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Jack11803

Jack11803

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Jack11803
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  • @StickyCheese said:
    Why can't the killer collision for instance just push survivors away?
    It really sucks when you finally catch a guy, pick him up but you have your hook denied because of this awkward collision rule.

    Body blocking is considered a risk reward for survivors, and benefits killers as well, when someone body blocks they are wasting time and being injured. Not to mention killer can pin everyone in a corner of basement, which with most killers can lead to a down or heavy debuff.

  • Devs stream 70 or so, search from there higher to a title involving howling grounds. Hi from there. Sorry my memories not as accurate as it could be.

    Edit: Just looked, it’s atually late 80’s

  • They’re on YouTube.

  • Well, the reddit stats are buried under thousands of posts, so no on that. Steam wise, it was after howling grounds (I THINK) that stats began to be shown much more.

  • Basically, if you make both the same strength, then any nerf would never screw up solo ever again. So make everyone powerful, so it can be taken away correctly.

  • @CallMeRusty420 said:

    @Jack11803 said:

    @CallMeRusty420 said:

    @Jack11803 said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:
    Another surv crying about another small killer buff. Ugh...

    Lmao. Making it pretty much impossible for the last standing man to survive is not a -small- killer buff.

    Actually it really is. Especially when you have 3 chances to get the hatch still.
    1. Make it to the hatch before the killer finds it.
    2. Repair a gen and reopen it
    3. Bring/find a key to open it.

    • The killer doesn't have to play stealthy, or slowly walk or crouch everywhere while searching for the hatch, so the chances of that are low.
    • Repairing a generator on your own, when the killer knows that you're looking to repair a generator, is almost impossible. The killer is just going to patrol whatever generators are left, forever, and kick whatever you start on in a endless cycle.
    • Oh, okay. We'll all just bring/find rare items. Totally reasonable. So balanced.

    Relax okay? I want the game to balanced and right now, the game is so favor of survivors it's pathetic. But I do want some changes to make the end game with the last surv better. Like make it so the last gens aren't highlighted to the killer. But I don't want this change until the devs fix up the balance because right now a single chase shouldn't equal 3 gens done. Especially since survs have 3 chances before they die which adds up to 12 in total with the rest of the survs. So the survs have only 5 objectives that are easy and quick to compelte while the killer has 12 with the survs with each objective varying on how long and how much the surv loops him AND an extra 5 objectives with defending the gens. It's ludicrous

    NO, the game is in favor of exclusively SWF. Statistically solo survivor rate of survival is 30%...that’s bad. SWF is 70% also bad. But if survivors are nerfed...

    Swf maybe 50% after theoretical nerf; solo 10% super duper bad. The problem is solo is weak, SWF is strong, but both are tied to the same in game values.

    Well then I feel that perks like Left Behind should be reworked to suit more solo situations. Killers have it really rough and have always had it rough. I say it's time to bring some actual balance to the game. Btw could you link me to the stats that you seem to have?

    Devs have them, and have shown them over the course of all 100 streams, and occasional reddit posts. I went from memory. It’s not 30/70 on the dot, but it’s really close. The total survival rate of 50% was actually on the dot though.

    I don't watch the streams because to me they are a huge waste of time. But what suggestions do you have that may fix the balance without screwing over the solo quers, but also not screwing over the Killer? I'm sure if we put our heads together, we can come up with some really good ideas.

    I made suggestions on 2 threads a few days ago that I made, “sad state of survivor balance, and then a more accurate repost.” The best change is to give solo queue comms as strong as SWF, then nerfing both hard. Dropping SWF and solo rate both to around 50%, not 50% and whatever butt percentage solo queue would have.

  • @CallMeRusty420 said:

    @Jack11803 said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:
    Another surv crying about another small killer buff. Ugh...

    Lmao. Making it pretty much impossible for the last standing man to survive is not a -small- killer buff.

    Actually it really is. Especially when you have 3 chances to get the hatch still.
    1. Make it to the hatch before the killer finds it.
    2. Repair a gen and reopen it
    3. Bring/find a key to open it.

