Atrushan88
Atrushan88
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- Atrushan88
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Remember Me is fine. I've been using it on GhostFace with Furtive Chase and have been having a blast with it. It takes them quite a while to open the exit gates and Furtive Chase makes me get 4 stacks almost every game. Hit the obsession twice, hook them, then when another survivor unhooks them, they become the obsession and now you get your other two stacks extremely easily.
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Ghostface is half licensed. They only got the mask, not the character from Scream. He's an original killer who uses the Ghostface mask. Pig IS getting more outfits eventually. I don't think Myers needs an outfit. Freddy needs Robert Englund's look overall.
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I'm just gonna say "tunneling" is not a thing. If a survivor unhooks someone in front of the killer's face, OF COURSE they're going to go for the easy target. It's not fun for the person who becomes the easy target, but it's the survivor's fault in the first place this happens, UNLESS the killer is camping, but that's why we have borrowed time. I hate when another survivor unhooks me right in the killer's face. It's a STUPID move and should not be encouraged. In fact I want the ability to refuse people unhooking me for those situations specifically. Camping is pretty dickish, but "tunneling" as you call it is just the killer making the correct choice when faced with this situation. We should not be getting angry at killers for doing this, but survivors for putting us in that situation to begin with.
As for your idea, this could be easily abused. You get hooked after the gates are opened? Good thing your friend just unhooked you and you can casually walk up to the door for 60 seconds without worrying about being downed. Killer hooks two people at similar times? Once we're both unhooked we can just heal ourselves to full right in front of him. Killer's FoV increased? Welp, say goodbye to stealth gameplay. The first hook not killing you thing is a good attempt at an idea, but instead of trying to unhook themselves(because the killer will just camp them anyways and try to down them when they get off the hook, or if your idea that makes it too strong for the survivor is in play, then they'll just lead him to someone else), they will sit on the hook until all the gens are done, and the door is opened, wait for their friend to come unhook them and get an escape for free.
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@indieeden7 I didn't see it. The only thing I saw was his normal torso, and the bloody one from Prestige.
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What's sad to me is people complaining about others wanting to end the game that is already ended due to some jerk who wants to waste somebody's time. I've stopped even trying during the EGC if others have died. I go look in the basement through chests, cleanse totems, etc and try to stay as far away from the killer as possible so he has to waste that time looking for me to try and see his "reward" for the gates being so close together it's impossible to escape. If I have a chance, he's not going to see the animation. I've had too many killers try to waste my time to give them the benefit of the doubt, so now they get to waste their 3 minutes looking for me. 2 can play at this game. Doubly sad is a dev defending it.
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@NightmareReborn Well he IS human, just a human trapped in a doll's body because of voodoo magic he used to escape the police, iirc. As for the hook problem, yeah I thought of that. Originally I made it where he could summon a hook in my idea, with his power, but it required considerable time and could be interrupted with flashlights(similar to carrying survivors). But another possibility is he could also drag survivors by their feet and the hook could have a sort of pull out thing(like draw string on the hook or something). It'd require new animations for the hook but I think it'd be kinda cool seeing Chucky jumping up, pulling the hook down and hooking survivors, then the hook snapping back into position while drawing survivors into it.
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Chucky, obviously(original Chucky). His maniacal laughter must be included though. Then again, Chucky is technically human. Just trapped in a doll.
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@JawsIsTheNextKiller The old one would have to be "that other guy" because this reworked Freddy SCREAMS original Freddy Krueger, not that poor imitation they made in the remake. Generators spewing blood, pallets exploding into blood, etc. This is the real Freddy Krueger. I would kill for original Freddy's looks too.
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@Jdsgames You can't always do that, and even if you could, the fact remains that until it is fixed like I suggested people are going to exploit it. They're likely to get the hatch either way if you don't slug, so I don't see the point in prolonging the inevitable, which again, causes survivors to DC.
I never said it was NEEDED. In fact I said the opposite, I said they would likely get the hatch regardless(assuming they kill themselves on the hook like good little survivors), so there was no point in having it draw out the sequence.
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@Jdsgames People camp the hatch regardless, and when there are only two left, is it really reasonable to even try to unhook that person if you still have 3+ gens left because the rest of your team were potatoes? I slug always on the last survivor. There's no reason not to, because they get the hatch otherwise. Either way, someone's getting the hatch unless you slug, so why draw out the hatch opening by making it wait for the animation? This is EXACTLY why people DC for hatch, and if it were fixed no one would have to DC to give someone the hatch.
