-4Ks quite often while playing Killers like Trapper with only Corrupt Intervention as my slowdown perk. Otzdarva is actively getting 4Ks constantly while only running 3 random perks on a variety of Killers. Anyone can play well, while not being a total asslord in the process.
-
I really like the irony.
-
@SuzuKR said:
DBD players when people want to try:
People want to try what? Making the game more miserable for everyone? Lol
-
Well it's easy to see which people are the type of people to only read the title of a news article and then get tilted by it.
-
@NekoGamerX said:
the title says If you need 3 or more slowdown perks(which are meta) to win games, you're not good at Killer can't that be said about most if not all survivors with 2 or 3 second chance perks?
don't for get the healing meta with CoH and voice chat...
what I know right?🙄
I see you also didn't read the post, since I even mentioned how meta Dead Hard and Circle of Healing are. But hey, nice work displaying your ability to grasp words
-
@EntitySpawn said:
If you run any perks as survivor you're a bad survivor.
Yeah doesnt make sense does it.
But you're probably a bad survivor if you're getting triggered by killer perks, especially ones that dont befits them unless they beat you and others in a chase, and if they're beating people they cant be bad.
I see your reading comprehension skills are rather poor, since you clearly didn't read the entire post nor understand what it said.
-
@EntitySpawn said:
If you run any perks as survivor you're a bad survivor.
Yeah doesnt make sense does it.
But you're probably a bad survivor if you're getting triggered by killer perks, especially ones that dont befits them unless they beat you and others in a chase, and if they're beating people they cant be bad.
Ah yes, generalizing, and making assumptions and accusations is a great defense for an argument. Because Dead Hard and Brand New Parts clearly = perks like Lithe and Kindred.
Good job showing your bad reading comprehension skills.
-
Yeah, let's just overlook the entire point of the post. Way to miss the point.
The point I was clearly making is that 1) Play however you want (literally says that in the post you obviously didn't fully read) and 2) You can play however you want, but don't BM and act like you're amazing at the game while running all meta perks that are winning you games. I didn't say 'you suck if you want to win'.
-
Also, forgot to mention generator speeds. I don't think anymore than two survivors should be able to work on a generator. Three people on a generator can finish it in like 50 seconds, which is crazy to me.
-
@SuzuKR said:
Absolutely not to the free disconnect. Just take the DC penalty. Games with hackers are not anywhere near that common if you aren't exceedingly high MMR/a streamer being specifically targeted via stuff like automated streamsniping tools.
The fourth idea would be abused to hell by people queued together. Every single person in the party should get the DC penalty,
So do you have any other suggestions, then? The stuff I posted obviously isn't intended to be perfect systems, which is why everything needs polish. But I can assure you the current system is not stopping DC's from happening anyway, so why continue to punish people who are left in the 3v1? I'm all for more ideas, otherwise it reads like you're disagreeing just to disagree.
-
@foxsansbox said:
I think 3 is a bit outrageous. Assuming 4 and 2, you are additionally creating 5 more DCd games a day.
Sometimes I don't even play 5 games a day.
The DC'ers are DC'ing anyway. It's a bad system and the current one is not preventing DC's from occurring, and punishes anyone who is left in the game. Also, if you're not even really playing the game it doesn't really sound like any of this affects you either way.
-
I think the main issue is a lot of killers sort of got tired of only facing full meta builds so the result was less people playing killer. Now the killers that do play typically get just the sweat squads, or are the only option for a group of new survivors. Like you said, no in between. It's a flawed system that doesn't belong in a game like this.
-
@Haku said:
Really good points.
I'll add few more!
The new Ormond looks and feels like the current Shelter woods - I think the most hated map after Hawkins or maybe just the most hated on the survivor side. The map design looks like this - bunch of pallets and extremely limited loops, gens on the edge of the maps in corners where there is nothing else around or even if there is a pallet after it is broken this place become a huge dead zone. I ran around Ormod as a killer just to see it how it looks and I counted just 2 loops /excluding the basement and the mid building where I saw just one downstairs/ one of which one was pretty bad in general, everything else was pallets. So basically the gameplay on that maps is just run to a pallet drop it run to another drop it. If there is nothing u are dead and that's it. Everyone esle has to gen rush meanwhile. It is extremely extremely boring the way the game is heading.