    • The killer doesn't have to play stealthy, or slowly walk or crouch everywhere while searching for the hatch, so the chances of that are low.
    • Repairing a generator on your own, when the killer knows that you're looking to repair a generator, is almost impossible. The killer is just going to patrol whatever generators are left, forever, and kick whatever you start on in a endless cycle.
    • Oh, okay. We'll all just bring/find rare items. Totally reasonable. So balanced.

    Relax okay? I want the game to balanced and right now, the game is so favor of survivors it's pathetic. But I do want some changes to make the end game with the last surv better. Like make it so the last gens aren't highlighted to the killer. But I don't want this change until the devs fix up the balance because right now a single chase shouldn't equal 3 gens done. Especially since survs have 3 chances before they die which adds up to 12 in total with the rest of the survs. So the survs have only 5 objectives that are easy and quick to compelte while the killer has 12 with the survs with each objective varying on how long and how much the surv loops him AND an extra 5 objectives with defending the gens. It's ludicrous

    NO, the game is in favor of exclusively SWF. Statistically solo survivor rate of survival is 30%...that’s bad. SWF is 70% also bad. But if survivors are nerfed...

    Swf maybe 50% after theoretical nerf; solo 10% super duper bad. The problem is solo is weak, SWF is strong, but both are tied to the same in game values.

    Well then I feel that perks like Left Behind should be reworked to suit more solo situations. Killers have it really rough and have always had it rough. I say it's time to bring some actual balance to the game. Btw could you link me to the stats that you seem to have?

    Devs have them, and have shown them over the course of all 100 streams, and occasional reddit posts. I went from memory. It’s not 30/70 on the dot, but it’s really close. The total survival rate of 50% was actually on the dot though.

  • Harnessing the power of our Lord and Savior Dwight.

    Praise be to Dwight

  • We're Gonna LOL Forever!

  • Take my LOL. Take it and like it.

  • @Mask_maker said:
    Like what the earlier poster said - allow for the killer to see who is in SWF when these people join the lobby.

    The devs can put the 'holding hands' icon next to the names of all players who are in the SWF party.

    As it is, these people know going in that their teamwork increases their chances and the killer has no idea until later on. With the heads up, the killer can at least change their build to accommodate these people and their playstyle.

    They want to work together as 4 vs 1 with communication, then let the killer have the heads up to equip an appropriate build ;)

    Sounds good. Probably should add something to distinguish different groups in the same lobby, like colors

  • @Runiver said:
    Playing with your friends tho, is both a despising, and necessary evil, sadly.
    There has been long discussions about how to actually balance SWF. The main issue is that the disparity of skill level between SWF is really wide. Some SWF are random ranks 20 playing for fun and not trolling. Others are try-hard squads that just want quick wins, and lastly, some of them are toxic trolls only in game to make the killer to feel bad about himself and get the fun out of him.

    There has been several proposition of rework for it, but nothing got out of the lot.
    Having a casual mode (allowing 4 survivors to play together), and a ranked mode (allowing only 2, at max, survivor, to be together, for example), could partially solve this.
    That being said, it would split the playerbase and create another issue, when the matchmaking times are already rather slow in general.

    That being said :
    I used to play full SWF in 2016, and now that people I know are gone, I play survivor solo 90% of the time. I still see no issue in most matches as long as you play accordingly with the game requirements, as solo survivor. It sure has some annoying matches, where your team suicides very quickly to a killer (which makes the hatch change quite discutable, even tho the hatch standoff truly needs to go) or when they simply let you to die on the hook because they're SWF and "uses" you, but overall, it's allright and rather chill, at least in my experience at high ranks.

    Low ranks seems VERY campy and pretty cancer tho, for survivor.

    Thanks for the feedback!

  • WE NEED IT!

  • GIVE US NAKED MYERS!

  • You can hit “quote” and it will show the format for color as well, if you hit quote on my colored messages.