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I mean, yeah, you'd get more points from their dcs. Isn't that the goal? From reading the comments I see no enjoyment, they disliked you but it doesn't show them all saying they were glad to DC. But again, if the devs would fix the issue of the hatch waiting for the death animation to open, people wouldn't need to DC for hatch. It could just open once the last person hits stage 3 on hook. That part makes no sense to me anyways.
However if you're worried about full games playing out and people DCing later on, there could be a reasonable time limit on the DCs. Most DCs happen early in the game, so that should still be enough to discourage DCs.
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I mean the basement is a part of the game. I don't find that toxic. If you were camping them in the basement all they had to do was gens.
As for them not caring about losing points because of the hatch, only one person got the hatch, so I don't see the logic in that at all. The hatch though, in my opinion, only encourages disconnects and whatnot because it waits until the animation of the survivor dying completes. It always bugged me that the hatch waits so damn long personally.
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@Jdsgames I suppose that is one way of looking at it, true. The killer would gain much less points though by doing this, since they're not going to likely be ABLE to make 4 people DC, or even 2. That kind of toxic behavior is aimed at ONE person. The others have to just do gens while he's bullying that one person trying to get him to DC and he's ruined for points and wasted his time while all the other gens pop off. Survivors can't really do anything "toxic" to make the killer DC. They can just work with what they have, which is pallet looping, and that's not toxic, it's just survival. The killer then hopefully learns his lesson by trying this attempt.
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@Jdsgames Right, it doesn't, but you are still gonna get max points which is plenty if 4 survivors DC, if one DCs, you get 8000. I say that's fair. For Survivors, they DC to prevent BBQ stacks, BECAUSE IT PREVENTS EXTRA POINT GAIN FOR THE KILLER. Why would I as a survivor WANT to DC, giving myself 0 points and giving the killer a free 8k, which would be more than if he'd just hooked me? And the DCing player would not win, because you're not likely to get 32k as killer, or 8k off of one person as killer even with the BBQ stack.
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@Jdsgames I cannot see for the life of me how this encourages disconnects. It's not like you're playing against your friend. Killers want points, Survivors want points, and as far as I'm aware people disconnect to PREVENT point gain. No killer is going to disconnect because there were 3 bloody party streamers in play, and even if they did, I've always believed Bloody Party Streamers should not have any effect on a game if a killer disconnects. The point of it is to double points. 10000 points for one(as is currently) is a waste, and if it worked like I'd prefer it to, 64000 for one would be too much.
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@yobuddd Easy fix, remove party streamers from taking effect if the killer DCs, but give the offering back to the players. Also why would the killer do that, knowing he'd get 0 BPs for doing exactly that?
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@Jdsgames If the killer DCs early survivors are without a game. The game is a 1v4 Killer vs Survivors. Why should Survivors not get exactly as many points as the killer would if all four of them DCed? One survivor DCing would give them one fourth of their quota, the exact equality of their existence in the game point-wise. A killer is one player, and you NEED him for the game to exist. If it was any less for a killer DCing, it would be unfair. This, again, would discourage the killer from DCing because if he did, survivors all got max points. Just like it would discourage Survivors from DCing because they gave him 1/4 of his points without effort. You're not rewarding survivors 4x as many points. Each survivor, point wise, gets 32000 points if the killer DCs. When it comes to the point calculation in this scenario, you have to think of each survivor as one player. The game ended abruptly and wasted each survivor's time. Each survivor should get the exact amount of points they would have gotten if all four of them disconnected from the killer. Yes, over all it's more points given for a single game, but if one survivor disconnects, that game isn't ended and the killer can still get more points on his own from the other 3 survivors. If a killer DCs, that game ends abruptly and survivors cannot get any more points. A game continues if one survivor leaves, but it doesn't if the killer leaves.
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The thing about this is you'd lose survivors or killers to play if this were a thing, which wouldn't be fun. I suppose you could make it where if a character leaves permanently, a character of similar appearance replaces them.
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Personally I think the quitter bonus should be 2000 points in each category. This would equal 1/4th of your points, equal to one survivor. I also think however survivors should receive all 32000 points if the killer DCs. It'd also make people less likely to DC since they wouldn't be taking points away from the killer by doing it, imo.
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@BunnyTheHutt Actually League balances around mid ranks, because very few players are in high ranks. I'm not sure about the others you mentioned(People on League still say that they balance around high ranks when they do not). The goal of a game is to balance around the average joe, but make it so that broken high rank stuff is balanced. They hit problems in every rank, depending on how bad it is.
