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Orion

Orion

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Orion
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  • @Unit said:
    Orion said:

    If the Killer camps a single Survivor, you can repair three and a half generators, and that's assuming you only start the second the Survivor was hooked. No need to buff Survivors for failing to stay off the hook.

    Yeah but you have to take in consideration of their enjoyment. They might be new at the game punishing them like this will make them quit.

    No, I don't. If they expect to pick up a multiplayer game, play against people who've played it for years, and easily win, that's their problem.

    in Camping Comment by Orion
  • @thesuicidefox said:

    @Lowbei said:
    thesuicidefox said:

    @Zanfer said:

    You have to adapt and play differently against killers.. that is the point of the game

    OH PLEASE TELL ME WHAT ELSE CAN I DO? 

    ok

    Ok sooooooo..... no really how do I save the guy when the killer is RIGHT THERE. Borrowed Time really only ensure that I don't get the farming penalty. My options are A) leave the guy to die and do gens, B) save the guy and he gets tunneled and die faster. Hmmm yea so much skill involve in either of those.

    Pretty good memes so far

    So don't save the guy. Not every Survivor is going to live every game, and the Killer is supposed to be able to stop you from unhooking.

  • @thesuicidefox said:

    @Orion said:

    @thesuicidefox said:

    @Cetren said:
    Even in the event that you "handicap" yourself for a fun game as survivor, the killer taking the hit on you STILL puts him at a disadvantage. You get a speed boost, and they're slowed to a crawl for the wiping animation. By the time that's over, you will he far away due to a combination of you getting a boost while the killer gets slower, and the killers diverted attention means the other survivor will gain a lot of distance as well. So he's still in a WORSE position than if he hits the other guy down. If you hate tunneling that much, run borrowed time. Then the killer doesn't get an advantage for hitting the other survivor, because they couldve hit you and been in the same position.

    Dude, hook is 20m away, I'm right there in front of them, injured. No it's not a disadvantage because you will still get me faster than the other dude. I have been in this situation MANY TIMES, where I was clearly CLEARLY the easier, more optimal target. BUT NOPE let's go back to the hook and look for that guy, wasting 30 seconds just to re-acquire the target. This is why I say bad killers camp/tunnel because the good killers will come after me, and will (most likely) catch and hook me. They know that I'm the optimal target.

    If you're right in front of the Killer, you're in melee range. I think we both know this is not true. Assuming you're 10 m away from the Killer, here's how long he wastes to put you down, and that's assuming you run in a straight line:

    Sprint Burst for 3 seconds. You have moved 18 m. In those 3 seconds, the Killer has moved 13.8 m. In total, the distance between you two has actually increased to 14.2 m (roughly a 40% increase).
    After 12 seconds, you have moved 48 m. In those 12 seconds, the Killer has moved 55.2 m. The distance between you two has decreased to 7 m (70% of where we started, but only after 15 seconds).
    Bloodlust I has kicked in. After an additional 8.75 seconds, the Killer has finally caught up with you.
    In total, it took almost 25 seconds just to catch a single injured Survivor who was 10 m away, running in a straight line. This Survivor will then take 2 minutes to die on a hook, compared to the other one's 60 seconds (at best).

    However, we all know that Survivors do not run in a straight line. They loop and loop and loop and loop, wasting absurd amounts of the Killers' time. So, the next time you wonder why the Killer is going after the weakest link, I hope you take into consideration what I said here.

    You clearly don't understand my problem here. Hook is farther away than me in relation to the killer. I'm already injured. Killer still decides to 180 and go back to the hook, when he could have gotten me SIGNIFICANTLY faster.

    You clearly didn't read what I wrote, or you'd know I explained why that's not the case.

    I don't know why I bother proving mathematically that Survivors are wrong when they don't seem to read anything that disagrees with their preconceptions.

  • @thesuicidefox said:

    @Zanfer said:

    @thesuicidefox said:

    @Zanfer said:
    You have to adapt and play differently against killers.. that is the point of the game

    OH PLEASE TELL ME WHAT ELSE CAN I DO? Please because when the killer tunnels/camps there is no "adapting". There is "go do gens because you can't ever save this person". Adapting to a killer would require some actual skill on the killers part for me to play around. But when they are bad, they just sit by the hook. I have no options but gens and hiding. Wow, look at me go adapting to this amazing strategy.

    If you were a smart survivor you actually can take a hit for the person still being chased to put less pressure on him and more on the killer. Maybe you should respond to my longer post I had to say about similar situations..

    I did respond. It doesn't work. BBQ doesn't encourage killers to leave the hook like people say. Borrowed Time doesn't work because killers continue to chase the guy anyway. Taking a hit and drawing attention away doesn't work because they still just end up ignoring you. Then killers complain about gen rush, bro I'm only doing gens because you won't leave the hook. I'd be happy to stop doing a gen and go unhook/heal that guy if you'd leave.

