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Chrona

Chrona

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Chrona
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  • @Brady said:

    @Master said:

    @Eveline said:
    Or I just suck at this game xD. I'm playing for a week and usually I'm rank 12-13. Managed to get to 11 one time. 

    Can I get better with time or I'm gonna be stuck at the same rank forever? I know lots of people here say rank is not important but what else is there to achieve? I can just have fun and all that but I think I will be bummed If I don't reach rank 5 at least. Probably.

    I am a rank 1 player, hardly playing the game nowadays since its going to #########.

    Currently I am stuck at rank 15 because every 2nd game my mates DC and I depip. Its just a joke, but ont he other hand, I dont give a damn, collect a few cocktails for the skin and then switch to monster humter^^

    The DCs in this game is crazy, worst than Smite...

    If I'm being honest, only Decisive's (in Rank 1) typically DC, Ragequit, or SWF mass dc occurs. I don't see it happen, but I don't play SWF and solo players in this game aren't actually dicks for the most part.

    but to the OP @Everline as rank isn't that important, I wish you good luck on your goal :P Gives you incentive to keep playing the game to reach something, atleast.

    The only difference you'll come across the ranks are the skills of solo players and killers will increase, for the most part. (Not entirely.) If you want some survivor tips I'll throw you some :)

    DCs are honestly my biggest issue with this game.

    I personally don't have TOO many issues with SWF...Occassionally I'll come up against some that are just a bunch of toxic waste, or are playing super hard, but most (me included) are just wanting to have a good time with a friend or two.

  • If they actually cheat, report them. If you're afraid of lag, pay attention to the pre-game lobby ping (unless they lag-switch, in which case, report them). If they camp, play around it since it's a viable strategy that is actually encouraged.

    And if you get get a killer twice in a row with the exact same ping, it is likely the same player. Ping is more revealing than you might think.

  • @Eveline said:
    I wrote a semi-long post and it got deleted after I edited it. :(:(:(

    But yes, they can be toxic. Spamming attacks, watching me bleed to death (when hook is near), nod etc. They get salty just like survivors sometimes but at least they don't text me after the game is over.

    I still think survivors are much more toxic.

    I've had that happen to me, too. Not fun.

    Spamming attack while they are on the hooks (a few times), at least to me is my tbag essentially. I don't do it often, but when I do, it is well deserved.

    I honestly nod to give props for someone who did well. Might explain some salt I've had thrown at me. Not like there are many ways to communicate as a killer.

    @Khroalthemadbomber said:
    Examples of Toxic Killers:

    Doctors that do nothing but shock and refuse to melee.

    Full on face campers 2 minutes into the game.

    Chugga chugga choo choo tunnel killers.

    Killers who dc the moment they see what offerings were tossed up or just dc the moment the round starts in general.

    I've had a few doctors that were very eager to shock, but I think that's more of a strategy on their end. They want as many survivors on madness 3 as possible, so if they DO lose you, they can find you again without too much difficulty.

    Campers and tunneling, 9 times out of 10, are not toxic, but a strategy choice. A choice you may not like, but a valid tactic that works. "A bird in the hand is worth two in the bush" is my motto when it comes to choosing my targets.

    And yeah, DCing in general (unless a legit "lost connection, internet had a spasm") is extremely toxic behavior. I've had killers DC as soon as they saw I burnt a secret offering as a survivor. I've had survivors do the same, as a killer. I've had survivors DC during a chase when I found them within the first 30 seconds. DCs are the bane of this game.

  • @jus_Ignant said:
    It really does depend on the situation and how those survivors played all match.
    Did they help me if i needed it? Were they sandbagging myself or others?
    Did I screw them by accident during the match and feel like I need to make it up to them?

    For me, the 5K from surviving isn't a big deal so I normally go for the save and sacrifice myself if needed.
    Meaning I throw myself at the killer to try to get them to avoid the unhooked person.

    BUT the last thing I (you) want to do is turn a possible 1K into a 3 or 4K by trying to get that final save.

    I will say if I am on a hook at the end, I'd rather see you leave than just stand at the exit walking in circles.

    Hey, if you sacrifice yourself and all that good stuff....Don't be a dick and DC right after the killer downs you, just to deny them the points. That's just rude :( (I've had one person do that to me. Still ticks me off a bit)

    For me, it mostly comes down to "How close am I to them? How close is the killer to them/me? How close are they to a gate?" If it comes down to "too far" or the killer is too close, I'll bail. In short, unless I think I can reasonably get you, and escape, I'll get out myself.

  • @azazer said:
    Star99er, are you aware as a survivor you are capable of putting your item down on command? Do you feel that if you willingly put down a ghost lunchbox, that you should then keep it? Or if you swap it with an item in a chest you should escape with two? No that's ridiculous and would cause people to exploit item duplication and running the in game economy as well as giving survivors more of an edge when it comes to items.

    Franklin just makes dropping the item involuntary. It's a tough thing to experience but that's what hard counters are about

    @Mister_xD said:
    you could abuse that to multiply items.
    following scenario:
    killer hits a survivor with franklins -> survivor used white ward -> different survivor picked up the item -> escapes -> both now have the item, since one picked it up and the other one used a white ward.

    It would be very easy to prevent it. Whatever item the player burning the WW enters the round with gets an "owned by" tag. Any item with the "owned by" tag cannot be seen or interacted with by any other player other than the owner while it is on the ground. As long as the item still exists (it is not consumed, etc), it is returned to the owner's inventory regardless of if it was in the player's possession on escape or death. If they did pick up a different item during the course of the match, the item they picked up is destroyed and removed from their inventory after the match is completed, replaced with the item that was white warded.

    You tell me, how could this be exploited? No possible duplications or bonus items, since no other player can interact with it, and the WW using player can only get the WWed item out from the game.

  • @DepravedKiller said:
    I do this if there are dc's and/or they don't troll during the game.
    however if i can tell you're a new player i will give you the hatch every time and kill the rest of your team.
    Like this once i had a meg who was rank 20, no perks, never looked behind during a chase, missed every skill check and never once dropped a pallet... I was so happy and thought it was the most adorable thing i have ever seen in this game. I killed off the rest of the team and raced with her around the map till finally gave her hatch

    For me, it comes down to how the game goes. Two matches in particular come to mind. One was at the preschool. One person dced in the loading screen, and two other quit shortly after. I mean, at that point, it's not even a game anymore. I found the dwight, got him working on gens, then threw him in the hatch. It wouldn't have been fun, it wouldn't even have been very hard to kill him. But there's no fun in that: Not everything in this game is about competition and challenge, but when absolutely none is present, what's the point?

