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Mringasa

Mringasa

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Mringasa
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  • It's just the way the hitboxes and animations work. For the same reasons you can hit a Survivor as they are jumping over a vault or through a window. If the thrown hatchet intersects the hitbox of the Survivor, even if they are almost completely around a corner or wall, they take the hit. There's a Dev stream discussion about this, one of the ones from the past couple months talking about the lack of auto-aim, and it just looks/feels like it because of how the hit detection works.

  • Does the Nurse actually move at 95% speed? I've had a few matches where I juked her Blink, moved the wrong way after, she saw me and caught up to me for a hit with just normal movement.

  • I think it should be reverted back to the way it was, no need to hook first before mori'ing. Moris and BNPs are supposed to be the same in power, but BNPs are a hell of a lot more of a game-changer than an Ebony Memento Mori. Also the fact Survivors get a heads up on the Offering screen if the Killer burns one. It might be a Shroud, but it is almost never one.

    The cost of them feels about right. That's a lot of BP to waste on something that might never be used. BNPs you can use within a few seconds of starting the match. You might get rekt hard though and never get a chance to use your Mori.

  • It would counter Bloodhound and Sloppy Butcher completely. Not sure if that''s OP though, since they aren't exactly meta Perks. It sounds good though. Would be an interesting addition to a stealth build.

  • There's something in the latest update that caused this. I've been having the same issue with it. I dislike Sprint Burst, preferring to have more control over my Exhaustion, and Lithe has been acting weird. It feels like the Killer has to be almost breathing down your neck for it to proc properly.

  • As stated, they have to be injured to get the grab from a window or pallet. You have to make sure you are just hitting M1 and not going for the lunge. Lunges do not work for a grab.

    You can pull them off a generator, totem, or chest no matter their health state though, and of course you can pull them out of lockers at any time.

  • Clown gets easier to play against each time I go against him. Did not participate in the PTB, so this is fresh for me. Sitting at Rank 10, and he's about average for difficulty atm. I did just purchase him with shards, so I'll be playing him exclusively now. Anyone on PC in the NA Region, please be kind to a new Clown when you see me.

  • You should get 300 exp for first Survivor and first Killer match each day. Not sure exactly how they calculate that though because I got my Survivor exp earlier, but still haven't gotten my daily Killer exp. It might be 24hrs from the last time you got the bonus.

  • I wouldn't post a video here. It should be sent to the Developers with a report form, but there's nowhere to do that anymore. Have no options anymore but the in-game report which does nothing anyway.

  • Hag. I started playing her when I first got the game because in a post-game discussion the Killer and Survivors were saying noone ever plays her. Found out her gameplay was throughly enjoyable to me, so I stuck with her to Rank 1 and put Dwight in the storeroom for a while. She was so much more fun to play then, but I am hoping the rework balances her out a bit more.

    I don't give her enough love anymore, she only comes out for Dailies and I feel horrible doing that because I am low ranked atm and I tend to obliterate new players with her. Need to Prestige all the Killers I want to Prestige though, so once that's done, she'll be getting dusted off, a fresh coating of blood, and coming back to munch on some corpses. She likes them fresh.

  • If a Survivor comes within 4 meters of a Killer carrying someone, there should be a meter that fills up to mimic their fear and dread of becoming like that person on the Killer's shoulder. Every second they stay in that 4 meter radius, it fills 10%. Each second there is a percentage chance, based on how full it is, of them screaming and running off in a random direction for 3 seconds at normal sprint speed.

    Giving Bloodlust to Killers when they hook someone actually might help deter Camping. It's not too OP, even when paired with BBQ, so that might be a legit idea to reduce the amount of Camping that goes on. Maybe instead of a flat duration, it should start higher and taper down as you kill people. Maybe start with 4 seconds if there are 4 Survivors, then each dead Survivor reduces that amount by 1 second.

    The stun within 15 meters is kinda... meh though I think. Most people who camp are sitting a bit away from the Hook simply because Kindred 3 will reveal them if they are too close, and also to take advantage of any natural LoS blockers. The only people this would hit are the ones who have to sit there face to face and smack the Survivor on the hook.

