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Atrushan88

Atrushan88

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Atrushan88
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  • I do pretty okay with Thrill of the Hunt as it is. I generally play Hag with it, Ruin, and NOED, once I get one person on the hook(I usually bring them to the basement with perks that help me make the distance), I generally get a 4k so I don't care about my perks after that. Also the notification when someone is working on a totem helps me find survivors so I kinda like for it to stay. Also something like this would work against Haunted Ground, because you'd want Haunted Ground to be cleansed before Thrill. You could potentially make it light up ALL totems whether they're meant to be dull or not, so that they don't know if they're cleansing Ruin or a dull totem. But then if you have NOED RIP. But that would definitely protect your hex perks a bit better. Only the killer could see actual hexes, where survivors would see any totem lit.

  • From watching all the previous trailers, they're generally on the map that is going to be added, so maybe we'll get the store from this trailer as a map? I'd really like a new map as well. If we don't get one then boo.

  • Perfection.

  • @Tensor honestly perks are meant to counter each other most of the time. For example, you have Remember Me, it's counter is Wake Up. You have Iron Grasp, it's counter is SUPPOSED to be Boil Over. Light Weight, Predator. And then you have Adrenaline, No One Escapes Death. In addition, I literally JUST had a game where closing the hatch caused the last person alive who was slugged on the ground to escape when I had 3 in the basement dead on hooks because I was Hag and the doors were on opposite ends and she had adrenaline. You can't complain about NOED while things like that are happening.

  • @AsmodeusJones Except Adrenaline still activates when a killer gets a 3k and closes the hatch. NOED activates when a team fails to do a secondary objective. You could consider it a way to slow the game down about like Ruin. If NOED needs any kind of nerf, it would only be lighting up all totems so people know that it's out there. Adrenaline also cannot be removed whatsoever, nor can MoM, or DS, or any second chance perks for survivors. Killers can have perks removed from the entire game by simply doing a secondary objective. When Ruin is lit up, it's generally taken care of, so why is NOED any exception? You have the opportunity to REMOVE a killer's perk completely, why wouldn't you do this? They already have 4 perks vs 16, removing Ruin which most killers run, makes it 3 vs 16. Cleanse all the totems and that's 2 vs 16 if the killer is running both.

  • @Aari_Piggy66 I'm not defending it at all, I was just using the point that it wasn't taking the game hostage if that isn't, but I see them both as taking the game hostage, as it's not playing the game normally, which is a reportable offense. I'm not sure if they'd count this measure of dickery as reportable, but under the report options that phrase is there, and this is definitely not playing the game normally. As for the situation, there are also times where the killer just stands on the hatch waiting for the survivor to show up so he can close it in their face. Had this against me earlier, so killers are adapting their strategies to do things like this and make the game last longer.

  • Pig traps arm after a generator is completed. Did you put the trap on their head before all generators were completed? If not, then the trap wasn't active and they removed the interaction that traps kill players when inactive.

  • @Impact I mean, yeah, games overall go entirely too fast without ruin, and with it, all it takes is finding the totem which also in my experience goes pretty fast. As a survivor I'm not amazing at finding totems personally, but maybe that's because I haven't gotten used to all the totem spots. Either way, I think that non SWF survivors would be able to adapt pretty quickly. Small Game and Detective's Hunch would help a lot for solo survivors in general, and NOED is already generally a perk that requires all totems to be taken care of, unless you wait until it activates. Devour Hope is one pretty important reason for this change as well though. It feels like it generally gets taken care of before you can do anything with it. I don't think I've actually seen anyone get a kill by hand with it, and I've seen Monto use it in quite a few videos.