    The other one was more or less in the same boat. A SWF group (both female super hero names, very obvious), I was playing wraith at the red forest. I found one of the SWF a few seconds after the match started, and both that one, and the other, DCed immediately (to save her purple key). After that, me and the other pair just ended up farming with me. I mean, we couldn't really have a real game with two DCs within 30 seconds.

    DCs. Honestly, that's my biggest problem with this game.

  • @fluffybunny said:

    @Mrrgle_the_Mediocre said:
    TUNNELING
    ISN'T
    A
    THING

    It's more commonly known as COMMON SENSE! Maybe he's chasing you because all the time because you're terrible at hiding and/or running, huh? You're the injured one, the others aren't, why would he go after them? You're closer to death on the hook! So why, WHY would he go after anyone else? Also, I nicked this example from someone a while back, it's a pretty neat example;
    If there were two generators very near each other and one of them was 50% done and regressing, and the other generator is 0% done, which one would you work on?
    If you said the 50% generator, congratulations, you "tunneled."

    Yes, because it's common sense to follow someone for five gens instead of switching targets. Tunneling is a thing whether you want to admit it or not. Killers will often overlook an easy hit and an easy kill to go after what they've been chasing the whole time. I've seen it done even without them being the obsession. What OP was referring to is more of an etiquette related to tunneling, though. You're facing people who are trying to gain points and have fun in the game. Not NPC generators to M1 and occasionally press Space bar on. While you may see it as 1 vs 4, the 4 of them aren't earning points as a unit. While someone farming or camping them affects their score, it isn't necessarily their fault. I've had killers camp and tunnel me, then thank me for not being toxic in the next screen over. You're also picking an easy target, which isn't a show of skill. It isn't impressive. I think killers need a buff to address a team better, but also a penalty for doing lazy behaviors (as it'd be rough to play survivors if there wasn't one; killers would tunnel and camp regardless).

    First of all, an easy hit isn't an easy kill. In fact, if you're in a chase, and you go for an easy hit on someone else (if they are healthy), congratulations! You lost both survivors. "one in hand is worth two in the bush."

    And going after the easy target isn't "lazy," it's a good decision. Real life animals go after the sick, young, and old for a reason. You're more likely to get something at all, rather than go for a difficult target and walk away empty handed.

    To give an example: I was playing as the wraith, and it was at the end of the game. One generator to go, two survivors left. I downed one, and hooked them. It was their second hook. I patrol a bit, and get back close when the claudette comes in for the unhook. The claudette had shown a lot of skill during the game. Almost blinding me several times, etc. Now, I'm at the hook with them, still invisible. The first survivor runs off, wounded. The claudette runs another direction, healthy. Now, you tell me. Should I go after the wounded survivor, who has one hook left to ensure their death? Or the claudette who was clearly good at the game, and I might not even hit, and had never so much as been near a hook? If you say claudette, I'm not sure we're playing the same game. My goal, as a killer, is to (surprise!) kill you all. Should I go after the easy kill, and get them out of the way, or the hard one, and let both get away? "A bird in the hand is worth two in the bush"

    @thesuicidefox said:

    @iceman2kx said:
    Most of the time tunneling is a survivor's excuse to blame their badness on the killer. Half the time I'm "tunneling" it's because I walk 3 feet away from the hook and your ding bat teammate thought that was a good time to unhook you. Of course I'm gonna turn back around and smack you again. The killer doesn't owe you any courtesy to "play by the rules". Getting mad at game mechanics won't help you at all, either learn to loop or learn to hide.

    That's fine in some circumstances, but when the killer hits someone and is clearly getting in a chase with someone else, only to turn around and go for the guy that was just saved is when it becomes a toxic thing to do. You are already in a chase with someone that's injured. Just continue that chase and catch the guy. A lot of killers don't do this and it's kinda BS most of the time because there is honestly nothing the guy coming off the hook can do. He's just a sitting duck. I take a hit to get killers to chase me "COME PUT ME ON A HOOK" and they just don't do it. If it's the obsession, or the guy was toxic I can understand, but c'mon, there are so many killers that just put on Ruin + NOED then camp/tunnel the first guy they find, even if everyone else was running around injured and they could have chased and hooked one of them instead. It's easy mode for killers and that kinda skillless BS shouldn't be rewarded.

    Killers complain about survivors not understanding why they do things, I bet most killers NEVER play survivor. If they did they would know when some things are just toxic and unfair. And yea survivors are toxic and unfair too, but just because the last group was jerks doesn't mean this group is. The devs need to force players to play both, somehow, because that would alleviate so many issues with the game (on top of making the general player base BETTER at the game and not so reliant on broken perks/builds on either side).

    Read the bit above. If you've been on the hook, and he hasn't, even if you're both wounded, I'm going to choose you to chase. Just like in RPGs, focus and kill one enemy at a time. Unless I'm doing something specific, like insidious make your choice, which specifically rewards me for NOT going after you, I'm going to go after you. Why should I make the game harder on myself? That would be like telling you as a survivor to get a generator 3/4s done and walk away, go do another one, or deliberately fail every 10th skill check on purpose. I wouldn't tell you to do that because that's a dumb idea (unless you have a good reason). Unless I have a good reason to not go for you, I'm going to go for the easier target. "A bird in the hand is worth two in the bush"

    Oh, and I play survivors. Quite a bit in fact. I might even dare to say more often than killers. I certainly have more levels in survivors. Is it toxic? No, it's a good choice. Just like killing a healer first in an RPG or MMO. Expected. Annoying. A good play.

    PS, I don't run ruin OR noed. Partly because I don't have either, but even if I did own ruin, I wouldn't run it. I personally think it's OP as heck. Especially combined with other progression slowing perks. (I do run huntress' lullaby. Partly because it has a build up before being ridiculous)

  • I will, and I think it's actually a tad too powerful. Simple as that.

    Combined with something, like, say, thanaphobia, it gets stupid really fast. For example. Last game I played, rank 18 killer (realistically should be single digits. Yay, depiping on purpose!), prestige 3 nurse, the chapel. At the start of the game, they missed me. About 30 seconds later, I found a generator, and started working on it. During the REST OF THE MATCH, the other 3 distracted her, getting chased around and hooked, repeatedly and quickly. When the last person was put on the hook for the second time, I finally finished one generator. There was no way or time to even go and hunt down the totem. Did I mention it was a 4k game that lasted literally 3 minutes? I died about 20-30 seconds after finishing the generator.

    Afterwards, I got "gg well played. They never even usually finish one" (I burnt an bbq invite, and I was damned if I wasn't going to get one at least)

    bbq and chili, thanaphobia, hex ruin, with addons for extra blinks, etc. Yep

    And honestly, I sincerely doubt you can even do a full generator without 5 skill checks. I had about a dozen.

    Honestly, I think ruin is disgustingly overpowered, as someone who plays both sides. There's a reason I don't run it. It isn't fun to play against.

