Aikanaro
Aikanaro
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- Aikanaro
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Comments
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Reward a bad killer? no thanks, let him lose the game and move on.
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Not bad, its like adding LF after Billy.
But I would like the 1991 Penny, not this skinny joke.
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Balanced Landing is not about height, is about having Balanced Landing, same we can say about Killers, however they dont need a perk to have it.
If you are wasting a perk slot, it should be for something that works all the time.
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@Thyasian said:
https://forum.deadbydaylight.com/en/discussion/comment/624348#Comment_624348
Not sure if this is to highlight how the document is "killer oriented". Because, if so, this is a realtively poor argument.
Moris were nerfed in the document. Significantly. The context in which they are "cool" in the document, is the animation of the mori, which is pretty cool.
Hex changes allow for counterplay when it comes to totems, and force survivors to treat them as an actual secondary objective in the game. It is no longer knowing every totem spot on the map and just checking them, it is now interactable. Sure the times could be adjusted if the time change is to much, but in its current state hex totems are poor design. Maybe this is or isn't the solution, but it is one presented.
Killer buffs are to make the killer side feel much more consistent, especially for the weak killers (I.e Doctor, Trapper, and Wraith are the big 3.) There were also killer nerfs within the document to the Hag, Huntress, and Hillbilly. There were also numerous survivor buffs, and indirect nerfs to killers with the high number of perk changes for survivor.
Toolboxes, again is misleading, but an overall buff. Just because BNP was nerfed, does not mean toolboxes overall were nerfed. In fact, items in general were buffed when finding them in game, and toolboxes got an additional add-on that allows for 50 charges to be added to a toolbox with both charge add-ons instead of 45.
Clarify me if I'm wrong, but was your intention to prove that the document is killer bias?
The stupid Mori still encourages tunneling, all for the lame animation.
Totems are fine the way they are, its just a thing to nullify ruin or noed, you propose to punish the survivor with a small skill check for no reason at all, the killer must risk something if he decides to use a hex based perk, and then you decide to bring offerings that put a ton of extra totems on the map, do you play survivor? We dont have 15 minutes to clean the whole map, it will make games long boring and tedious.
Time is precious so you cant waste so many time on totems while the killer is cruising the map, and why punish survs with skill checks and notifications? The killer is also a victim in the game, as much as survs and all of them are doing this game to please the entity.
Status effects are not killer-friendly??? Just let people play the game god dammit.
Good rank 2 Doctors can give hell, they dont need more buffs, just skilled players, same Wraith, has been like 5 months since I dont hear the bell and he is invisible everywhere.
Trapper relies on prediction, as much as Hag predicts and camp so they will never be top tier, not every killer has to be one.
You must understand this is not a competitive game, and most player base are casuals, with so many tools to make things extremely hard people will quit the game, if you are going to lose why even bother?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/626664#Comment_626664
You are underestimating how easy it is to just hide and wait out the Corrupt Intervention timer. Once that is done, the Survivors can run to gens as though the match had just started. Of the perks you mentioned, Corrupt Intervention is probably the easiest to render useless.
The Killer is the one on the clock, not the Survivors (at least, not until EGC). The Killer is not meaningfully slowing down the game unless Thanatophobia is at max power, and even then, it is not slowing things down THAT much. There is a reason why the only Killers who use it are Legion and Plague.
I play solo, and the killer always find survivors even if Im being careful.
As far as Thanatophobia I´ve seen Freddys, Billys Nurses and Huntress using it, at least here in South America its pretty common in high ranks.
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/626665#Comment_626665
I'm literally responding to your question with real counters and you're acting like a child.
That thing was already discussed like 8 posts above, adult person.
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/621067#Comment_621067
Drop pallets slightly early, work on gens closer to the killer or work on totems, heal or don't get injured.
Yeah, also loop the killer for 5 minutes, go to the exit gate open it and escape.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/626634#Comment_626634
If the Killer can't find anyone before Corrupt Intervention expires, the perk did nothing.
Thanatophobia doesn't do anything meaningful unless no one is healthy. If y'all heal to keep the number of unhealthy people low, Thanatophobia is near useless.