  • All the need to do is make it non-directional. She's one of the easiest Killers to hide from or avoid because of that. I do like to run Monitor and Abuse with her though because while it doesn't cut down the humming, it does wonderful things to the actual TR and can completely throw Survivors off.

  • Survivors still haven't come to terms completely with the new pallets. I'm getting a lot more hits in than I should by swinging through the pallet drop. With the lack of vacuum, being closer to the center of the pallet blocks the drop and you get the hit. I've always used Enduring when I had it though. Being able to reduce the stun from DS is great. Much easier to catch up and down them again.

    Does depend on the Killer and build I have going though. Still Prestiging everyone so if I don't have it, just have to do without. RNG can screw up many many things in the Bloodweb.

  • Just break the pallet.

  • When I play Survivor, if I don't want to deal with the mess that is about to occur, I'll just leave the Lobby when a streamer enters. They piss off the Killer everytime, then DC when they get downed or miss their decisive skillcheck, and I'm stuck playing against a frothing mad Killer who just wants to put the boots to everyone. Streamers are some of the worst teammates I've come across. Not all of them of course, there are some who I will play with anytime, but the majority of them make the game a nightmare for those of us who just want a fun match.

    When I'm playing Killer, 2 streamers = close lobby. If there's only 1, I'll usually play the match because I'm working on getting better with my Killers, and they do know how to dodge and loop. Most times I'll tunnel them all game just to work on my own skills. It really does depend on how I'm feeling though. Even 1 streamer when I'm tired of BM from prior matches will make me dodge because I know how the match is going to end up. Its' just not worth the hassle and frustration.

  • She's growing herself a pair.

  • Only if I can get "pew pew" sounds for when I throw a hatchet.

  • @DocOctober said:
    Mringasa said:

    Hooking is part of farming though. Both sides get points from the Event - The Killer obviously gets his down and hook points, the Survivors get their Altruism from unhooks + healing. It has to work both ways. Hooks are the best scoring event a Killer has, if I'm not mistaken. BBQ as well. 4 stacks of BBQ + Streamers + Farming = OoOOOOooo Yeah!

    In the farming matches I've taken place in, on both sides btw, the Killer got 8 hooks, and on at least two occasions someone offered themselves up for the kill as a means of thanking the Killer for the easy match. I've done this once myself as well. Farm matches are very rare, and you need to get the most bang for your buck out of them.

    That's quite fair enough if the Killer obviously signals that he wants to farm. That Hillbilly though didn't. He gave one hit to the gen and immediately started up the Chainsaw and tried mowing me down, he then also camped the Hook with an armed Chainsaw.

    Doesn't exactly scream:" Hey y'all, I just want to farm with you, I'm friendly!" now, does it?

    He didn't make it clear at all, it all looked rather hostile and like a normal game. As I said before, I and probably others are wary of seemingly friendly Killers, too many Killers have tried baiting us in the past.

    Yeah... that sounds more like he's baiting you into getting 4k'd. Seen that a couple times as well.

  • Pig should get a mask to look like the Jigsaw doll instead of the pig face. Would be awesome to see that stealthing out of the fog.

  • @Russ76 said:
    Mr_Jay_Stark said:

    There’s only one thing: hitting me constantly while camping me. I’m ok with camping but constantly hitting me? Like there are some survivors I play as that have an annoying scream cough Quentin

    I agree hitting me while I am hooked is just annoying.  I would like to see survivors get distraction points everytime I get hit, not just when another survivor runs by.  in my mind even just hanging or even struggling, if they are just hitting me I am still distracting them from the goal of getting the next survivor.  maybe this would make the killers think twice about just sitting there and hitting me and, in my opinion, wouldn't break the game.   (would actually love to see survivors get distraction points when being camped as well, but that might be harder to implement)

    I got the "Protection" score event a couple times when hanging on a hook and a Survivor was looping the Killer around me. That was a couple months ago though. Amusing AF, but the Killer was salty in post-game because I was targetted instead of his prey.