  • @fluffybunny said:

    @Chrona said:

    @akbays35 said:

    @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    I feel like Self Care allows for more bodyblocking and toxic behavior from survivors since it's so versatile. Plus, no one grabs empathy and it has the largest aura read of any perk.

    One, no, it's a very standard perk for solo players. Unlike SWF, you can't meet up with people, unless you get lucky. Secondly, there's no point in having a perk that does the same thing (but weaker) than an item. It would be like the sabotage perk. It's already slower, and has more skillchecks than using a toolkit (just like selfcare/medkit). The difference is that sabotage is unlimited, but slower and slightly more difficult, and the item is limited in nature. The changes here basically makes the perk into an item....that takes a perk slot. The entire purpose of it is to be unlimited. Doubly so when someone else could heal you at a faster speed, as a regular action.

    And I run empathy when I play solo. It lets me know when the killer is chasing someone (after they get hit), and if they manage to get away but don't have healing, I can head to them.

    You can meet up with people in solo play. A perk called bond helps with that. It's a Dwight teachable. Self Care is a crutch for a reason. People use it while they're getting chased to get another hit in. They use it when they can't find an ally or when they're by themselves in a pinch. It's quite strong, really. I would say that more frequent skill checks would counter Freddy even harder. Having a limit would be good. Like once or twice fully healed if that can even be implemented. Otherwise, incorporating stacks that the survivor can use to heal themselves could also work. If they stop the action, it gets rid of a stack as to discourage them from using it while looping.

    This is true, but you know what I mean. I've played entire matches as a survivor without seeing another survivor. It happens.

    Having a limit would make the perk objectively terrible. Why would I take a perk that is simply worse than an item? A yellow basic medkit would be objectively better if the limit was 2. Yes, if I die, I lose it, and it's weak to franklin's demise, but it would still be better. It would have more charges, and be faster.

    Now, something that makes it go slower the more times you use it? That could be fair, and still maintain the integrity of the perk. For example, it starts at regular speed, but each time it is used to successfully heal, it gains a token. For each token it has, self heal takes 25% or something longer, capping at 4 tokens or so. This means that it is still very valuable, but it ends up taking a very long time if you take a lot of hits.

    The ONLY reason to run self care over a medkit is because the perk is unlimited. Limit it, and it is functionally useless.

  • https://youtu.be/SS3DvvOQI04?t=30s

    Watch that for a good 20, 30 seconds or so.

    Camping is part of the game. It is an allowed and encouraged strategy. There are multiple perks, addons, etc, that are specifically there to enable camping. Yes, it sucks to be the first person on the hook, and then to be camped. It happens. Try to not be found in the first place, that will help. Take perks that give you information about where the killer is, like spine chill, etc.

    If you're being camped, survive on the hook as long as you can. Even on the hook, you are giving value to your team. You're taking up the killer's time. There are 3 survivors other than you. The hook takes 120 seconds for you to be fully sacrificed. One survivor doing a generator alone takes 80 seconds to complete. That means in the time it takes for you to die, they can theoretically get 4.5 generators done, not even counting how long it took to chase you down.

    If your teammate is on the hook, and you suspect they are camping, do generators. Leaving them to hang is the counter strategy to camping. If you, or anyone else, goes to a camped survivor? You're literally playing into the killer's hands.

  • @thrawn3054 said:
    Yeah I don't get people. I'll never see a need to teabag. It's just rude.

    It's rude and immature. It also accomplishes nothing. Honestly, the most impressed I've been by a survivor was when I was playing huntress on...haddonfield? They were working on a generator, and I wound up a hatchet. I threw it, they stopped working, dodged it, then went back to the generator and worked on it for a good two more seconds while I got closer. They could have easily teabagged and ran, but this impressed me and spoke to how ballsy they were so much more.

    @thekiller490490 said:
    I suddenly love the fact that I play on console. No end game chat

    No, but they can always send a message to your console profile. I remember the good ol' days when I used to do that to say GG to people on the 360....

  • @Global said:

    @Chrona said:
    Could someone explain what's going on? I have no context for this thread

    Bloodlust is being nerfed

    Yes, I had gathered that much. How so? Severely? Is it being removed entirely? How do we know? Do you have the source?

    Specifics are always welcome.

  • Could someone explain what's going on? I have no context for this thread
  • Judgement said:
    Okay I just realised it’s meant to apply within range of the hook.
    My bad.

    This actually sounds like a nice idea but like I said, chasing and slugging while carrying someone.

    Hey, it's all good :P
    The point is to give a perk that can more or less help ensure a hook.  Iron grasp helps you move easier, and slows down the struggle.  Agitation helps you get further in that time...but there's no good response to the survivors alk body blocking the hook
  • @iceman2kx said:

    @Chrona said:

    snipped for relevancy again.
    It is a viable strategy, as far as I can see, again, the devs are fine with it. Bodyblocking is only really a problem if it disrupts the game: the killer or survivor trapping someone where they can no longer move (like a survivor blocking another survivor in a corner, etc) This one is annoying, but a viable and legit strategy. And if you don't like it? Hit them. They'll get out of the way, I promise (or you hit them again and down them)

    It's only a viable strategy because of clunky game mechanics. When you have 2-3, "hitting" them doesn't necessarily work. Survivors blocking a hook, that is absolutely taking advantage of bad game design. If you're okay with this type of tactic, then I hope you're okay with face camping being a viable strategy as well because that's what I will do to you if you do this to me.

    Yeah, I hadn't had it happen to me to the level you meant. I had always managed to hook them regardless. My idea for a fix to it is to have the killer always have a higher movement priority: IE, if the killer is moving in a direction, and a survivor is in the way, the killer will push (or shunt) them out of the way. Also makes sense in a logical sense, since almost all killers are massive compared to the survivors

  • @Peanits That's what I assumed was likely the case, until I didn't get one for my huntress at like, level 29

  • @Rattman said:
    Everything listed below is pure toxic cancer.
    How I define toxic survivor:
    9) Always follow Trapper to disarm his traps.
    9.5) Always follow Trapper to disarm his traps with object of obsession.
    11) Saying OchiDO is not toxic, lol.

    How I define toxic killer:
    1) Insidious Leatherface.
    1.5) Insidious Leatherface at basement.
    2) Invisible Wraith camp.
    2.5) Invisible Wraith blocking basement entrance where survivor hooked.
    3) Facecamping Doctor shocking other survs, who trying to unhook.
    4) One-tap Myers camp.
    5) Nurse with NOED and Insidious behind closed gates.
    6) Stealth Pig camp.
    9) Invisible boy bing-bonging infront of hooked survivor.