  • @Aari_Piggy66 In your own words then a survivor going around hiding when the game ended was ALSO not holding the game hostage. The gameplay is still going on, the killer can still find and kill them. This is the EXACT same thing as a killer slugging someone when the EGC started and following them around while they are literally helpless, except not, because a killer can actually still do something about it. Not participating in NORMAL GAMEPLAY is part of the report options. Slugging someone and making it where they are unable to do anything is not normal gameplay. Even if it's not holding the gameplay hostage by their standards, it doesn't make it any better. It's just a killer trying to get revenge on survivors who wouldn't leave, even if the survivor they're doing it to isn't like that. Two wrongs don't make a right, and defending this kind of frustating experience means you're just like them. You'd get the same bloodpoints from putting someone on a hook, so do it and stop dragging out the game purposefully.


    This has nothing to do with "tunneling", camping, or whatever, it's about not being an #########. If you sit there and stay right around someone while they're hooked, it's kind of an ######### move, but if you force them to sit on the ground for 4 minutes when they already can't escape, you're just being a dick because you can. I play both killer and Survivor, and I would never do this to someone, it's a waste of time for both of us and the poor person who was unfortunate enough to be stuck in the EGC and got downed doesn't deserve to be treated like that. They already got the ######### end of the stick, there's no point in adding insult to injury and wasting their time and mine just to "send a message".

  • On another post about this same topic Peanits said that a chapter can be just a killer or just a survivor. That alone to me is pretty telling that they're aiming for JUST Ghostface.

  • @Aari_Piggy66 Just because one survivor done that to you, doesn't mean that you, or any other killer, should have the right to do anything similar to anyone else, and yes, 4 minutes is a long time to remain unable to play the game at all. At least a killer CAN look for whoever is hiding. The EGC was a solution to issues like this, but now killers are looking for ways to target Survivors with similar attitudes that get around the EGC. While 4 minutes is not 2 hours, it's still a long time to be basically AFK from a game you're playing, especially combined with the queue times for survivors to get in new games. I am playing less games than I am waiting generally, so 4 minutes is a lot of time. As a killer, I can generally get a queue within 15 seconds, so 4 minutes wouldn't be a huge amount of time, but if I was unable to do anything during that time, I'd still have a problem with it. The survivor is unable to do anything in this time frame, the killer is just toying with them, so it is holding the game hostage.

  • I mean, if there are scarecrows, there shouldn't be crows near them. That's the entire point of a scarecrow >;/

  • I dunno what that attempt of Chucky is but the original would be better. Also I'd personally like to see the Candyman in this list as well. Dunno how they'd make him work but I always liked that. Also The Puppetmaster. But again, I dunno how they'd work.

  • I think a generator should have 5 skill checks in a row the moment you start working on one, after which there are no more. This way when you're repairing a gen and the killer comes you're not likely to have an unfortunate skill check the moment he comes into your view, which happens all too often. This might mess up Freddy but he's getting a rework and we don't know if blowing up gens, etc will still be part of his schtick. If you miss a skill check, it should add another skill check to the 5 that you need to do. This way, you couldn't just do 5 Ruin skill checks at the beginning and forget about Ruin afterwards(If you miss a great skill check on Ruin this should also count as a fail). Besides, consistency is the only way to balance.

  • Killers have found a new way to hold the game hostage, they stand on the hatch waiting for you to come to it, thus forcing you to finish a generator. I had this situation yesterday where a Trapper was standing on the hatch waiting until he saw me so he could close it in front of my face. I didn't give him the satisfaction, 99%ed 2 gens that were close together and was gonna go straight for the gate. As soon as I finished the first gen and was running to the second, he started the EGC and ran straight for the gate(both were close together).

  • I feel like a big part of player DCs would be removed if you got all the points you could off of that Survivor/Killer if they DCed. If a Survivor DCs, killer should get 1/4 blood points in every category + BBQ stack. If a killer DCs, all survivors should get max points in everything, since the game ends abruptly and you have to go back into the long queue times. If you're basically giving the killer 1/4 of his points for DCing, would you do that? I wouldn't think so, and even if they did, I'd just be like "Woo hoo free points".

  • I mean when I play Survivor I generally play with one other person. We're both not amazing survivors, but we can pull out some wins. I do think something needs to be done about SWF though. You have information you shouldn't if someone else does have information. If for example one person has Alert, it's as if all 4 have Alert. If all of you have perks that complement SWF that could be up to 16 potential perks for one person.