  • Hooking is part of farming though. Both sides get points from the Event - The Killer obviously gets his down and hook points, the Survivors get their Altruism from unhooks + healing. It has to work both ways. Hooks are the best scoring event a Killer has, if I'm not mistaken. BBQ as well. 4 stacks of BBQ + Streamers + Farming = OoOOOOooo Yeah!

    In the farming matches I've taken place in, on both sides btw, the Killer got 8 hooks, and on at least two occasions someone offered themselves up for the kill as a means of thanking the Killer for the easy match. I've done this once myself as well. Farm matches are very rare, and you need to get the most bang for your buck out of them.

  • @Vortexas said:
    What if the hook didn't fall off when you finished sabotaging it? Lets say some bits of the pillar do fall off, and the hook dangles swaying from left to right. Now when the killer tries to put a survivor on that hook then it breaks off and the survivor falls to the ground.

    The effect being the killer gets a stun simular to being hit by a pallet, and the survivor suffers a 1 second stun followed by a slight exhaustion debuff to keep them from sprint bursting straight away.

    Thoughts?

    The hook falling off is a key noise indicator for a Killer. There would still need to be a noise event imo. Also, this seems a bit OP giving the Survivor being carried by the Killer yet another Get Out of Jail Free card. I don't think the current meta could support something like this tbh.

    I would love to see sabo reworked a bit to make it more useful for me as a Survivor, but anything that completely breaks hooks or gives too much of a 2nd(possibly 3rd) chance will be imbalanced at the start.

  • @No_Cluie_Louis said:

    @Mringasa said:

    @No_Cluie_Louis said:

    @TeaLeaf said:

    @No_Cluie_Louis said:

    @Mringasa said:
    Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.

    Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.

    But that idea works both ways, as survivors get used to killers camping, so just assume they always have to go in for the save even if the killer in nearby. It's not just the survivors feeding the camper, the camper is also feeding the survivors. Just because survivors are OP right now doesn't mean people should look at this idea only from a killers perspective. Camping is stupid as its the killer essentially taking the game hostage just because he's salty. At the moment that salt is justified, but i'm talking about a future where the 2 roles are balanced

    This is ... really ludicrous. Taking the game hostage? You have one individual hook while the rest are free to do gens, cleanse totems and work towards their escape. I am not adivicating for first hook in your face camping, but I think you have very bad basis and perspectives that counter your understanding to the issue. Not all camping is chainsaw in your face for 3 mins.

    You see, the killer is nothing like the dev's betray. He is not in control, in fact his actions for most of the general game play is re-active. He responds to stimuli; to sound and notices, he responds to gen rushes ect ect. In general he only has a few ways to make the survives play by his rules and set the behavior of the match (such as 3 gen strat, chasing 1 of em, ect). Camping is a tactical element when done correctly. It allows killers to see how altruistic a group is, how likely you can exploit it, it offers a chance for interception, to hook or at least keep 2 from doing gens or after a short time seeing how un-altruistic the group is and plan accordingly (back to gen patrol). As well if the gates are open it is common sense to make sure the sausage you have on the hook stays there at times. It is a tool which can help or harm a killer, but what survives seem to hate (along with 3 gen) is that the killer is forcing them to change their own style. The killer is doing mind games... hes... setting the conditions of the game besides! :ohnoes:

    Again, i'm talking about killers who don't care weather the survivors are gen rushing while they're camping. They just want to secure the kill by standing in the survivors face. This is taking the game hostage in a sense as you're making it virtually impossible to save the survivor. If you want to find out how the enemy team is playing, (altruistic or unaltruistic) leave your first hook to patrol generators and judge it off how quick they're saved. Also i have now thought of a reward for the killer leaving the hook as well as a punishment for staying and i do now think that my idea should be affected by the number of gens left, as when the exit gates are open, camping is a very justified option.

    There is no hostage situation in any sense of the word. You screwed up in the first place by being found, mistake #1. You screwed up again by not breaking LoS and hiding properly during the chase, mistake #2. You are expecting a Killer to not use a tool in his aresenal that is 100% legal, acceptable, and useful, mistake #3.