    Snipped for relevancy.
    First of all, 9 and 9.5 would more or less be viable tactics (and also probably backfire now with his increased notification). Secondly, OchiDO? Could I get an explanation? :tongue:

    As far as killers...just seems like you don't like camping. Especially stealthy camping. Unfortunately for you, the devs have stated that they are more than ok with this. Also....what else would the point of insidious be? As far as wraith ringing his bell....as few ways as the survivors have to communicate with the killer, the killer has even fewer. But fair enough, I guess there isn't many ways to interpret that specific interaction

    @iceman2kx said:
    The second thing is when people body block hooks, especially if my dying survivor struggles free. It's because I don't believe this is a legit tactic and they are using bad game mechanics to gain an advantage. This one really ticks me off and I'll face camp survivors for this.

    snipped for relevancy again.
    It is a viable strategy, as far as I can see, again, the devs are fine with it. Bodyblocking is only really a problem if it disrupts the game: the killer or survivor trapping someone where they can no longer move (like a survivor blocking another survivor in a corner, etc) This one is annoying, but a viable and legit strategy. And if you don't like it? Hit them. They'll get out of the way, I promise (or you hit them again and down them)

  • So unfortunate RNG on my part :P Good to know, and thanks for the info!

  • @bubakzlesa said:
    How to best report this behavior?
    I just had a killer who body-blocked me in a small one way room, standing there for 20 minutes, while having No One Escapes Death.

    Do i need video recorded or just use ingame report system?

    Video evidence never hurt, certainly. I record my matches for a variety of reasons, but being able to post BS that happens is one of them. I suggest trying out OBS.

  • This is my first event, and I haven't run into too much toxicity. Then again, it takes 14 minutes to find a game as a killer, so.. (rank 17. Hard to rank up when you can hardly find a match)

    Only toxicity I've really seen is someone trying to sandbag another survivor by taking them off the hook mid-chase. Luckily the fellow was already wounded....so I punished his toxicity with a hook through the shoulder. :3

  • @TheLegendDyl4n1 said:

    @Chrona said:
    As someone that plays both sides, here's what I consider to be toxic and/or scummy in nature (mostly in game actions, but a few are pre/post-game lobby things):

    • T-bagging. As others have said, there's no good reason for it, other than to be rude. If you really want to show your superiority? Do something productive, or use one of the other emotes. One survivor I was playing at as the huntress actually did that really well: I aimed a hatchet at her, she waited until I threw it, stopped working on the generator, then went back to the generator and worked on it for a few more seconds until I got closer. Far better in every way (of even ticking me off a bit, but props, that was ballsy and impressive) than a quick few t-bags before running.

    • Hook farming other survivors. There's been a whole other thread on it, but in my opinion, hook farming other survivors is more or less the worst. As a killer, of course I'm going to go after the unhooked target (unless you are also wounded, and/or I'm running "make your choice"....which I don't have. Yet.), since it's the objectively better move. Does it feel good for anyone except the troll though? No.

    • Abusing DC (and hook suicide, but to a much lesser degree). This one personally ticks me off. Most of the time it's on the survivor side, both because of raw numbers, and because players that play killers usually won't DC on purpose because, hey, they're the host. Or at least I figure that's the mindset (It's mine, more or less). Survivors don't care as much. I won't get into it as much, but I've had many survivors abuse the DC mechanics for varying reasons. To protect an ultra rare (very rare? I don't remember. Either way..) item and addons, because they got caught first, or to simply deny the killer points. That last one (especially combined with the fact that they then were taunting me in the post-game lobby) really gets me, because there's no real reason for it, other than to piss someone else off. Killers don't DC as often, but especially if we survivors burnt offerings? Very rude. Even if you don't like the map, don't DC. Just in general, don't DC, eh? AC is far better. That was a bad electricity pun, please excuse me, I've been writing this for a while now.

    • Being Rude/etc in the pre/post game lobby. Others have covered this enough, really. Combine it with a deliberate DC, and taunting someone in the post game lobby....that's just rude.

    • Waiting at the gate. You know what I mean. Survivors open the gate, and stand there t-bagging, waiting for the killer to come. No purpose other than to be rude. Just leave, honestly. Or go back in and try and find an item, I've done that a few times. Or the hatch. I mean, if you've won to such a degree you're wanting to t-bag, just end the game. Like other's have said, it isn't like killers have a concede button.

    • Sandbagging fellow survivors. Just because you're a solo player, and you don't think "this is a team game" doesn't mean you should go out of your way to ruin someone else's day. Actually, that's most of this list, now that I think about it.

    That's about it, at the moment. Flashlight spam is annoying, but not the worst thing in the world (on the other hand, I have speakers because I don't have headphones at the moment. Might be worse for headphone users). Now, that's not to say that's everything that irritates me in the game...no, that list is much longer. But those come from game mechanics, being outplayed, etc. Those are fine, at the end of the day. Things I need to work around, and simply get better at the game. But the list above? Those are things that, in my opinion, you should just outright not see.

    At the end of the day, this is a game. And games, as the name implies, should be fun. The game itself is fun. The majority (by a small percentage) of the community is fun to play with/against. But the items above? I doubt anyone would be able to say truthfully that they're fun.

    (EDIT: formatting)

    nothing is as bad as overwatch though

    Except Overwatch's community is better than DBD's now. At least in game.

  • @Master said:

    @MineAntoiya said:
    Yay or Nay?

    Personally, after getting my ass handed to me by 2 flashlight Claudettes (Just 2...) while doing my best to look at walls, I see just how unfair it is. Of course I was running the standard NOED + Ruin. And the only reason I get a kill is due to that beautiful savior of a perk (Guess I'm a NOED "Noob" huh?) Why can't we get an honest look into how they're going to play instead of being downright lied to? Guess I'll always have to run Lightborn just in case.

    Unless you are low rank, you should find a new lobby in no time :wink:

    But if you are a low rank, good luck finding a game!

    Rank 17. It takes 10-15 minutes for me to get a full lobby. Hence why I'm low. I've played a total of like, 7 games as killer since the update, since it takes forever to even find a game. (last game was 13.5 minutes until I had a full lobby, and even then, half the time at least one person dcs in the loading screen)

    Also, it looks like this thread has mildly devolved into "survivors should see the killer" to justify quick swapping.. I've said this in other places, but real quick, I'll put it here again. One, remember that each individual survivor functions exactly the same, assuming you have the teachable perks. Now: do killers? No. The killers have unique powers that cannot be swapped. This means unless the KILLER quick swapped, the killer would be at a severe disadvantage. Now, how would survivors react if they could see what killer they were going against, only for them to quickswap at the last second?

    It reminds me a lot of trying to counter pick in fighting games. If neither is counter picking, both pick who they want, and go right into a match. If one is counter picking, one person picks, then the other does the counter picks, and they go in. But when both are trying to counter pick? They just dance around the character select board until time is nearly out. You tell me which is the most fun to do, but I have a feeling most prefer the first.

