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Esheon

Esheon

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Esheon
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  • The WRAITH is overpowered? You really ARE new. You can hear him growling, you can see a shimmer when he moves, and he disturbs the grass. The Wraith is one of the weakest killers in the game, though his upcoming buff might help that a bit.

    Once you learn how to loop you'll be able to take the killer on 3-minute chases just like all the other survivors.

    You have a 4% chance to pull yourself off the hook. Don't try it unless there's no other choice, wait for someone to rescue you. Also, once you start grouping with people who can bodyblock you'll be able to wiggle off sometimes.

    If this was bait, good job. You got me.
  • Please keep in mind that Tru3 noted he did not want anyone to start a witch hunt based on this video.
  • Thanks guys any perks that give a smaller one besides insidious
    Monitor & Abuse decreases it by up to 8 meters while you're not in a chase, increases it by the same amount while you are in a chase.
  • FoV gains do not stack. Because of that, I've never tried them together.

    Logically, though...

    Shadowborn increases the FoV by 15 degrees at all times, M&A increases it by 10 degrees when you're not in a chase. With both perks, you should have the Shadowborn FoV at all times with no FoV effect from M&A.

    You will get the terror radius changes from M&A, though.
  • azazer said:
    I've tried without success at using insidious to pretend I was one of the doctor's illusions. 
    I've pulled that off in one KYF game with M&A, NOED, Insidious and Tinkerer on the Gas Heaven map. Tinkerer to get in position, Insidious to make them think I was an illusion outside the garage door, NOED to the face for the guy who tried to run through me. He screamed like a little girl, and we all had a good laugh at him.

    It was not easy to set up though. I only managed it that one time.
  • Mister_xD said:

    Trapper.
    you wont be able to instantly get out of a beartrap made with solid steel and with spikes on it.
    also i really love / fear his butcher look.

    And it wouldn't even matter if you did get the trap open. Your ankle would have been crushed, the bones shattered. You won't be running away.

    At first I was inclined to say Spirit, but now I'm thinking either Billy or Bubba.

    The prospect of getting mauled by a chainsaw is pretty scary.

    The most disgusting injury I have ever seen in my life was a four-inch chainsaw wound in a co-worker's leg. Just a pulpy mass filled with splinters, bark, leaves, and dirt.

    That being said, I can understand those killers. I've used chainsaws and animal traps myself. Not specifically bear traps, but I've used wolf/coyote-sized leg traps. Even The Pig is really just a clever person in a very smelly mask.

    The killers that would frighten me most are the inexplicable ones. The ones who teleport, disappear, channel electricity, or exist in two places at once. The killers who have abilities I simply cannot explain or understand are the ones that would truly scare me.
  • 1) Hag: Bar none, the best and most vicious mori in the game. Ow, my liver!

    2) Doctor: Best use of the power in a mori, especially with the smoke at the end.

    3) Leatherface: It's like he's going about his business, just slaughtering another farm animal. So casual, at least until he starts grunting.

    4) Clown: Bonus points for making it seem like he's just taking out his frustrations. Just needs a louder crack to be better.

    Wraith and Trapper are the dullest, obviously. They definitely need a visual update.

    The rest are mostly decent, but several need some improvement. IMO, one of the biggest things they all need is something to indicate their wounds.

    One of the worst for that lack is Freddy, who can apparently stick his whole hand through a survivor's heart without leaving a drop of blood on their chest or even a hole in their shirt. It's most noticeable on those who mori their victims standing up.
  • @Esheon said:
    Well, do you always want to use a medkit when you Self Care? Personally, I save the medkits for when I NEED a faster heal, and just use regular Self Care when I'm relatively safe.

    ?? dude that'S not what i mean, when you unhook and you take a hit, you want to unhook right away after the hit, but the game make you use selfcare instead, so you don'T unhook and you go down

    I know that's not what you meant. However, it is an unintended consequence of your request.

    You want to make Self Care M2 instead of M1. "Use Item" is already assigned to M2.  So, if you try to Self Care with M2, you will use your medkit or shine your flashlight or use your map while you Self Care.