  • @Zarathos it's actually 3 minutes if you're downed, and generally they have downed me, left me on the ground and followed me until the entity takes me, leaving me unable to do anything. Also if the killer WILL NOT play the game right, they ARE holding the game hostage. If a survivor is going around cleansing totems etc, you can still hit them. If they're far enough from the exit gates you may even be able to kill them. As a Survivor you are literally helpless when you're crawling on the ground. Also if it's not right for Survivors to hang around at the end of the game, then it'd be hypocritical to say that it's alright for Killers to because Survivors did in the past.

  • Make it where the more survivors are in a party the less pallets a map has, lol.

  • The problem with battle passes is you're paying to grind. I liked battle passes when I was somewhat playing Fortnite because I was getting more than I paid for overall, but then I ended up never getting to the max level because I didn't play it that much, which caused me to lose out on things like really awesome skins at the end, especially when they started adding skins that were higher tiered versions of the base skin you start with. That's when I stopped buying the battle pass. I also don't agree with lessening the grind by literally half for paying players. Grinding is already hard if you didn't start long ago, and if you don't have Ruin on a killer you're pretty much screwed. Someone with a premium battle pass would get Ruin 2 times faster than someone that didn't, outside of REALLY ######### luck. If BHVR wants to add something like a premium membership, it shouldn't be something that you have to grind to get the rewards. That requires too much commitment for a game like this.

    As far as them upping skin prices, that's entirely possible as well, because if you can pay 10 dollars to get the same skin as several skins that cost 5-10 dollars, they'd lose money on the battle pass. Or they might even remove skins from the shop completely and load them into their battle pass, OR remove skins from the shop and only have certain skins up at certain times, like Fortnite, where their new skins will be completely battle pass only until like a year later where they might show up on the shop at some point.

    If they add a battle pass, skins won't work the same way for sure. There will be some sort of changes to their base shop.

  • @se05239 I mean there's no secondary objective they could introduce I can think of that would make a survivor risk not getting out, so they'd likely just keep doing gens. Also this technically already IS a secondary objective for survivors, removing perks of the killer, and it does reward survivors by doing exactly that, and it would slow the game down more, imo. Outside of this, the only thing I can think of that would make survivors slower would be slowing down generator progression, or making them have to complete more generators. This would just give the killer a bit more control because now their perks that they have 4 of vs 16 can't be lessened within 30 seconds of the game starting.

  • @Milo Yes, that was the point of it. Of course defending one totem would also mean you weren't patrolling generators, unless you had like Wraith's movement speed, and people already say Wraith needs help so I don't see a problem with that. The thing is this gives Survivor's an extra goal, for example if the killer has Devour Hope, generally that's something you want gone, you're gonna be trying to get those 5 totems. Same with Ruin, of course some people still power through Ruin, but it's still likely to slow the game down even if they weren't worried about totems. The issue with hexes is that they're countered quite easily. It also gives the killer another thing they have to patrol. This would make it easier on killers because survivors would have to actually clear all totems to remove the killer's perks, but at the same time if you run all hexes, all of your perks can be gone. Things like Devour Hope would become a bit better, and Ruin wouldn't be gone within the first 30 seconds. Haunted Ground would need a rework though, but I suppose it wouldn't be a difficult rework. Just make it where when every totem is taken out, all survivors are given exposed instead of when the lit totem is taken out. It wouldn't make it more difficult on any killer, it'd make it easier on all of them. It might make it easier on some more than others, but all killers would still benefit.

  • I personally wanna hear the jingle music as his chase music that gets louder and more present as he chases you. It just doesn't give me chills as much hearing it as just a single jingle when he tiers up. I want the whole thing. Also I don't really mind that chase music but it doesn't give me a Halloween vibe. I haven't seen the 2018 movie though, but I heard they removed some plot that I personally liked.

