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Sycrome

Sycrome

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Sycrome
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  • @ad19970 said:

    I have had the luck until now to barely ever go against a hacker. At least an obvious one. There have been matches where I wondered in the end if I went against a cheater using only suddle cheats. But that's it.

    Yeah, subtle hackers are even worse. They're the ones that make you lose the game and make you think you just got outplayed when really there was nothing you could've ever done to change the outcome.

  • The shack has always been a strong and reliable loop for survivors even without using the window. I honestly thought with all the map reworks that they were going to incorporate the breakable wall into every shack just like in Dead Dawg. It definitely wouldn't destroy the looping potential of the structure at all, it would just give killers a reliable option to cut it a little shorter.

  • @ChampagnePapi said:

    Yes I said it and you probably thinking " Oh this guy is crazy or he doesn't know how to use that perk well. The reason why I say this perk is just useless is because of the fact it keeps getting knocked out so fast and I'm like can I get some hooks first before it gets cleansed. From what I noticed the totem RNG is just terrible. My Ruin keeps spawning next to a gen, out in the open, and next to survivors. You might also say " Just run undying you'd be fine". I don't normally run undying because it also gets knocked out fast plus I don't want to just have 2 or one perks left to work with. At this point I think I'm just going to start running pop and corrupt and oppression because I'm tired of my totems getting cleansed as soon as the game just gets started. I think we need more stronger gen regression perks.

    I agree with the fact that hexes have a serious problem when it comes to their spawn locations. I've honestly lost count myself of how many times my Ruin has been cleansed before I even get a chance to try and defend it. I think there are plenty of ways to prevent totems from being cleansed too early, such as having the entity block all totems for the first 60 seconds of a match. That would give the killer a chance at deciding whether they want to defend it or not and without too much punishment to the survivor side as they can always come back to the totem later if it's unprotected.

  • Even playing as a survivor I feel bad for the killer when this happens.

  • @GamerEzra said:

    I think totems should come out of the ground 30 seconds after the game starts. Just like Nemesis's zombies do.

    Definitely an original idea, I dig it.