    A better option would be to make unhooks use the same key as skill checks. That way the two interactions would never clash.

    I don't know that its necessary, as I've never run into this problem myself. Maybe it's something in your positioning, or in the fact that you're trying to rescue someone while a psychopath is actively hitting you.
  • Well, do you always want to use a medkit when you Self Care? Personally, I save the medkits for when I NEED a faster heal, and just use regular Self Care when I'm relatively safe.
  • I honestly don't understand this opinion.

    Using the most expensive way of buying Auric Cells (500 for $5 USD), 1 Auric Cell is 1 cent. By that math, costs are as follows...

    Very Rare outfits are $10.80.
    Rare outfits range from $6.75 to $8.10
    Uncommon outfits are $2.70
    Common outfits are $1.35

    By comparison, an outfit in Fortnite ranges in cost from $8 to $20. Other games have similar pricing on cosmetic outfits, and some are much more expensive.

    These prices are very reasonable.
  • Peanits said:

    @Esheon said:
    Peanits said:

    @Master said:

    @Peanits said:

    @Master said:

    @Peanits said:

    You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

    Thats wrong.

    If all survivors DC you are left with 2,5k BP. You only get 625 for the disconnect and not more if you havent hooked them yet.

    I know that for sure because it is only a week ago when a SWF sabotaged my mori daily :wink:

    That is also wrong- or at the very least, supposed to be wrong. The game will also award you 1,250 sacrifice points when they disconnect. Those points are awarded as they disconnect, rather than at the end with the quitter bonus.

    If you didn't get those points, that'd be a bug. You are supposed to get them.

    I have never received those points and trust me, during my days as doc main a lot of survivors DCed on me :lol:

    Funnily enough, I played a round as doctor earlier for a daily and someone disconnected on me almost immediately. Although I actually did get the points.

    It might be a bug, I'm not sure, but I get them pretty consistently.

    Looking at the wiki, i see that back in 1.0.2 it was supposedly set to 625 Brutality and 1250 Sacrifice for a DC. I am pretty sure I've never gotten 1900 points per DC. Now to be fair, I've never paid much attention in my own matches. However...

    Here's a match with 1 DC and 1 "failed to join" where the killer got 1250 total quitter bonus.

    Here's a match with 2 DCs and 1 "failed to join" where the killer also got 1250 quitter bonus.

    In both cases, the quitter bonus at the end was for Brutality, not Sacrifice. There appeared to be no reward in Sacrifice points given for the DCs, whether in the final tally or at the time of the DC.

    It seems as though this scoring event is buggy.

    The one I'm talking about happens as the person disconnects, not at the end. Example here:

    Not sure why it doesn't go off sometimes, though. Maybe it doesn't work if they're already on the hook? Not sure.

    Thats possible. It may also only happen if they DC before you hook them. The changelog for 1.0.2 on the wiki says:
    • Killers are now awarded sacrifice points if a Survivor leaves the game (1,250 Sacrifice Points)
    It's not very specific in terms of when it applies. Read directly, it seems as though it means "regardless of when they leave the game". That doesn't seem right, though. If that's the case, it would mean you get more Sacrifice points for a DC after two hooks than you do for a mori after 2 hooks.

    It's more likely there are unmentioned restrictions on when these points can be applied, and the wording that makes the most sense is:
    • Killers are now awarded sacrifice points if a Survivor leaves the game before they have been hooked (1,250 Sacrifice Points)
    That still kind of screws over the killer if they have someone who DCs immediately after they're hooked once. 1250 points if they DC on your shoulder, 700 points if they DC 3 seconds later hanging on the hook. Or conversely, if they DC just before you hook them the second time you get nothing.

    I think a better option would be to give points as though the survivor had been moried at the moment they died. So 1000 points regardless of when the survivor DCed or whether they had been hooked.