  • @akbays35 said:

    @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    I feel like Self Care allows for more bodyblocking and toxic behavior from survivors since it's so versatile. Plus, no one grabs empathy and it has the largest aura read of any perk.

    One, no, it's a very standard perk for solo players. Unlike SWF, you can't meet up with people, unless you get lucky. Secondly, there's no point in having a perk that does the same thing (but weaker) than an item. It would be like the sabotage perk. It's already slower, and has more skillchecks than using a toolkit (just like selfcare/medkit). The difference is that sabotage is unlimited, but slower and slightly more difficult, and the item is limited in nature. The changes here basically makes the perk into an item....that takes a perk slot. The entire purpose of it is to be unlimited. Doubly so when someone else could heal you at a faster speed, as a regular action.

    And I run empathy when I play solo. It lets me know when the killer is chasing someone (after they get hit), and if they manage to get away but don't have healing, I can head to them.

  • @powerbats said:

    @ChesterTheMolester said:
    Hillbilly420 said:

    For the record, this isn't a stealth brag, I got the new Billy weapon in roughly 5-6 hours. So I don't know why there's dudes running around saying "OMG! I need to equip Agitation and Hangman's Trick to fight those dang dirty trolls!" It's really not that hard to achieve.

    Im at 33, yeah its not as bad as it is. In fact half the games SWF groups came up with offerings and party streamers wanting to farm points, hard to say no to that.

    Sadly you're the exception, I've had 3 killers farm when multiple offerings were done and 1 was because someone dc'd during loading screen. All the rest have either been business as usual or the same old toxic killers. Billy's have all been hardcore jerks about it, Nurses and 1 huntress the same. I even had a Trapper use insidious on a camped person. some fair Pig's and a really cool Leatherface.

    Actually reminds me of a funny match I had earlier today...playing huntress, one person dced in the loading screen, 2 invites burnt, on the game. They don't do well, and I manage to get all 4 hooks pretty easily. On about the third, I go "Eh, I've pretty much won (they had 3 hooks between them all, and I was taking it easy, and no gens done), or could win easily. I'll just get my last bbq hook and let them do the special gens, maybe get away."

    Found a survivor, hooked him (accidently sacrificing, thought he had one more, whoops.), found another survivor, downed them, and dropped them repeatedly at a special gen. They ran away, not getting the message. I find the OTHER survivor, and they end up getting it. I, in the end, treated that one like a puppy, downing and dragging them to the next special generator until it was done. Then the gate (and actually downed them so they could maybe get the agonizing escape achievement). I thought it was funny that I made it really obvious I was more or less done with the match, and the first one was hiding scared, hardcore.

    Not sure if that's technically against the TOS or whatever...but given it's an event, I figured "eh, what the heck"

  • I found the wiki page relating to it...I never heard about the event coming! Kind of wish they announced it somewhere in the news section of the game's steam page. Ah well. I know now! And I also understand. Special generators, special hooks, special cosmetics, lots of bloodpoints.

    So, how does the attitude shift in the community? Do people play the same? Harder? More generous, or more trolley?

  • If your goal playing a game is to piss off another human being? Well, if they get you, be assured they are going to make you exit the game as quickly as possible.

  • @Touken I'm not sure what happened to my last post. Summarized version is that you have 3 perks that are aimed at healing, and one for evasion. Borrowed time is healing/evasion because it prevents them from going down instantly, letting them potentially get away. Adrenaline is good, but I would say that selfcare trumps it, and fills the same slot. Keep dead hard if you're good at the sprint.

    I would suggest dropping adrenaline or borrowed time for an informative or stealth perk. Empathy or spine chill will give you a warning/potentially notify you of where exactly the killer is, and let you get away BEFORE you get in a chase.

    in camping Comment by Chrona
  • An interesting thought that just occurred to me: The weakness of huntress' lullaby (which I like, honestly, I'm a lower level player, and I find it trips people up, including me, often enough) is that one totem is set to it, and they have to find the one, and destroy it, right?

    An interesting fix would be to make the "weaker" hexes attach to more than one totem...this would also mean you would have to balance "weak" hexes and "strong" hexes, so you had enough totems for them all. The real important part is that, if say, huntress' lullaby was attached to, for example, 4 totems? That means they would have to find and destroy all 4 before it was disabled. And each destroyed one gives the killer the notification, and warns them that they are hunting for the totems.

    At the very least, an interesting concept.

  • I'm a newer player to the game, but from what I understand, it's weak now because it was stupidly powerful before. Before, the survivors could permanently break every single hook on the map, except the basement ones. That means even if they downed them, they couldn't drag them to basement to hook. This lead to killers downing everyone (so no one could heal each other), then trying to get them to the basement one at a time. Or maybe they let them bleed out, not sure. I didn't play then. No one liked it, but it was the natural conclusion to a bad meta.

    I personally think sabotage is currently underpowered, but the key is making it useful without making the game impossible for the killer, in the end. I think having a maximum of X (maybe 4, 5?) hooks being broken (or removed through the offering) at any time, and if any more are broken, the last one repairs, is the best option. However, this would require a lot of playtesting and tweeking, to ensure that the slugging meta doesn't need to make a return.

  • That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

  • So....Maybe not the best place to ask. What are the events like? I've only been around for a month or so.

  • @Crazewtboy said:

    @HexRedWolf said:

    @Michael_Myers said:
    Camping is definitely a big problem on console. I don't get it... camp all survivors, get a 4 kill, but walk out with barely 10k points. Just stupid. On the survivor side of things, looping is an even bigger problem than killers camping. High rank killers usually aren't dumb enough to camp, but with high rank survivors all you see is them running in a circle. Both do need to be addressed though. As a killer I don't camp, and as a survivor I don't loop. It's just not fun.

    I can't play Killer anymore on Console because of all the toxic survivors on Xbox. Plus a lot of the survivors that lose to you report you instantly on the Reputation status making your rep go down rather rapidly to the point it gets to the Avoid Me Status and you can't play any other online game at all because of it.

    Come try it on PS4 man. You think Xbox is bad? Well PS4 is the worst. Getting salt after every match win or lose being told to kill youself and that you need to get a life because you are trash for outplaying someone. Worst part about console is that since we don't have an end game chat like PC, people have to DM us to give us hate mail. Don't know about you guys, but I find it hard to kill when my inbox gets blown up

    My god, that last bit. Here I remember specifically seeking out peoples profiles to say GG because they played well in games like halo and dead rising 2 (this was the 360 days).

  • Facecamping, as far as I understood, was a specific interaction since you could only unhook people from directly in front of the hook. If the killer stands there, they can't unhook, end of story.

    With the swiveling hook (which looks hilarious, in my opinion), that specific interaction is gone. Now most people mean facecamping as in, standing like, 5 feet from the survivor.

