GamerCustard
GamerCustard
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Ok, I'm going to leave my perspective as a surv main, and someone who often partakes in a SWF group..
Now, by all means, I don't approve of camping and tunneling, however the latter is circumstantial and the former in which I would excuse it hasn't happened to me or anyone I've played with personally in a match.
I can see many understandable reasons behind why someone would "tunnel", (such as, unhooker long gone/only followable thing is a blood trail) but I find it completely unacceptable when the killer actively avoids the rescuer, injured or not, to chase down the unhooked survivor even if they are being shielded by a rescuer.. which believe it or not has happened quite a bit (I'm mostly a purple rank survivor).
As for camping.. is a different story.. like I said, it hasn't happened to me personally, but the only circumstance that I can think of at all would be to camp the overly toxic survivor that's been griefing the killer the whole round unnecessarily (no reason flashlight, forcing into chases, abusing loops for no reason but to abuse killer) because I feel like it's a perfect vent of frustration and revenge for the killer. I don't enjoy being camped for any reason otherwise (e.g. I was in a swf game when my friend was funneled and face camped right from the beginning of the game just so they could activate Dying Light - we got them hook once but the killer went straight for them again, never stood a chance) and I honestly feel like that can't be fun for either side? Like, where's the fun in just waiting for someone to maybe rescue if they haven't caught on that you're camping..?(please correct me if I'm wrong though..)
Now.. onto SWF.. I don't think SWF is a problem, so long as the people in it aren't doing it with the intention of just ######### over the killers they go against, (4x flashlight and such toxicity) but instead just out to play with friends and chill whilst trying to escape death.. My group does this, (not that I have any other examples I guess..) we go in to survive as best we can and most of the time only 1 or 2 of us get out(That's out of all 4 survivors, we can only rarely get a gang of 4 friends together now..) cause really the only time we use comms in relation to gameplay is to confirm if one of us is in a chase/killer identity.. aside it's usually just us joking around or talking about stuff.. but we don't do toxic ######### like I've heard a lot of SWF groups do.. cause i honestly enjoy playing with people and having the company, not go around abusing the killer ://
Uh.. Gen rushing? I kinda don't see a fault with it in the sense that survivors don't really have any other objectives aside from cleanse totems - which a lot if people are only prompted to do if there's a ruin or such out there.. Most of the time, I don't realise a gen rush is happening until a few gens pop at the same time. But once again, there's little else for the survivors to do, and I personally don't want to hunt down the killer just for a chase cause I'm.. very bad at chases most of the time.. The only thing I can say really, is to give survivors multiple objectives to avoid gen rushing cause the way I see it is that even by decreasing gen repair speed, the rushes will still happen if the killer isn't coming across anyone.. it'd still be a gen rush, but just at a different pace.. So i cant really agree on the basis of stopping people from gen rushing since all it is is people completing their set objective at a quicker pace than normal..(though I do see the problem with x4 toolbox + spare part set, but again.. that's more a toxic SWF group)
I'm sorry if I got anything wrong..
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The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.
Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.
The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.
So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.
If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?
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My personal take on this as someone who really only plays survivor is that there no one should have a problem with NOED unless we’re up against a bad killer - and by ‘bad killer’ I mean those times a killer literally just stands around the whole match in the same place until all generators are completed. But even so, that itself a rare occurrence, or it is for me, at least.
As I was saying, I have no problem with NOED. Yes, it can be annoying, like when I know that 4/5 totems are cleansed and it just happens to be the one I missed, but that’s no ones fault but the survivors. I enjoy cleansing totems, as someone who doesn’t do too well in chases, cleansing is a guarantee on at least a few points, and if the team is helped unknowingly, fantastic. Besides, often (excluding most late-game perks) observant survivors can figure out the perk set of the killer. An example of this can be easily seen with killer perks such as BBQ or nurses.
Treating NOED as an active perk in relation to glowing before late game would essentially be a great disadvantage to the killer anyway, or so I see it. Killers already run the risk of having it destroyed by careful players, and now with Nancys perks, anyone using Inner Strength. To have NOED be treated as active before it comes into play would basically defeat its purpose, like the most late game survivor perks became after the End Game was introduced.
On top of this, NOED gives what is essentially a final chance for killers both new and experienced alike, and even then it’s not an invincible perk because the totem can still be destroyed and the survivors still rescued. In many cases with experienced killers NOED mightn’t even need to use it - I’ve been in plenty of matches where it never came into effect because the killer had us on from the very beginning. It also gives new killers a chance at a bigger kill count, as someone who is the absolute worst at killer (hence only playing survivor) matches can be frustrating, and humiliating even when against toxic survivors who grief killers for no reason knowing they’re against an inexperienced killer.
Essentially, it really all comes down to If You Don’t Want To Run The Risk Of NOED, Do Every Totem You See. Most time, they’re in an obviously space, and if not, you’ll likely have seen that space being used when looking for totems like Ruin. If not, learn the pattern. I promise you, it exists, and when you learn it you will find all the totems with ease.