    Or a third option would be something I posted in another thread: Give everyone remaining in the match a 25% BP bonus for each person who DCs, not counting anyone with whom you are in a SWF group (to prevent 4x SWF boosting a newbie). After all, the other survivors are hurt much more by a DC than the killer.
  • Peanits said:

    @Master said:

    @Peanits said:

    @Master said:

    @Peanits said:
    You get sacrifice points (can't remember exactly how these are calculated, think it's 1,250 for someone who hasn't been hooked before), plus a flat rate of 625 just for the disconnect. The sacrifice points are something that's often forgotten about.

    In total, even if a survivor disconnects the first time you spot them, that's 1,875 points a piece. Total of 7,500 points if all four people do it (not counting chase points, etc.). IIRC, it was balanced around the old ranking system (waaaaaay back when the disconnect points were added), where 7,500 points would be enough to safety pip but not enough to pip. (i.e. If all four people leave, you won't be punished, but you also don't deserve to rank up just because four people left.)

    In the end, slightly less than you would get from hooking them, but you also save yourself a lot of time and the game turns into a 3v1 very early on.

    Thats wrong.
    If all survivors DC you are left with 2,5k BP. You only get 625 for the disconnect and not more if you havent hooked them yet.

    I know that for sure because it is only a week ago when a SWF sabotaged my mori daily :wink:

    That is also wrong- or at the very least, supposed to be wrong. The game will also award you 1,250 sacrifice points when they disconnect. Those points are awarded as they disconnect, rather than at the end with the quitter bonus.

    If you didn't get those points, that'd be a bug. You are supposed to get them.

    I have never received those points and trust me, during my days as doc main a lot of survivors DCed on me :lol:

    Funnily enough, I played a round as doctor earlier for a daily and someone disconnected on me almost immediately. Although I actually did get the points.

    It might be a bug, I'm not sure, but I get them pretty consistently.

    Looking at the wiki, i see that back in 1.0.2 it was supposedly set to 625 Brutality and 1250 Sacrifice for a DC. I am pretty sure I've never gotten 1900 points per DC. Now to be fair, I've never paid much attention in my own matches. However...

    Here's a match with 1 DC and 1 "failed to join" where the killer got 1250 total quitter bonus.

    https://youtu.be/J4fTBnaXo8g

    Here's a match with 2 DCs and 1 "failed to join" where the killer also got 1250 quitter bonus.

    https://youtu.be/OL2u6HxCwtU

    In both cases, the quitter bonus at the end was for Brutality, not Sacrifice. There appeared to be no reward in Sacrifice points given for the DCs, whether in the final tally or at the time of the DC.

    It seems as though this scoring event is buggy.
  • CoolAKn said:

    The Game is by far the weakest map for Trapper and Hag. At least Lery's has SOME brush.

    I dont know where you're getting that Hag opinion from. The Game is one of the strongest maps for Hag. You can do well with Hag just by trapping the door tracks between rooms, and even better with a few loop and dropdown traps.
  • The problem with such a long post is that I don't know if what you are saying is constructive or not, because I just don't feel like it's worth my time reading what looks like one huge block, even you I can see that you at least tried to make it easier to read. You should go back in to edit the post, and put a blank line at every break where a sort of new topic starts. That will make it way easier to read then people will actually read it and give you feedback.

    EDIT: After you still didn't make it easier to read I suffered through the poor text formatting, and agree with @yeet that the tl;dr of this is that -

    Dantekurok has lots of bad games in a row as survivor(by his own fault, as he does not know how to evade the Killer), and thus want Killer movement speed to be nerfed, a cooldown on hooking survivors, and hillbilly should not have a power.
    He also wants to make it impossible for killers to hit or grab survivors who are within a meter of a pallet or window. I have no idea what he means by "high conditions" in the start of the post. Whoever taught him English did a poor job.

    This, and he also seems to think you can derank from 15 to 20 by depipping in mstches.
  • Logically, since the player is trying to "snap out of" madness, activating a phobia of theirs SHOULD make it more difficult. In terms of game balance and "is it fun?", it probably shouldn't.
  • If you're going to give the DCer's points to someone else, you should give them to everyone else. The other survivors are affected even more than the killer when one of them DCs.