    Dude I've been flat out slugged by a kill while they tunneled the guy I just unhooked. NO TELL ME AGAIN HOW I'M SUPPOSED TO SAVE THE GUY IF THE KILLER DOES NOT EVEN CARE ABOUT A FREE HOOK?!

    It's almost like the Killer is supposed to be the power role in this asymmetrical game or something.

  • @thesuicidefox said:

    @Cetren said:
    Even in the event that you "handicap" yourself for a fun game as survivor, the killer taking the hit on you STILL puts him at a disadvantage. You get a speed boost, and they're slowed to a crawl for the wiping animation. By the time that's over, you will he far away due to a combination of you getting a boost while the killer gets slower, and the killers diverted attention means the other survivor will gain a lot of distance as well. So he's still in a WORSE position than if he hits the other guy down. If you hate tunneling that much, run borrowed time. Then the killer doesn't get an advantage for hitting the other survivor, because they couldve hit you and been in the same position.

    Dude, hook is 20m away, I'm right there in front of them, injured. No it's not a disadvantage because you will still get me faster than the other dude. I have been in this situation MANY TIMES, where I was clearly CLEARLY the easier, more optimal target. BUT NOPE let's go back to the hook and look for that guy, wasting 30 seconds just to re-acquire the target. This is why I say bad killers camp/tunnel because the good killers will come after me, and will (most likely) catch and hook me. They know that I'm the optimal target.

    If you're right in front of the Killer, you're in melee range. I think we both know this is not true. Assuming you're 10 m away from the Killer, here's how long he wastes to put you down, and that's assuming you run in a straight line:

    Sprint Burst for 3 seconds. You have moved 18 m. In those 3 seconds, the Killer has moved 13.8 m. In total, the distance between you two has actually increased to 14.2 m (roughly a 40% increase).
    After 12 seconds, you have moved 48 m. In those 12 seconds, the Killer has moved 55.2 m. The distance between you two has decreased to 7 m (70% of where we started, but only after 15 seconds).
    Bloodlust I has kicked in. After an additional 8.75 seconds, the Killer has finally caught up with you.
    In total, it took almost 25 seconds just to catch a single injured Survivor who was 10 m away, running in a straight line. This Survivor will then take 2 minutes to die on a hook, compared to the other one's 60 seconds (at best).

    However, we all know that Survivors do not run in a straight line. They loop and loop and loop and loop, wasting absurd amounts of the Killers' time. So, the next time you wonder why the Killer is going after the weakest link, I hope you take into consideration what I said here.

  • If the Killer camps a single Survivor, you can repair three and a half generators, and that's assuming you only start the second the Survivor was hooked. No need to buff Survivors for failing to stay off the hook.

    in Camping Comment by Orion
  • @EpicFailTryHard said:
    Orion said:

    @Jack11803 said:

     @Orion said:
    

    No, Killers will not play in a way that benefits you just so you're not punished for your mistakes. Adapt or die. Your choice.

    Same with survivors. Adapt or get looped.

    Explain how to counter looping. Not mitigate its effects, but actually counter it.


    hag, nurse or don't chase them.

    So, play two Killers or let Survivors go free every single game. I hope the other guy understands why the situations are not even remotely comparable.

  • They have a weekly stream, and their website explains what their plans are for the game. What more do you want? A handwritten letter?

  • @Jack11803 said:

    @Orion said:
    No, Killers will not play in a way that benefits you just so you're not punished for your mistakes. Adapt or die. Your choice.

    Same with survivors. Adapt or get looped.

    Explain how to counter looping. Not mitigate its effects, but actually counter it.

  • No, Killers will not play in a way that benefits you just so you're not punished for your mistakes. Adapt or die. Your choice.

  • @Jack11803 said:

    @Orion said:

    @Jack11803 said:
    No.... removing it would make a standoff. Right now it’s fine as it’s bait. They could commit or stop, resulting in a BT unhook. That’s not a stand-off. What you suggest, would make failure almost constant, and require bait before the unhook action. Your idea would literally make everything you says wrong with it worse

    No bait would be required. Survivors would just wait until the Killer left. If the Killer didn't leave, Survivors would have to go somewhere else.

    It’s fine how it is.

    That's your opinion, and it's OK. It's just a suggestion.

  • @Jack11803 said:

    @Orion said:

    @Jack11803 said:

    @Orion said:

    @Jack11803 said:

    @Orion said:

    @Chi said:
    This would make the game hellish to play for the lower ranked people.

    As I explained, the regression would be very small at the start. 33% of 10% (for example) is a minuscule amount.