    This is why Camping does not need fixed at all. It sucks, but the counter to it is Don't Get Caught. To top that is Don't Be Seen. All this discussion and the ideas are is a way to force Killers to not use a weapon that works almost everytime because of the insanely point hungry and altruistic Survivors who play.

    If Camping, a 100% legitimate tactic at any point in time, bothers you so much, change your style of play to avoid it. Go stealthy, scout a hook before charging into it, do gens if a Killer is too close. It's much the same as "Looping needs fixed". It is a part of the game, you just need to accept it and look for ways to get around it rather than trying to fix something that isn't broken.

    I will say it once more: When Survivors quit feeding the Killer standing at the hook, Camping will go away and/or become purely situational. Until that time, no fix is needed because the tactic is working exactly like it's supposed to work. It sucks the moths into the flame and burns them for their poor gameplay.

    You do realise what your saying right? That very attitude is the cause of toxicity for survivor and kill in this game. If survivors think don't get caught, they use the crutch perks and play SWF with brand new parts and insta heals every time. Only way to win against a killer doing the same thing. It makes the game boring for both teams when really both things i just said shouldn't be an option. The killer should be forced to play fair and survivors should be scared of the killer and not be able to run around for half the game. You can say don't be seen all you like, but you can't do that in the games ranking system and even then, you're going to get seen at some point and if you're unlucky, camped for the rest of the game. Why do people like you refuse to think the game can be improved and just put down any new idea rather than trying to improve it.

    How is my attitude the cause for toxicity? If anything, it does the complete opposite. If a Killer camps, I do gens and leave. If a Killer leaves the hook, or patrols, I try for the save. It seems like common sense to me.

    Why anyone would even attempt to make a save on a Camping Killer is beyond me. It almost always ends badly for multiple people. If you are stupid enough to try it, more power to you. And yes, I say stupid because trying it is just that. Punish the Killers often enough and they will stop Camping the hook. THAT is the fix. No outside actions need taken. It is something every Survivor can do, but they are too dense to understand it.

    Multiple games I've seen the hot mess go down, and as soon as it does I go looking for the hatch if exit gates aren't powered. I am not going to feed the campfire like a moron. When Survivors play smart, the Killer gets hurt by Camping. When they play stupid s/he gets rewarded. It really is that simple. It does not need any Perk, new gimmick game mechanic, or Developer interference. It just needs people to play smart.

  • Stealth can actually be a whole lot more intense than running around like an idiot. Playing mindgames with the Killer and still getting Evader points for being in their TR, not being found at all, escaping without having ever gotten into a chase in the first place, actually juking, breaking LoS and hiding successfully. This all gives me more of a thrill than playing on the Merry-Go-Round with a Killer.

    Running should be a tactical choice, not the default movement. Even without Urban Immersion (love this Perk btw), stealthy movements at the proper time will keep you out of harm's way instead of getting you hooked and potentially camped.

  • Survivor perspective - Camping takes no brains or skill so must be a ######### Killer

    Sorry. Camping is a tactical choice and makes sense in this instance. It will continue to do so until Survivors learn to stop feeding it. I have to say I do not see that happening anytime in the next year, at least. I walk away personally and do something else (gens, hex totems, escape), but there's always at least 1 idiot who thinks they have to make the save.

    And I do have to say - Looping takes no brains or skill so must be a ######### Survivor

    It all comes around in the end. If it's effective, do it. There are no "Gentleman's Rules" in this game. Just don't do something illegal.

  • I like the idea of Freddy being able to pull a Survivor off of things even if they aren't in the Dreamworld. It might be a bit OP though. Maybe a change would be:

    If the Survivor is at full health, Freddy yanks them off and causes them to become injured.
    If they are Injured, Freddy yanks them off and downs them.
    Freddy can put players in the downed state into the Dreamworld - if this isn't already the case.
    This will provide some counterplay, the most obvious being gtfo before he gets there, but isn't too overpowering.