  • To use color, type (with only spaces between font and color. I have to add spaces so you’ll see it in this message in normal form.)

    < font color = # (whatever color code you want, I’ll post chart) >

  • From this day I shall only speak in color!

  • @Jack11803 said:
    I wonder....

    Nope...that deleted everything. What if...

  • @Jack11803 said:

    An explanation of which numbers to use I mean. I know the code but didn’t type it because it’d disappear. All I know is purple from looking at your format. Which is ff33cc <\font>

    I GOT IT! Now I just need a color chart. Took so many edits of that comment to fully understand it...

  • @Tsulan said:

    @Jack11803 said:

    @Tsulan said:

    @Jack11803 said:

    @Tsulan said:

    l, they have 5 minutes to start working on a gen. Otherwise they can hide all they want, since the killer will know their location. The system is fair, since the survivor can still stealth around the map. Slowly starting gens, which won´t be regressed. It would reward stealth game play. But not taking the game hostage.

    Although I’d rather use a different method, if yours was used, it’d have to reset the timer, or give a bonus for a gen compleatiin, as it’d get exponentially harder to stealth with less gens to patrol.

    Not to mention a repair speed boost would probably help (SEPERATE FROM LEFT BEHIND)

    They can always equip Left Behind, do several gens up to 99% and switch to the next one. Remember, no gen regression. The timer stops if the survivor works on a gen, if he´s in the terror radius of the killer or if he´s being chased.

    Yes, but I believe if they 99% gens, that’s it’s kinda fine. Left behind is niche AF as it is. It wouldn’t be THAT strong. The max boost it could give during hatch activity is just 75%. Which isn’t really that much for one dude.

    At least it’d make the perk actually make a big difference.

    A few days ago i had a match where i was the last survivor with 4 gens left to do. I managed to 99% 3 gens and when i poped the 4th, the killer catched me. I used Left Behind, and the speed bonus was amazing.
    Escaping that way with Left Behind is not impossible.
    Now with my proposed changes. I probably would have been able to escape.

    Yup it’s not. Which is good.


  • An explanation of which numbers to use I mean. I know the code but didn’t type it because it’d disappear. All I know is purple from looking at your format. Which is ff33cc <\font>

  • @Jack11803 said:

    @Swiftblade131 said:

    @Jesya said:
    I don't like her vocals. Something about them just really bother me.

    That I agree with, especially getting hooked. Ear piercing

    Completely unrelated, but how’d you use colors? I see the font= blah blah. But can you give me an explanation?

    Please?

    Pretty please!?

    I understand the but don’t know any color code number thingys

  • @Swiftblade131 said:

    @Jesya said:
    I don't like her vocals. Something about them just really bother me.

    That I agree with, especially getting hooked. Ear piercing

    Completely unrelated, but how’d you use colors? I see the font= blah blah. But can you give me an explanation?

    Please?

    Pretty please!?

  • @Tsulan said:

    @Jack11803 said:

    @Tsulan said:

    l, they have 5 minutes to start working on a gen. Otherwise they can hide all they want, since the killer will know their location. The system is fair, since the survivor can still stealth around the map. Slowly starting gens, which won´t be regressed. It would reward stealth game play. But not taking the game hostage.

    Although I’d rather use a different method, if yours was used, it’d have to reset the timer, or give a bonus for a gen compleatiin, as it’d get exponentially harder to stealth with less gens to patrol.

    Not to mention a repair speed boost would probably help (SEPERATE FROM LEFT BEHIND)

    They can always equip Left Behind, do several gens up to 99% and switch to the next one. Remember, no gen regression. The timer stops if the survivor works on a gen, if he´s in the terror radius of the killer or if he´s being chased.

    Yes, but I believe if they 99% gens, that’s it’s kinda fine. Left behind is niche AF as it is. It wouldn’t be THAT strong. The max boost it could give during hatch activity is just 75%. Which isn’t really that much for one dude.

    At least it’d make the perk actually make a big difference.