    And as far as making camping less rewarding...it already is, point wise (unless everyone runs to save the hooked person. Which happens sometimes.).

    If camping was not meant to be intended, why is insidious part of the game? It is literally MEANT to enable camping.

    And as others have said, why should I be punished (or you, hey, I play both sides) even more than I already am for ensuring my kill? "Why do you need to ensure your kill?" some might ask. Well, there's a number of reasons. One, if it's part of my strategy. Insidious and make your choice? A hooked survivor is bait. Two, if the game situation calls for it. The gates are powered AND opened, and 2 have escaped, but one hasn't, and the last is on the hook? I'm going to sit on the hook until they die, otherwise they will escape, end of story. Third, if the survivor I got was hard as nails to catch. I don't want to go through that again, thank you very much. And finally...for a ritual. If I have a ritual to sacrifice two people, especially with how many survivors DC once they get downed, or even hit, I'm going to sit on you until you die. Reason? Getting a few extra thousand bloodpoints for doing other things like chasing and hitting other survivors is nothing compared to the 30k I get for ensuring you, and one other person, die.

  • As someone that plays both sides, here's what I consider to be toxic and/or scummy in nature (mostly in game actions, but a few are pre/post-game lobby things):

    • T-bagging. As others have said, there's no good reason for it, other than to be rude. If you really want to show your superiority? Do something productive, or use one of the other emotes. One survivor I was playing at as the huntress actually did that really well: I aimed a hatchet at her, she waited until I threw it, stopped working on the generator, then went back to the generator and worked on it for a few more seconds until I got closer. Far better in every way (of even ticking me off a bit, but props, that was ballsy and impressive) than a quick few t-bags before running.

    • Hook farming other survivors. There's been a whole other thread on it, but in my opinion, hook farming other survivors is more or less the worst. As a killer, of course I'm going to go after the unhooked target (unless you are also wounded, and/or I'm running "make your choice"....which I don't have. Yet.), since it's the objectively better move. Does it feel good for anyone except the troll though? No.

    • Abusing DC (and hook suicide, but to a much lesser degree). This one personally ticks me off. Most of the time it's on the survivor side, both because of raw numbers, and because players that play killers usually won't DC on purpose because, hey, they're the host. Or at least I figure that's the mindset (It's mine, more or less). Survivors don't care as much. I won't get into it as much, but I've had many survivors abuse the DC mechanics for varying reasons. To protect an ultra rare (very rare? I don't remember. Either way..) item and addons, because they got caught first, or to simply deny the killer points. That last one (especially combined with the fact that they then were taunting me in the post-game lobby) really gets me, because there's no real reason for it, other than to piss someone else off. Killers don't DC as often, but especially if we survivors burnt offerings? Very rude. Even if you don't like the map, don't DC. Just in general, don't DC, eh? AC is far better. That was a bad electricity pun, please excuse me, I've been writing this for a while now.

    • Being Rude/etc in the pre/post game lobby. Others have covered this enough, really. Combine it with a deliberate DC, and taunting someone in the post game lobby....that's just rude.

    • Waiting at the gate. You know what I mean. Survivors open the gate, and stand there t-bagging, waiting for the killer to come. No purpose other than to be rude. Just leave, honestly. Or go back in and try and find an item, I've done that a few times. Or the hatch. I mean, if you've won to such a degree you're wanting to t-bag, just end the game. Like other's have said, it isn't like killers have a concede button.

    • Sandbagging fellow survivors. Just because you're a solo player, and you don't think "this is a team game" doesn't mean you should go out of your way to ruin someone else's day. Actually, that's most of this list, now that I think about it.

    That's about it, at the moment. Flashlight spam is annoying, but not the worst thing in the world (on the other hand, I have speakers because I don't have headphones at the moment. Might be worse for headphone users). Now, that's not to say that's everything that irritates me in the game...no, that list is much longer. But those come from game mechanics, being outplayed, etc. Those are fine, at the end of the day. Things I need to work around, and simply get better at the game. But the list above? Those are things that, in my opinion, you should just outright not see.

    At the end of the day, this is a game. And games, as the name implies, should be fun. The game itself is fun. The majority (by a small percentage) of the community is fun to play with/against. But the items above? I doubt anyone would be able to say truthfully that they're fun.

    (EDIT: formatting)

  • @Well_Placed_HexTotem I would venture to say that it might have to do with the way microsoft handles achievements...They may have had to, more or less, put in the achievement before they really interally finalized the number, but couldn't change it afterwards. Either way, even 20 seems kind of insane for what the achievement asks. I play huntress a lot, and haven't gotten a single one in this category.

  • @Zanfer said:

    @Chrona said:

    @Touken said:

    My advice is to get spine chill, that will give you an early warning when a killer is headed in your direction. Even stealth killers like the pig, the wraith, and myers.

    Besides T1 Myers though... Only phase it doesn't work on

    It doesn't? Huh, thought it did. Ah well, still, valuable perk in my opinion.

    in camping Comment by Chrona
  • I'm just going to ask this rhetorically to see what people think. What is the purpose of the hatch?

    In my eyes, it's meant to be an alternate minor objective. The main objectives of the survivors is to repair the generators to power the gates. Frankly, once it's down one survivor alone, that objective ranges from impossible, to mildly difficult depending on how many generators are left. If absolutely no generators were done before 3 people died? One, that's insane, but it's also kind of insane to force the sole survivor (heh) to do all 5 generators THEN open a gate. 2 generators will likely will have been finished before all the other survivors die. This leaves the last survivor with a question: Do you, essentially, do nothing, and spend your time hunting for the hatch? Or work on X generators, and open a gate? Because the hatch IS an instant escape that you have already met the prerequisites for, most people hunt for the hatch. Especially on the smaller maps. Finding the hatch in the game is a lot easier than say, rotten fields (first big map I could think of, honestly).

    Most survivors, I think, will go for the hatch most of the time. Unless there is just one generator left, or all are complete and they just have to get a gate, that's about the only time I think a survivor would still go the normal route. Beyond that, the killer usually starts hunting for the hatch too. And even if they find it first, they can't really "patrol it" or they might flat out tell the survivor it's there by accident.

    I feel like to make it more balanced (and or 'feel' better), there should be two things added. One is, as people have said, essentially a reason FOR the killer to hunt for the hatch. Because unless they find it at the same time as the survivor, it isn't necessarily beneficial. I feel like the killer getting the ability to outright kill the survivor wouldn't really fix the problem, it would only treat the symptom. The problem is that the killer can't interact with the hatch in any way, there's not true incentive to find it. The symptom is hatch standoffs. I didn't play the PTB, so I don't know how the kicking of the hatch worked exactly.

