Blueberry
Blueberry
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@The_Crusader said:
I'm surprised Tydetyme asked for it to be longer, he's always come across as a killer main.You have 60 seconds from unhook. You can spend 15-20 seconds running to the edge of the map, and do a 40 second self-care with mangled applied in that time. It's actually far beyond what you need. What kind of tunneling killer ever gives a survivor that much time? they always go for the tunnel before you're healed.
If you get unhooked as survivor and someone heals you with We'll Make It, you'd have like 40 seconds of immunity that you don't even need.
I mean you've got....
- not_queen announcing a blog post
- The blog post
- A follow up Q&A
- A new Q&A today from Patricia
- Tydetyme made a vid
- Truetalent did a reaction video and he never does that
- Ardetha made a video
- People joining the forums just to comment on it
- An entire front page of the forums filled with threads about this new change
Does anyone think there would be this kind of reaction if Botany or Spine chill got changed? no. The fact that DS has drawn this much attention tells you that there was a major [BAD WORD] problem with this perk lol
All I'm saying is that it can't be any longer because then it steps into old DS territory and that is never allowed to happen. The devs say they tried 2 mins internally and it went there so yeah, glad they didn't go through with that in the final version.
The fact that they even thought 2 minutes was worth considering to be tested says a lot about their thought process in balancing and that is just terrifying. 2 minutes shouldn't have even made it on the whiteboard.
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Not only is it not too long, it needs to be shortened. 40 seconds is more than enough if you are actually being tunneled. You can find someone else, down them and hook them, then come back to find and down him again with that 60 second timer still running. Anti-tunnel perk, not a 1 minute immunity perk. This is gonna make me slug a lot and we know people don't like that.
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He's just way overly loud. His sounds need to be toned down imo.
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So we're seriously going to nerf Dying Light? A perk that was already complete garbage unless a mori was brought....
In lew of these changes Dying Light really needs a rework as to how it functions.
Unless Rancor is being used which is rare, there is no downside to being the obsession...there needs to be.
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Exactly the change I was thinking. No one uses Dying Light because of how bad it currently is. This change would make its impact be seen earlier in the game and get increasingly worse as the game goes on.
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"lag Switching" isn't even really much of a thing. 99% of the time that people are screaming about lag switching it's just normal lag.
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@Marvett said:
@Blueberry said:
@Marvett said:
@Blueberry said:
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.If you're so good to do that in 60 sec , then DS should not be a problem for you.
You way undervalue what DS does.
I know how annoying the DS can be.
I only say that if a killer is able to win a chase so quickly then he is also able to deal with the DS.
Just my opinion btw.I don't believe those are correlated as it's highly subjective. Just depends how close they are to pallets or windows when they go down. Being skilled =/= DS isn't a problem. There is no skill in countering DS, you just eat it and hope there isn't something nearby and there usually is. This is obviously talking about the old one. New one just means as a survivor you're now gonna be getting slugged a lot just in case you have it.
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For the 1 millionth post on this, punishing the killers is NOT how you fix this problem. You need to incentivize them with a reason to play differently. The new players also aren't playing this way because they don't know proper etiquette in the game, that's just ridiculous. They do this because even as a new player you realize very quickly what is it most effective. The games balanced to make some of the least fun strategies be the most effective.
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@Marvett said:
@Blueberry said:
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.If you're so good to do that in 60 sec , then DS should not be a problem for you.
You way undervalue what DS does.
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Totally agree with you. I like the perk changes but the timer is just a little too long, 40 seconds sounds perfect imo. I want an anti tunnel perk, not an immunity for 1 minute perk.
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@Slayer said:
@Blueberry said:
@Chaotic_Riddle said:
Blueberry said:60 seconds is long as hell. It should be half that.
Sixty seems fair. Again, the new concept of this perk is to clearly deal with tunneling, something that’s common at higher ranks.
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.
Just down him and dont pick him up go chase other one the changes are good no need to nerf DS to the point nobody will use it
I still think a lot of people would use it
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@Chaotic_Riddle said:
Blueberry said:@Chaotic_Riddle said:
Blueberry said:
60 seconds is long as hell. It should be half that.
Sixty seems fair. Again, the new concept of this perk is to clearly deal with tunneling, something that’s common at higher ranks.