  • @Milo Cleansing all hex totems would remove all hexes. The hexes would last until ALL totems were destroyed. That's why detective's hunch would be more useful, because you'd need to find all hex totems to remove hex perks. This way they get more use than just 5 seconds to use their hexes.

  • I've noticed Wraith's tend to do it the most often in this scenario. Not sure why, perhaps it's just because they know you can't get away with their speed, and they enjoy your suffering. Either way, it's ridiculous and I feel like 45 seconds after you're put into downed state you should be taken by the entity immediately so they can't extend the game longer than it needs to be. People who are complaining about such change proposals are only complaining because they wouldn't be able to hold the game hostage for longer. 45 seconds is enough for No Mither/Unbreakable/Decisive Strike to take effect I feel, so that your options to get away aren't limited. Also if your argument is that "survivors have been doing it for years", then you're just as toxic as any survivor who did so. Not all survivors hold the game hostage.

  • @Milo You can complete a gen with Ruin on it. People power through Ruin all the time. Maybe Small Game is better, but it also shows traps, etc and has a 10 second cooldown which isn't huge, but what if you're facing Hag or Trapper? You're gonna be hearing that notification quite a bit if so. 5 seconds is also plenty of time, and it reveals EXACTLY where they are, rather than a perk that gives you an auditory warning if you're looking in the direction of one that you're basically on top of already. I don't understand the question on HOW you would find totems in that radius, considering the aura of the totem would be revealed. You'd know exactly where they are.

  • @MineAntoiya Yes, in fact I think Doofy was the original, and the other two were the ones who were using it to their advantage. It explained why he was "working" at the police station. I never understood how he was Cindy's brother though, that part never made sense. I need to re-watch Scary Movie, it was such a good movie. Ghostface on Scary Movie had more of an impact on me than Scream and it's the only movie I think about when I see that mask.

  • @MineAntoiya iirc he wasn't Ghostface in Scary Movie. He was just a pothead. Ghostface in Scary Movie was Cindy's boyfriend and Shawn Wayans, not Marlon. IIRC anyways.

  • The issue isn't that Survivors should have a free escape if they're the last one alive, the issue is that the killer shouldn't be guaranteed a 4k if he manages to find the hatch first after killing three survivors who potentially are just throwing themselves at the killer. The survivor should have a chance. Also, there are 2 potential ways to exit, the exit gates, or the hatch. There are not three, the end game collapse just makes that first option available.

    I personally believe ALL maps need to be EXACTLY the same size, that way they can balance things a lot better overall. Totem spawns could easily be fitted into that, as well as exit gate spawns.

  • Honestly I feel like they should just make it where it takes 3 hits for first down, after which your aura is visible. A big reason of why it's so good is your aura isn't gonna be visible for a long time due to the time it takes for MoM to proc. If it procs EARLIER(due to requiring 3 hits for your first down, instead of being hit twice, put on the hook, and then being hit again after being healed). With this change it'd proc earlier and the downside would come faster. I don't think it should be only for protection hits mainly because the ability isn't named something like "Guardian". It's named "Mettle of Man", this would imply you were naturally tanky in my mind.

  • To be fair to the ones saying they don't own the licenses for the actors/actresses, these edited models don't even fully look like the actors/actresses. Tapp for SURE doesn't look like Danny Glover. Quentin looks probably the closest but he doesn't have the nose lines. They could at least make the characters look a bit better overall. Quentin especially, that man scares me more than the killer.

  • A big problem about this is in my opinion is one big balance problem that it feels like no one thinks of. All maps should be the exact same size. This would allow them to balance things better based on things that they know to be true. If for example every map was x by x, the doors would always be able to be x meters apart, allowing somewhat of a realistic chance of escape if you were the only one who managed to evade the killer's grasp up to that point. If all maps had X number of pallets, X number of windows, X distance doors, then things would be a lot easier to balance rather than just throwing your hands up in the air when someone gets something unfavorable to them and saying "oh well".