I saw something very very similar done to Suffocation Pit. Map looks smaller, loops are removed, they added bunch of crates around the map but there is just 1 pallet in these spots and thousand of crates so these for me are just wana be dead zone after that pallet is gone. I really don't like that model. How you are supposed to play vs Billy on such map ? Or vs the new Freddy. I feel like the devs completely lost it. The made the Freddy not so long ago and gave him teleport and suddenly few months later they decided hey - lets make maps smaller. I don't even want to start talking about Spirit ...
Yeah, chases have become so mindless. A bit disheartening, honestly. And I even say that as a Killer.
-
@FJSJ_Lunar said:
Ruin isn't fun for survs, doc isn't fun for survs.
Well? What's fun for killer? God loops? Swf? Toolboxes? Flashlights?
Nothing is really fun for killer. Why is it always about whats fun for survs?
They 100% need to fix broken ass maps like Suffocation Pit when that window spawns open. A lot of problems originate with map design and RNG, which is already a recipe for disaster. Toolboxes are busted and need to be reworked into something else. Flashlights are whatever. Keys are busted (but so are Mori's).
But then you have maps like Hawkin's and new Badham where 85% of the pallets are unsafe and the killer can just bloodlust all game long to get easy hits on people. Surely there's a happy middle ground between Hawkin's and Cowshed?
-
@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/970101#Comment_970101
You are talking about streamers who play the game on a regular basis for hours and make some money out of it. The game shouldn't be balanced around the better killers and the worst potato survivors who can't power through ruin.
Good survivors get through great skillchecks and people learn totem spawn points. Ruin is usually gone the first minute of every game majority of the time, and sometimes less. This gives people the opportunity to either A) see how new Ruin synergizes with other perks (like Discordance), and/or B) try new builds out.
-
@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/969694#Comment_969694
Slugging/tunneling is the meta now,get used to it :3
That logic is hilarious because I am seeing a lot of killers complaining about Borrowed Time, Unbreakable, and Decisive Strike, yet...they do the very things that allow the survivors to get use out of those perks. Which is tunneling and slugging.
Also, killers already slug and tunnel. So what else is new?
-
@DeadByGayDwight said:
Killer main's input: if y'all can't live without Ruin, then you probably need to reconsider how good you are at killer.
Easy there. Speaking the truth tends to hurt people's feelings. They don't want to acknowledge Killers like Fudge and Scorpionz do just fine with 0 game stalling perks in red ranks. And consistently, too.
-
@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/113711/this-dc-penalty-idea-was-poorly-implemented
People were complaining on this every day for the last 2 weeks wanting the chances implemented immediately. It only lasts two days so I think people need to just leave their feedback and stop creating loads of forums on here complaining about it.
When it comes to the killer getting stuck I think there should be a system where if a killer/survivor is forced to leave a game for a certain reason they can have their ban temporarily suspended. They would need to leave through the leave match button and a pop up will ask why they left. Someone will contact them and if their isn't evidence provided within a hour of the incident then the player will get their ban.
That's a lot of work for something that shouldn't even be in a game like this.
-
@tortrader said:
I'm guessing we'll see hundreds of butt hurt DC posts for the next month? Thanks for self identifying.
Thanks for your useless contribution.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/928607#Comment_928607
I got the basement bug, so I DCed. 1 minute time out.
Then one of my matches decided not to load so I task manager'd out. Oh look, 5 minute time out.
Then dedicated servers decided to kick me and two other people out of the match:
https://us.v-cdn.net/6030815/uploads/606/BAVE33UFCTSU.png
25 minute time out for that.
Next time the game bugs out or I have to DC legitimately for whatever reason, I'm going to get a 1 hour timeout period, and I don't know how long or how many matches I have to play before I go down a "tier" because they refuse to tell us. Apparently more than 6 matches though considering that's how many matches I had between the 5 minute punishment and the 25 minute one.
Imagine waiting 5 minutes for a lobby just to have your game crash and then you get a DC ban on top of it. It's all sorts of fucky.
-
@xChrisx said:
Getting stuck in a rock Is not that much common, just dc and get 1m timeout.