    Remove the failed skillchecks pulling you out of the Dreamworld and instead put in specific items (hot water pipes, some fires, anything that might cause pain, maybe a cup of coffee?) that must be used instead. Another player can of course do it for you with the wakeup action, but it would make him a lot stronger if the Survivors had to find something to do this for them solo. Add in a couple skillchecks perhaps to make the interaction a bit more difficult.

  • Thanks for all the input everyone. It will help me a lot. :)

    Basically comes down to the situation. I have no fear that I will misplay, as usual, and end up twitching on a hook for my Altruism, but the hell with it. Just a game. I'll get it right sometimes and that's all I can really ask for.

  • It would have to be a pretty large aura. You can hear someone working on a generator from pretty far away unless they are running Technician 2/3. I use this frequently myself to get some good teamwork.

    Instead of activating when a Survivor is near, perhaps it could activate when any other Survivor begins working on another generator within X distance? So if I'm walking around in search of one, and another Survivor is already working on one reasonably close but out of hearing range, when I start on mine it pings me to tell me someone is pretty close and maybe I should go help them.

    This is actually a pretty interesting Perk idea, but it's useless for SWF. Solo queue'ers are the minority in the game, and a lot of people use voice comms. I really like it for the potential to help newer players, but experienced players also wouldn't have much use for it.

  • When a Rank 18-20 Killer is running BBQ 3, Ruin 3, NOED 3, and take your pick. Do you really need those Perks or are you just noobstomping? It's understandable at higher ranks of course, but at 18-20? Seriously... Lol. I can only shake my head and wonder how bad their life must suck that they have to justify their existence in this fashion..

    Everything else is just the game. If I don't like it, oh well, there's another match around the corner. Getting too hung up about all the mechanics that can be used in a game is pointless. Head to the next match with a clear head and enjoy yourself. Life is way too short.

  • @Yuu_Incredible said:

    @White_Owl said:
    Welcome to Shelter Woods, the only map in the game when you have Balanced Landing on.

    You could jump into the basement. ( ͡° ͜ʖ ͡°)

    Don't rule that out as a juke point. I've lost the Killer a time or two because I ditched into the basement instead of looping the Shack. They misplayed and ended up wandering off in search of me elsewhere. I've also been juked there a couple times, and now I know to doublecheck the stairs to see if a Survivor is crouched there hiding.

  • I've used them to great effect with Trapper, Hag and Myers. Especially with Monitor and Abuse. The thicker fog offerings make it much easier to ghost in and catch a Survivor off guard.

  • Can't you buy a keyboard + mouse to use on a console? I know the PS3 had a keyboard at least, can't remember if it had a mouse too though...

  • Tunneling and Camping both have their places at the higher Ranks. They do not belong below Rank 14'ish. Everytime I played against some sad Killer who was camping at Rank 17/18, I just shook my head because they learn nothing about chasing, downing, and when to hook (sometimes you need to leave that slug and go nail the person you just saw peeking around a corner). Not to mention the simple things like where Survivors like to hang out and how to properly patrol so you aren't wasting time.

    At the lower ranks, both of those should be banned imo. Obviously not going to happen, but if you need those type of tactics to win at that level of gameplay, rethink your strategy and learn the basics first. High Ranks? Hell yeah. You need every advantage you can get, and if you catch that first Survivor just as a couple gens are popping on you, fire up the grill and throw on some burger, it's campin' time.

  • I don't camp unless the Survivors are toxic AF, and they have to be really toxic to cause me to camp someone. I find it boring and dull. I'd rather allow the unhook and go find someone else to chase. Kills mean absolutely nothing, again, and if you want to pip all you need is 1 to guarantee it. At least that's how my games go anyways.

  • @No_Cluie_Louis said:

    @TeaLeaf said:

    @No_Cluie_Louis said:

    @Mringasa said:
    Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.

    Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.

