Avariku
Avariku
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- Avariku
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David - "It was like that when I got here."
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I would actually like to see some way to gain bloodpoints while being camped. contrary to what one person thinks it is a wasted round. thats lobby wait time, plus load screens, plus 2 minutes of dangling there all just so some troll can get his kicks.
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I've run into some seriously confusing matchmaking on xbox as well.
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this is actually a perfect example of that said entitlement. The devs add something to bring a little more balance to a problem and the result? Killers camping even more to protest not getting their way like a bunch of petulant children.Malakir said:
The other way around. Some people might start to hard camp for protest about these dumb changesStar99er said:Borrowed Time is getting a nice buff so hopefully that’ll help against campers/tunnelers.
If instead of incentive hunting you punish people for face camp what are you gonna get? More face camps
And what do you get when you take out the hunting incentives nerfing them and giving even more counters? You guessed it! Even more camp
don't get me wrong... there's entitlement issues on both sides of the coin... but this was too perfect of an example to pass up on. -
No, I Lol'd it.FengMinLithe said:I’m going to assume that a entitled survivor main lol’d my comment
and while I'm not a survivor-main... I do tend to side with survivors in debates on balance.
The reason I reacted the way I did is because I always hear excuses for camping.
"its only at low ranks"
"its only at high ranks"
"they must have done something to deserve it"
"its because survivors are OP"
these responses contribute nothing to the conversation about this issue and I've heard from people in various ranks and on various platforms complaining over that exact issue.
also, the whole "killers are weak and easily beaten." please... even the statistics provided by the dev team have proven that isn't the case, escapes are less than 50%.
regardless of what they have provided I see it all the time as I play this game far more than I should and whether I play as killer or as survivor... Killer wins are easily more than half.
(I consider it a win if they get 3k or more.) -
"freddy is balanced"
okay, yep... bait thread. got it. -
I won't even try to pretend this game is balanced... and unlike most I do think it's killer-sided. but to say that legion is balanced is just flat out wrong... legion cant even consistently down survivors as is and even the dev team is planning on tweaking them a bit.
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I hope they do, but I kinda doubt it.
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I'll admit I teabag as a survivor, but usually only at campers cause I want to throw a little frustration back at them for their poor choice of "strategy".
and as killer I almost never go full 4-k hungry unless I'm up against those swf's who want to teabag, flashlight, and body block... and even then "most" of the time I kill them all so I feel better after its over. But honestly I run into camping killers WAY more than I run into sweaty swf's.
(if you don't try to bully me I won't bully you kind of thing.) -
I play stealthy survivor and I always run Alert. it's really handy to see where the killer is and which way they're going. (unless they're good at mindgames)
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Honestly that's a big problem I've had with the game for a while now... Mind you, I keep myself roughly around rank 10 as killer because of my style of play.
but when it comes to survivor? I'm regularly running into campers or getting killed in most of my rounds and if I do manage to escape its because I have personally done one or two gens, saw that the match was headed towards a 4k and began looking for the hatch so that I "might" be able to escape.
I honestly hate playing survivor because of this and main killer simply because playing as a survivor is just asking for frustration and getting less bloodpoints for my trouble.
I wish I could play survivor more, I prefer the fear of trying to escape, but I've given up on it until some changes are made. Until then I will just continue playing "friendly killer" and getting bloodpoints to unlock the crap I want since its a lot easier. -
noone is whining, at all, definitely not about killers losing items, cause survivors never lose theirs. I was just lying to make my case look betterMrMyers said:@Avariku said:
MrMyers said:@Avariku said:
it's really pathetic that so many killers are whining about this idea.
it literally does NOTHING to you... it simply incentivizes more survivor play.
this issue is exactly why I end up playing more killer than survivor. (this and the abundance of campers on xbox)
1: Disagreeing with someone does not automatically make them a "whiner"
2: Killers have much harder jobs, therefore granting them more bloodpoints.
did I say ALL of them that I disagree with are whining? no, I stated that there are a lot of them whining about it and yes... that's a fact.
second, no one is trying to make killers get less for the work they do, they're trying to get more for the work that survivors do... so where's the problem you have with this?