He has 2 minutes to go wherever he wants and will see someone the ïf¨ if you are a wraith nurse GF or spirit is not very big, and has full confidence 3 gens will not be working in certain area, in small maps its a big deal.
It does, in this game every second matters, specially during the last seconds vs a high rank killer, without a toolbox it takes ages to finish a thana gen.
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@Bobo said:
Spirit is okay, look on grass and you will se where she is. You can hear her footsteps - next ocunterplay. Look on her glass - will start shine when she is in phase. Look on her hair - will reset when she is in phase. Use Iron Will (very good perk against everykiller). She is easy to counterplay.
So easy that she is a Top 3 killer, will see your scratch marks Iron Will or not, and if you look grass, she can she you there too.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/626616#Comment_626616
Counter means you prevent those perks from being useful.
Exactly, and those solutions you gave are not preventing those perks from being useful at all.
Its like, hey Killer look how I hide for 2 minutes, your perk is useless LOL.
Someone is getting hit during a chase, wait 20 seconds killer so I heal myself if I have the perk and I can counter yours so its useless EZ.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/625955#Comment_625955
That doesn't make them not counters; it makes them counters you don't want to do.
Counter means you cancel something and you end up even, here you will end up losing sooner or later because those are half-assed solutions.
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@blue4zion said:
Prayer beads needs a nerf, not her power in general. If someone takes the time to learn her and gets good with her, they deserve the kills. She was not easy to master.
Whats so hard to master? the so called ¨mastermind prediction¨ ? you can ######### your prediction and try again and again, she is so fast that you can afford to make tons of mistakes.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/621067#Comment_621067
Drop pallets earlier, hide until it wears off, heal.
If I drop pallets earlier killer wont even have that 1 second stun, will break it anyway or if is not a safe pallet he/she could turn around and score a sure hit, so thats not a counter.
Sure, Im gonna wast 2 minutes of the game getting the chance to be spotted because the terror radius is mono, thats not a counter.
This is a team game, if Im doing a gen and someone is getting chased and receives a hit that applies to everyone, so not a counter either.
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@Demonsouls1993 said:
Um no shes blind as hell when using her power shes fine where she is
Blind as hell? do you even play her?
She can see scratchmarks, hear footsteps and see the grass moving.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/624036#Comment_624036
okay, thats great. And what im saying is that object shouldnt help agaisnt those specific killers. Just becuase you bring Object of obsession doesnt give you the right to use it aginst a killers if said killers ability is made completely redundant because of it. And saying "i dont know what killer im facing, therefore i should be able to use it against every killer" isnt a very good excuse now is it?
For example, not lots of people uses Urban Evasion, and its only good for The Hag, I use it on my build and every time I face her I feel blessed because Im out of flashlights.
Same with Balanced Landing, sure its great if its your kind of game, but in some maps its totally useless.
What you say it would be terrible if 4 players are using it, but thats one in a million, also what you propose? killer can see the player using OOO but not the other way?
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@Thyasian said:
https://forum.deadbydaylight.com/en/discussion/comment/624028#Comment_624028
Definitely not more killer oriented. If you read through the whole thing, there are numerous buffs to both ends to allow counterplay on both ends. But what exactly is to killer biased in this post?
You know what's really cool in DBD? Moris are.
Moris are the dumbest thing in this game.
Also the hex stuff, killer buffs, toolboxes, please.
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@Dr_Trauts said:
i agree with OP. object shouldnt work against a cloaked wraith or a GF in stealth. the idea that a single perk can make some killers powers completely redundant is ridiculous.
And yet survivors complain when they get tunnelled out of the match because of it.
Lets begin with the fact that SURVS DONT KNOW WHAT KILLER ARE FACING, so some perks are gonna help them with some particular killers, and some others wont.
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This is terrible, more killer oriented blabla.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/622980#Comment_622980
u joined this forum last month lmao here just to whine?
Never cared just came to see the Freddy threads, now Im surprised 95% of the balance threads are killers whining to win with just a click, proclaiming Mori is ¨balanced¨ and dead hard is OP.
You guys are going too far, git gud or do as scrubs do, abuse Nurse and Spirit.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/622960#Comment_622960
haha I play both roles and have nearly 1600 hours u didnt even answered my questions u are ignorant arent u?