  • @Mringasa Yeah I was trying to see the colors that weren't in the corn but it was really hard. Perhaps I do need to play that map like 20 times in a row, sadly I don't have that many coldwind offerings. The issue mostly occurred after hitting them the first time. I'd try to find them but they could get so far away and there's so much corn it was impossible to find them the second time to the point they could self-care back up a health state before I'd find them again.

  • @TAG Apparently you don't, because that's not how "denying the antecedent" works. If A then B. Not A, therefore not B. That is how it works. If I WERE DENYING the antecedent, I would be saying: If it wasn't her intended playstyle, then it would be something they would take away. They DIDN'T take it away, therefore it WAS intended.

    "If it was a dog, it would bark, it didn't bark, so it's not a dog." That's denying the antecedent, but my sentence structure is more like:

    "If it wasn't a dog, it wouldn't bark. It DID bark, so it's a dog."

    To give an even better example, my sentence structure would be like:If A, then not B, A, so not B.

  • @Marcavecunc

    I tried that when I was playing, but I was playing Hag and couldn't see OVER the tractor, and when I'd just get a little bit of height, I felt like I didn't have enough height.

    @fluffybunny I was using puddings, and I didn't think I'd get it several games in a row.

    @MegMain98

    I actually don't mind Lery's as Survivor. It's a little cramped, but at the same time the doors are in totally opposite directions, so if it ends up being a hatch game and the killer closes the hatch, and I know which door is the closest to the killer(which is the one they usually go for), I can go for the one farthest away, giving me a free escape where on another map it'd be a complete loss for me. Yamaoka for me is just kinda eh. It's an "I'll take it" but not a "Hell yeah!" for either killer or survivor for me. It's kinda small so as killer I feel a little okay with it, and as Survivor there are okay places to hide if I know where the killer is coming from. Ormond as you said is definitely one that I hate. I can barely find my hexes on that map as killer before they're gone. Really the only map I completely dread is Coldwind though. That corn is hell, especially when I'm playing Hag because I'm not tall enough to look over it so my screen is basically 95% yellow.


    @DudeDelicious

    The problem is, I had 2 survivors left in those games, and I'd hit one, they'd get away and self-care, or heal each other, then I'd go looking for them, hit another, they'd get away, repeat until FINALLY I managed to down one, close the hatch, and force the other to go for the door in the first game. The second game I can't remember because it only took me 30 minutes instead of an hour, so the hour one is more prominent in my mind, but I managed to 4k in both, it just took a REALLY long time because of self-care and them healing each other in the corn. A 15 minute game can be fun, but a 30-60 minute game is just torture. I was actually hoping they'd just get the gens done and leave but at the same time I didn't want them to win just because they could crouch in corn and I couldn't see them. I had one I saw pass by, did a double take, and lost again. I knew where they were going, it was just hard finding them, so I'd try to get higher ground, but that didn't help either, I could just go and stop them, they'd run off while I was cleaning myself after a hit and then we'd be right back where we started. If I was taller I could see the corn move, and I would hear them sometimes, and look around for them, but I could never find them.

  • @Milo All for the ability to be one-hit and unable to recover. No Mither is terrible. Much rather run Unbreakable+Iron Will than No Mither. Blood doesn't seem that easy to track on most maps imo anyways.

  • @Mochan

    To be fair you can get back up with Unbreakable and Iron Will reduces grunts of pain by 100%. I don't think No Mither has any good sides you can't get anywhere else, outside of being able to get up more than once, but how often would that happen anyways? Getting up once is rare enough for me.

  • @TAG

    I'm not gonna argue about this with you anymore, I disagree with you, you disagree with me, there are people who agree or disagree with both of us, but I will say this per your argument that you can use that exact sentence to claim that I am "denying the antecedent".

    "If she WERE Brazilian, then she would know that Brazil's official language is Portuguese. She ISN'T Brazilian; she's from London. So, she surely doesn't know this about Brazil's language."

    "If it WAS her intended playstyle, then it wouldn't be something they would take away. They DID take it away, so it wasn't intended."