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@MandyTalk Why then does the in game report option mention DCs specifically if we're not supposed to report for it?
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To be fair this new Freddy fits Freddy's character way more. The dream world is his realm, and he always makes his targets see illusions(most of the time of blood), and the like. At least the original Freddy did. The remake Freddy sucked tbh(and the movie did as well), so I'm glad they're using at least PART of the original Freddy in the remake. Also if you were to use Freddy's base character ideas for another killer, I would feel like Freddy as a character was just being replaced or forgotten. He's one of the most iconic horror movie figures in existence. He deserves to have his actual character represented. If you want to keep old Freddy, THAT should be a new killer.
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@PickCollins Why would it be OP? Because the killer would have 4 perks at his disposal most of the game because survivors ignore totems? How often do you see Devour Hope proc now? Almost never. Huntress Lullaby? Once you know it's in play it's gone asap. This would slow the game down and require survivors to actually work to disable a killer's perks.
Also what should I have done? I didn't have deerstalker, and I teleported as hag to get someone from getting the other two off the basement hooks. Let her crawl to the hatch since I couldn't find her? If I had've picked her up, the other 3 would have gotten off. Couldn't find her on the ground, and being first person means I can't see in all directions to make sure she doesn't crawl to it. And no, not ALL survivors earn Adrenaline. The ones doing gens do. The ones being super immersed or being chased and downed do not. If all survivors earned the perk, that would mean all of them did 1.25 gens. In fact that should be a prerequisite.
As for the killer doing nothing to earn NOED, that's the nature of hex perks. They're strong, but can be removed. If you want the killer to have to EARN NOED, it should be made where gets the exposed status effect on all survivors after killing two survivors and no longer be a hex perk. At that point "he has completed his objective" meaning that it would be just like Adrenaline. So would you prefer that? Or would you prefer being able to disable it?
Of course in this situation, adrenaline would guarantee victory, as would NOED. I personally prefer that the perks counter each other.
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@MdsTheGriffin To be fair "tunneling" isn't a thing either. You're complaining that "genrush" is not a thing, but tunneling is literally making the smarter choice. You're not gonna let someone unhook right in front of you and ignore the person they unhooked. That's stupid because you're gonna hit the other one and they're gonna run off with their speed boost to the nearest pallet. Borrowed Time is just a perk that makes this fact untrue and makes it where both choices are equally bad.
The only time I consider something like that bad is if they have TUNNEL VISION, where they only go for one person no matter the circumstance. You can't blame the killer for making the smarter choice if you unhook someone in his face. They'd be a BAD killer not to. Their goal is to put you on the hook. If you got "tunneled", it's either your fault, or the fault of the person who unhooked you because they didn't make sure he was far enough away for you to get to safety. In this scenario, the killer wasn't the bad one, the survivors were.
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@PickCollins Adrenaline is just as good for survivors NOT playing well as it is with NOED. Oh you got a 3k as killer while downing the other survivor and closed the hatch, and didn't have deerstalker? Woohoo Adrenaline just kicked in and they get to the door before you know which one they're at. Screw your 4k(This has actually happened to me). NOED is a counter to Adrenaline because both are end-game perks. Adrenaline rewards survivors for doing what they're already supposed to do while also ignoring secondary objectives like healing each other or looking for totems, but not every one of those players deserved that Adrenaline proc. In addition, as you said, it's a perk that punishes players for ignoring other objectives. NOED can be removed from the game. Can you say the same about Adrenaline?
I personally think that all totems need to work like NOED, and have suggested as such. You should have to remove all totems to remove a killer's perk. It's 16 perks vs 4.
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@se05239 It's not that I don't want to listen, it's that I feel like this would not make enough of a difference between the two perks and would not solve anything. The only difficulty you experience from getting BBQ stacks is DCs as killer. DCs are eventually going to be fixed with dedicated servers. Survivors have to jump through hoops to get WGLF stacks, and only one or two at most will get them(and even then it isn't guaranteed they'll get even half). With your idea that will rarely change anything, and again, people will still run up and farm you off the hook right in front of the killer as they do now. No one would use the perk any differently with your changes.
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@se05239 Killers generally go back to the hook fairly shortly unless they're actually in a chase. Getting the heal off isn't usually possible in my experience(Survivor runs away immediately, or the killer comes rushing back), and most of the time they go for the one who just got off the hook because they're already injured and it's the most logical, so eating a hit isn't usually possible. And that would have to be the most optimal situation, and even that would likely never happen. How often do you unhook, heal, and take a hit for someone off the hook? The healing may help a bit, but honestly even healing other players is a rare occurence, as there are med-kits and self-care, and you don't know where other players are without bond/empathy and that wastes another perk slot. This also wouldn't solve hook farming at all, which was my original intention with the buff, aside from it NEEDING a buff like this to even be close to BBQ and Chili in terms of BP gain.
