Cymer
Cymer
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Enduring don't counter DS. It shortens the stun. Stun is not the issue. The problem with DS is, that it resets the chase.Nova_Terra said:Everyone forgets Enduring counters it, and it has a lot of practical uses.
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Wow! You are saying the "right" way of playing Legion is using an exploit and tunnle down the survivors one by one. What will you do, when the devs "fix" the exploit?
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Not possible. They need to overhaul the entire game.
Haunted Grounds
Devour Hope
Thrill of the Hunt
Ruin
Third Seal, wait a minute, there are only 5 totems on the map....crap.
I would love more perk slots, especially for killers. (They have no access to swf cheats and cannot enhance there perks with other players)
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If you know where all the spawn points are of the game you can easily do such stuff with nurse.
You either datamine or just play some survivor to get that knowledge. -
I want a killer with a hook! Like Roadhog or Thresh!
I want to yank survivors to me like the strangler from Last Year.
T-bagging at the gate? Come here you little... -
Yes, I am sorry. But as a non survivor main you have your own biases, like I do myself.Mister_Holdout said:I guess I can't comment because I'm not a survivor main

I never thought that Devour Hope is fun for survivors and yet it makes sense and the devs should release more hex perk like devour hope. A perk that incentives interactions and healthy tension. -
Hag is my favorite killer.
I use the hag to gain map control. With her traps I set up a perimeter where I chase my survivors into.
The hard part is, you have to anticipate where they are going. What are the common loops and windows and how you can cut them off.
I like to use MYC, M&A, HG, and BBQ. I love to surprise and scare my survivors.
You can even force HG by pretending to def your totem.
Good luck and have fun with her! -
@Poweas said:
You got NOED which is just as bad as DS calm down. If you say that it can be blocked then what about the 20 seconds per token which delays the gaem by 100 seconds (1 min 40 secs). That's broken. Even if it gets blocked it still slows the game down a ton and if you let it be it's still giving you a free 4k stop moaning about it. Nerf DS and remove NOED. That's it. Cancer will be gone.NOED is nothing like DS.
You can counter NOED, you cannot chose when to use NOED.
Learn first about the game mechanic and how DS and NOED are completely different perks and the influence the game on different ways.
NOED won't help you in the early game, has no potential to snowball off or brake a stalemate. NOED is not the "I win button" DS CAN be.
With DS you can extend a chase or completely nullify it at any point of the game and even grants you a free escape in the endgame. With no counterplay I mind you.So no, NOED is not as bad as DS for survivors. Please stop saying this and spreading this misinformation.
Thank you!
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@Ryuhi said:
@Cymer said:
@Najemniczkas said:
Survivors only? You mean survivor mains only, or do you count people who play both?
CJsDBD said:How are they broken? Survivor main and not sure what you mean
Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.
I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.
It is just funny how the first post is pure obliviousness about the issues with totems.
I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.I was not prepared that someone in the game could say, they are fine the way they are.
Would love if he could elaborate a bit, how totems are not broken.I play both but I'm primarily survivor, and in terms of disappointments with totems in their current form, I feel it goes down to splitting survivor attention, turning survivors into cowards, and there not being enough. Both are going to sound weird from a survivor perspective, but hear me out:
The best way to beat Hex: Ruin is to work through it, and be good at skill checks. If you have no idea where the totem is and are working on a gen when you start getting the red skill checks, just power through them. Your chances of finding the totem faster than the progress you would gain by staying on the gen are low. It causes players to split away from their objective for the sake of trying to make a play. I understand why they do it (especially since M1 simulator is not exactly fun for anyone,) but it hurts the team's efficiency when they don't find it quickly. Looking for it while heading to a gen (or even during a chase) are perfectly valid, but I can't stand when people see a zap and run off like the generator bit their fingers or something.
Other Hex totems CAN be important to chase after you know their effects: namely Devour Hope. By the time you know those tokens are stacking, The killer is getting pretty swole with it. I really like this dynamic and wish it could be improved even more (as survivor its suspenseful as hell in a good way) and as survivor I usually have the opposite problem: people get scared when they see it, and DON'T go anywhere looking for totems for fear of getting one shotted. They immediately act like they're up against a tier 3 Myers and curl into a ball in the corner weeping softly while other players are checking all of the most common totem spawns hoping to find it before they get mori'd.