    Or perhaps just give a 33% post-tally BP boost to everyone remaining.

    Well, maybe everyone else who isn't in a SWF group with them. That would prevent DCing at the end just to boost your friends' BP.
    in DC Comment by Esheon
  • Stealth costs points. I prefer playing stealthily, but being stealthy the whole match can cost upwards of 5k possible points. It's also harder to pip, as you're mostly ignoring 1/4 of the pip categories.
  • I like the second one. That would mean a purple flashlight with green and yellow batteries would get max 22 uses before poofing.
  • yeet said:

    it's literally only good on billy

    And Nurse.

    I did play a Hag match in KYF with Mint Rag, MYC, Tinkerer, Overcharge, and PGtW... tons of gen grabs. That's very situational though.
  • Wolf74 said:

    @goat10em said:
    Since hex totems are destroyed at the beginning of every match it seems like...should there at least be skill checks to destroying them?

    No. Big NONO.
    Skillchecks = more great skillchecks = faster cleansing
    Hex totems are already destroyed to fast, no need to speed it up.

    How about Overcharge-style skillchecks?
  • And how many points for a sacrifice assuming you hook the survivor 3 times?
    625 for a DC, 500 for the act of hooking them, 200 for reaching a new hook stage, 1000 for a mori.

    So the first hook gets you 700 (500 for hooking, 200 for hook stage 1). The second and third hooks get you another 700 each, for a total of 2100.

    The most sacrifice points you can get for a single survivor is 2400, by hooking them twice and then killing them with a mori (500 + 200 + 500 + 200 + 1000).

    If someone is one-hooked and dies, you get 1100 (500 + 200 + 200 + 200). If they're two-hooked and die, you get 1600.

    The only way to get max sacrifice BP without a mori is to three-hook all four survivors. If you mori two of them on the last hook, you can skip one hook stage on another survivor. If you mori 3 of them on the last hook, you can one-hook the last guy and still get max Sacrifice.

    And to answer the original question, you get fewer points for a survivor DC than you would get for hooking them a single time.
  • I like that map when I'm a survivor and usually as a killer, but if I happen to be playing the Nurse - I'll admit, I sometimes just disconnect - especially if I've already had a few rough games.

    Really? I thought the nurse thrived on that map. 
    It turns nearly every blink into a blind guess. It's also a horrible map for Hillbilly.

    It's a great map for Myers, Hag, and Pig though.

    I'm sure this will be an unpopular opinion, but I think if they cut a few more holes in the hedges and fences Haddonfield would be one of the most balanced maps.
  • It is very situational and not really OP, and i say that even though I play a decent amount of killer. I could imagine a SWF group making good use of it though.

    Say, one person with DS/SC/SB/Adrenaline and the rest with SC/BT/DH/Deliverance. 2 people can charge Deliverance off the Adrenaline guy, and end-game the Deliverance guys could obfuscate while the Adrenaline guy opens gates. Hard to set up, but the idea of a killer going "#########!?" as 2 people auto-kobe and run out the open gate, well that's a funny moments compilation right there.
  • Space Coconut has one with all 4 survivors either hooked or slugged at 1:41, the rest of the game was just hooking the slugs. No mori, no DCs.
  • Both here. Sometime I play more killer, sometimes more survivor. I generally play survivor when I want to relax, which is the opposite of how it should be. Both sides should have a tense game, but survivors should be more so.

    On killer I'm mostly Hag, Doc, and Pig. I do decently most of the time, no 4k every game for me, but I usually get a 2k and pip.

    On survivor I used to play hard stealth. P3 Claudette with SC, IW, UE, SB, always a medkit or toolbox, etc. Now I usually just equip BT/DH/WMI, then run from gen to gen and loop when I'm found. I have enjoyed Kate with Lithe, UE, and DWM recently though. I refuse to run DS, though I suppose I'll have to do it at least once to get the Laurie achievement.

    Survivors are still in the power role, but it's getting better bit by bit.
  • Grey87 said:

    You're that lazy? Literally takes you a few seconds...
    There's more important stuff for them to work on.