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.
I see what you’re saying, but you also got to take into account towards chases with killers like Leatherface, Legion, or Freddy who might be tunneling and are dead-on your rear end. It’s situational, yeah, but I can see really why it’s that long. I’m sure if it’s seen as too long though, the devs could do something, but I don’t see it as a BIG issue to worry over, especially if they miss.
Well yeah I wouldn't call it BIG either. That said, 40 seconds should be plenty if they are dead on you in that way. If a minute is really needed in that situation then I think that's also an illustration how overly long chases are able to go on in the current meta as if it's really a minute chase that's at least a couple gens worth of time.
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I'm assuming this is a troll post...or it's a very ill informed/experienced person.
"most of the community is not agree with this new change and had no real reason to be nerfed. This game will get into a point where it will be impossible to survive."
This is just complete and utter nonsense.
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@Chaotic_Riddle said:
Blueberry said:60 seconds is long as hell. It should be half that.
Sixty seems fair. Again, the new concept of this perk is to clearly deal with tunneling, something that’s common at higher ranks.
Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for 1 minute perk.
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I'm assuming this is trolling
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@Ihatelife said:
@brokedownpalace said:
Obviously a change in obsession is not going to remove Remember Me tokens. Come on.And DL will likely remain active once any obsession is killed.
It's actually a buff to Remember me, since the survivors can change the obsession for each other. So this would allow you to get more hits on the obsessions.
Hardly. It's still only 1 target to hit at a time. You only weren't getting max stacks from one if you tunneled the hell out of him. If anything it's a nerf because now even if you kill the obsession after getting your stacks a new obsession could still come up and open the gates unaffected by the perk.
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Once the DS is used or missed, the perk becomes unusable. That's a totally of 4 DS hits per game at MAX.
I for one think the duration to be able to use it is too long. I can hook someone, make it across the map to down someone new, hook them, come back and run into the same guy again to get hit with the DS still. That isn't tunneling but I'm still getting punished. 60 seconds is very long for that circumstance. Should be 40 seconds. That still makes it an anti tunnel perk, but not a 1 minute immunity perk.
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That would be ANOTHER chainsaw killer, can't imagine they'd do it again.
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60 seconds is long as hell. It should be half that.
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@Detective_Jonathan said:
The fact that some people actually gave this guy vote ups is kind of sad.Listen buddy, you should try and give killer a try and see how being stabbed in the back feels, as someone who plays both sides, it sickens me to have to sit here and read these threads of all the crying and complaining about how something is't going your way. If you don't like the change, then all i can tell you is don't run the perk. Other than that, Have fun running the same boring perk to the same boring playstyle.
+1 My first thought as well. It's terrifying that there's that many people who actually think this way.
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Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for a minute perk.
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Completely broken and terrible design. Next we'd being giving machetes and rifles in the chests.
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It's bad design
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Yeah this happens every single night. Maybe they should add a waiting period before someone can post on the forums after creating a forum account to prevent this.
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@t3hp0larbear said:
Blueberry said:I don't dislike NOED because I think it's unfair, I think it's totally fair. The survivors have the full opportunity to cleanse the totems ahead of time. I dislike NOED because it rewards killers for the survivors being greedy, not because they actually played well. It gives kills that they didn't earn. I think we'd be shocked to see the games kill stats if all NOED downs were taken out of that data.
That's kind of a self-contradiction. If the gates are powered and a survivor makes the conscious decision to screw around or go for a hook rescue, knowing full well that it's possible that NOED could be in play, that's a risk they take. And if they get caught and one-shotted, that's their own fault.
In this situation, NOED is more about punishing a cheeky survivor. Rewarding the killer with a so-called "unearned kill" is a side-effect.
None of that is a contradiction. If the survivors do all of what you said, that is THEM being greedy and playing dumb, not anything the killer did.
It is punishing the cheeky survivors, but it's unearned kill side effect is why I dislike it and I still believe it's a crutch for playing badly. I'd rather it be a perk that punished the cheeky survivors by giving you more time to make plays, not free hooks.
Like I said, I think it's totally a fair perk that can easily be countered. I will just never run it as any kills it's giving you, you wouldn't have got other wise.
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It would be nice. I'd just prefer it to increase gen regress speed though.