    The problem with balance is the massive difference between solo and SWF / noob and pro. No good player fails a skill check except once in a blue moon. Making this differential bigger is dumb.

    If I'm not mistaken, 10% of all skill checks are missed, across all ranks. The difference between new players and "pros" is not significant in terms of balance, since you're supposed to balance taking into consideration the "pros". Furthermore, SWF and solo have no bearing on skill checks.

    Never said they do. Also, about 1% of players are rank 1 so....

    You did. It was literally one of your arguments for why you said this change was dumb.
    So skill checks all around need to be more noticeable. Both in difficulty and in impact on the game.

    I said the difference beftween solo and SWF is the core reason for all balance issues. Guess I was right in that one thread, you really are bad at reading.

    You also said "noob and pro". Maybe you're just bad at writing.

  • @Jack11803 said:
    No.... removing it would make a standoff. Right now it’s fine as it’s bait. They could commit or stop, resulting in a BT unhook. That’s not a stand-off. What you suggest, would make failure almost constant, and require bait before the unhook action. Your idea would literally make everything you says wrong with it worse

    No bait would be required. Survivors would just wait until the Killer left. If the Killer didn't leave, Survivors would have to go somewhere else.

  • @Jack11803 said:

    @Orion said:

    @Jack11803 said:

    @Orion said:

    @Chi said:
    This would make the game hellish to play for the lower ranked people.

    As I explained, the regression would be very small at the start. 33% of 10% (for example) is a minuscule amount.

    The problem with balance is the massive difference between solo and SWF / noob and pro. No good player fails a skill check except once in a blue moon. Making this differential bigger is dumb.

    If I'm not mistaken, 10% of all skill checks are missed, across all ranks. The difference between new players and "pros" is not significant in terms of balance, since you're supposed to balance taking into consideration the "pros". Furthermore, SWF and solo have no bearing on skill checks.

    Never said they do. Also, about 1% of players are rank 1 so....

    You did. It was literally one of your arguments for why you said this change was dumb.
    So skill checks all around need to be more noticeable. Both in difficulty and in impact on the game.

  • @Jack11803 said:

    @Orion said:

    @Chi said:

    @Orion said:

    @Chi said:

    @Orion said:

    @Chi said:
    I really don't see this as an issue, and it will make it harder for a survivor to sacrifice themselves for a teammate, because they won't be able to stop the killer from grabbing them off the hook.

    If the Killer is there, they can't stop it anyway. This won't stop Survivors from taking a hit for their teammate, if that's really their purpose.

    Yeah they can, if a survivor goes for the unhook and then stops. The killer hits them and is locked in the swiping blood animation, that is when the survivor can go for the unhook and sacrifice themselves for a teammate.

    How common is this, really? I've never seen it when I was on the hook, and I've never done it as a Killer either.

    I can't say how common it is. I do it a lot though.

    I'm sorry, but I don't think that's relevant enough to be a factor. Even so, that can create a stand-off situation, which is something the devs are trying to fix in regards to the hatch.

    It happens during every face camp match for me. So a ton.

    And the devs are trying to remove stand-offs.

  • @Jack11803 said:

    @Orion said:

    @Chi said:
    This would make the game hellish to play for the lower ranked people.

    As I explained, the regression would be very small at the start. 33% of 10% (for example) is a minuscule amount.

    The problem with balance is the massive difference between solo and SWF / noob and pro. No good player fails a skill check except once in a blue moon. Making this differential bigger is dumb.

    If I'm not mistaken, 10% of all skill checks are missed, across all ranks. The difference between new players and "pros" is not significant in terms of balance, since you're supposed to balance taking into consideration the "pros". Furthermore, SWF and solo have no bearing on skill checks.

  • @Chi said:

    @Orion said:

    @Chi said:

    @Orion said:

    @Chi said:

    @Orion said:

    @Chi said:
    I really don't see this as an issue, and it will make it harder for a survivor to sacrifice themselves for a teammate, because they won't be able to stop the killer from grabbing them off the hook.

    If the Killer is there, they can't stop it anyway. This won't stop Survivors from taking a hit for their teammate, if that's really their purpose.

    Yeah they can, if a survivor goes for the unhook and then stops. The killer hits them and is locked in the swiping blood animation, that is when the survivor can go for the unhook and sacrifice themselves for a teammate.

    How common is this, really? I've never seen it when I was on the hook, and I've never done it as a Killer either.

    I can't say how common it is. I do it a lot though.

    I'm sorry, but I don't think that's relevant enough to be a factor. Even so, that can create a stand-off situation, which is something the devs are trying to fix in regards to the hatch.

    It is never a standoff. The killer will either hit the survivor or grab them off the hook.