    Notice the difference? If you don't, I capitalized it. There are two very different things in those sentences. In one, one thing is saying that if she WAS Brazilian, she'd know that Brazil's official language is Portugueuse. But she ISN'T, so she surely doesn't. But let's apply their sentence to a more parallel view of my sentence.

    "If she WERE Brazilian, then she would know that Brazil's official language is Portuguese. She IS Brazilian. So, she surely does know this about Brazil's language."

  • @burntFuse But in essence doesn't that just give you 4 perks? If no one likes that character's base perks and the "set perk" wasn't top tier, they'd likely not use that character anyways. People will just keep playing Claudette, Feng, Meg, and Nea. David would probably see less play unless people play him normally because of No Mither as well.


    Personally I want all characters to have individual blood points for their character tree. That way people would have to play each character to level them. The only issue is that currently blood points are one big currency and it'd be hard to change from that, unless they just gave each character a percent of your current blood points. An optional thing could be giving certain perks that are currently top tier ONLY to those characters. Self-Care to Claudette, Balanced Landing to Nea, Sprint Burst to Meg, Dead Hard to David, Lithe to Feng, Leader to Dwight, Decisive Strike to Laurie, Mettle of Man to Ash, etc. May feel like crap if you leveled a character specifically to get the teachables for those perks, but I mean, most characters have one REALLY good perk that everyone wants to get the teachable for that generally end up becoming a bit too strong in combination with other strong perks. That would pretty much take away part of it.

  • It's especially annoying when you know you're likely gonna 4k, but the game just drags out forever because they're just crouching in the corn and healing each other when they get hit, or have self-care. I was thankful one game where I managed to get an Adam because I could see his coat in the corn no matter what, got him in the basement and then everything was easier because they were coming to me.

  • @TAG

    1. I don't know much about Legion, aside from the fact that his intended playstyle is to hit one target, then follow the aura to other survivors, but I doubt their INTENT was for Legion to purposefully miss attacks. That's just silly. In addition, if this changed Legion's playstyle, this change was INTENDED, that's why it's called a REWORK. His kit isn't SUPPOSED to be the exact same.
    2. Suggesting it to me won't do anything, and if they don't change it, then again, it wasn't their intent.
    3. It is not a fallacy, it's pretty obvious in fact. They didn't REWORK the pig, so they didn't change the way her kit was intended to work. In addition, do you even understand what you're talking about? A LOGICAL FALLACY. That's an oxymoron. I can't be illogical and logical at the same time.
    4. If you asked me how them removing it due to the EGC proves it, I'd tell you what I've already told you. Her power explicitly states that generators need to be completed for a RBT to become activated. If I told you a microwave would only power up if I flipped a switch, and I didn't flip the switch, would the microwave power up? No. If the microwave powered up when I hit a different switch than the one I stated, and I didn't mind because that switch wasn't that important anyways, and then later changed something that would make that switch MORE important, I would fix the problem with the microwave powering up when I flipped the switch that wasn't intended. This is exactly what they did. It was excess fat getting in the way of their EGC.

    Either way, let's just agree to disagree because you're just gonna keep attacking me until I agree with you, and I'm not going to agree with you that they INTENDED for the pig to place RBTs on people's heads after the gates were powered when they clearly didn't.


    @FireHazard

    I didn't ever say that her RBTs were intended to kill. In fact I've been saying that her power has been intended to stall the game, not wait until the end of the game. TAG is the one saying that her power was intended to be used at the end of the game.

  • If you're the last one slugged after the EGC starts, one minute should be the most you can be on the ground. That is plenty of time for Unbreakable/No Mither,

  • I had 2 where I killed 2 early(of course one disconnected when I picked them up in both), and then it took me like an hour of playing trying to find the other two on one, and like 30 minutes on the other. The gens were pushed up where I could moniter them all, I just couldn't see any of them because they were all crouching in the corn and I was Hag so I couldn't see #########. Each game one was a Claudette too. I ended up 4king on both, it just took me an hour on one, and 30 minutes on another trying to find them and patrolling gens.