Lastly, there just aren't enough totems. Having few of them is great for getting rid of NOED, sure, but they also make great BP bonuses if you have spare time and don't want to BM the killer just to get a bit in that category. If the killer is bad or doesn't really chase you the whole match, totems suddenly become the optimal way to even get anything in the category. I know sometimes survivors will go for dull totems instead of gens at the very start, just to be less likely to be the first chase for the killer. The spawns are also pretty commonly placed on most maps, you can almost always find at least 3/5 in a single lap around the map. Some maps guard them pretty well, but ALL of them should to increase accomplishment more than getting to hold M1 for a bit more a different set of points.
Thank you very much for your honest and helpful input.
That's exactly why I asked this question in the survivor section.
I think it is important that we all work together and try to make the game as fun as possible.
@not_Queen and @Patricia I hope you can get inspired by this kind of positive and constructive posts and make totems something fun to interact and maybe something essential of the game. -
@Najemniczkas said:
Survivors only? You mean survivor mains only, or do you count people who play both?
CJsDBD said:How are they broken? Survivor main and not sure what you mean
Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.
I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.
It is just funny how the first post is pure obliviousness about the issues with totems.
I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.I was not prepared that someone in the game could say, they are fine the way they are.
Would love if he could elaborate a bit, how totems are not broken. -
I still would love to see a killer with a hook mechanic like a roadhog, thresh or the strangler.
It would be so amazing to land such a hook. Like first hook just injure and when the survivor is injured you hook and yank the survivor to your feet. -
@Boss said:
@Cymer said:
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor?Because DH also provides a 1-hit bonus at 3 Tokens, reducing all chases by 1 Health state, excluding Deep Wound chases.
Which is especially powerful on ambush Killers like Wraith & Spirit.So lit the totem at 2 tokens. Thank you for your input!
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You do not understand me. I don't want a buff for the killers nor a nerf. How can we change the game so that chasing is more desirable? How has the game to change that chasing is the best way to play the game and win the game.
It's not about punish campers, prevent tunneling. It's about creating a new way to play and win.
What has to change that the fun part of the game, chasing, is rewarding and leads to victory? -
Thank you for all the comments so far.
Hybrid with some tweaks seams to be the most liked and reasonable so far.
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor? With Ebony Mori you only need 4 hook at max to Mori everyone. If you play efficiency you only need 3 hooks and the last one can be sacrificed on the hook. With no counterplay I mind you. -
The problems with legion are the following:
As a killer it is crucial to take one survivor out of the game asap. (Death Efficiency Spiral @AlwaysInAGoodShape) Legion can't do that.
With his power you can hit multiple targets if you are lucky, but only Thanatophobia helps you to slow down the game. But on it's own mending is done really fast and don't require another survivor nor self-care, so it is just a small time think.
Without add-ons you really don't need to heal as a survivor, because he cannot down you with his frenzy.
As stated above for survivors it is frustrating to play against him, because simply loop and outrun is not really an option and mending is just annoying.
Spreading out and working on multiple gens even promotes genrushing.
The devs created the legion as a killer that feels fun to play and has a scare factor, but not immediately takes one survivor out or down them.
They build the legion to cater to the wishes of the survivors, no tunneling, no instadowns and with 2 aura perks also anti camping.
Discordance also feels more like a surveillance rework that got slapped on the new killer.
And only a few perks synergies with the legion.
This all together makes to killer so disliked within the community. -
If you say, totems are not here to last only to slow down the game, how does this match with DH?Vietfox said:
@CymerCymer said:
Then explain devour hope to me?Vietfox said:
@jackmadroxjackmadrox said:@Vietfox said:
Yeah, i was once playing with @lyric and killer DCed for the same reason. He was protecting the totems at all costs and we decided that 2 of us should do the totems and distract the killer while the other 2 kept doing gens. As soon as we removed them killer DCed.
Honestly, some people need to understand that their main priority as a killer is to kill people and prevent them from doing gens, not camping totems. 😕Killers camp totems because they're their only chance at having a good game. Because after Hex Ruin is gone, the gen rush is on.
You clearly don't know how to play as a killer then. Hexes are not meant to stay during the whole match, they are meant to slow down the game.