My point is, there are many other bugs occurring, not just that one. Earlier today a Ghostface said his stalk was just not working. It's not one single problem, it's a compounding list of issues that are borderline broken. Also, they need to look at WHAT is provoking people to DC. Is it a ######### map? Is it a killer someone is tired of facing for the 6th time out of 10 games? Are their action buttons not working? Is their power not activating like it should? Analyze what is wrong with the game first to make people unhappy enough to quit out of a game.
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/928591#Comment_928591
I don't think they're planning on doing anything about it. It's a complicated thing to punish. I'm sure they'd be glad to hear any suggestion you have as to how it could be done, though.
1) Matches are on servers now. They should be able to detect the difference between a loading screen crash and someone DCing on first down 40 seconds into the game.
2) Consider implementing something that can review the length of the game before the DC. If the game has been going on for 5 or more minutes the leaver should not be penalized. Good chance there was a decent reason it occurred.
3) It's really important to ask the community why the reasoning for the DCs are occurring in the first place. Clearly there's a lot of unhappy people right now. Ask us what are reasons we justify for leaving.
4) I also don't think a DC should immediately result in a ban. Give people that freebie for the night. Overwatch, and many other games, have parameters that have to be met first before the ban rolls out. Like, if someone has DCd 2 or more times in the passed hour, then it's time to put on the temp ban.
I can keep going, but I think we all get the gist by now.
-
@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/928573#Comment_928573
What are they planning on doing about the people who are planning on sidestepping the DC penalty by throwing themselves at the killer and dying on hooks intentionally?
Well, that's what I am saying. People will just wanna die on first hook instead. Like, that is such an obvious flaw. I understand it's a testing phasing, but imagine a new pizza shop just opened up downtown and they give out samples of just raw dough covered in cold cheese. Everyone now hates your pizza and you also delivered something not even remotely close to a testing point.
-
@Boss said:
It's a temporary test, not yet an actual implementation.
Testing this internally or on PTB just wouldn't do.
Criticism is good, but this thing is gonna happen at some point in some way.
I mean. Exactly. That's what I am doing. And to be perfectly honest, it shouldn't be implemented for a long time until other variables are considered.
-
@EleaticStranger said:
This is alarming. I just started playing a couple weeks ago and I've been studying tutorial videos and my own terrible gameplay to get better in chases. Of course in many cases it's clear why I get hit by the killer because I'm just bad and I make poor decisions or poorly executed actions. But in other cases I'm baffled because I feel like I do the right thing and get hit anyway. I guess this discussion vindicates that. My point is that it's not just red rank players who are justifiably upset about server problems. It makes it really hard for new players to improve.
Yeah, like, I love this game and I recommend it to a lot of people, but I also give that recommendation with a lot of fair warnings as well. And as Mr_K pointed out, it's a multi-layered problem, and not something that can get tackled at a single source. But I dunno, give us more transparency with what the plans are for fixing these problems?
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/882748#Comment_882748
I play in EU. Curious to hear from other EU survivors if they get these problems with the same frequency as you.
I'm putting my tin foil hat on.
The clips I took are also all from streamers in the US.
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/882722#Comment_882722
See that makes me wonder if different regions' servers differ much, like what region do you play in?
That's insane if you get those issues every match, my ratio of those is not even close to that.
I know it sounds absurd, but that's why I clip those hits so much because it happens to me constantly. It's really weird, but there are actually a few frames I can see where my survivor model actually sort of...goes backwards a bit? Or like freezes in place before moving forward? It's extra obvious using Lithe or a vault build.
I'm EST in the US.
-
@ASpazNamedSteve said:
I play more killer, but I do play both. I'm rank 1 on both sides rn so I've put decent time into both this 'season'.
The reason I disagree is 'cause I haven't experienced the bullshit hits as survivor in nearly the same frequency as you've been saying. Like you say you are consistently losing games because of this? I don't believe you're lying at all, I just don't have the same experience.
The most common dedicated server problems I get as survivor have been DH being much less consistent than before, even with how little I use the perk (the amount of times you get exhausted on the ground without it triggering is way more than it used to be), and Huntress hatchets being really bullshit.
However I don't know why we're arguing this lol, we both want the same thing of devs bringing up these issues and wanting them addressed and improved.