    But that idea works both ways, as survivors get used to killers camping, so just assume they always have to go in for the save even if the killer in nearby. It's not just the survivors feeding the camper, the camper is also feeding the survivors. Just because survivors are OP right now doesn't mean people should look at this idea only from a killers perspective. Camping is stupid as its the killer essentially taking the game hostage just because he's salty. At the moment that salt is justified, but i'm talking about a future where the 2 roles are balanced

    This is ... really ludicrous. Taking the game hostage? You have one individual hook while the rest are free to do gens, cleanse totems and work towards their escape. I am not adivicating for first hook in your face camping, but I think you have very bad basis and perspectives that counter your understanding to the issue. Not all camping is chainsaw in your face for 3 mins.

    You see, the killer is nothing like the dev's betray. He is not in control, in fact his actions for most of the general game play is re-active. He responds to stimuli; to sound and notices, he responds to gen rushes ect ect. In general he only has a few ways to make the survives play by his rules and set the behavior of the match (such as 3 gen strat, chasing 1 of em, ect). Camping is a tactical element when done correctly. It allows killers to see how altruistic a group is, how likely you can exploit it, it offers a chance for interception, to hook or at least keep 2 from doing gens or after a short time seeing how un-altruistic the group is and plan accordingly (back to gen patrol). As well if the gates are open it is common sense to make sure the sausage you have on the hook stays there at times. It is a tool which can help or harm a killer, but what survives seem to hate (along with 3 gen) is that the killer is forcing them to change their own style. The killer is doing mind games... hes... setting the conditions of the game besides! :ohnoes:

    Again, i'm talking about killers who don't care weather the survivors are gen rushing while they're camping. They just want to secure the kill by standing in the survivors face. This is taking the game hostage in a sense as you're making it virtually impossible to save the survivor. If you want to find out how the enemy team is playing, (altruistic or unaltruistic) leave your first hook to patrol generators and judge it off how quick they're saved. Also i have now thought of a reward for the killer leaving the hook as well as a punishment for staying and i do now think that my idea should be affected by the number of gens left, as when the exit gates are open, camping is a very justified option.

    There is no hostage situation in any sense of the word. You screwed up in the first place by being found, mistake #1. You screwed up again by not breaking LoS and hiding properly during the chase, mistake #2. You are expecting a Killer to not use a tool in his aresenal that is 100% legal, acceptable, and useful, mistake #3.

    This is why Camping does not need fixed at all. It sucks, but the counter to it is Don't Get Caught. To top that is Don't Be Seen. All this discussion and the ideas are is a way to force Killers to not use a weapon that works almost everytime because of the insanely point hungry and altruistic Survivors who play.

    If Camping, a 100% legitimate tactic at any point in time, bothers you so much, change your style of play to avoid it. Go stealthy, scout a hook before charging into it, do gens if a Killer is too close. It's much the same as "Looping needs fixed". It is a part of the game, you just need to accept it and look for ways to get around it rather than trying to fix something that isn't broken.

    I will say it once more: When Survivors quit feeding the Killer standing at the hook, Camping will go away and/or become purely situational. Until that time, no fix is needed because the tactic is working exactly like it's supposed to work. It sucks the moths into the flame and burns them for their poor gameplay.

    1. Feng Min (Who doesn't love a small Asian girl getting chased by a large brutish Killer?)
    2. Dwight
    3. Bill
    4. Nea
    5. Ace
  • Most of my 380 hours have been spent playing Killer. I've made it to Rank 1, and will never go back there unless they add actual rewards for it. There is no fun to be had for me at the high ranks.

    Around Rank 10 though is where the fun is really at. You get great games, with a minimum of toxicity. Most Survivors who play the meta will continue to Rank 1 to play against tryhard Killers and the ones so experienced they can play in their sleep. Deranked Survivors tend to cluster around 20-18 so they can have easy matches because they can't compete at the higher Ranks, or else they just feel so inadequate they have to beat up on new Killers.

    Rank 10 though, you get a mix of everything, with a lot of Survivors who are also staying at those Ranks because of the fun gameplay. Rank reset time sucks, but I generally wait a couple days before playing Killer which works out nicely.

    Once you can get above Rank 16/17, the games actually become a lot more fun. You lose most of the deranked bullies and inexperienced new players, and get good Survivors who want to have fun as well. Makes for quite enjoyable gameplay and a lot of fun all around.