If i can get 1 or 2 hooks before they get rid of the (let's say) ruin i'll be more than happy, if not, i'll just deal with it. And yes, i agree that devs should fix the totems placement.
You know what will happen if you camp totems? I'll repair gens while you camp them and it will be as useless for you as losing the totem right away.
What do you need to know about DH?
Totems placement should be fixed.
Once they fix it it's your choice to camp DH or not.
You camp it? Probably you won't get a single hook, thus you won't be able to use it
You don't? You'll have more chances to use DH.
DH, if it goes of, lasts till the end. That's the whole idea if that totem. That's why we need a fix for totems. Otherwise just run ruin and haunted grounds if you want.
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If you say, totems are not here to last only to slow down the game, how does this match with DH?Vietfox said:
@CymerCymer said:
Then explain devour hope to me?Vietfox said:
@jackmadroxjackmadrox said:@Vietfox said:
Yeah, i was once playing with @lyric and killer DCed for the same reason. He was protecting the totems at all costs and we decided that 2 of us should do the totems and distract the killer while the other 2 kept doing gens. As soon as we removed them killer DCed.
Honestly, some people need to understand that their main priority as a killer is to kill people and prevent them from doing gens, not camping totems. 😕Killers camp totems because they're their only chance at having a good game. Because after Hex Ruin is gone, the gen rush is on.
You clearly don't know how to play as a killer then. Hexes are not meant to stay during the whole match, they are meant to slow down the game.
If i can get 1 or 2 hooks before they get rid of the (let's say) ruin i'll be more than happy, if not, i'll just deal with it. And yes, i agree that devs should fix the totems placement.
You know what will happen if you camp totems? I'll repair gens while you camp them and it will be as useless for you as losing the totem right away.
What do you need to know about DH?
Totems placement should be fixed.
Once they fix it it's your choice to camp DH or not.
You camp it? Probably you won't get a single hook, thus you won't be able to use it
You don't? You'll have more chances to use DH.
DH, if it goes of, lasts till the end. That's the whole idea if that totem. That's why we -
Then explain devour hope to me?Vietfox said:
@jackmadroxjackmadrox said:@Vietfox said:
Yeah, i was once playing with @lyric and killer DCed for the same reason. He was protecting the totems at all costs and we decided that 2 of us should do the totems and distract the killer while the other 2 kept doing gens. As soon as we removed them killer DCed.
Honestly, some people need to understand that their main priority as a killer is to kill people and prevent them from doing gens, not camping totems. 😕Killers camp totems because they're their only chance at having a good game. Because after Hex Ruin is gone, the gen rush is on.
You clearly don't know how to play as a killer then. Hexes are not meant to stay during the whole match, they are meant to slow down the game.
If i can get 1 or 2 hooks before they get rid of the (let's say) ruin i'll be more than happy, if not, i'll just deal with it. And yes, i agree that devs should fix the totems placement.
You know what will happen if you camp totems? I'll repair gens while you camp them and it will be as useless for you as losing the totem right away. -
Well, I didn't start to camp more with the locker buff. I just assume that there are survivors within 40m of the hook and search/"camp" the area.
I have yet to see a survivor who jumps into a locker when I down someone and waits until I hook them, and to let the BBQ effect worn-out.
And often there is someone near, comming for the rescue.
Or I just play the hag and I don't care, because I put a trap down and start searching/trapping the area. -
Yes...I just see a problem with swf that can hog the majority of votes...on the other hand you could kick one part of a swf duo, what basically resets the lobby search, because the one won't play without the other.
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If we are talking about DC. If I don't run a specific totem build, I usually check the basement first and more often there is a survivor, absolute oblivious scrambling in the chest. Often I just can pick them up.
But 9/10 survivors just DC, I don't even have the chance to hook them for BBQ...there goes my 25% stack and the other survivors are screwed.
Why do they rage quit?
Am I not allowed to check the basement? -
If all killers get changed to TR, just think of a max TR Doctor or scratched mirror Myers with MaASomeissues said:@AlexAnarchy said:
changing too TR would be beyond stupid as survivors will then abuse the Legions TR.
it would make Legion trash but it would fix the issue with other killers, survivors can cause the killer to lose bloodlust despite the killer is right behind them, its dumb as f
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Well if you play devour hope hag and within the first 20s someone breaks the totem and you didn't even had the chance to reach and defend that totem, yeah that sucks. I understand her DC. Cancer is then probably more the game mechanic.