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I don't dislike NOED because I think it's unfair, I think it's totally fair. The survivors have the full opportunity to cleanse the totems ahead of time. I dislike NOED because it rewards killers for the survivors being greedy, not because they actually played well. It gives kills that they didn't earn. I think we'd be shocked to see the games kill stats if all NOED downs were taken out of that data.
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Yeah I hope we get more skill based killers as well. I think Spirit and Huntress were especially some of their best designs.
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@Angelicus23 said:
Blueberry said:It's not racism or xenophobia, it's just people talking trash because they're salty. It happens in every game, thicken your skin.
Read this:
«(FKNG) EUROPEAN TRASH PIECE OF GARBAGE GO LIVE IN A CAVE AND LEAVE THIS GAME CLEAN YOU ######### SPANISH»Do you really think that wasn't racist? That becoming of a man that was streaming, also on his chat is not allowed racist comments and I was like #########.
He's just trying to make you mad and it's working. Things people say shouldn't hurt your feelings in a game. There's going to be a lot more people like that in the future.
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@I_am_final said:
@Blueberry said:
They need to focus on properly balancing the normal mode before they even think about a 2v8oh look i was wondering when someone would say this because someone all ways says this #########
Maybe that should tell you something then. Like maybe it's a bad idea.
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@TrAiNwReCk said:
My biggest Killer add-on complaint is since most killers need their add-on's, why . . WHY . . . WHY should killers have negative affects on any of their add-on's?+1
There are some exceptions I understand like Iridescent hatchets but for the most part the majority of killer addons don't need any of the negatives they currently have.
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Please no. After 3 years we're over "fixing" problems with more perks and killers. We just want the issues fixed at base for everyone without requiring a perk. No more bandaids.
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They need to focus on properly balancing the normal mode before they even think about a 2v8
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@thesuicidefox said:
@NuclearBurrito2 said:
Any solution that invovles willingly losing isn't one.Except the killer has already won because they pipped, likely even double pipped. A 4k is not what defines a win in this game, it's only a win based on your arbitrary rules. Survivor on the other hand does risk "losing" by jumping into the hatch to get grabbed because they can lose their pip for that. This is almost NEVER the situation for the killer, unless it's something like 3 survivors escaped already and the last one is just greedy for hatch.
I freely give hatch in a ton of my games (and some games people get it legit) I still "won" because I got a 3k and pipped/double pipped.
Like I said in the other thread, if you gave up this idea that "4k = only win condition" then you would probably get a lot more enjoyment and a lot less frustration out of playing killer.
Pips in this game do not decide if you won or not. If we were going by pips then on most matches everyone would be a winner as it's extremely hard not to pip. Basing your wins on pips is you thinking you won when you're given a participation trophy.
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It's not racism or xenophobia, it's just people talking trash because they're salty. It happens in every game, thicken your skin.
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@The_Crusader said:
Blueberry said:@The_Crusader said:
Blueberry said:
@Aven_Fallen said:
@Blueberry said:
Even if slugging is an issue to any survivor there are multiple anti slugging perks available, they just simply refuse to use them.
What are those Perks?
Unbreakable for sure, but please dont tell me you mean No Mither with this "Please pick me up, I will recover from dying state"-Sign. Unbreakable, Tenacity and to an extent Adrenaline. This is on top of the fact that slugging was nerfed recently to where you can recover to only needing a second tap from another survivor to get you up or that with the recently added ranking system killers are punished for slugging as it doesn't get you any emblem points. Lol what? If there are 2 survivors left and 1 is slugged I can guarentee you Adrenaline isn't going to activate anytime soon. Tenacity can't get you off the ground. You could crawl to the other person but chances are the killer will be keeping a watchful eye over you anyway so you'd just get the other person killed.
That leaves Unbreakable, a perk that will see use in 1 in every 500 games. Killers don't take Hangmans trick, mad grit, or iron maiden for the same reason.
" If there are 2 survivors left and 1 is slugged I can guarentee you Adrenaline isn't going to activate anytime soon."
This is entirely subjective. Many times you only need 1 or 2 gens and if the killer is really watching that closely over them then that shouldn't be a problem. If they aren't then that's an easy save.