  • I know it’s a partial repost; but I made it more in depth, and it’s EXTREMELY important info that most need to know.

  • @DarXide said:
    Ok, I know The Clown's power is a passive effect applied to Survivors if you manage to land the bottle in the area they're currently running in, but why is it that his Ultra Rare add-on that exposes the Survivor only apply if you hit them directly on the noggin with it? They should already be getting hurt if you manage to hit them directly head-on with the bottle. The only reward the Killer gets from any other time you hit them with the bottle is a screaming notification similar to the Doctor's Madness scream. Was this a balancing issue before he went live on the PTB during QA sessions?

    Just make the hindred effect and blindness a bit stronger.

  • @Jack11803 said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:
    Another surv crying about another small killer buff. Ugh...

    Lmao. Making it pretty much impossible for the last standing man to survive is not a -small- killer buff.

    Actually it really is. Especially when you have 3 chances to get the hatch still.
    1. Make it to the hatch before the killer finds it.
    2. Repair a gen and reopen it
    3. Bring/find a key to open it.

    • The killer doesn't have to play stealthy, or slowly walk or crouch everywhere while searching for the hatch, so the chances of that are low.
    • Repairing a generator on your own, when the killer knows that you're looking to repair a generator, is almost impossible. The killer is just going to patrol whatever generators are left, forever, and kick whatever you start on in a endless cycle.
    • Oh, okay. We'll all just bring/find rare items. Totally reasonable. So balanced.

    Relax okay? I want the game to balanced and right now, the game is so favor of survivors it's pathetic. But I do want some changes to make the end game with the last surv better. Like make it so the last gens aren't highlighted to the killer. But I don't want this change until the devs fix up the balance because right now a single chase shouldn't equal 3 gens done. Especially since survs have 3 chances before they die which adds up to 12 in total with the rest of the survs. So the survs have only 5 objectives that are easy and quick to compelte while the killer has 12 with the survs with each objective varying on how long and how much the surv loops him AND an extra 5 objectives with defending the gens. It's ludicrous

    NO, the game is in favor of exclusively SWF. Statistically solo survivor rate of survival is 30%...that’s bad. SWF is 70% also bad. But if survivors are nerfed...

    Swf maybe 50% after theoretical nerf; solo 10% super duper bad. The problem is solo is weak, SWF is strong, but both are tied to the same in game values.

    My suggestion, buff solo comms to SWF level, then nerf both. This will prevent solo survivors from being put in the dumpster every game after the nerf to bring SWF survival rate to 50% occurs.

  • @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:

    @mintchapstick said:

    @CallMeRusty420 said:
    Another surv crying about another small killer buff. Ugh...

    Lmao. Making it pretty much impossible for the last standing man to survive is not a -small- killer buff.

    Actually it really is. Especially when you have 3 chances to get the hatch still.
    1. Make it to the hatch before the killer finds it.
    2. Repair a gen and reopen it
    3. Bring/find a key to open it.

    • The killer doesn't have to play stealthy, or slowly walk or crouch everywhere while searching for the hatch, so the chances of that are low.
    • Repairing a generator on your own, when the killer knows that you're looking to repair a generator, is almost impossible. The killer is just going to patrol whatever generators are left, forever, and kick whatever you start on in a endless cycle.
    • Oh, okay. We'll all just bring/find rare items. Totally reasonable. So balanced.

    Relax okay? I want the game to balanced and right now, the game is so favor of survivors it's pathetic. But I do want some changes to make the end game with the last surv better. Like make it so the last gens aren't highlighted to the killer. But I don't want this change until the devs fix up the balance because right now a single chase shouldn't equal 3 gens done. Especially since survs have 3 chances before they die which adds up to 12 in total with the rest of the survs. So the survs have only 5 objectives that are easy and quick to compelte while the killer has 12 with the survs with each objective varying on how long and how much the surv loops him AND an extra 5 objectives with defending the gens. It's ludicrous

    NO, the game is in favor of exclusively SWF. Statistically solo survivor rate of survival is 30%...that’s bad. SWF is 70% also bad. But if survivors are nerfed...