    Well, they did have that bug for a while where if you entered the store your games were laggy until you restarted the program. I don't know if they ever fixed that, so I've always just restarted the program after going into the store.
  • Giche said:

    @Esheon

    I was talking about her third blink.

    _ I would be on board with removing the possibility of 5 blinks and making the +1 blink UR, though._

    Is what i meant.

    Ah, I see what you mean. We're on the same page then.
  • Master said:

    @SpaceCoconut said:
    This thread makes me happy.

    Maybe the guide I made with other Hag mains has truly created a new wave of Hag players..

    can you link me that guide on my profile wall? Thanks :smile:

    https://youtu.be/4OiP2gVja_s
  • Giche said:

    @powerbats said:
    To the op Hag is fine where she is and people will play what they're doing the best with. IT's up to you and the other survivors in your lobbies to use their weaknesses against them. That doesn't mean go running in for an unhook and trigger all her traps as you do it either.

    The nurse the only change most agree she needs is the removal of additional chain blink addons and make it so she has 2 as a base ability.

    On that we can agree.

    It was also suggested to only keep one 1+ blink addon and make it Ultra-rare

    1-blink base nurse would be horrible, you need the second blink to correct. I would be on board with removing the possibility of 5 blinks and making the +1 blink UR, though.

    This thread makes me happy.

    Maybe the guide I made with other Hag mains has truly created a new wave of Hag players..
    I was already using Hag as my main killer, but your guide and the folks on Hagger's Den made me much better.
  • Yeah, there's yet another one in the PTB Feedback forum today. Apparently it's all coming from the members of one Korean Twitter group. Rather obvious since they're all pretty much the same basic script, just run through Google Translate a few times.
  • Maj33y said:
    I just saw a killer Cancel out a Decisive Strike Animation by performing an attack at the same time as the skillcheck took place .. isn't this a major bug with the perk ?  


    I’m pretty sure it is, but you to have attack at the right time in order to cancel out the strike.
    They're also aware of it and fixing it in the next patch.
  • They are balanced. Other killers need to be buffed to Hag/Billy level. The Hag JUST got buffed, still requires more tactical thought and planning than either Billy or Nurse, and survivors already want nerfs.

    All three of the top tier killers can be countered. There are posts all over the forums with ways to counter both Nurse and Hag.
  • They finally make an unplayable killer viable...let's nerf her into the ground, boys!

    Exactly. 

    When the Doctor Cube was released, was the feedback from Survivors this bad? Were they suggesting things to make him crappy again (that’s just what I heard, I wasn’t around when Doctor Cube was released)? 
    Yes, they were suggesting watered-down versions of every buff the Doc got, some even worse than his pre-buff kit.
  • I like the idea of being able to choose a "hard" version of the dailies I'm offered, say 4/8/12 phantasm hits instead of just 4, with increased rewards for taking the harder one.

    Though technically it's not really harder, just more time-consuming.
  • How about buffing The Spirit so Rank 1 survivors get to play against more than 3 of the killers?
  • yeet said:

    @Damarus said:

    @HellDescent said:
    I don't think she needs a nerf she's already slow. And the fact that people place 5 traps in the same spot doesn't change any thing they are just wasting their own time. Hag is more of a mind game character that will prevent you from looping and slow down the game. And being able to erase it with flashlight is a must have otherwise you remove the only counter while walking or running. And they shouldn't disappear since with hag you'll prepare your traps at the beginning of the game before looking for survivors. Since she'll want to put her traps at the windows and pallets to compensate for her speed. If she's not chasing you her traps are useless and once you get her totems she just become regular killer with 110% speed.

    It would be a soft nerf, not touching anything else. As previosuly said, she shouldn't be able to spam traps whenever the player feels like. Sure, she might be slower than other killers, but she is also shorter, putting to good use some walls and objects to cover her before surviviors can even hear the heartbeat. And once you get in a chase, Bloodlust makes that "being slower" of her mostly unimportant.

    proposes a massive nerf that would absolutely gut a killer
    calls it a soft nerf
    the survivor main classic

    I also like how he finished it by saying anyone who disagrees with him is lazy and just wants an easy game.
  • @xMystic1 said:
    I did pull them out of the locker I did pick them up and drop them 3 times but when you do that you still get stunned buddy and he hopped right back into the locker.