I guess survivors should just risk their lives for their teammates "just because" ?
breaking totems and voluntarily slowing down the game just in case someone has NOED shouldn't be rewarded?
no, you're right, survivors shouldn't get any incentive to play the game since they're obviously not putting in anywhere near as much work as the killer, hell, they're getting too many bloodpoints already.
Who is whining?
I didn’t say people are trying to make killers get less blood points.
You act like survivors get much less blood points than killers. This is incorrect. Try “We’re going to live forever”
you're right, it's a fallacious point I was making that clearly serves no purpose. it definitely wasn't meant to illustrate that killers are up in arms over something that literally doesn't affect them at all.
and once again, no, you're right, survivors should be forced to rely on a broken mechanic (taking hits for other survivors that rarely register) or throwing ourselves at the mercy of every camper for a rescue to get bloodpoints.
I'm sorry that I forgot how hard this game is on killers... I'll let myself out... -
1. Camping - it's easily 3/5 games on xbone.
2. Current bug keeping me from grabbing anyone off gens.
3. Survivors standing around exit gates just so they can teabag instead of leaving.
4. Hex totem placement
5. Gap between SWF and solo. -
I prefer to hold it, but it's easier on console... they should at least provide an option to switch the setting to toggle if you prefer that.
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It's pretty sad that so many on here resort to such a gang mentality that they think they're right just because the people on their side are backing them up.
I'm a killer main who actually enjoys the thrill of the chase and I don't really have a problem getting kills when I want to play serious. (I'm only rank 10 because I choose to play "friendly")
and while I don't have a problem with tunnelling I definitely do have a problem with campers... it's lazy and boring.
and since I've already seen a rant about it being called lazy... yes, I said lazy.
so what if you hunted them down, got your two hits, dodged a flashlight and got them to the hook... you aren't entitled to that kill.
the game is not designed for survivors to die after one single hook. Why? because that would be unbalanced.
but it's stupid to play any other way, it's only intelligent to get it down to a 1v3 as quick as possible!!!
yet again, lazy... the game is NOT 1v3 it is set up as a 1v4 for a reason. you're just manipulating the game so that it's as easy as possible for you while still whining that its unfair against all the poor abused killers. xD
granted, I will admit, in the higher ranks it does get extremely toxic as far as those teabagging survivors are concerned, it's why I'm quite happy at rank 10.
I can play casual or friendly and still be good enough to punish the sweaty tryhards "most" of the time when it needs to be done.
but when I play my rank 13 survivor? nothing but camping killers left and right... it's why I pretty much only play survivor to do daily's and that's it.
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"whoever finds the hatch first wins."
you do realize it's WAY easier for the killer to find the hatch than the survivor, right?
they actually have to stealth around to find it without getting found themselves, meanwhile the killer can just stroll around looking for it without fear.
don't get me wrong, the hatch mechanic needs some tweaks, but so often I have seen this work against the survivors.
just last night had facecamping Michael that wiped the team + 1 disconnect.
after I died I spectated and when the hatch standoff hit, he stalked the survivor in front of her and then tombstoned her... there are ways around it. -
honestly I would love to see a mode where its just solo survivors... it would make a good base for comparing statistics too.
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nah, they can be tough... but I can usually land them. can't land the "great" but I can keep from failing it.
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don't coincide the colors to specific hexes, just mix them up for colorful aesthetics... I would personally love to see some with green flames.
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sorry ashley, I'm usually a survivor favoring killer-main... but even I don't think this would be a good idea.
it's really not asking that much... if healing is such a crucial perk for them... they can play claudette. -
maybe after the gate is powered and opened, it slowly begins shutting after about 45 seconds, but the progress bar only deteriorates to half so that it can be opened again? seems like a decent compromise to me, plus it would make for some clutch moments of trying to escape while the gate is slowly shutting, just barely making it under it or having to crouch at the last few seconds.... would suck to misjudge it though. xD
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honestly I LOVE playing "friendly pig".
chase someone, put them down, put a trap on their head and spin in circles till they break free and go find another victim.
