DemonDaddy
DemonDaddy
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- DemonDaddy
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If you want killers to step away, maybe you should be asking the Dev's to install some rewarding incentives. Stop yelling its unfair and I want it easier. If you really want community ideas implemented, both sides should be backing it. I doubt the community will ever back something that grinds one side to the ground. Instead throw out some idea that intise the killer to leave. There will always be an instance where camping is viable, but this can be cut down if it is the least appealing option.
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I agree there is an over abundance of freely given info. Survivors should have to at the very least earn this information through play.
Example: pig's boxes do not provide an aura unless the survivor has already seen where it is placed.
A small change like this would encourage us to explore the map and advise caution over immediate action. -
I would have to say it's the same reason why mangled wounds instantly disappear with a Band-Aid from a dollar store Med kit. Now if being injured incurred penalties for survivors I could understand keeping the health state if you were never actually struck.
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I wouldn't mind if they made them extremely hard to find and up the bp reward for breaking them. Killers get their perks longer and makes the effort to find it worth the time.
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Just a tip, you are not meant to out run the killer. Your objective when being chased is to break line of sight and sneak away.
Killers are slightly faster by design, difficult but not impossible.
Don't want to lecture, but I see way to many low ranks trying to beat the killer in a foot race. It takes experience and tactical perk use before you can effectively run the killer all game. -
Yeah the dc is bad especially with swf groups. I've joined some and have listen to them confirm with each other to dc just to ensure the killer's game suffers. Sad enough these were not whinny kids but overly entitled adults. Hopefully the new ban rules will rid us of these good time parasites.
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I have to agree that those perks do provide an incentive and reward the killer; however they are meant to reinforce that play style. This cannot be said 4 Killers not running these perks . As it is right now killers are forced to make a choice to stay nearby and Chase The Rescuer or head out and search hopefully finding someone before the save. It's a question of risk versus reward and unfortunately right now it seems a little more rewarding to stay nearby and possibly get two survivors compared to one hook and searching.
Personally I prefer to go on the hunt as standing there is kind of boring, but I do see the Merit for people who aren't particularly good at chasing down survivors.
Hopefully as the devs add new content and objectives we will see a decline in camping play styles -
Stating your rank and saying you got ez 3 or 4k doesn't prove a point. High ranks are played with skill and not every player can exploit their strengths in every game. Making a claim that either side is ez based on your skill is a void argument because results are subjective. You want to convince and prove your point, use the mathematics the game operates on. Previous experiences cannot accurately account for the variation of the total player base. Some excel and others struggle, show us why the issue affects everyone and your more likely to get a discussion than a meme.
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I get that you want balance, but why is it the most common survivor request involve making the killer wait X amount of time before continuing what they are suppose to do. If you want to call for change, atleast make an intelligent and well-balanced suggestion.
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Crazy idea, I know, but what if while a survivor is hooked, the shrine slowly (key word) reassembled destroyed hex totems one at a time based on struggle phases. Slower for first hook, with gradual gain as it lowers.
Its a shrine so makes sense it would have influence with the totems.
Keeps the perk situationally base around the basement, which make it hard to abuse. -
I have to agree that being spammed the way you described it seems very trollish, but I would prefer the devs fix this then issue it as a bannable offense
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Is survive with friends toxic no I don't think so, but it does put the killer at a major disadvantage and narrows play styles.
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Suicidal juking Jake, thinking the safest place is running circles two feet from the Killer
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Not a fan of the current matchmaking. I find it a little too common that survivors will load in and only one will be close to my rank while the rest are in top tier. I know this usually results from a survive with friends group and it can be countered by dodging the lobby, but I want to play the game and I don't want to wait another 10 or 15 mins to hopefully find one.
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I do this for survivors as well when the match starts and someone DC's right away because they see what killer I'm playing. I go about the match normally and if I managed to get to the final Survivor I'll steer or carry them to the hatch, let him get it. I just don't like to see one quitter ruin it for everybody. Nothing worse than a whiner trying to protect his purple flashlight
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I like the idea as it is now there's no sense of immersion
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Its based on how you and the team plays. If your on a gen start to finish, you get the full/minimal amount of points for it ( even less if teammates are helping). Getting them done fast can improve odds of survival but doesn't reward you point wise. For all survivors to do well in the gen category, the killer actually needs to damage them. Most games I see one person will finish several solo and that undercuts their teammates.
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Common sense says no killer would put a glowing beacon of power in plain view of his prey. At the very least they need to hide them better.