    Swf maybe 50% after theoretical nerf; solo 10% super duper bad. The problem is solo is weak, SWF is strong, but both are tied to the same in game values.

  • @TheCamper said:
    I think the solution is simple.....

    Just put a hidden lever somewhere in the map. That doesn't appear till the hatch is closed by the killer.

    The survivor has to find it and activate it to open the hatch..

    The lever is on a timer and gives 20 seconds to escape and will close when timer runs out or if the killer closes it again.

    The lever is only a one time use.

    So the hatch is still an option but you have to go around looking for a lever and possibly get caught and still....you might open the hatch again but killer might close it back quick.

    Or....

    Scratch the lever idea. Just give the survivor a speed boost in doing gens but....they need to nerf last one standing perk. To keep it balanced. If a speed boost on top of the perk.....might as well be using BNP.

    Left behind is a perk worse than MOIST turds. Having an EXTREMLY situs all 15-20 second repair, which is only the case when there is still several gens to be done, isn’t really op.

  • @NotSure said:
    1. I'm not sure what you are saying here. The remaining survivors can already work on all the gens, at any time.
    2. Apart from being annoying, this wouldn't do much. Killers that pay attention can still see the lights above the gens/hear them.
    3. Most of the time there will only be 1 or 2 chests left anyways.

    1. Gens are already very easy for the killer to hear.
    2. That would defeat the purpose of allowing toolboxes

    He meant have all 7 gens able to be worked on.

  • @kimukipi said:

    @Nanis said:

    @ZombieGenesis said:
    My unpopular opinion: If a killer DCs because he's getting destroyed by a toxic SWF group...that's fine. Hopefully he finds it out early enough in the game that the SWF group gets nothing out of it. I find very little as frustrating when I play killer than watching as a SWF group does choreographed acrobatics around me.

    It's honestly a bit surprising how much I read on threads, the amount of hate towards SWF. Personally for me, the most coordination I've had is like taking a map and a key, and obviously talking about unhooking etc. Most of the time my friends and I do our own things, and we "rage" and laugh at each other for getting caught more than trolling or being toxic toward the killer.

    Actually I have played against both kinds of SWF i.e. the "vanilla, non toxic, just having fun with friends" kind and the "flashlight clicking, t-bagging, body blocking, post-game salt" kind where I find the latter to be more prevalent. Hence its no surprise the amount of hate SWF gets from killers. Also you need to understand, killers with just some 50-100 hrs wouldn't even have meta perk load outs while they face against these "3 DS, 2 BT, 4 FL" squads. Its just broken, plain and simple. A proper solution would be not to remove SWF or adding additional perk slots to killers, but to balance the game in general. To mention a few,

    1. Reduce the number of pallets in certain maps (autohaven, macmillan). Also, two loop spots shouldn't spawn really close to each other. Pallets should serve as a last resort in a chase for survivors and not a pallet breaking simulator for the killers. To compensate, can have more LOS blockers which can help survivors to juke more and play mind games.
    2. Body blocking by survivors against killers is laughable. I don't understand why its still possible.
    3. BT should have a cooldown. It punishes non campers pretty hard especially when the exits are open.
    4. Not a surprise but DS needs a complete rework. Either make it usable only by the obsession or make it an ultra rare item. DS as a perk is simply too powerful. Speaking of which, I'm not a fan of the currently suggested changes to DS. It would still be broken and abused by all 4 once the exit is powered.

    As of the post's unpopular opinion, I don't think freddy needs a buff. That would make him even more irritable to play against, especially in low ranks. What he needs is a rework.

    Unpopular opinion. The key to balance is just buffing solo survivor communication to SWF tier, then nerfing both. That simple.

  • NO....WE WANT NAKED MYERS!

  • @Tsulan said:

    @Jack11803 said:

    What I’m saying (not quoting your first words on purpose to be sassy) is survivors, with only gens to do, will still probably do it. I have in fact one of the games I played as survivor, went complete metal gear solid and the killer closed application. Technically I won though, had he not rage quit.