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No this is not bannable. You can camp and tunnel as much you like. There is no rule who you should chase, for how long you suppose to chase someone and that you have to hook, chase or down the survivors in a specific order.
All these claims of unfun game would also apply if a survivor loop you over and over, blind you and stuns you. You can use all the mechanic in the game how you please as long you don't use exploits or cheat in an other way.
Is it an effective way to play? Hell no!
But if it's your fun, you like to rp and be obsessed with one survivor go for it.
It's not like you cheated the focused down survivor in anyway. He missplayed, get caught, hit, down and on the hook.
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I personally don't like Hex: Ruin, yes it can slow down the game, but more often it gets found within a minute after the games starts, sometimes even before you ever had the chance to reach and defend it yourself. And it does not help you actually win the game. Yes in best chase you get some more seconds/minutes but it doesn't help you in the chase or down someone. I rather have a perk that actually let me do stuff and get things done.
At higher level no one's care because you just power through it. -
Exactly, and the death efficiency spriral, beautiful describe by @AlwaysInAGoodShape , enhance the impact of DS the earlier it happens in the game.aarongai said:The problem with Decisive Strike is that it allows Survivors to drag out chases for an extra 20+ seconds for a misplay on THEIR part. Not only that, but it's a massive time saver to not have to go unhook your teammate. Imagine every Survivor running this perk. 80 seconds is equal to 1 fully repaired generator just for running 1 perk. Also there's no guarantee the Killer will even finish off the D-strike user.
DS, Urban Evasion, Iron Will, and maybe a flashlight and you are like a ghost. Just saying. -
The biggest misconception of DBD is, that this is a competitive ranking game.
It's not.
In this game you supposed to have fun and survive/kill. Ranking is a reminiscent of the original vision of the game. There is no "fair" matches with pre groups who has access to 3th party programs or by playing against different ranks.
If you put a lvl 10 killer against a 20 and 1 ranked survivors what happen? -
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Nice idea, but I am afraid you didn't understand what these perks really do:
Self-Care enables you to heal yourself. Why is that so strong and got nerfed?
Because you no longer relies on other to heal you. They can work on gens, totems, distract the killer. Not half of your team loses time to find each other and heal. Faster healing won't compensate for being able to work on 4 things simultaneously.
Hex: Ruin is taken to increase the action window of a killer and slow down the gen progression. You either have to power through or waste time to look for the totem and cleanse it (usually behind the gen or you spawn next to it). Your Ruin removes every counterplay from the survivors, random skill checks penalize new players and buff veterans. I read nothing from only increase the progression on a great skill check, so the game will be faster on higher level. And it will be an indirect Nerf to Freddy.
btw there are only 5 dull totems on the map.
DS =\= NOED they are no brothers they are different as day and night!
DS can nullify and reset a chase and by doing so lose you the game how the dead-efficency-spiral works.
NOED is a fun perk AFTER the game to get a scary factor and end up wih 1-2 kills or a 4k with over altruistic survivors.
The power of self-care is, that you and your team don't need to waste time looking for each other and heal each other. You can even heal during a chase and snap yourself out of Freddie's Dreamworld.
Hex: Ruin is there to slow down the game. But increased gentimers are no fun and on higher level you don't even care. It is an annoyance yes that can easily be cleansed by doing one totem.
It even can help you to locate other gens and survivors and lure the killer to you.
As a beginner you don't understand what's going on, then you get better and just find it annoying and in the end you are asking yourself, why is it even in the game? -
I think you don't grasp the topic.
All what is asked, playing with a friend gives you an advantage. As the matchmaking is right now you get match with the average of your ranks, so some of you are over the killer level and some are under. The killer has a greater challenge because he is not used to play on that rank level. If you are rank 10 and get matched with 20 and 1, the 1 can make your game hell without you are able to understand what's going on. On top of the usual additional Intel a swf group can provide themselves.
To compensate that gap OP ask for a BP increase.
Just leave is not a viable strategy when 70% of the matches has a SWF in it in any combination.