    The second is a small, but important prerequisite unique to the hatch escape. Something like, 5-10 or however many seconds to actually, say, OPEN the hatch (ie, it's "unlocked" once it's down to one survivor with at least 2 generators finished, but then the survivor has to actually push open the hatch. Probably similar in animation/timing to searching a chest). This makes the hatch escape slightly more risky, but also gives the killer a chance to punish survivors that find it a tad too late, etc.

  • @Orion said:

    @Chrona said:
    I would like to point out that the survivor still has to have completed at least 2 generators before the hatch can even appear/open. 2/5 is not "completely [BAD WORD] up the match." Honestly, hatch standoffs are kind of pointless.

    Wrong. The entire Survivor side has to complete at least 2 generators before the hatch can open for the last one alive. The Survivor who managed to live that long just had to be lucky.

    I meant that the entire team doing at least 2 generators isn't horrifyingly bad performance. And I would like to point out that it is theoretically 2 total generators done by one survivor, because loading DCs are a thing. Though, I've never seen more than one person DC in the loading screen myself. I have however had 3 people quit very early in the game. (I ended up pitying the last guy and taking him to the hatch myself)

    Regardless, hatch standoffs are kind of pointless. Especially if they drag out, you could be going and playing another match after all.

  • I would like to point out that the survivor still has to have completed at least 2 generators before the hatch can even appear/open. 2/5 is not "completely ######### up the match." Honestly, hatch standoffs are kind of pointless.

  • @Touken said:
    How are survivors  supposed to counter camping?

    I have read this entire thread, but I'm going to cut to the chase. As others have said, the counter play to camping is to do generators. This IS a counterplay, because of one big reason: Your objective, as a survivor, is to complete generators, and escape. The killer's objective is to fully sacrifice as many survivors as possible. If the killer is preoccupied ensuring that 1 of their 4 objectives is completed, you are perfectly safe during that time to complete YOUR objectives. They can't kill you if they are sitting in front of a hooked survivor. EDIT: Trying to get a survivor off a hook is similar to hunting down a kill in overwatch (give the example a second). Yes, it MAY help, and it may pay off in the end, but at the end of the day? It isn't your objective. The point that you left to hunt a kill is your objective. If you're on the hook, and you're being camped? Congrats! You're wasting the killers time. That, or they decided you're worth ensuring the death of. Or, for example, they have a ritual for two sacrifices, and they want it done (I camp when I have it, I want the ritual done. Especially after the first guy quits.)

    And if you're having issues with being found first...Run more stealth perks (and play killer so you can learn how the killer sees your actions.). Realistically, the best way to learn how to play against the killer is to try it yourself...You learn how much notifies them, where it is easy to lose survivors in a chase, etc. Things YOU have problems with as a killer, OTHER PEOPLE will have problems with. As a killer, I HATE rancid fields. As a survivor? Best map, most of the time.

    My advice is to get spine chill, that will give you an early warning when a killer is headed in your direction. Even stealth killers like the pig, the wraith, and myers. Heck, even freddy. (especially bad for myers, because he needs direct LOS). It would also behoove you to get some perks that would help in your escape, one way or another. Lithe and dance with me is a great combo from what I've seen. Jump through a window, sprint extra fast AND leave no scratch marks for a bit? A really easy way to lose the killer. Also, remember: you're in third person. Abuse the fact. Peek around corners. etc.

    in camping Comment by Chrona
  • Glad to see no one's being overly harsh here :D I'm relatively new myself (ok, about a month. Player level 38, about 50 total killer levels, and 70 total survivor levels...mostly because teachable perks.)

    As someone who's pretty well split on killer/survivor, while it can feel like it's balanced towards killers when you get bodied, but you'll find, most likely, that it's easier to get bodied by survivors than by the killer...unless someone makes bad choices. Like unhooking a survivor with the killer RIGHT THERE. Not the best strategy, unless you have very specific reasons (like borrowed time, dead hard, etc). And if that happens, and the killer focuses you after they get you down? Be pissed at the survivor who's essentially farming you for points, rather than the killer. focusing on one target (aka tunneling) is a solid strategy: Less survivors in general means less generators being worked on.

    Also, there is an "instant repair" in the game...not to the extent you mean, but it's there. The "brand new part" addon. It near instantly repairs the generator by 25%. Also, killes can never "insta-kill" a survivor. Especially on a hook. It takes 3 placements ON a hook, or a full 2 minutes. Also, try putting struggle on mouse wheel down. You'll get less points, but it's easier to do. And memento moris? Those are pretty rare offerings that let you kill a survivor, yes....AFTER they've been hooked once. Still not an "insta-kill." You have to down them, hook them, have them TAKEN OFF the hook, down them a second time, THEN kill them.

    The number of generators both on the map and needed to be completed are determined by the number of players at the start of the game (disconnects in the loading screen, is the answer to the question surely brewing). Number of total generators is essentially number of survivors +2, and you need to complete one less than that. Hook numbers are simply determined by the map. While I personally think there are a few too many hooks placed a little too close together, I'm talking very minor changes. Overall, it's alright.

    A killer that camps is a legitimate strategy: maybe not the most fun to perform or have performed ON you, but legitimate none-the-less. If they are camping, let them hang. Work on generators, do other things while you are, essentially, completely safe. And as others have said, the ravens are at least in part to prevent AFK survivors. It happens. One time, a survivor went "######### this game" but didn't want to actually quit. He hid in a closet near my friend (on a hook), and went AFK. Now imagine if there was no stillness ravens. We would have all escaped/died, and the killer would more or less be stuck in the game, looking for someone who is, for all intents and purposes, not there. Unless he HAPPENED to open that ONE closet. It would be the worst form of holding the game hostage. The game can't end until all the survivors are dead/escaped, after all.

    Actually, they made it the other way around. Killers get FASTER the longer the chase goes on. The reason for this, as far as I understand, was to put, more or less, and end to pallet/window looping. If the killer gets faster, you can't go in the same circle forever. Now you have to actually try to get away, and get out of the chase.

    One, don't doubt the power of the pallet and windows. Yes, they can hit you in the animation, but it still buys you time, especially if they don't respect the pallet, and get stunned. And your objective as a survivor is not to fight back, but the run, hide, escape, and survive. The concept of the game is 4 people vs 1 unstoppable killer. They have a few weaknesses (wooden pallets, for examples. Also flashlights). And don't doubt the power of moving in unexpected directions. Suddenly running towards a killer when they are about to take a swing at you doesn't work often in my experience, but it does sometimes.

    With freddy specifically, all you have to do is fail a skill check or be woken up. If you have self care, even easier. Start healing, and fail. Move to a safer spot, then finish healing. With the pig, since the head piece doesn't start the timer until the next generator is finished, it gives you plenty of time. Really, go after self care. I think you'll find the game a lot more enjoyable with it.