    If you don't take the game too seriously, and just play it for fun, it makes it a lot better. Getting bitter about RNG, toxicity and all the balance issues does nothing but turn the game into a chore. Relax, chill and just enjoy yourself instead and you'll find yourself coming back to the game constantly.

  • @ACoolName said:
    Y y'all so fixated on having naked people running around in a gore game.......... 

    The horror films of the 70s, 80s and 90s were always good for some naked flesh. Every slasher flick had to have some overbossomed heroine in it that conveniently took a shower or spent some extra time dressing/undressing for the fans. It was a very common occurence.

  • It depends on which made up Survivor ruleset you are following. Toxicity can be:

    Killing anyone except yourself
    Killing a member of the SWF group in your Lobby and not the solo queue'er
    Actually managing to down someone and your OP Perks causing them to miss their DS skillcheck
    Being in the match in the first place
    Not standing in the corner with your face to the wall the entire match
    Being within 100 meters of the hook
    Being on the map after hooking someone
    Not permitting them to get 30k BP and a double pip
    And.... I could go on and on

    Sorry, but toxicity is really in the mind of the beholder. It's different for everyone. I don't really find any style of gameplay to be toxic. The only thing toxic to me is the post-game chats where people fling insults and threats at one another because they got outplayed or they need to justify a loss to themselves. I follow one rule when playing, on either side btw:

    If it exists in the game, and is not considered to be rule-breaking or abusive (in the manner of a cheat), then it is fair to utilize it. Doesn't matter what it is: BNPs, Moris, certain Perks, looping, camping, etc etc. This is the game as the Developers want it, currently since it can always be patched, so whatever is available should be used to its fullest.

    Obviously I dislike certain things, always dependant on which side I'm playing at the time, but if it doesn't break a rule then it's perfectly acceptable. That's why I always give a gg, and sometimes a well played depending on if they did a good job or not. If they did legitimately cheat, then I just hit the Upgrade or Leave button and move on to the next match with a clear mind. You don't want to take prior matches into a new one.

  • @No_Cluie_Louis said:

    @Mringasa said:
    Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.

    Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.

    If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.

    If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.

    On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.

    AGAIN THIS IDEA WAS IF THE GAME WAS BALANCED AND I SAID A CHANGE I WILL MAKE TO THIS IDEA IS IT TAKES NO AFFECT IF THE KILLER GETS INTO CHASES AS THAT'S THE SURVIVORS FAULT FOR STANDING NEAR THE HOOK. STOP HATING AND MAKE USEFUL SUGGESTIONS

    I'm actually not hating at all. I do like the idea of stopping camping as it's no fun for anyone, but there is a very fine line on fixing something that is caused by the community and not by the game itself. If there were more objectives, Survivors wouldn't feel the need to rush the hook for points thereby denying the Killer his camping fuel. Right now, unhooks + heals are the best way to get points not to mention the emblem points you get for it.

    Doing gens and leaving won't get you enough for a pip. You have to interact with the Killer in some fashion, be it evading or unhook/heal a teammate who got hurt. I think fixing camping has more to do with people learning how to stop it themselves. No adjustment in the game is going to stop it. Look at BBQ. Fantastic Perk for BP + auras. Lots of people use it. Lots of people still camp. They know they're going to get the moths and get 4 stacks eventually.

    Until Survivors stop feeding the camper, anything you do to deter it isn't going to work. It's not a problem with the game, it's a problem with the people playing it. I really did like your idea, and the discussion that ensued. I just can't see it fixing anything. It'll just cause more problems when the simplest, and best, fix is to just stop feeding the Camper.

  • You can run Knockout to counter this to a certain degree. I played 5 matches right before P2'ing my Huntress the other night with Knockout and BBQ. I got quite a few people caught out because they didn't know where the down occured and couldn't situate themselves properly to avoid me seeing them. SWF might negate some of this, but most Killers know what a generator outline looks like, so even a slightly mishapen form will give you intel on Survivor locations.

