OhMissSully
OhMissSully
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- OhMissSully
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I just had this happen on Temple of Purgation as well, first hook for me.
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I also just had this problem on PC, and I also had to Alt+F4 to get out of it.
I was playing Zarina, using BT, Lithe, Detective's Hunch, and Spine Chill.
Edit: When this happened, prior to readying up, I had changed my perks, but when I relaunched, I still had my old build equipped.
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I just had this happen as well in the courtyard of Midwich. I've been able to commune with them prior in games where I didn't escape, and I'm currently 1/2 on the challenge. It's a shame because I would've been able to complete the challenge if it had worked for me this time.
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I've had this happen to me in a few games, and it's just like you said, it sounds as if you don't have Iron Will equipped at all when you're injured. It was also noticeably louder than when a killer is running Stridor. However, I don't know if it translates to the killer perspective as well, or if it's solely a survivor-sided bug. I did notice that it wasn't consistent for me the whole game, sometimes it would happen and sometimes it wouldn't. As far as I could remember, it would only happen after an unhook or if I got picked up off the ground. I don't recall it happening to me after going from healthy to injured, but I'm not 100% sure.
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I was staring at him for over 5 seconds multiple times with no obstructions, both near and far, I do understand how the reveal mechanic "works" and the "discern" state has the audio cue, and yet, like my original post states, it is a coin flip as to whether or not the game will recognize it or not. I was chasing him in a straight line as he chased my teammate with GF dead center of my screen for multiple seconds, and it did not matter.
I understand you're trying to help explain the situation, but I promise you, this issue is not due to a lack of understanding of the mechanic on my part.
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Ugh not another mending-type mechanic, please for the love of my brain cells. I personally think there should be laceration decay, but it should only start after a specified amount of time out of chase, say 20 seconds. That way it's the killer's decision how to play, do you want to stick with the survivor you've been chasing? Or drop them knowing that you'll lose your progress. I think it's absurd that it currently decays in chase, but making survivors have to pull them out, allowing him to essentially 99% the way Ghostface does? For as many projectiles as he throws and as quickly as he throws them...it seems a little much.
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My favorite are the ones that are near impossible due to bugs and/or highly common playstyles. For example: Tome V, Level 4 "Stun the Killer 4 times in a single match." Right now, with the pallet bug and the way many killers respect pallets, you'd be lucky to get even two stuns off in a single match, let alone 4.
Oh, and that awful Any Means Necessary one from this last tome. You almost need the killer's cooperation for that one.
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Eh, window hits can be advantageous both ways, there are sometimes hits connect and I'm like 'how?' and other times I'm like "how did it not?" while playing both Killer and Survivor. I don't think it should be a "wall" at the....well wall, because if you were both standing on either side of a window in real life, they could hit you at arm's length. Really I just get most aggravated by the game proccing Lithe even when I get hit fairly through the window. I wish they would tweak it slightly so that it doesn't truly trigger until you've landed both feet on the ground and started moving again. I'd rather be on the ground and not exhausted, then be on the ground as my exhaustion icon pops up. The timing on it now makes me feel like I'm running Dead Hard 😬
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When they first added the hash marks to the Survivor side, I remember finding it odd that it wasn't on Killer side, too. There are a lot of good points being brought up here but not everything is as black and white as it's being painted.
"If I wanted to tunnel, I would just tunnel" Very true, however for those who don't seek to tunnel until the match starts getting away from them, say two gens pop back to back and now there's only 1 left instead of 3, I could see the hash tallies potentially incentivizing a Killer to start tunneling. For example, if he was already in chase (and he wasn't losing it or anything) but then he sees the death hook survivor across the way, he might drop chase and start a new one just to secure that kill, even if he wouldn't have without that knowledge.
"If a survivor is injured, they're in chase just do gens" oh man I wish this was the case. Here the hash tallies could be beneficial because it can be damn hard to find a good heal, hell sometimes even an unhook, when you're flying as a solo queue survivor. So, if a killer finds somebody injured and sees that they have gotten to death hook, but only remembers hooking them once, they could do a kindness if it suited them and chase the other person. In fact this evening I had a game as killer where I deliberately left the Dwight alone because his "teammates" let him get within 10 seconds of being dead on his first hook, even though I was across the map the majority of the time. If I hadn't been keeping track myself, I wouldn't have known and could have killed him drastically before everybody else, through no fault of his own.
I'm not sure if there is a perfect solution to this since all players are different and there's no one consistent approach to how people play either side. Maybe something in the middle? Maybe changing the art for each thumbnail, so that after a survivor has been hooked at least once, their picture turns to a new one where they look tired and a bit beat up? That way, a killer knows that they've at least been hooked once, but they still have to put in some work to remember how many times? I dunno.