"Tenacity can't get you off the ground. You could crawl to the other person but chances are the killer will be keeping a watchful eye over you anyway so you'd just get the other person killed."
The whole point is not that it gets you off the ground, it's that you are able to lose the killer and get off the ground quicker from a save. If he''s watching you so closely that he still doesn't lose you then that other survivor is getting to work on gens for free now isn't he. Also, only a stupid survivor is gonna be just crawling directly in the direction of the other survivor and that's just simply a miss play on his part.
"That leaves Unbreakable, a perk that will see use in 1 in every 500 games. Killers don't take Hangmans trick, mad grit, or iron maiden for the same reason."
So if it's that rarely used then slugging really isn't happening that often, so which is it? Is it happening enough to make this perk good or is it not and this entire forum post is now mute. You're contradicting yourself.
If 1 survivor is slugged the last isn't going to risk doing gens. It's just a hatch camp at that point. So the person on the ground is just waiting to bleed out.
Sometimes the killer gets a 4k. Sometimes you escape. To be slugged you would need to be 1 of 2 last remaining survivors, and normally in this scenario there is no chance of getting the gens done - hence why the other survivor is hatch camping.
For me personally I'm the last remaining survivor and the other guy is slugged. So unbreakable wouldn't help.
If he is camping the guy on the ground, the gens would be easy. If he's watching the gens then you can make a save. Both Unbreakable and Tenacity would counter these situations bar exceptions like the killer using Deerstalker but that is hardly meta at all.
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@The_Crusader said:
Blueberry said:@Aven_Fallen said:
@Blueberry said:
Even if slugging is an issue to any survivor there are multiple anti slugging perks available, they just simply refuse to use them.
What are those Perks?
Unbreakable for sure, but please dont tell me you mean No Mither with this "Please pick me up, I will recover from dying state"-Sign.
Unbreakable, Tenacity and to an extent Adrenaline. This is on top of the fact that slugging was nerfed recently to where you can recover to only needing a second tap from another survivor to get you up or that with the recently added ranking system killers are punished for slugging as it doesn't get you any emblem points.
Lol what?
If there are 2 survivors left and 1 is slugged I can guarentee you Adrenaline isn't going to activate anytime soon.
Tenacity can't get you off the ground. You could crawl to the other person but chances are the killer will be keeping a watchful eye over you anyway so you'd just get the other person killed.
That leaves Unbreakable, a perk that will see use in 1 in every 500 games. Killers don't take Hangmans trick, mad grit, or iron maiden for the same reason.
" If there are 2 survivors left and 1 is slugged I can guarentee you Adrenaline isn't going to activate anytime soon."
This is entirely subjective. Many times you only need 1 or 2 gens and if the killer is really watching that closely over them then that shouldn't be a problem. If they aren't then that's an easy save. If you really do need 3+ gens then the slugging isn't really the issue as this means the entire team is just playing very badly and that's simply a skill issue.
"Tenacity can't get you off the ground. You could crawl to the other person but chances are the killer will be keeping a watchful eye over you anyway so you'd just get the other person killed."
The whole point is not that it gets you off the ground, it's that you are able to lose the killer and get off the ground quicker from a save. If he''s watching you so closely that he still doesn't lose you then that other survivor is getting to work on gens for free now isn't he. Also, only a stupid survivor is gonna be just crawling directly in the direction of the other survivor and that's just simply a miss play on his part.
"That leaves Unbreakable, a perk that will see use in 1 in every 500 games. Killers don't take Hangmans trick, mad grit, or iron maiden for the same reason."
So if it's that rarely used then slugging really isn't happening that often, so which is it? Is it happening enough to make this perk good or is it not and this entire forum post is now mute. You're contradicting yourself. -
It's absolutely worth the time. The issue people take isn't with people posting things like you're wanting, it's when those people aren't open minded to critiques or changing their opinion. Many people post their opinions not to be challenged but to simply have people pat them on the back and tell them how right they are.
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There isn't a heavy "killer bias" on the forums. What there is, is a large amount of people who strictly only play survivor with zero killer play or at least at any meaningful rank and then they post on here about things they aren't clear on. When people point out the fallacies in what they are saying, it's because they are "killer bias", when in reality it's just that the person starting the topic can't see things from enough perspectives and is unwilling to see that they may in fact just be wrong about what they think.