    I was finally able to pull him somewhere without a locker built up blood lust has he jumped over a pallet thousands of times got the tombstone proc and during the start of the animation he Disconnected.

    That is [BAD WORD] brutal, I genuinely feel bad for you.

    I used to feel bad for him. Then I read the rest of the thread.

    The survivor who DC'ed to deny him an achievement was a dick, yes. However, "petulant child" doesn't even begin to describe his reaction to that and his responses in this thread.

    An appropriate reaction would have been "ugh, what a dick", followed by queuing up for the next match.
  • Also, not having a cap would encourage people to crouch around the map breaking totems and hooks for ten years.
  • Then is this a bug?

    Well, possibly.

    If you are the obsession and you yourself have not used your DS yet in the match, then it should pop up very shortly after you're picked up. A killer can choose to juggle you if you're close enough to a hook, though. If he does that correctly, he can block the DS.

    If you are not the obsession, you have to wiggle to a certain percentage (35%-45% depending on the tier of DS you're using) before the skill check will appear.

    Assuming you're not the obsession, it's possible that you're going down too close to a hook and you dont have enough time to wiggle to get the skill check.

    If it's a bug, then it's only affecting you. If there were a bug like this affecting DS, the entire first page of the general and survivor forums would be nothing but posts demanding it be fixed immediately.
  • There is not. I have been d-struck 4 times in a single match before.
  • Rancor would be a lot easier to avoid than Bitter Murmur. You only get the location for Rancor and obsession can see you so it would be a lot harder to use as a way of tracking survivors. BM gives you full auras making it a lot harder to hide from the killer.

    This.

    Assuming one person hooked, nobody dead:

    With Bitter Murmur, I can see that one of the two people who just finished that generator is running toward the generator to my right, while the other is running toward the hook. None of them can see what I'm doing unless I'm in front of them, so those two survivors get no SWF warning.

    With Rancor, I can see that two people were at the generator that was just completed and one person is on the other side of the map. I don't know which direction they were running, I don't even know what they were doing. Is the person on the other side of the map doing a gen? Cleansing a totem? Hiding in a locker? No idea. In any case, the obsession sees which person I choose to go after and tells their friends.

    Let's say we're down to the last gen and 2 people are dead, nobody currently hooked:

    With Bitter Murmer, I see that one person is running from that gen toward an exit gate while the other person is at the other exit gate already opening it. I get real-time updates for ten seconds, so I see when the first person reaches the exit gate and starts opening it.

    With Rancor, I see that one person was at the gen that was just completed and the other is at an exit gate. If one of them is the obsession, they see which person I decide to go after, and tell their friends.
  • And use a token system hit number 5 and all free gens regress untill totem I gone
    Totem? No, making it a hex perk would make it useless.
  • Seems pretty standard for online games too me.

    Lol what kind of games do you play? In most games skins are $1-5, not $5 or $10.
    A glider skin in Guild Wars 2 (just the glider, not including the backpack skin) is 800 gems, which is $10. That's for a skin that ONLY appears while you're gliding. If you want a backpack skin so people can see the glider while you're just walking around, that's another 400 gems.

    A full outfit in Fortnite ranges from 800-2000 V-Bucks. That's  $8 to $20.

    WoW charges  $10 for a cosmetic pet, $15 for a helmet skin, $25 for a mount skin.

    EQ2 charges about $12 for a full outfit, $5 for a completely invisible outfit.
  • So I guess Huntress would have unlimited ammo? And what about Doctor’s Madness? Removing lockers would also remove one of his counters. 