As for gen-rush, I've already mentioned multiple ways to lower gen rushing or stall the game, such as putting entity blockers on everything but 3 gens starting off, while unlocking more gens for each gen completed(although some perks would need to be reworked).
@ToastfaceKilla Thanks for your input. Glad you like the idea.
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@Mrs_Fairfield Omg I love that, lol.
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@se05239 Then I guess killers need their perk to be harder to get the bonus BP off of, because your idea will barely make a difference and killers will still have a massive BP advantage.
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@MegMain98 I don't have trouble facing him, he's just not fun. His power is extremely annoying and hard to dodge(You can dodge it, but it's not easy when you don't even know where it'll go), but it's pretty pointless overall. It's basically just a power to prevent you from doing stuff, or interrupt you while doing something.
@Devil_hit11 Just his power in general: interrupting actions, revealing you when you're near him for him doing absolutely nothing, etc. It isn't really a GOOD power, but it's really annoying when playing against it. Doctor feels to me like the weakest killer, but also the most un-fun to face. I know people like to say Freddy is the worst, but I've definitely won more games against the Doc than Freddy, and they always seemed easier. Although tbf I don't see Freddy a lot.
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@se05239 To heal another survivor someone needs to be hit by the killer. Then you have to find them first. It gives you a chance for MAYBE one more stack, but a killer WILL get 4 stacks in one game MOST of the time, whereas a survivor would STILL never get 4 stacks, unless they were doing all the unhooks. And again, the KILLER gets these points basically for free for doing what he ALREADY is trying to do. It either needs to be made easier for the survivor, or harder for the killer to be balanced. I'd prefer it not be harder for the killer, and do you honestly think survivors could POSSIBLY gen rush any harder than they currently do? Adrenaline is the reason for gen rush, and nothing else can possibly make them gen rush any harder. You can't increase your repair time without toolboxes(which they already use), and perks, which are situational. The only way gens would get done any faster would be if the person you were chasing stopped and did a gen in front of you, which can't happen. My idea only needs you to be there for when the gen goes off, not do the whole gen.
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@Tru3Lemon Sorry, I assumed you meant make the healing stack from We'll Make It since it doesn't allow the healing from it to stack.
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@se05239 To be fair, the only reason I suggested this was because killers get points for completing their main objectives, hooking survivors(only 4 hooks to be precise) while survivors have to do actions that they most likely won't be able to complete. It's a 1v4 game, whereas Survivors have to do 4 non-objective actions each, which they cannot reasonably do, whereas the killer only has to do 4 objective actions. In a game where both sides were balanced equally, a killer would generally have to do 16 actions, since he is one, and they are 4. I could have suggested something like needing to win chases in 5 or less seconds for the killer to balance it out, but I felt like making it easier for survivors to equal out the ease of it for a killer makes more sense. Also, this doesn't promote gen rush, it just rewards you for doing something you would already be doing, like BBQ does for the killer.
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@AStupidMonkeyy But how often are protection hits a thing? Definitely not enough for 2 for each player, which would be required if every player got 2 unhooks as well, which would max out the stacks.
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@MegMain98 That's my feeling exactly, except I'd rather face other killers. He's not really someone I care about facing because he's just an annoyance. His passive making skillchecks a bit more difficult is the only thing I find interesting about him.
@Dragonredking A GhostFace or Myers can definitely be scary. Sure, they lose that after you find out who they are, although that first jump scare is generally always a rush.
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I would like this but at the same time every time I throw on a bloody party streamers the killer DCs almost instantly.
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@Tru3Lemon WGLF is the one that gives you bonus BP for every action from unhooking survivors. It doesn't increase healing. You're thinking of We'll Make It.
@LastShoe It may not be the main reason but it helps tremendously. BBQ can give 100% bonus BP A LOT EASIER than you can get 100% bonus BP from WGLF because WGLF can only be procced a maximum of 8 times with one proc giving 25%. This means that at most only two people can get max stacks whereas a killer always can get max stacks. This is a significant potential boost in BP. I do agree that the BP categories are terrible as well, but BBQ gives a much easier and very significant boost that survivors cannot get with guarantee because killers get it with their main objective whereas survivors get it by being lucky enough to get to the hook first while having the perk without farming them right in front of the killer(thus giving other survivors more time to get them off the hook instead of you).