  • @Caz2018 It's happened almost every time for me when I play as Survivor. I load into the game, Killer stays for like 3 seconds and then disconnects. I play on PS4 though, and I feel like it has the worst kinds of players tbh.

  • I think the issue isn't as much the blood points but more so the blood webs. Every blood web you get 2 perks(after a certain level anyways) to choose from, of those two perks, you can pick up one. At level 30+ the blood webs start getting really big and it takes more and more time to get to another level. Perhaps more perks should be put on blood webs per level, allowing each level to give you more chances on the perks you really want/need. Say levels 1-whatever level(I think 10) 1 perk, then when it normally goes into 2 perks(I think 11+), then level 15 3 perks, 20 4 perks, and 25 5 perks, whereas every blood web after that has 5 perks. The grind wouldn't really change much, you'd just be able to customize your killer/survivor a little easier in the blood webs faster. As for teachables, perhaps they could lower the level to 25/30/35 instead of 30/35/40. 5 levels off per survivor/killer could make a huge difference, but not to the point where it'd feel like it's too easy to get. Individual character blood points though is kinda something I'd like to see. For example, I wanna have to play Michael to level Michael. It seems kinda silly playing Michael and leveling Hag, or playing Claudette and leveling Feng Min. It seems especially silly playing a killer and leveling a survivor. The only issue I see with this is that blood points are currently a singular currency. I suppose they could make it split up the blood points you have between all your current characters if they did decide to do that though. Individual character blood points though I feel is something that needs to happen imo. It'd give a reason to play killers and survivors you don't play instead of playing a killer/survivor you always play and then leveling up the character you don't with the blood points you got from playing that character.

  • I mean 20% instead of 30% seems more reasonable, as it normally goes up by 5 per level. I feel like maybe picking and choosing ONE weak perk of each survivor and buffing it by a lot when they use it(or a little if it's already strong) would be the better choice. Like Bond being map-wide for Dwight, Meg's Quick and Quiet having 100% uptime, etc. Things like that that won't make perks OP, but will give a reason to use other survivors.

  • @premiumRICE I posted that in balance feedback. It really does need to be addressed.

  • @TAG

    1. If they removed it because of the EGC, that means it wasn't intended. If it WAS intended, they'd have kept it regardless of the EGC, because it was their intended playstyle for the Pig.
    2. If it's paused completely, yeah, it'd be balanced, maybe you should suggest that if you want to keep it that way.
    3. No, I'm not. If it was her intended playstyle, it wouldn't be something they'd take away. It was a side effect, nothing more. The fact that they DID take it away, means it was excess fat that needed to be trimmed, therefore the evidence DOES side with me. I am drawing my conclusions based on evidence in her power's description. Generators need to be powered for the Pig's trap to activate, that's how it was intended, or else they wouldn't have put it there and traps would have activated the moment they were placed. They set a condition, that condition was generators being completed.
  • @TAG You're complaining about them removing that EXACT playstyle, so how can I be wrong about it? They didn't intend for it, it's pretty obvious by both the SPECIFIC CONDITION SPECIFIED IN HER POWER and the fact that they REMOVED IT. It wasn't an issue before, so they didn't care if it happened, it IS an issue now, so they removed it. It's pretty simple from a balance standpoint. Also, again, if this WAS allowed, it still wouldn't matter because people would kill themselves on the hook because it's a GUARANTEED kill, there's no way you're gonna have enough time to travel the map searching through 5 boxes(7 possibly) AND get through the gate after it opens in 2-3 minutes. People would kill themselves on the hook if they were smart so the pig wouldn't get more than the one kill they got. From a developer point of view, it's pretty obvious it wasn't intended, if they INTENTIONALLY put "When a generator is completed, the trap becomes active". But if you want to go through the idea that I cannot say they didn't intend for it as a potential playstyle simply because they didn't go out and say it, then you can't say that it WAS intended as a playstyle. Either way, the evidence sides with me. If the power states that it needs a generator for an RBT to become active, that means as the pig, the intended playstyle is that you're supposed to put RBTs on people's heads before generators are completed. If a dev tells me wrong then sure, but I'm 99.9999% sure that I'm right.