    Back to the point, lots of survivors, if not thrown a big enough bone, will choose to hide only. They need to be thrown a “bone” big enough for them to take action, but not as EZ PZ as it used to be.

    Well, they have 5 minutes to start working on a gen. Otherwise they can hide all they want, since the killer will know their location. The system is fair, since the survivor can still stealth around the map. Slowly starting gens, which won´t be regressed. It would reward stealth game play. But not taking the game hostage.

    Although I’d rather use a different method, if yours was used, it’d have to reset the timer, or give a bonus for a gen compleatiin, as it’d get exponentially harder to stealth with less gens to patrol.

    Not to mention a repair speed boost would probably help (SEPERATE FROM LEFT BEHIND)

  • @Tsulan said:

    @Jack11803 said:

    @weirdkid5 said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    There is an achievement call Left for Dead for completing the last gen and getting out through the gate, hatch isn't an option. I have it. In fact, I repaired 3 gens as the last guy and still got out through the gate.

    It's called being stealthy, and not focusing a single gen. If you are able to stealthily move back and forth, you can keep the Killer second guessing your true whereabouts. You can also 99% a gen before the last guy dies to prepare for the event of a hatch closing.

    Adapt.

    I’m not the one that needs adapting, I play doctor, I’m just not liking the change due to fairness, and survivor giving up and hiding in some obscure part of the map, entering and exiting a locker to avoid madness and crows.

    My proposal tries to work around that exact problem. Survivors holding the game hostage, because they can´t get the hatch.

    What I’m saying (not quoting your first words on purpose to be sassy) is survivors, with only gens to do, will still probably do it. I have in fact one of the games I played as survivor, went complete metal gear solid and the killer closed application. Technically I won though, had he not rage quit.

    Back to the point, lots of survivors, if not thrown a big enough bone, will choose to hide only. They need to be thrown a “bone” big enough for them to take action, but not as EZ PZ as it used to be.

  • @Sleepy said:
    Non-Quality shitpost. 👌

    Yup. That’s why I asked for downvotes. I save the good ones for reddit.

  • @weirdkid5 said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    There is an achievement call Left for Dead for completing the last gen and getting out through the gate, hatch isn't an option. I have it. In fact, I repaired 3 gens as the last guy and still got out through the gate.

    It's called being stealthy, and not focusing a single gen. If you are able to stealthily move back and forth, you can keep the Killer second guessing your true whereabouts. You can also 99% a gen before the last guy dies to prepare for the event of a hatch closing.

    Adapt.

    I’m not the one that needs adapting, I play doctor, I’m just not liking the change due to fairness, and survivor giving up and hiding in some obscure part of the map, entering and exiting a locker to avoid madness and crows.

  • @Tsulan said:

    @Jack11803 said:

    No, not by that logic. Hatch is no where near a gurenteed escape. It exists because as survivor you have to rely on others to share an objective when they could mess up easily.

    Killer doesn’t, because they WIN more than 50% even against SWF (developer stats) and most of all...only person they are relying on is them self.

    Hatch should be made stronger, and killers should just slug. Thus if last person can hide or evade the killer for long enough, guy bleeds out and they have a CHANCE at escape.

    You don´t want another slug meta. Believe me, that would be the worst thing for survivors.
    Why does the losing team deserve a "win"? They failed to do their only objective. They are 4 people which can do all 5 gens in 3 minutes or less. Why do they deserve a free escape, when they failed miserably on that simple job?

    Because it’s not free...it’s never been free. Stop saying it’s free.

    Honestly what they should do is just have a purple key in the basement every game.

  • You thought a forum would be free of clickbait...but when there’s downvotes to be had; I never rest!

  • @Tsulan said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    Please read my proposal again. I stated that the gens don´t regress during that state of the game.> @ASpazNamedSteve said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    The reason they 'can't be bothered' to fix a gen, is because they know it will lead to them dying before they get even remotely close to finishing it.