I'll usually catch 3-4, letting them wiggle loose before I even begin hooking, and then I try to keep track of who would be "dead on hook", but sometimes I forget or get mixed up and accidentally kill them.
I get plenty of bloodpoints, have fun sneaking up and scaring the crap out of them and then everyone gets to go free.
the only time I aim to kill is when I run into teabaggers or the ones who immediately go into try-hard mode and start bodyblocking my first hook, or if they annoy me with their dollar-store flashlights.
last game I played of friendly pig I even had one survivor running for the gate with the RBT on... I hit them once, trying to stop them, but they still killed themself.
I messaged them after, asking them why and they just said it would be funny.... they were right though... gave me a good laugh. -
either I overestimate the toxicity of the players I've run into or you underestimate it.
I'm honestly not sure which...
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yea... that grab bug is on my last nerve. I main pig and quite often I will stealth up to a gen to grab someone and then just get denied...
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by people who are literally just trying to troll teammates by kicking them off of the rescue for the sole purpose of watching them die?
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it would actually be an interesting feature to keep you from getting farmed or unhooked while the killer is already rushing back or camping...
but at the same time I feel this would have to be very carefully implemented to avoid being abused. -
did I say ALL of them that I disagree with are whining? no, I stated that there are a lot of them whining about it and yes... that's a fact.MrMyers said:@Avariku said:
it's really pathetic that so many killers are whining about this idea.
it literally does NOTHING to you... it simply incentivizes more survivor play.
this issue is exactly why I end up playing more killer than survivor. (this and the abundance of campers on xbox)1: Disagreeing with someone does not automatically make them a "whiner"
2: Killers have much harder jobs, therefore granting them more bloodpoints.
second, no one is trying to make killers get less for the work they do, they're trying to get more for the work that survivors do... so where's the problem you have with this?
I guess survivors should just risk their lives for their teammates "just because" ?
breaking totems and voluntarily slowing down the game just in case someone has NOED shouldn't be rewarded?
no, you're right, survivors shouldn't get any incentive to play the game since they're obviously not putting in anywhere near as much work as the killer, hell, they're getting too many bloodpoints already. -
mind you those good plays occurred at rank 10. Yes, I could probably rank up higher, but most of the time I play friendly and try not to hook people if I know they're going to die.
(I do love it when they die from traps though, but that is extremely rare. 1/50 games or so?) -
I main amanda and I definitely think she could use a little buff.
nothing major since I really don't have a hard time getting kills with her and have even destroyed a few tryharding SWF teams with her.
but I will say the crouched vision would be a big help and the combat straps being added as base kit would too.
the problem is that her RBT is barely a minor inconvenience sometimes and most of her addons honestly do far more harm to her than to the survivors. -
I'm honestly way more onboard for this change than I thought I would be when I read the title.
(there has been so many terrible ideas going around lately.)
It's not a massive hindrance to the survivor, but would actually add some challenge and purpose to the effect. -
most of you seem to completely overlook the point. This is information that SWF's get for free, among a variety of other pieces of information.
we need to fix the gap of information between SWF and solo. this gap is one of the biggest problems with proper balance in the game.
in order to reach better balance, we either need to remove the ability to use 3rd party software with the game (not even sure if that's possible) or we need to equalize the information between SWF and solo.
only after that is handled can this game ever get a semblance of true balance. -
I hardly see clown or pig, and I hardly see quentin.
I would actually love to see more statistics laid out by bhvr. -
no no, I want a perk that slows all survivors movement speed by 50%. that will fix genrushing and finally bring balance to DS.