  • @TAG

    The timer started when a gen was a completed or when the gates were powered, so it did not list that. You are objectively wrong on this.

    If it starts when any gen is completed, it starts when any gen is completed. This doesn't change that. If it starts when the gates were powered, then sure, I'm wrong, but you didn't say that, you said that it starts "when all generators are completed". If it starts "when ALL GENERATORS ARE COMPLETED", then a GENERATOR WAS COMPLETED. That's why it started, because her power specifically states when a generator is completed, the timer starts.

    My point is that arguing that they're doing it wrong because the devs couldn't fit that in the description makes no sense. The reasons for the different things that were left out of the description are irrelevent because the important thing is that all of those interactions were INTENDED by the devs, including having trap timers auto-start. You can't just say "Oh those things that were left off the description? Yeah, those don't count because XYZ. But this thing that was left out? PROOF THAT YOU GUYS WERE DOING IT WRONG." That is textbook double standard.

    They DID fit that in the description. Her power SAYS THAT WHEN A GENERATOR IS COMPLETED, THE TRAP ACTIVATES. There's no double standard, the things you are saying WERE NOT INCLUDED IN THE POWER because they were obviously not that important. The IMPORTANT information is included in her power, and in her power it says that her traps activate after a generator is completed. That tells you what they WANT you to do with the pig.

    Doesn't that mean that they deemed it an acceptable way to play the Pig? Ergo not wrong? Assuming it wasn't intended to be a valid playstyle in the first place.

    Definition of wrong - not correct or true; Incorrect.

    The intended playstyle of the pig was obviously to put RBTs on people's heads before generators were powered(In other words, before the GAME HAD ENDED). This means that they were playing her incorrectly, in other words, WRONG. They likely only allowed it because it wasn't hurting her numbers terribly or making her overpowered AT THE TIME. With the EGC coming, they decided it would make her too powerful, and considering she's doing really well via their numbers, I'd say they made the right decision, but the people who were playing her that way before WERE PLAYING HER INCORRECTLY as they were not using her power the way it was intended. Just because they found it acceptable at the time, does not mean it was correct. It means "Oh, people are playing her wrong, it's not hurting her so that's fine". They're still playing her wrong. BHVR just didn't care. Now they do because it's messing with something else.

    That is exactly what you are doing. You are splitting hairs here. You are judging how people were playing the Pig based on the literal wording of the description and nothing more (and then arbitrarily dismissing the issues with the literal wording of the description when it doesn't suit your case). You have to judge things by how the devs knowingly implemented the features, not by what they left out of the power description. Otherwise, by that logic, Pigs who weren't throwing their Survivors past the Exit Gates were playing her wrong because the ability says that traps trigger past the Exit Gate, which is PURPOSEFULLY what it says in the description, going by your logic.

    No, I am saying that they are playing her wrong based on what WAS in the description, you are claiming that people AREN'T playing her wrong based on what WASN'T in the description, except here's the difference, if it was IN THE DESCRIPTION, then it was specifically intended. If it WASN'T in the description, then it's up in the air. There's no evidence yay or nay for whatever you try to establish based on a LACK of information, but there is based on what information IS there. I'm saying they were playing her wrong based on the information that WAS there, you're claiming I'm saying they were playing her wrong based on what WASN'T there. Imagine if there was a killer that could teleport to any generator that was completed, now imagine that there was a bug where the killer could teleport to exit gates if someone even touched one, and BHVR found it didn't make that killer oppressive, and suddenly people started playing the killer by letting people power the exit gates, teleporting behind them and grabbing them off it. BHVR didn't INTEND for that playstyle, but they allowed it for now, doesn't mean it was the right playstyle. Later they find that it becomes too oppressive and changes it and people complain, saying they ridded a killer of a playstyle they loved. Obviously that would be a little overboard for a killer, but it's just an example that is pretty similar to the situation now. The playstyle was not intended, because the power specifically talks about generators being completed to fulfill the killer's objective.

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