I don't think we're arguing at all. I'm just discussing it with you. The links I provided of people getting hit a block away from the window are things that happen to me at least once per match, I'm not even joking. Are they the reason I lose every chase? Absolutely not. I totally ######### loops up sometimes just like anyone else, but there is at least 1 hit per game that lands when it shouldn't have.
It's just annoying having these servers turn me off from the game.
-
I have to ask, but how much time do you put into survivor in terms of ratio to time in killer? I mentioned I put 50/50 into both sides because I get a pretty good data sample of server experiences on both sides. And I can confidently say the survivor side of things on the servers are consistently game losing problems.
Yeah, it sucks when there's a gen kick delay, or your animation grab just doesn't happen, or auto aim screws you up on one swing. But those are not happening in every interaction I have with survivors. But the moment I start getting chased by a killer, I am getting hit mid air out of a two-story window, hit through pallet stuns, or the killer randomly teleports to the same side of the pallet I am on after a stun and if they have Enduring I go down anyways.
I have yet to lose a game as killer from a server-related problem. The videos in my post are working now, if you want to check out what every game feels like for a survivor.
-
@Crythor said:
https://forum.deadbydaylight.com/en/discussion/comment/882599#Comment_882599
Oh right. ALso myers stalking resets sometimes so you lose your progress/power.
Yeah, I play mostly Myers when I queue up as killer, and yes, the stalking is definitely broken. It still hasn't lost me any games, though. I just adjusted to anticipating it.
-
@Crythor said:
I cant see your videos they dont seem to work OP.
On topic i have very heavy server issues on the killer side but especially on nurse.
- With nurse you get teleported around after your blink mostly backwards but sometimes forward too and even to very random locations.
- During fatigue your game sometimes speeds up.
- Sometimes the server wont accept that you charged your blink and blink like you just pressed the button instead of holding.
- Sometimes the server wont accept that you pressed/held the blink button at all.
Other killer issues:
Huntress hatches connect play the hit animation/blood but no dmg.
Downed survivors are teleported around not too far but still. (all killers)
Grabbing sometimes just dosent work.
Kicking a generator is started canceled and then started again making it not only look awkward but take longer.
And thats just to name a few with good ping to servers of under 30 to maximum of 50 and a stable internet connection.
Like I said, it affects killers too, but for survivors it's literally every game in every chase. I mentioned I play killer just as much as I do survivor, and very rarely are the servers causing me to lose my games when I'm on killer. But they're losing me games as survivor quite often.
People are running vault builds now very consistently since things like sliding over a pallet or 'fast vaulting' through a window does nothing.
-
@Usui said:
Videos wont play for me, but i agree with your post regardless of the evidence provided. Been in these situations multiple times. Also been hit with huntress hatches when im completely behind a wall or tree
I edited the post. Embed is not working.
-
I personally find it really annoying when it's used in conjunction with 3 other game stalling perks. By itself it's trash, but when it's stacked on top of 2-3 other perks slowing the game down it adds to the snowball effect. You can't buff it because it will continue to get used with Ruin, Pop, Corrupt Intervention, Sloppy Butcher, and/or Thanatophobia. Bonus points when those builds are used on Plague or Freddy.
-
Grabs don't work. Vaulting doesn't work. Dropping pallets doesn't work. Hitboxes are busted. Unhooking is severely delayed. Killers get stuck in random animations.
It's all around a terrible experience, and the things we thought servers would help with just ended up making those things worse. Oh, I have 50 ping? Should be nice, right? Just kidding. I got hit 4 feet through a window again.
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/868505#Comment_868505
This is why I enjoy the green/purple ranks because I still feel like I can play a silly Pig build and not get steamrolled. As a killer I get sick of feeling like 2-3 of my perk slots are locked every game.
Same thing for survivor, if I play solo and don’t run meta perks I feel like I’m hampering my team which is unfair. Killer camping you during endgame, feels bad I didn’t run BT this game. Killer camping me, feel bad I didn’t bring DS.
I've said it before, and I'll keep saying it. Yes, bugs and servers are annoying as hell, but what's been ruining the experience for me lately is how the players choose to play the game, not the concept of the game itself. It's quite disheartening. But, I think that's the fall of most popular games. Players be ruining everything.