Hours doesnt equal skills, newb.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/622346#Comment_622346
how much hours do u have ingame? if u even have alot which is really doubtful ill not be surprised that u are a survivor main
Im not surprised you are a killer main, thats why you complain instead of learning to play, you want traffic cones to feel good.
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@wisdom said:
https://forum.deadbydaylight.com/en/discussion/comment/619265#Comment_619265
Yea but the title of the post and the evidence presented makes it very clear they did not camp.
What looks like actuakky happened was someone killed themselves on hook (possibly multiple people) and the game ended to fast.
the killer killed 4 survivors faster than the game considers “acceptable”
ignoring gatekeeper, which is silver if 3 gens are done quickly (which let’s be honest happens a lot) we have a chaser emblem at bronze with no camping penalty. With malicious and devour being at silver, it looks like the scenario was more and more likely like the killer didn’t get enough chases- the survivors didn’t save each other or they struggled and killed themselves.
disconnecting would have caused the same situation.
and it’s silly that it is a possibility. I don’t see anything here that suggests the OP camped or tunneled. Hell if the plague tunneled off the hook, devout would probably be higher not lower
If a player quits doing only 6k something happened, and Im pretty sure he camped for a while, there was no unhook everybody got sick and did this instead of DC.
It doesnt matter what I think anyway, game ended too soon so depip is fine.
Today I played with a friend and 2 game guys vs a Mori Nurse, I told him I didnt want to play that match but he insisted, at the end got my pip and he complained he lost one fast.
I dont know if that Nurse pipped, but game was so fast that nobody deserves to earn a thing.
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@MasonMyers69 said:
https://forum.deadbydaylight.com/en/discussion/comment/620775#Comment_620775
Every survivor is the same, no killer is the same yet they have massive cons, like legion, ghostface, plague.
Every survivor is not the same, a dwight build is not the same than a healer, or a nea, you can only pick 4 perks so nay no.
You want survs to be traffic cones, thats different.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/621002#Comment_621002
so u are trying to say 9mm in right hands can be deadlier than a 7.62 nice logic
No, you are putting straw man to avoid the fact that you cant play good.
So, you cant kill someone with a 9mm to the head? 7.62 or .44 or whatever and YOU ARE DEAD.
And every gun has cons and pros, so git gud.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/621002#Comment_621002
Here's the thing though... Leatherface, the most lowest tier killer there is, are you saying he doesn't need to be buffed to be more viable in order for people to have fun with him? That we should all get good? That he has no issues whatsoever.
Interesting opinion
There are great LF players that sweep a team in minutes, it doesnt matter if he is slow, as soon he starts doing the chainsaw thing everybody goes down, and they never hit you before so you cant use dead hard.
He goes like a madman swinging the chainsaw and unlike billy he doesnt get stunned by boxes, tires walls you name it.
LF is only low tier if you dont know how to use him.
Same Legion, a great Legion player is everywhere so doing the last gens is very difficult, yet they call him ¨low tier¨.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/577118#Comment_577118
Imagine u have 4 hatches. U down someone, someone else insta heals him up. 1 hatched left, u hit him again and the what? Go reload and let him escape? Good job lad.
Also this idea is originally from @ScottJund. He is one of the best Huntress players, if not the best. If he suggests this he knows what he is talking about.
Yeah, in one play out of 3000, so lets rework the whole game because of one potential situation...
I dont care what a Scott Jundt can think about it.
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No thanks, learn to play with her.
In the right hands she can cause a terrible massacre.
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Most times the exit gates are very close together, so its pretty pointless when you are alone.
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@GrootDude said:
All of these perks are counterable.
How you counter Enduring? Corrupt Intervention? Thanatofobia?
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@alienschmalien said:
It amuses me that no one notices just how hand held killers really are right now.
There is literally a meta killer perk for any situation that annoys you.
Pallets? Enduring and Spirit Fury.
Window Loops? Bamboozle.
Can't find those pesky survivors? BBQ, Bitter Murmur, Whispers, Nurses, etc.
Generators going too fast: Ruin, Corrupt Intervention, Thrilling Tremors, Pop, etc.