If you don't understand just ask. We love to help each other! Try to find a positive way!
Thank you -
If you buttdance at the edge of the exit there is no point in hitting you the game is over.SenzuDuck said:@Cymer said:
At that moments I am happy to have a 2nd monitor.
Watch something on it and let them waste their time.
But yes it is frustrating and after all these years there should be a mechanic that would prevent such a hostage taking.
With some simple checklist the devs could easily determine if the survivors are stalling/taking hostage the game, what IS reportable by their standards.
I would love to put the survivors on a clock after a gate is powered, somewhat of 60-180s after that the gates close/exit getting blocked. So they have to make a decision. Do I stay for extra BP and killer shenanigans or do I just leave. If you want to put on a real incentive let them lose their BP after that time frame. Part of it, all of it. And after the time is up your aura gets revealed, no lockers, exposed and Mori-able. You clearly had your chance to escape but you chose to die.Please tell me how it is hostage taking when you can fully hit the survivors? lol
Just leave, you are just stalling.
How would you like to be down in front of the exit/hatch, all the other survivors are down or dead and all you can do is crawl to an exit or wait to bleed out. Each time you are close to escape the killer picks you up and put you back down, a bit further from the exit. All you can do is wait to bleed out.
And now imagine there is no bleed out. You have to wait until the killer gets bored and let you go. -
At that moments I am happy to have a 2nd monitor.
Watch something on it and let them waste their time.
But yes it is frustrating and after all these years there should be a mechanic that would prevent such a hostage taking.
With some simple checklist the devs could easily determine if the survivors are stalling/taking hostage the game, what IS reportable by their standards.
I would love to put the survivors on a clock after a gate is powered, somewhat of 60-180s after that the gates close/exit getting blocked. So they have to make a decision. Do I stay for extra BP and killer shenanigans or do I just leave. If you want to put on a real incentive let them lose their BP after that time frame. Part of it, all of it. And after the time is up your aura gets revealed, no lockers, exposed and Mori-able. You clearly had your chance to escape but you chose to die. -
Can someone explain me why this locker change is such a big deal?
The exploit with OoO is fixed so we are on the same playing field.
And if I hook someone with bbq and I see no aura, I assume that they are around 40m and start scouting the area (sry hooked survivor, I don't "camp" you, I just assume that 3 survivors are within 40m of your hook so yeah. I am not going away) or I just fall back on my other "tracking" abilities.The only problem I see is, when at the end of the game everybody is playing lottery instead of escaping, but that's a different problem.
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I know how to counter buttdancing and make some cash for BHVR.
Let the killers perform a "poledance" at a hooked survivor!
Hey its not face camping! It's a "lapdance"
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@Peanits said:
@Onionthing said:
It could be as soon as the gates open there is a countdown timer. Fail to leave and the entity eats you anyway. Doesn't count toward blood points but at least you arent stuck for 20 min waiting for survivors to leave.I'm not saying it's a bad idea, but a group that's committed to griefing could leave the gates at 99% and then hide around like normal. Then if you get caught, they just tap it and leave. I'd also be concerned with late game saves. If the timer is too strict, it could punish players for even trying to go for them. Those situations are pretty tense and I've seen them go both extremely successfully and turn into 4Ks.
To give a scenario: Someone is hooked, gates get powered. A survivor goes for the save, waits for an opening, unhooks them with borrowed time. The killer has NOED and instantly downs the rescuer, the other guys runs out. Now the other survivors run around the map looking for NOED, cleanse it, and go in for the save.
That could easily take a couple minutes, so there's a good chance that the timer would cut that off. The obvious move would be to make the timer longer, but if you do that the timer runs the risk of being too long. If it's too long, not much has really changed. If you're stuck sitting around for five minutes waiting for the timer to kick in, you're still not going to be having much fun.
Well that problem can easily be solved by some line of codes. Let the game check if some requirements are achieved like:
no survivor at a gen for 5 min ()
one gate open ()
no survivors at totems for 5 min ()
no totems available ()
no survivor hooked for 3 min and above requirements are set ()If check then revel aura to the killer, apply exposed status on survivors,
after 120s block exit and disable hatch. you had your chance now die. (if you are really nice let them mori them) -
Interesting, none of the survivors of the DS thread left a comment here. Either they don't want to educate themselves or rather complain.