-
@johnmwarner said:
Ive said it a hundred times, Perks (Killer and survivor) should have a point system so you can’t have all the “best,” or all of the meta ones every game.
You want DS and BT, fine, but then the only other two you can afford this game are Streetwise and Flip Flop.
And again, same for killers you can have Ruin and Pop, but then not enough points for Thanatphobia and BBQ
I've always wanted them to categorize perks, and then limit the type of perk you can run. So you have killers perks that are like 'chaser (spirit fury), game stallers (ruin), information (BBQ), etc.' and then survivor perks that are like 'altruism (borrowed time), survival (DS), information (bond), etc.'.
And then, like you said, limit how many of each types you can run. It could potentially force out different builds because now at least people can't stack 3 of the same types of perks. Not sure how you go about balancing that, though.
-
The issue isn't perks or killers' designs. The problem right now is how terrible the servers are at recognizing what is actually happening, and then the objective design flaws. It takes 80 seconds for one person to complete a generator with no toolbox, and it's the survivors ONLY objective. So obviously they want to finish those quickly. Killers know this, so they stack perks to slow that down as much as possible, and then typically proceed to tunnel the hell out of someone to switch the odds in their favor (I am speaking in general, not every killer does this).
So what ends up happening is we get the same types of games over and over, with the same perks, and the same playstyles, and it makes everything pretty dull. Then on top of it, the servers made the interactions even more #########, so now survivors are getting hit 4 feet through windows and through pallet stuns. Because yes, certain killers are overperforming, but even Clown, the "weakest killer in red ranks" is still statistically overperforming, and I kinda am feeling those statistics are heavily influenced by 1) the servers, and 2) the implementation of EGC.
Also, side note. But if killers didn't proxy camp and tunnel constantly, survivors wouldn't feel so pigeon-holed into running builds that have things like DS and BT in them. It's the design and playstyle choices that influence player builds.
-
@rikaa said:
Firstly, unneccessary change. Because in few maps you can not NEVER use BL and in some maps you can RARELY use it. On the other hand you can use all other exhaustion perks in EVERY map. I know balance landing has an advantage here but it is a strong perk. As it has advantage it also has disadvange depending on the map. So these things already balance themselves. Also I do not think that they can create infinites. Why? Because bloodlust and entity blocks the windows. If they wanna nerf the BL then they should fix some maps which are not enough to use BL. Then this change would mean something. But with these kind of maps, nerfing balance landing means many times killing that perk.
Bloodlust needs a change anyways. Maps like Hawkins and Badham are examples of what the developers want to see with maps, and every killer just bloodlusts and respects pallets. There's no mind game to that.
@xllxENIGMAxllx said:
Stop with all these thread guys killers haven't overcry when nurse and spirit is nerfed. BL nerf is great and is on part with the other exhaustion perk. The stagger is still there but not when exhausted that's a fair change.
Nurse and Spirit were busted. That needed to change. Balanced Landing was only too powerful in certain maps, and those maps are gonna be getting reworks anyways, like Haddonfield. The issue I have right now is the servers favor killers in 80% of the situations between pallet and window interactions. Sprint burst and balanced landing are the only "reliable" exhaustion perks right now, and one is getting nerfed.
Like I said. I'd rather BL just be a stagger reduction, with no exhaustion or speed boost tied to it. If killers can stack Pop, Ruin, Dying Light, and Sloppy Butcher (you know...4 game stalling perks), then I feel like survivors should be allowed their few strong perks that are usually situational at best.
-
@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/105398/the-better-change-for-balanced-landing
100% the only reason I use it too. That stagger be taking forever to recover
I'd be ok with the change if killers also had a minor stagger when landing, or at least couldn't swing mid-air.
-
@Clevite said:
What is happening with BL, I missed it
They're removing the secondary reduced stagger effect from it if you're already exhausted. So you'll get the fall reduction benefits, but only if you're not exhausted.
-
@chase131119 said:
Ah, yes, destroying all of our exhaustion perks. Sprint burst is stupidly bad, BL is getting nerfed, DH doesn't work with dedicated servers, and Head On is really situational. Time to use lithe, I guess.
Lithe also hardly works because of how crappy window hits are thanks to the servers.