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@NoShinyPony Because you'd only have to patrol 3 gens if you got tired of chasing a survivor. This cuts down time significantly. Also, if for example one gen is separated from the other two, that makes it harder for survivors to actually get the gens done because you as killer also know that's where they're gonna go. They'll get a gen done eventually, they're supposed to, but you're asking to slow the game down. This would allow for that as you don't have to patrol as much due to having only 3 gens you need to worry about in early game. This also rewards survivors by giving them more breathing room as they complete more gens while giving them more pressure in the early game. Keep in mind they also wouldn't know which gens are entity blocked until they found them.
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@NoShinyPony I mean there are ways that they could balance it to where the killer didn't have it super easy(separating at least one gen far enough away from the other two so that you could make progress as an example, though I'm sure there are other possibilities), and 3-4 people could still get on one gen, do it, and then one to two more gens would open up. You pretty much HAVE to do the middle gen in Lery's for example either way. Also with the 3 gen strat(if it came to this) that early in the game, it wouldn't matter. The killer would eventually be preoccupied with whoever he found and if he downed someone it'd be their first hook. It wouldn't be like at the end of the game where there are only 3 gens left and he can just protect them forever while people are on their last hook. If there are still 4 people in the match, one of the gens is gonna get done once he finds and starts chasing someone.
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A secondary objective isn't really 100% required. They could do something like having entity blockers on several gens starting out, and have them unblock when you complete one of the unblocked gens. For example, on Lery's with the middle gen and two others being unblocked, this would allow the killer to patrol a bit easier early on. Once a gen is done, another is unblocked(or two). Killer wouldn't have 3 gens done before the first minute and survivors would have to sweat a bit more. Of course some perks that have base entity blockers on gens would have to be revisited, but I think this would be a nice way to handle gen rush without needing a secondary objective. Technically there already IS a secondary objective, it's just not required(totems).
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@Zarathos One second to be exposed for a yellow and brown add on combination is massively overpowered. If you can't see that you're either blind or willfully ignorant.
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@Crazewtboy I mean they could make it where if you don't have Borrowed Time you get the exposed effect automatically if you unhook in the terror radius of the killer, making it where people won't WANT to do that normally.
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Imagine the feeling when you're a survivor getting farmed off the hook right in front of the killer, with a survivor that doesn't have borrowed time.
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I feel like they should have a tier 1,2, and 3 teachable and once you unlock that, it's unlocked for all survivors/killers personally. You can lock each tier teachable behind prestige if you really want, but it's kind of annoying hoping to get that one perk for a survivor or killer that you just never seem to get.
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I dunno what people were complaining about. I've looked at Ghostface right in front of him and not broken him out of stealth whereas he exposed me on PS4. This change will do nothing but make it so that if you DO see him, then you can actually expose him. As for playing him, I've had fun with playing him and I feel he's in a pretty good spot. If you're worried about him becoming trash tier after a change like this you're being ridiculous. If you think he needs a buff(I mean he does have a problem with the gen rush, but that's not really his fault), talk about that. Don't complain about an issue that is being fixed. Very rarely have I been exposed as GF unless I was out in the open stalking someone, and even then sometimes I would get a full stalk bar without addons that decreased stalk time.
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This may be the case at rank 1 gameplay but in my gameplay experiences survivors rush to unhook me without Borrowed Time, I get downed and put right back on the hook and they get off scott free. Then they do it again and I get killed without even really getting much of a chance to play the game if I'm the first one down. It's at these moments when I watch the game hoping the killer kills them. But then someone WITH Borrowed Time unhooks them at the end of the game and they get away and I'm even more annoyed. I wish it was a mechanic that you couldn't be unhooked in front of the killer unless the one unhooking you had Borrowed Time. Getting farmed pisses me off more than anything.
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@Blueberry @Croquedead I don't think Remember Me is nerfed into the ground personally. I've definitely gotten some kills that I wouldn't have gotten without it.
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I'm not entirely sure aside from making the survivor think they're safe when they're really not. However I feel like it allows for a lot easier stacking of Remember Me.
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At least we're getting those offerings pretty often, at least I am.
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I'd also like it to be when you hook a survivor, not when you pick them up. It's kind of hard to focus on all the generators being worked on when you have a wiggling survivor in your arms and you're looking for a hook to put them on. Which mine is only rank 1 right now so maybe it's better at rank 3, but it's kind of frustrating right now.