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I'm not arguing whether she top or bottom tier, just saying give her a try. Experiment with loadouts and learn what strategy works for you. If you don't like her then fine, don't use her. I don't care for Billy or nurse, yes they are top tier, doesn't change the fact I prefer the other play styles. I'm just saying maybe she will get mained or not, it will come down to preference. Besides we will end up seeing changes at some point in the future.(trapper, hag, wraith, Freddy) nothing is set in stone yet.
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Why all the hatred on the power, its an ambush ability. Just because its not great for chase doesn't make it useless. I have already seen plenty of killers use her effectively. Plan of attack people, great for the survivors that don't respect tr and stay on the gens.
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Okay, can we agree that all the calls for Buffs and Nerfs to each side by the other is pointless. The devs are going to be the ones to decide what gets tweaked and how, yes voicing concerns for issue is important for bringing it to their attention. Unfortunately a majority of the postings I see addressing these issues results in survivors and Killers arguing over who's stronger. Now can we address these in a civilized Manner and instead of pointing blame make suggestions that the devs can Implement to better balance the game for everyone; that doesn't directly result from cutting the others ability to play the game. Again I understand their are issues but I just feel it would be more productive and the devs are more likely to listen if it's not all hate bashing the other side.
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First off I love the game, but I really wanted to ask;
In terms of balance and addressing pacing issues, do you have any solid concepts that you feel will improve the play experience ( additional objectives, interactive points to provide info, alternatives to hooking). I know the player base can be demanding when it comes to so called "buffs/nerfs" , but I'd like to hear ideas that don't involve perks. -
I am fine with the change. It will however impact how some killers play, especially the stealth types unfortunately.
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I understand balance is not something we will see anytime soon as each update seems to switch favor. And by all means they need to keep tweaking each, but I do think aspects of play could be improved by adding new interactions not a one sided boost. The devs talked about wanting players to have access to more information during the match. Now instead of making it a passive or a bandaid perk, why not implement an object or item to the maps which provide that effect. That way it is earned and not a flat handout.
Examples:
Torture points-Slightly provides temporary aid while a survivor suffers( doesn't have to be offensive). Survivors must make skill checks or provide a aura ping on a random allie.
Spy glass- a stationary object that highlights objects and allies aura for a short time after
These are in no way perfect, I am aware. But surely the Devs got something better planned than "we fix you, now the other guy". I don't want an easy game, I just want some content both sides can appreciate -
Can't argue that, would love to get a 1st person view though, add that horror movie feel of looking over your shoulder while fixing a gen
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Can't argue that, would love to get a 1st person view though, add that horror movie feel of looking over your shoulder
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I have to agree that gen defense is not a solid strategy. Why you can control the area with a gen trifecta, the game mechanics do not make it possible for the killer to prevent an activation. I am not saying a killer should be able to, but survivors should not be able mob a gen knowing only 1 has to worry about getting the hook ( not counting situations like leatherface). I just think that in a survival horror being grouped up in front of the killer should warrant more concern than is h
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If you have the gens done why are you hanging around to see what the killer has. Yes it sucks when they get that hit right before the exit, but check the map and stop tbaggin the guy titled KILLER when the gate is behind you. Last note, the only way to get ez 4k is to have 4 people grouped up and treating the 2 hit minimum as body armor. Fear the killer, he is not there for the hugs
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What if his lullaby tr was the sleep mechanic while his power actually afflicted you with nightmares. For example
Lullaby tr= a Survivor entering his Terror radius would slowly come under the effects of sleep. The closer a Survivor gets to the killer the faster drowsiness would set in. Hence a Survivor on the Outer Edge would take longer than someone who is face-to-face with the killer.
As for Freddy's nightmare power something along the lines but doctors comes to mind. While a Survivor is asleep and hit with the nightmare copper they begin to suffer nightmarish Visions such as false aura: teammates getting downed, people being placed on hooks teammate bar indicating damage to others, false failures on gens.
I think these types of changes would help the killer in the sense that the Survivor is now confused they don't know where is safe to go or if they need to go and provide Aid giving the killer a few more moments to search the map for next victim or catch up the one they're tracking.
As for the Survivor perspective I think no real Edge is lost on their part they're still required to play around the sleep affect as they normally would now just being more mindful of the terror radius. As for the nightmare effect: survivors are not impeded directly only sensory information is confused , forcing the Survivor to decide if the Killer is still chasing or did they break it off and actually go for a teammate. -
I have to agree that gen defense is not a solid strategy. When you can control the area with a gen trifecta, the game mechanics do not make it possible for the killer to prevent an activation if no one has died. I am not saying a killer should be able to, but survivors should not be able mob a gen knowing only 1 has to worry about getting the hook ( not counting situations like leatherface). I just think that in a survival horror being grouped up in front of the killer should warrant more concern