    How about you use Left Behind? It really helps with the gen repair time.> @Jack11803 said:

    @Jack11803 said:

    @RSB said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    So do not screw up and end alone versus killer and 3 gens to complete. Why killer should be punished for survivor's mistakes?

    It’s the survivor also being punished, for other survivors mistakes. That’s why the hatch is even a thing....

    And it’s not punishment, you’re not being stolen from; wait did you think you’re supposed to always kill the 4th person, when for balance sake every game is meant to be 2 kill, 2 escapes?

    By that logic, when the first 2 escape, the other 2 instantly die.

    No, not by that logic. Hatch is no where near a gurenteed escape. It exists because as survivor you have to rely on others to share an objective when they could mess up easily.

    Killer doesn’t, because they WIN more than 50% even against SWF (developer stats) and most of all...only person they are relying on is them self.

    Hatch should be made stronger, and killers should just slug. Thus if last person can hide or evade the killer for long enough, guy bleeds out and they have a CHANCE at escape.

  • @Jack11803 said:

    @Zodyy said:
    @HIPSTERLION do you think people care, they don't get anything so they won't play. I'm talking about the average player not myself. It's literally going to be dead after this week.

    PLAYER AVERAGE!? Literally everyone here just hit you with a train of downvotes, and all the console players are begging to play, and there is new threads about the PTB daily.

    You are representing only yourself, and your little group.

    Wonder who downvoted me and the other person after we called you out ;)

  • @Jack11803 said:

    @RSB said:

    @Jack11803 said:

    @Jack11803 said:

    @RSB said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    So do not screw up and end alone versus killer and 3 gens to complete. Why killer should be punished for survivor's mistakes?

    It’s the survivor also being punished, for other survivors mistakes. That’s why the hatch is even a thing....

    And it’s not punishment, you’re not being stolen from; wait did you think you’re supposed to always kill the 4th person, when for balance sake every game is meant to be 2 kill, 2 escapes?

    I do not see the mechanic in this game, when the whole team of survivors escapes, then one of them ends up automatically on hook, because we should reward the killer for being bad. Guess why? Because it would be unfair, just like the hatch is.

    You are bad? Rank down and play there, where you belong. Do not expect the game to give you 123'rd second chance.

    Solo survivor rate is 30%. That’s a problem right? Balance and logic says that skneothibg needs to be done to bring it closer to 50%

    Also, nice going answering my question with a completely different question? Mind trying again? This time with an answer that’s not a question? The 4th player isn’t given a free escape, the odds are increased due to nothing distracting the killer in regards to other players.

  • @RSB said:

    @Jack11803 said:

    @Jack11803 said:

    @RSB said:

    @Jack11803 said:

    @Tsulan said:

    @Axlegolas said:
    really? is this thread serious or just trolling? hahaha....let me guess, you are killer main?

    Would you prefer the current system of hatch standoffs until one gets bored?
    Or the PTB system where the survivors take the game hostage, because they didn´t bring a key and can´t be bothered to fix a gen?

    How can they fix a gen? Killers can (proven by stats) patrol much faster than one can complete a gen, and can regress it.

    So do not screw up and end alone versus killer and 3 gens to complete. Why killer should be punished for survivor's mistakes?

    It’s the survivor also being punished, for other survivors mistakes. That’s why the hatch is even a thing....

    And it’s not punishment, you’re not being stolen from; wait did you think you’re supposed to always kill the 4th person, when for balance sake every game is meant to be 2 kill, 2 escapes?

    I do not see the mechanic in this game, when the whole team of survivors escapes, then one of them ends up automatically on hook, because we should reward the killer for being bad. Guess why? Because it would be unfair, just like the hatch is.

    You are bad? Rank down and play there, where you belong. Do not expect the game to give you 123'rd second chance.

    Solo survivor rate is 30%. That’s a problem right? Balance and logic says that skneothibg needs to be done to bring it closer to 50%

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