    I was thinking that the last Survivor should have no protection against Tombstone aside from successfully jumping into the hatch. They can’t jump into a locker to save themselves. I’d like for it to apply to all Survivors, and not just the last one, but that might make Tombstone too OP, even though it’s an Ultra Rare add-on.

    feffrey said:
    you must be new. open the locker .  grab them . carry them away from the locker . juggle them until they wiggle off. chase him down and kill
    What if they don’t wiggle though? Does the Survivor automatically break free if the Killer drops them three times? If not, then the Survivor can just go AFK and deny the Tombstone.
    The survivor does break free if they're picked up and dropped three times. Unfortunately, in the OP's case it didn't matter because the survivor DC'ed at the start of the animation, denying him the achievement anyway.

    A better solution would be to keep the survivor's avatar in-game and stationary if they DC. Put the DC icon on the stat screen, but leave the avatar in-game and have it automatically struggle on the second hook (like the current "can't move" bug). That way killers can get credit for mori/hook rituals/achievements and survivors can get heal/unhook credit.
  • Are you just going to post the same thread every day or something?
    in DC Comment by Esheon
  • MegMain98 said:

    @MisterCremaster said:
    I'm still pretty low-tier survivor, but from my experience timer or not - the RBT doesn't matter because every Pig I've encountered is just going to camp the hook. I think it'd be a more interesting dynamic if they had to chose RBT or the hook. As in, they have to let the survivor go with the RBT.

    I don't really know how this would fully play out from a gameplay setting, but I think it'd make the Pig a lot more interesting, and probably more fitting with the actual lore.

    A lot of Pigs will crouch and camp the hook and then tunnel the survivor once they get off the hook. Making the RBT pretty pointless. Although I hate when Pig players do tunnel the survivor with the RBT on their head, not sure that making a RBT vs hook decision a good idea. It would fit with the lore but it would be unbalanced honestly.

    I really don't understand this tunnelling tactic. The Pig is one of the few killers I really enjoy playing, and I discovered very quickly that tunneling the trapped survivor is a huge waste. Granted, I've seen a lot of... sub-optimal... tactics from Pig players.

    The best way to slow down a game is to knock survivors off gens, and the trapped survivor will not be doing any gens for a while. Why not take that time to knock someone else off a gen? Then you've got one guy hooked with a trap, at least one other person going to unhook him, and you're chasing a third.

    That's a huge amount of time where only one or two people are working on a gen. Who cares if he gets the trap off when he's spent a minute or two running around not fixing gens? Sure, I'll scare him off a jigsaw box if I happen to run past him, but he's no longer my primary target.

    Another one is using all of your traps at the beginning of the game. Once I've trapped someone, I usually don't trap another until the first one has gotten out or at least 2 gens are done. I always try to save a trap for the endgame.

    And then there are the Pigs who crouch down in full view of the hooked survivor and anyone who might run up to rescue him. For Pete's sake, at least hide behind a friggin rock.
  • @Esheon said:
    FrenziedRoach said:

    They'd be better of going after certain mods that exist in Conan Exiles to be honest.

    Mods? Hell, the base game has full nudity.

    True, but they probably would blow a gasket if they saw some of the "fun adult activities" a couple of the mods let you engage in.

    Ah, I haven't seen any of those. After seeing some of the mods people have done for Dragon Age and Skyrim, I can imagine what they're like.

    The Conan server I used to run had kids on it so I disabled the nudity and only used mods for building and clothing/armour appearance.
  • Iceman said:
    feffrey said:
    Delfador said:

    @Luccimane1 said:
    I have no idea what AFK gen rushing is. How can you play the game while being away from your keyboard. Im not a noob and have over 3k hrs in the game and still dont know what this term/phrase is?

    It is more or less the same thing when you accuse killers to be a tunneler or camper.

    When survivors focus on repairing gens aka doing their objective, killers use this term to insult survivors in a way which doesn't make sense. You can ######### about how fast the games are but blaming survivors is just dumb.

    It is not just killers though. Survivors have their fair amount of nonsense to spit. My favorite is the term 'sweaty' which literally means that the killer tries to win the game. Apparently, it is not a good thing to do because for some reason killers need to provide entertainment for the survivors.