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Someone has watched Monto
https://www.youtube.com/watch?v=ZObyTOW0Vio&t=301s 1h ago he said the exact same thing lol. -
Its funny you made this post. In the survivor section under DS nerf we are right now also discussing alternative viable and fun playstyles for the killer. If you want some inspiration just check it out.
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@Wolf74 said:
@Cymer said:
@Wolf74 said:
@Cymer said:
We are brainstorming around how to implement more objectives for the survivors, but maybe we need to focus more on the killer. What would happen if the progress/achievement is no longer tied to a 4k. If the killer wins the game by chasing all 4 survivors for a certain time, or regress the gens to a certain threshold? What if the killer has multiple ways to win the game?
Sorry, but that is already what we have right now.
It's called "the emblem, system".
Killer "win" and gain ranks by gaining "pips", but to be honest, that's not "fun" during actually playing the game.
You just get rewarded anyway, even if you did not have fun all game, you get a participation trophy.Well, my issue with the emblem system is that during the game you don't feel a satisfying impact.
There have to be something in the game, during the game, what the killer can do to win other than just hook/kill. A way that do not removes survivors.I always advocated for some kind of permanent debuff to survivor for each hook.
Most likely an action speed penalty.
So that the killer feel less pressure to remove the survivor from the game, but has more reason to spread the hooks among the team, instead of camping and tunneling.Something like Thanatophobia? Like for each hit taken or time hooked you get a stack and that survivor plays with a reduced action speed. Healing lessens this effect, but never completely removes it. This would also fix the hostage taking in games. at some point the survivors simply just can't do the actions fast enough to compete with the intrusions of the killer.
It is a possibility, but I see the "nerf" to survivors a problem. Just look at the doctor. He makes the game harder for the survivors with each Madnesstier you put them in. But it is just frustrating and unfun to play against. Not challenging, hard or fun. -
only blocks for that survivor it would be so hilarious.
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Sometimes I just wish the exit gate would block themselves if a survivor is teabagging inside the gate. I even would sacrifice a perk. Hell all my perks, addons and items for that one last laught.
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@Wolf74 said:
@Cymer said:
We are brainstorming around how to implement more objectives for the survivors, but maybe we need to focus more on the killer. What would happen if the progress/achievement is no longer tied to a 4k. If the killer wins the game by chasing all 4 survivors for a certain time, or regress the gens to a certain threshold? What if the killer has multiple ways to win the game?
Sorry, but that is already what we have right now.
It's called "the emblem, system".
Killer "win" and gain ranks by gaining "pips", but to be honest, that's not "fun" during actually playing the game.
You just get rewarded anyway, even if you did not have fun all game, you get a participation trophy.Well, my issue with the emblem system is that during the game you don't feel a satisfying impact.
There have to be something in the game, during the game, what the killer can do to win other than just hook/kill. A way that do not removes survivors. -
Maybe there is exactly where the problem lies.Wolf74 said:@Cymer said:
Once again NOED =/= DSThe first kill is the most important kill in the entire game to take control of the game and snowball from there. DS deny this. NOED is just a fun post game perk, that can easily be countered even with bonus BP on top of it. NOED kicks in, when the game is over. If it goes off in the first place.
If you want DS = NOED the killer should be able to perform a cleanse on the obsession to get rid off the DS. Like smashing their head against the floor to smack the DS out.
You are completely right about this.
The problem is, that the Devs think the same as the survivor:
No one should get eliminated to fast.
In their eyes, every survivor has a "right" to play a certain time of the match.
The issue with that is that the Devs might have the "fun" of the survivor in mind, but turn a blind eye on the killers effectiveness in play and the need to remove someone to create a snowball effect.
Right now, we as the community are always trying to elongate the time it takes to do the gens so everyone can have fun.
We are brainstorming around how to implement more objectives for the survivors, but maybe we need to focus more on the killer. What would happen if the progress/achievement is no longer tied to a 4k. If the killer wins the game by chasing all 4 survivors for a certain time, or regress the gens to a certain threshold? What if the killer has multiple ways to win the game?