  • @Wolf74 said:

    @fluffybunny said:

    @Tombstone218 said:

    @fluffybunny said:
    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    Not only does that idea make the perk incredibly weak, but it doesn't even make sense in the context of the killer it's coming from. Franklin's Demise is based off of a scene in The Texas Chainsaw Massacre, in which a character named Franklin is brutally murdered by Leatherface, dropping the flashlight he was carrying as result. It's a direct tie to the movie in which Leatherface came, and a good perk. Is it really all that difficult to find your item later?

    The issue is when someone else takes the item when you have a white ward. Someone else suggested the item would go back to your inventory regardless (if you didn't use it up). I was also thinking it may be a good idea to like lock it to the character (like make it not visible and pick-up-able to others).

    That would lead to terrible exploits.
    SWFs would use white wards to create copies of items, because they can drop it at the gate and keep it anyway, while someone else picks it up and keeps it also.
    Very bad idea.

    Did you even read the second half of what fluffy said? You know, the bits of the suggestion where she puts in, essentially "not interact-able for the other survivors"? Because if the other survivors can't interact with it, they can't make copies. And right now? There's an even easier exploit: Alt f4. If you disconnect, you keep your items and addons, as a survivor. Honestly, even if the killer IS running franklin's demise, if they find you, you can outright quit and be assured you still have your item. Abusing disconnects is actually a better protection for your item then the in game safety net offering. Think a bit on that.

  • @CallMeRusty420 said:
    Nah. Why do that when like I've suggested before, give the Hex Perk a secondary effect that activates after it's destroyed? Like when Ruin is destroyed, all survivors get a %15 repair speed reduction.

    Not a bad idea. Possibly make it more of "curse" effect, and effect the individual who actually broke the hex? IE, you get value for breaking the hex, as you should, but you accept the risk and punishment for doing so. Otherwise, like in your example, you would be trading a hex that can be broken, for one that can't. Plus with this, they can also make it more severe by only effecting one person. -25% for that person? -35%? (-50% seems too harsh, but you get the idea)

  • @CallMeRusty420 said:
    No I read the whole thing. Talk about assuming. I was just stating what I got from reading your post. I personally don't have any problems about the hooks and I think they are good this way. Survivors don't need a crutch for when they get downed one after the other like dominoes. So excuse me for having the opinion that complaining about the hooks is rather pointless.

    Props and fair enough. And I don't think there needs to be a huge change, or possibly even a reduction, (especially since the hook reduction offering exists. And doubly so if sabotage ever gets a buff) but maybe even a change in the placement logic of said hooks, or something along those lines.

    But again, I feel there are too many hooks, even as a primarily killer player. I mean, I've had a few times where a survivor ALMOST wiggles out, and that's nerve wracking, but 3/10 I can just turn around and hook them without moving, 6/10 times hook them within 3 seconds or so, and that last one is where I have to walk and they can almost wiggle out.

  • @Master said:
    Well you must be playing at rank 20 if you have ever seen only 3 flashlight saves, thats kinda pathetic.
    Since devs decided to add SWF to the game, the game must be balanced around it :wink:

    I've had several people TRY to use flashlights on me (even a rank 5, I think, I forget. But then they also DCed after trading hook places with the last other survivor just to deny me the kill, so hey. Hence why I forget, was mildly pissed after that match :P ), but none (or maybe one?) successful one

  • @CallMeRusty420 said:
    All I see here are survivors getting rekt and then one of them complaining about it on the forums while trying to blame some feature of the game instead of their own individual skill or the skill of the other survivors. Just cut it out.

    Yes, things got stupid fast and we did terribly. I even said so. But if you had read anything I said at any point in this thread, you would know that AS A KILLER I feel there are too many hooks.

    Before mindlessly assuming that it's mindless complaining, maybe read and see if they have reasoning to their argument and maybe even suggestions that you could reply to other than attacking the person?

  • I feel like if they burnt a ward, they should get the item/addons back at the end of the match, regardless of what happens, as long as the item still has at least one charge left.

    A friend of mine was playing with me, and he used his first engineer's toolkit, and burnt a white ward to protect it and the addons he used. The killer ran FD, and he lost the item within a minute of the match starting. Personally, I feel like losing the item in match is enough, and it should be returned post match. (He survived, but was essentially punished for living by losing his item. Or would he have also lost it if he died? Either way, I feel like he should get it back. Otherwise, FD completely counters the white ward, which is....silly, since it's meant to be a safety net of "Oh, hey, try this out, get a feel for it")

  • @Master said:

    Now guess what killers have to do :wink:

    Also they cant reduce the hooks considering that DS, flashlights, pallets and bodyblocking are strategies to deny hooks.

    Its funny, but when I run a slugging strategy, it always pisses the survivors of so much. Do you prefer that instead of a lot of hooks? Because this is gonna happen if you deny the killer the possibility to hook, no they are not gonna try to hook everytime just that you wiggle/DS off

    Balance is hard :P But I don't think DS, flashlight, and pallets are reasonable arguments against the amount of hooks. Yes, those let the person escape, but, A, DS is essentially going to trigger regardless, plus it is one time. It's a near ensured one-time escape in exchange for a perk slot. Flashlights? I've only seen successful flashlight stuns like, 3 times. Total. On both sides. And Pallet drop for a survivor escape? Once. And ONLY because the survivor happened to go down in the middle of a pallet and a survivor was close. (The killer was not amused).

    Bodyblocking.....eh. No comment.

    And yes, if you run a sabo squad, you could do that....But who would, really? And realistically, it would only be really possible in a SWF group, which people already hate to a very high degree.

    Either way, you can't deny what happened in my picture is a tad insane.

    Also, a suggestion I have is to have a maximum number of hooks be capable of being broken/removed from the game. I don't know how many hooks (basement notwithstanding) normally spawn in a game, but my thought is this: the amount cannot be reduced by more than 5. To me, that means, if 4 people burn the hook reduction offering, there can only be one hook fully sabotaged: the moment a 6th hook is sabotaged, the 5th one respawns, similar to the hag's traps. One the other hand, if you run sabotage and no one burns those offerings, you could break 5 hooks permanently, and the 6th one you break causes the first to respawn. This would act as a functional buff to sabotage, while not creating the kinds of insanity I heard happened with it in the early stages of the game's life.

  • @hMM said:
    They already hit survivors hard. If you've seen dead by daylight's recent reviews in steam you'll be sure to think again. They are frustrated and mad because of this update. Maybe that's the reason to all the quitting?

    No, it isn't. It has nothing to do with the update. It happens just as much now as it did prior to the update. And my suggestion isn't just for survivors, it also applies to killers (except the item and addons bit, because, oh hey! Killers lose those anyways no matter what.)

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