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bait posts are meant to annoy people that's the whole point... so you should be very happy with yourself.
xD
and sorry, but I have WAY more fun when I play killer than I do playing survivor.
rank 10 killer
and 13 survivor
I play casual/friendly as a killer and can say with confidence that when I take things seriously I get 3-4k easy. (most of the time)
but survivor? I played for 3hours today to do rituals and I got tunnelled into the ground, camped, dc's, and lagged all over the place
... only surviving maybe 3 out of 12 rounds.
granted I'm not great at survivor, but thats because I'm not great at the stuff killer mains complain about. flashlights and looping aren't my strong suit... and if I was good at them? then that would warrant killers to complain even more.
there's no winning for either side. -
good for you, you outed yourself as a toxic troll with nothing constructive to add and instead adds idiotic posts for the sole purpose of pissing off people who have had enough of your killer main crap.
pat yourself on the back a little more and see if maybe you could one day be productive instead of a living/breathing meme? -
so you want exit gates to take almost as long as a gen? there's only two to patrol and they're often pretty close to eachother.
and the fact that you state you were intentionally trying to see how much salt you could get makes it hard to take any of this post seriously. -
and I'm pretty far from a survivor main, so you can drop that. xD
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please tell me this is a joke post.
this is so ridiculously killer sided that its hilarious.
maybe one or two of the smaller changes but all of these together... no. Absolutely not. -
every chest being a silent alarm would be a bit much. maybe have a few of them produce skill checks to disarm a trap or something.powerbats said:@MandyTalk said:
As someone who plunders regularly, I'd be quite happy to see more chests on the map (I normally use an offering), but can see it being an issue with some of the smaller maps - too much stuff with the chests for example totems, Saw boxes etc. So maybe one extra chest by default would be good.I've always personally thought, that the basement chest should hold an item of increased rarity, risk vs reward sort of thing.
I'm the same way a chest and totem fiend, free points plus you can get some really good stuff occasionally. The basement chest usually does seem to give better items but sometimes it's a brown item.
On larger maps having 2-4 more chests spawn would be nice but then offerings would have to be tweaked On the other hand survivors searching chests is a good thing for killers since they're not on gens and usually not paying attention.
I've grabbed so many people looting chests that're so engrossed they're not paying attention and I've seen Myers stalking someone looting a chest and then grabbing them at the last second.
One thing that might be interesting to do would be have some of the extra chests would be alarmed so that anything other than the basement chest would have a silent alarm so to speak on it.
The killer would get a chest notification as in visual similar to the survivor perk that shows auras of chests being opened. If bonus chest offerings were used then more chests would be alarmed but the alarmed chests would of course have 1 higher rarity of item in them.
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I say it should add a skill check and if you fail it, you should get deep wounds.
cause lets face it, deep wounds really isn't that bad. -
phew... I'm glad you got to work on time... that would have just added insult to injury.
but nah, you're right... ######### that guy. lol -
How about instead of being a snarky little troll you provide advice that actually pertains to the original post?MrMyers said:How about instead of writing a post-graduate essay, you use blood warden?
Personally I like the idea... and I heard another idea floating around about two hatches spawning as well as a key. so if they want the hatch they have to work a little more for it AND two closed hatches would alleviate some of the "standoff" issues. -
ohhh! so it would only allow you to use the "left over" amount... huh... now that I could possibly support. EXCEPT... we all know it would end up being abused.
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you want practice as the new killers AND you want to derank in the process.
my advice would be to just start playing those killers at the higher ranks.
without perks and addons you likely won't be doing too great which will assist in depipping, plus you'll be getting in good practice against potentially skilled players, and you'll still be getting some bloodpoints for your trouble.
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nope, I'm on the xbox.
and yea, you're right, I opt for flavored vodkas to mask the unpleasantness. I don't drink alcohol for the flavor after all. xD -
I prefer vodka, but I'll buy you a drink for a good round.
(playing this game with a bunch of drunken friends HAS to be hilarious) -
I main Amanda and Feng. The only time I play other ones are for rituals. (minus the occasional swap to Nea)
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I've run into just as many toxic killers as I have survivors. Labeling either side as "the problem" is inherently egocentric.
we're all gamers, we all want to have fun. That said, I played a round last night against flashlight clicking, teabagging, bodyblocking survivors last night... I normally play a casual/friendly killer but they got merciless slaughtered for their disrespect.
don't expect the world to change, just treat others how they treat you. -
I kinda like this idea.... they could be given a title based on the bloodpoints obtained in each category.
like if they had more BP than the others in Altruism they could get the "Hero" title.
survival would get "survivalist" or something.
Bold could get "distraction"
those are just extremely bland examples to get my point across, but you get the idea.