Meanwhile, every survivor meta perk is trash to the point you have people excited for a stupid perk where you hide in a locker and get a chance at a stun.
The game is the worst balance wise it has ever been.
Agreed, its becoming pretty lazy, they dont have to worry too much about anything, even when they eat pallets like burgers it comes Spirit Fury.
The worst thing is how they complain here, they want survivors to be traffic cones, its insane.
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Fast and huge, he is nowhere close to lets say Legion, so that ¨he is smaller¨ excuse is not valid.
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The game as a whole.
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@Glory said:
https://forum.deadbydaylight.com/en/discussion/comment/620408#Comment_620408
"No, I don't want the weak killers to stop being weak, because it's fun playing a weak killer" What?! Are you serious? There's a massive divide between these killers and the top 3, which you acknowledge, and yet you specifically don't want them to be brought closer in power?
Any ¨weak¨ killer in the right hands can be deadly, more like learn to play the game instead of complaining and using the ¨fun¨ excuse because you cant beat skilled survs in high ranks.
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Every killer has cons, every surv build has cons, deal with it.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/619601#Comment_619601
LOL wut????
Scratched mirror Myers is always a truly terrifying and mostly fun experience (once you get over the stress of "where the hell is he waiting for me since they usually play the Lery's offering).
Basement Bubba is hilarious, even when I'm the one that's caught. Hell sometimes I'll know he's down there, open the gates and then let him kill me while I try to get the chest.
Infinite Myers is fun and actually one of the few terrfying things in this game, especially if he also have a tombstone because you're constantly thinking "WHERE IS THE NEXT LOCKER!! I NEED TO GET IN ONE BEFORE HE CATCHES ME!"
Vomitting is literally just the plagues power. I guess you mean when you're the last person and you're already down or on hook, but I rarely see that happen.
Only a few things you mentioned are ACTUALLY toxic, and that's coming from a survivor main
Dude, you like to be tortured and humiliated, and that comes from a survivor main.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/620534#Comment_620534
Even if the system did its job properly it doesn't account for the reason of the DC, for example to give someone else the hatch
You need to have a disconnect rate of X% to get banned
If something else has a lower occurrence rate than X% you can always disconnect and never get banned. If the % of games with moris is less than X and you always disconnect it will never trigger. That's why automated systems for that are inherently trash and a new system will also fail
Well, they can pay people like you to watch every game and punish players for DC´ing.
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@MrPeterPFL said:
https://forum.deadbydaylight.com/en/discussion/comment/620087#Comment_620087
Hearing a survivor's footsteps will negate any stealth. Hiding behind a tree means nothing if the killer can hear you walk away. Defeats the purpose of stealth.
Let me extend it, if YOU yourself were hiding against a REAL killer, you would walk around as quiet as possible so the killer can not hear you. Have you ever considered that all these survivors in the game are doing that exact same thing?
If I had to meet you half way, possibly make the running audio louder or particular environment triggers an audio queue. BUT the killer already has tons of information like scratch marks, trail of bloods, breathing, grunting, even perks help on hunting etc.
Nope, they need to find you ASAP, hook you and call it a day while celebrating elite killer status, EZ!
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/618525#Comment_618525
It's common sense.... people make sounds when walking. It's pretty ridiculous that killer usually can't hear them now.
Hearing where the terror radius is coming from is common sense too, however we hear it in mono so there you have it.
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Lol, like if killers need more power.
Game went from very hard for killers to almost a nightmare for survivors.
-No more fast vaults unless its the right angle
-DS nerfed
-Sprint is not longer 4 minutes and a half
-Very few pallets when there use to be hundreds
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@wisdom said:
Some of the comments on here
“they camped”
has no camping penalty
”well then they must have camped from
a distance”
okay lets make the camping penalty the size of the map.
The correct answer wasYaipa’s. Killers can’t actually play to kill in order to pip. It has to be a “fun game”. You have to let survivors go and give them extra chances if you want to rank up.
Camp and tunnel, at the end of the day crappy killers dont pip in high ranks, no risk no reward so forget about camping penalty the size of the whole map.
They know what they are doing and want to be rewarded anyway.