In D&D the same happen when exp and reward no longer was tied to killing stuff. This enabled the players to explore other, more fitting and satisfying path and aspects of the game.
It would be cool if the devs would come up with a fun and acceptable solution for everyone. -
Sorry that's just too funny!The_Crusader said:
Can't see voice chat ever being pleasant in this game.Cymer said:Not gonna happen!
It would split the player base even more and the queuetimes getting longer.
Maybe we need to rephrase rank into score so people stop thinking overcompetitive of the game.
I just wish the devs find a way to close the gap between the solo survivors and the swfs and also let the killer join the fun, like in Last Year as example. By letting the killer join the voicecom it becomes more fair to everyone and the killer can laugh along with the survivors.
- Killer hooks survivor
- Camps
"Stop camping noob"
"Omg go away go die of cancer you ****"
"Lolololol stop rushing the hook then crybabies"
"Will you ******* stop trying to save me and just rush gens"
"**** You blame the killer"
Yeah....best not dealing with that.
Now I need the lol button.
But with maybe those information and clarity could help understand each other better.
But if someone is just bad and blames all the others, just mute them or amuse yourself. -
Camping is viable if the survivors are over altruistic and rush the hook. If 3 of 4 survivors swarming the hook don't blame the killer.
Camping also works great as bait, because you know, someone has to come here and if you have BBQ on and no auras are showing up, they either are all in lockers or within 40 meters. So you start scouting within 40m of the hook. You have no incentive to do otherwise.
And yes, there are some killers who just likes to facecamp. They enjoy see the survivor suffering on the hook and making the player salty. For them it's either revenge or personal satisfaction when the survivor sacrifices himself or DC on the hook. Same goes for letting someone bleeding out on the floor.
So to counter camping, be smart. Lure the killer away from the hook. Don't swarm the hook. Or just simply do gens and thank the survivor on the hook for their honourable sacrifice for the team to stall the killer for 2 min so the others can escape. -
Once again NOED =/= DS
The first kill is the most important kill in the entire game to take control of the game and snowball from there. DS deny this. NOED is just a fun post game perk, that can easily be countered even with bonus BP on top of it. NOED kicks in, when the game is over. If it goes off in the first place.
If you want DS = NOED the killer should be able to perform a cleanse on the obsession to get rid off the DS. Like smashing their head against the floor to smack the DS out.
-
Not gonna happen!
It would split the player base even more and the queuetimes getting longer.
Maybe we need to rephrase rank into score so people stop thinking overcompetitive of the game.
I just wish the devs find a way to close the gap between the solo survivors and the swfs and also let the killer join the fun, like in Last Year as example. By letting the killer join the voicecom it becomes more fair to everyone and the killer can laugh along with the survivors. -
I think to a lenght swf also has an impact.
If you are a rank 1 survivor and want to a play the game with friends, but they are lower rank or you interduced them new to the game, you aren't playing vs rank 1 killers but against the average rank of your overall rank.
Right now there is unfortunately no solution to this issue, because with only 20k players you just don't want to split the player base further with multiple queues (ranked and normal) and disbanding swf also makes less sense. We as a community do want to reach more and more players to grow and have a good time to play with and against.
At the moment you only can derank to midtier, so you can experience the game as designed, with acceptable queuetimes and interesting games.
Best way to derank is with the doctor, just walk around hook everyone with BBQ once and just let them win. Try to take as much point possible but don't kill anyone. Enjoy your BP and depip. -
Ugum said:
If the Killer is camping (face camping, generally I won't worry about a proxy camp unless he's super close) and the other Survivors aren't doing generators I'll just sacrifice myself. I'm not wasting my time when I can be in another game within a minute. I stopped worrying about rank a while ago. I just play to enjoy now (and work on my P3 survivors).
That's exactly the reason why some killer camp and why it works it your case.
As the killer you want an early down to win the game. If you DC/sacrifice yourself on the hook you just give the camper what he wants. And if other survivors are over altruistic camping works even better.
Rank up or don't get caught.
In higher ranks usually the survivors know what to do in that case and genrush. That will either force the killer away or your sacrifice secured the escape of the other 3.
It is a team game after all. Don't just screw everyone over by DC or sacrificing yourself.
https://www.youtube.com/watch?v=s1vlSh_juFg&feature=youtu.be