    Edit spelling mistake :(

    what a awful lie lol no survivor acusses a killer of being a sweaty that's absurd....
    stop with the fake nonsense and give the OP facts
    Yes they do. According to survivors: 
    Ruin= “sweaty” BBQ= “sweaty” Nurse= “sweaty” 
    Basically using any good killers/perks. 
    Is this based off one survivor or streamer because I have not heard of this or use it myself. And the afk gen I saw on a thread last week but that is about it. 
    I think AngryPug may have started it, but I see it a fair bit on other YouTube channels. Its a nice quick clue that I shouldn't bother watching any more of that player's videos.
  • feffrey said:
    Delfador said:

    @Luccimane1 said:
    I have no idea what AFK gen rushing is. How can you play the game while being away from your keyboard. Im not a noob and have over 3k hrs in the game and still dont know what this term/phrase is?

    It is more or less the same thing when you accuse killers to be a tunneler or camper.

    When survivors focus on repairing gens aka doing their objective, killers use this term to insult survivors in a way which doesn't make sense. You can ######### about how fast the games are but blaming survivors is just dumb.

    It is not just killers though. Survivors have their fair amount of nonsense to spit. My favorite is the term 'sweaty' which literally means that the killer tries to win the game. Apparently, it is not a good thing to do because for some reason killers need to provide entertainment for the survivors.

    Edit spelling mistake :(

    what a awful lie lol no survivor acusses a killer of being a sweaty that's absurd....
    stop with the fake nonsense and give the OP facts
    Yes they do. According to survivors: 
    Ruin= “sweaty” BBQ= “sweaty” Nurse= “sweaty” 
    Basically using any good killers/perks. 
    Yep. Hag with no Ruin, but I'm apparently "sweaty" because I use meta perks (M&A, Sloppy, MYC, and Nurse's). Never mind that if they could hear me mid-game, they'd hear me saying "nice" and similar compliments after their good plays.

    Though if I think about it I actually am sweaty. It's friggin hot here this time of year.
  • Delfador said:

    @MikeLatin7 said:

    @Vankruze said:

    @MikeLatin7 said:

    @shadowsfall42 said:
    Vankruze said:

    @MikeLatin7 said:

     @Vankruze said:
    

    lightweight counters predator not bloodhound, no mither is the counter for that and sloppy butcher.

    no predator narrows the blood scratches on the ground that survivors make, bloodhound makes more shows pools of blood and blood scratches 4 sec. more then usual

    No, predator leaves scratch marks for longer and lightweight makes them disappear faster they are a direct counter to each other. Bloodhound should not even be brought up it has absolutely no relativity to lightweight.

    They changed this in the latest update. Predator now narrows scratchmarks, and no longer keeps scratch marks around for longer. 


    you don't know what your talking about. The is why I say lightweight should be 4 second and not 3 less then normal

    The seconds isn't even the point I am making, lightweight has nothing to do with bloodhound in anyway what so ever. It's not related it's not a counter. Your argument is that because bloodhound has 4 seconds then so should lightweight but they are NOT related or connected so your logic baffles me.

    look dude what wrong with you? lightweight is the opposite of bloodhound the mark last 4sec. longer, can be tracked 4 sec longer/lightweight the marks are 3 sec. less
    then normal I would like lightweight to last 4sec.
    they are opposite of each other

    I don't understand what you didn't understand here.

    Bloodhound affects blood. It has nothing to do with scratch marks. You use bloodhound because sometimes injured survivors stop sprinting to juke you. Normally it is difficult to see blood on the ground and it vanishes easily but when you use bloodhound it is more visible while it lasts longer on the ground.

    Lightweight has completely different mechanic. Generally survivors who want to lose the killer use this perk because if the killer makes a mistake and loses the track for a couple of seconds, with the reduced time, the survivor can break the chase.

    They are affecting different things and different things have different mechanics. They don't need to be equal.

    It's like you guys are talking to a wall. Not just a brick wall, a castle wall with multiple layers like stone-gravel-stone.
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