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@Rydog said:
Agreed that this is completely stupid. If you get a 4K, regardless of all other factors (except, I dunno, hardcore facecamping), you should pip.
The emblem system is hot garbage.
And if you escape you should get a pip too, agree?
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@NMCKE said:
Honestly, the Emblem System should stay for the survivors, but for the killers, it changes into a kill system:
0 Kills: -2 Pips
1 Kill: -1 Pip
2 Kills: 0 Pips
3 Kills: 1 Pip
4 Kills: 2 Pips
-2 pip is too much, and also this method would affect the whole gameplay, kill=pip should be only if escape=pip.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/618236#Comment_618236
So then that's not camping, then?
I don't think that's fine, personally. I was never a fan of this scoring system because, as @YaiPa put it earlier, it feels like you need to play sub-optimally in order to be rewarded by the system.
What you mean? its camping from a distance, like those idiots that goes for 2k fast and then farm the way to the pip chasing without even care about the game anymore.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/617665#Comment_617665
The pic shows he didn't get any penalty to chaser for camping, though.
It happened to me vs The Plague, they get a little far away to avoid penalties and then come back to punish the unhooked and the team mate using the vomit.
As we can see there wasnt enough chase and thats fine, that whole ¨4k Ez¨ nonsense has to stop, in high ranks you need to do more to pip.
Im having problems some matches as a survivor too (rank 6), 2 gens, 2 unhooked guys, some healing and a little chase dont give me pips sometimes.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/617432#Comment_617432
To not be punished for 4 kills?
?
Anybody can get 4 kills, but to get pips in high ranks you have to work for it, not just ¨I hooked this guy and Im gonna stick with him forever¨.
It seems he hooked someone on the basement and then camped until someone went to help and then puked both guys, they died...
That equals to play vs 2, and he expects to pip?
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No chases, no pip in high ranks.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/613526#Comment_613526
you haven't played very many matches in The Game, then. The amount of time to find the hex totem in a map like this in comparison to other maps makes a huge difference.
In case you were unaware, if the totem location isn't in plain sight, you have to go out of your way to search it, instead of just coming across it. that takes time, while the killer is out killing.
your response is the equivalent of saying it doesn't matter whether or not survivor's make scratchmarks or not, as the killer is going to find them anyways.
Hex's are supposed to be risk-reward. If there is no risk, then the totems powers have to be nerfed.
Besides, they're lit for gameplay clarity. same as how killers can see the health of every survivor, for gameplay clarity. I'm sure you would not be happy at all if you no longer could keep tabs of a survivor's condition, right?
The Game is an unique map and the worst case scenario, so I wouldnt change the whole game for a terrible map that has no business in the actual game, unless it uses more windows like the doctor´s map its turrible.
So if you are good it doesnt matter where they are, I dont get your point, hex´s are risk-reward, a killer is using them to buy some time to hook players but if someone finds the totem there is no more reward, it could be soon, late in the game or never.
I dont know why the hell a killer can see survs´ condition, but it doesnt matter, survs can see lit totems, quid pro quo.
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@Mat_Sella said:
They really just need better hiding spots is all, there quite a lot of crappy ones that could easily be made better.
The ones inside crevices, or ones that hide in holes in walls that only the hex can fit in are the strongest ones, as you can't find it just by walking past it and not paying attention.
A base rule should be it shouldn't be able to be spotted from a generator position. Most people move their camera around to be wary of the killer. If i turn my camera and suddenly, oh look, a hex, its a pretty bad spot.
They are randomly placed, even if you put them far from gens they will still be found no matter what, killers shouldnt rely on ruin or those totem based perks.
Most times lit totems are hidden in the cornfields and outside shacks, those little hills, between trash cans, experimented players will found them as I said before.
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Good idea, that map is the worst ever, add to that the monoaural terror radio and its a killer fest.
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@DocMain said:
This game is not gaining more players than it's losing. Also, you forget to include increasing number of survivors and killers. 800 hrs is the most optimal route, which most players will not take.
Making the game more fun won't ruin the game.
Its a party game after all, and not something to be taking seriously because its so unbalanced, you may try for a while to get everything and then you probably get burned out and quit playing.