People here are more quick to jump at "survivor issues" because currently the killer issues are way greater with how unbalanced the game is. However the people playing mostly just survivor can't see this, hence this topic.
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@Aven_Fallen said:
@Blueberry said:
Even if slugging is an issue to any survivor there are multiple anti slugging perks available, they just simply refuse to use them.What are those Perks?
Unbreakable for sure, but please dont tell me you mean No Mither with this "Please pick me up, I will recover from dying state"-Sign.Unbreakable, Tenacity and to an extent Adrenaline. This is on top of the fact that slugging was nerfed recently to where you can recover to only needing a second tap from another survivor to get you up or that with the recently added ranking system killers are punished for slugging as it doesn't get you any emblem points.
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Even if slugging is an issue to any survivor there are multiple anti slugging perks available, they just simply refuse to use them.
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@Eveline said:
Did I say that?"Again generalising" Yeah, you did
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@Tzeentchling9 said:
Survivors: "Hatch is fine, just slug if you want the 4k."Also Survivors: "WHY ARE YOU SLUGGING FOR THE 4K?!?!"
Seriously, it's because that is the Killer's only answer to the hatch.
+1
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@Aven_Fallen said:
@Blueberry said:
@Aven_Fallen said:
@Blueberry said:
It's not sweat, it's his objective.It depends. Sometimes it is simply sweaty. Few days ago had a game where a 2 Man SWF decides to DC, one of them caught, the other not even on the Hook once with 2 Gens to go. Killer still needs to slug me to get the other person. Pretty sweaty, I would say.
Another time the Killer really refused to hit me on a hook where I may be able to reach the hatch, I needed to run all the way to another hook to show him that I am not doing a Hatch Stand-Off. Also sweeaty.In general in my opintion slugging is a little bit sweaty. Not like the two situations I mentioned, but still. A Killer also wins (=pips) with 3 Kills.
But well, it is his Objective. And still the Term "Gen Rush" exists, when it is the Survivors Objective... Double Standards, wohoo.You are mentioning extremely anecdotal circumstances. Those games are not the norm. I'm not saying all of them are non sweaty, but in general.
Yeah, like I said, for me it is a little bit sweaty. But mostly it is boring, when I lay on the ground for too long, haha. And yes, I know that slugging is the only way to guarantee a 4K. But like I said, 3K is also a Win for the Killer.
Watching the last survivor get to escape with his participation trophy for free is also boring to me. Hopefully they fix the hatch and then neither of us will have to be bored.
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@Aven_Fallen said:
@Blueberry said:
It's not sweat, it's his objective.It depends. Sometimes it is simply sweaty. Few days ago had a game where a 2 Man SWF decides to DC, one of them caught, the other not even on the Hook once with 2 Gens to go. Killer still needs to slug me to get the other person. Pretty sweaty, I would say.
Another time the Killer really refused to hit me on a hook where I may be able to reach the hatch, I needed to run all the way to another hook to show him that I am not doing a Hatch Stand-Off. Also sweeaty.In general in my opintion slugging is a little bit sweaty. Not like the two situations I mentioned, but still. A Killer also wins (=pips) with 3 Kills.
But well, it is his Objective. And still the Term "Gen Rush" exists, when it is the Survivors Objective... Double Standards, wohoo.You are mentioning extremely anecdotal circumstances. Those games are not the norm. I'm not saying all of them are non sweaty, but in general.
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Why after the gates are open do survivors refuse to leave because they aren't willing to leave that last guy behind on the hook? Same concept. You all want to live, killer wants you all to die. It's not sweat, it's his objective.
Does he want to slug at the end? no
Is he forced to because the hatch is unbalanced? yes -
We do need way harsher penalties on the DC'ing. The auto ban system is way too forgiving. The amount of DC's allowed needs to be lowered tremendously. It's an epidemic.
That said, the core ranking system and "rewards" needs to be fixed as well.
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The deranking issue affecting lower ranks is definitely a huge issue I agree. That said, other than that issue this game is balanced in a way to be extremely new player friendly. Which is what's causing a lot of the balance issues we have in the first place.
We need the deranking problem fixed, but we also need to stop balancing the game around rank 15-20 new players.
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We don't get teasers on Saturdays, they aren't at work.