  • Using sound as a distraction would actually be pretty awesome imo. Emphasize a stealth strategy instead of the current run til you can't find another loop. It would have to be tested heavily though so the sounds the Survivor makes are the same sounds the ventriloquism Perk would play. This sounds like a fun mechanic though.

  • Sorry. I think it's entirely on the Survivors at this point to stop rewarding the behavior. If they wouldn't feed the Camper, it wouldn't be justified to do it anymore except situationally. If I as a Killer can expect 1-3 Survivors to crouch around and wait while I'm camping their teammate, I'm going to do it. That relieves pressure on me and puts more pressure on them once their teammate dies. If they do not do this, and instead do generators, that puts all the pressure on the Killer.

    Survivors are the ones rewarding Killers for doing this. It doesn't need fixing, Survivors just need to stop feeding the hook. Plain and simple. If they feel it's necessary to YOLO save someone, or crouch around the hook area for the entirety of the death, that is 100% on them. Noone can fix stupid, and that's what a Camping Fix would have to do. It would have to fix the idiots who waste time trying to be a super hero instead of doing generators.

    If you change anything about the hook with regards to Camping, it puts even more pressure on the Killers because they've now lost a tool in their arsenal. It won't be campers, it'll be 100% slug games. Then once everyone is on the ground, Deerstalker over and hook them all. Killer gets a 4k with all their hook stages.

    If you're getting camped, help your team out and struggle the full timer. It happens to everyone. Once Killers are getting punished for Camping by the Survivors, and not some "fix", this strategy will stop being used. Until that time though, expect it to happen with every hook.

    On a side note, this is why I stay around Rank 10. Most of the Survivors there are smart enough to take the wave-off hint and go do generators. I've seen Killers get punished hard for Camping, but not enough people are doing it properly. When that becomes a thing, and Killers are getting a depip with maybe 8k points, Camping will stop except as a situational strategy.

  • Kindred when I'm playing in lower Ranks to give the newer and more inexperienced players extra information when I'm on a hook.

    Right now loving Technician so I can polish up my skillchecks and start powering through Ruin better. Has kept me hidden so many times since I started using it.

    Empathy, Botany Knowledge combo is rather nice at times. When I want to play a pure Altruism build they work well together since I solo queue. Add in We'll Make It (that's the one for faster healing on unhooks?) and I can rack up some nice points pretty quickly.

  • Hag. No question. That animation is absolutely awesome. Like the Clown's second part where he cuts the finger off and sucks on it, but the initial curb stomp is way too weak.

  • Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.

    Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.

  • The only ones I truly hate are the ones who loop the Killer near me while I'm hanging on a hook, and I end up dying on my first hook because noone can get in the save due to Survivor Big E-peen playing ego builder within 8 meters of the hook. Run AWAY from the hook if you're seen!

  • @Bjorn02 said:
    Shirtless nea? lol

    I'm thinking more of a bikini with a tattoo that says "Killer" on her back or leg. Sexiness personified.

  • Devour Hope. Has been my favorite since I started playing last year. Before they put in that ridiculous notification for Exposed, it was the perfect totem. Now though, one down is usually all you get unless you can snowball it fast. I rarely use the Mori portion, but that OHKO is just sublime when it procs. Especially on an SWF group that likes to bodyblock and play Jedi Warrior with their flashsabers.

    Lullaby was also nice, easily in competition for me with DH. That addition of the notification again just broke it imo. It's pretty useless now unless you are playing against completely new players or get a terrific totem spawn.

  • If they do anything, it should not be Perk related. SWF is a base game mechanic, anything to provide a more balanced game for Killers against them should also be a base game mechanic. Having to waste a Perk slot just to counter a "free" mechanic for Survivors is unacceptable. While Enduring helps with loops, it also helps with things like DS and wiggles. That is an acceptable tradeoff for a Perk imo.

    There should be increased rewards and/or giving the Killer an extra Perk slot for 3-man, and 2 for 4-man, SWF groups. Those slots would only activate when SWF groups entered the lobby. Might make it a bit more fair, but doesn't really hurt the solo players as much. I think anything you do to balance SWF is going to hurt solo players a lot.

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