-
I 100% would rather it be a fall reduction perk than an exhaustion perk. Especially since there are still exhaustion add-ons in this game. Balanced landing is only broken as hell because of certain map designs. Maps the entire community agrees suck ass, like Haddonfield.
-
@martin27 The proposed change I'm suggesting only would punish a hard tunneler. A killer not actually tunneling shouldn't be getting DS'd because the timer is a minute long. If it was 30 seconds, very high chance the timer is up if you bump into that person again.
Also, tunneling heavily ruins the game for survivors, so I don't do that because I know how incredibly lame it is. I will always go after the unhooking survivor, not the poor guy getting unhooked 10 feet from my face. The more we ruin the game for the playerbase, the more likely we lose players. Killer lobbies are very long for a reason, and it's because the survivor experience right now is complete ass.
-
I do agree that if the survivor has been fully healed up, then DS should become inactive again. So even if no major changes were applied to DS, that change alone would feel fair. If someone becomes healed up, I shouldn't be getting DS'd again for downing them quick.
There's unfortunately a lot of different situations that can occur, and I'm just trying to consider all of them to brainstorm DS changes that still allows it to be a fair and strong perk. Just lately, it seems like DS also punishes non-tunneling killers.
-
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/616783#Comment_616783
I think it's dumb that you can get hit by DS when you go after other survivors but the timer is so long it can still trigger even though you did not tunnel
You suggest to make the timer 30 seconds (+ the other changes to make it not tick down like when in a chase)
I think that with your suggestion the situation where you don't tunnel but you get hit by DS can still happen, just more rarely. So I think the DS should deactivate (equivalent to the timer running out, you can't use it anymore) when you hook any survivor. This way you have a clear moment where you know that DS is gone. If you set the timer to 30 then you could still (rarely) get the situation where a survivor has 1 second or so of DS usage left but you get hit by it because you picked them up too early
Ah ok, I understand now. So if I hook a new survivor, a survivor who had DS ready now will have that inactive since I clearly am not tunneling that specific person and have done other things.
-
@Seanzu said:
I'm not sure, slugging is already a very powerful tactic to use, this just encourages you to slug the one being unhooked, chase the unhooker, and then go back to a timed out DS.
and in reality, that's what a lot of people do, and it'll just make it even easier knowing that you can go back to the unhooked person (providing they haven't been picked up) and get another hook out of it.
Additionally, how does it work for stealth killers who don't have TR in some circumstances?
I really do think DS is fine, slugging is strong anyway and if someone is injured off hook and comes charging at you, you know why and you should slug them.
Yeah, and I get what you're saying since a cloaked Wraith can burn out Borrowed Time on a survivor. That's why it'd be nice if it was based on proximity to the killer, and not the actual terror radius. Like Dark Devotion always applies a 32m radius to a survivor. So the concept of a default 32m radius to DS, even if a killer has a small or non-existent radius, would still help against stealth Killers.
-
@Madjura said:
Yes it's dumb, the situation you describe should never be possible to happen but it happens all the time
Your suggestion can work but I think a better one would be that all active (usable) DS become inactive when a survivor is hooked. A shorter timer doesn't make it impossible just less likely, a specific condition / time where you know that DS is now inactive would feel a lot better
I am sorry, I think I am not understanding what you're proposing instead.
-
@Carpemortum said:
I thought the sound was just for ghostface.
Then MM went EW3 on me and it went off and I was just bummed. Theres no difference in Meyers stalking and you breaking haunted grounds or any other exposed.
Shame because the blasting piano tones really set you on edge. Now I feel like Meyers is copying Ghostface. 😆😆😂
Yeah, it's just not needed at all. You can barely hear the music now when he reaches Tier 3.
-
@OMagic_ManO said:
Never tried it yet but I would love to take a look into it.
It's only survivor-sided. You can barely hear his music play when he hits Tier 3 because of the new Exposed effect changes. It's really unnecessary.
-
@DrDeepwound said:
the little skull icon was enough tbh, we dont need a big visual change + new sounds etc,... but hey these changes arent for those of us with eyes, its for casual rank 20s I guess.
Yeah, and that too. I honestly don't know why this change was added in. It was like the pallet stun SFX they added in too. I just hate the sound of the Exposed status now, completely over top of Michael's music.