    The same applies to the hatch, and the devs are trying to change that.

  • @Chi said:

    @Orion said:

    @Chi said:

    @Orion said:

    @Chi said:
    I really don't see this as an issue, and it will make it harder for a survivor to sacrifice themselves for a teammate, because they won't be able to stop the killer from grabbing them off the hook.

    If the Killer is there, they can't stop it anyway. This won't stop Survivors from taking a hit for their teammate, if that's really their purpose.

    Yeah they can, if a survivor goes for the unhook and then stops. The killer hits them and is locked in the swiping blood animation, that is when the survivor can go for the unhook and sacrifice themselves for a teammate.

    How common is this, really? I've never seen it when I was on the hook, and I've never done it as a Killer either.

    I can't say how common it is. I do it a lot though.

    I'm sorry, but I don't think that's relevant enough to be a factor. Even so, that can create a stand-off situation, which is something the devs are trying to fix in regards to the hatch.

  • @Chi said:

    @Orion said:

    @Chi said:
    I really don't see this as an issue, and it will make it harder for a survivor to sacrifice themselves for a teammate, because they won't be able to stop the killer from grabbing them off the hook.

    If the Killer is there, they can't stop it anyway. This won't stop Survivors from taking a hit for their teammate, if that's really their purpose.

    Yeah they can, if a survivor goes for the unhook and then stops. The killer hits them and is locked in the swiping blood animation, that is when the survivor can go for the unhook and sacrifice themselves for a teammate.

    How common is this, really? I've never seen it when I was on the hook, and I've never done it as a Killer either.

  • @Chi said:
    I really don't see this as an issue, and it will make it harder for a survivor to sacrifice themselves for a teammate, because they won't be able to stop the killer from grabbing them off the hook.

    If the Killer is there, they can't stop it anyway. This won't stop Survivors from taking a hit for their teammate, if that's really their purpose.

  • @Chi said:
    This would make the game hellish to play for the lower ranked people.

    As I explained, the regression would be very small at the start. 33% of 10% (for example) is a minuscule amount.

  • I think that if all Survivors are in the dying state for a certain amount of time and none of them can get back up on their own, the game should automatically end, and all Survivors die simultaneously.

  • @swenpai said:

    @Orion said:
    I'd also recommend the following:

    • Survivor perks are downgraded by one tier when they're in the Dream World. If they're at tier I, then they become disabled. I don't see why Survivor perks should be disabled entirely just because they were caught by a Killer they can't even see.
    • The Nightmare gets a passive buff the more Survivors are in the Dream World. Maybe a movement speed buff or faster recovery from attacks, or even a combination of buffs that are unlocked based on the number of Survivors in the Dream World.
    • Survivors no longer wake up when they're hooked.

    The two last ideas are great.
    Though I still think perks should'nt be active in the Dream World because being in it doesn't gives you a big disadvantage for now..
    And making the perks go a tier down won't be too noticeable because you'll be able to get out of the Dream World soon or later.. so for the limited time that they are in the Dream World, I feel like they should have a big disadvantage.

    I get that their tenure is usually short, but I think completely stripping Survivors of their perks because they were hit with an ability from a Killer they can't see is absurd.

  • @Mringasa said:
    Where's the purple Kool-Aid? I need a drink if I'm going to buy into this conspiracy theory.

    I think that's what they put in the water cooler where OP works...

  • Air Canada is also there. That explains the delay in my flight when I said something negative about Behaviour...

  • I'd also recommend the following:

    • Survivor perks are downgraded by one tier when they're in the Dream World. If they're at tier I, then they become disabled. I don't see why Survivor perks should be disabled entirely just because they were caught by a Killer they can't even see.
    • The Nightmare gets a passive buff the more Survivors are in the Dream World. Maybe a movement speed buff or faster recovery from attacks, or even a combination of buffs that are unlocked based on the number of Survivors in the Dream World.
    • Survivors no longer wake up when they're hooked.
  • @Nos37 said:
    My point, really, is that there are two ways to punish failed skill checks. The exact numbers are arbitrary and adjustable.

    I'm sure there are many ways to do it. My point is that your suggestion is equivalent to simply increasing the numbers in the current method, and becomes pointless given what usually happens when Survivors miss skill checks.

  • @Nos37 said:
    It would be a deterrent. If you mess up, move on to another gen.

    I edited my comment to add more of my thought process behind my idea.
    10-15 seconds should be about the length of time it'd take you to reach a new generator anyway, and the Killer is already coming for you, so you'll have to leave it (eventually) whether you want to or not.

  • @Nos37 said:
    Instead of regressing the gens further with missed skill checks, increase the duration before the gen can be worked on again (10-15 seconds)

    That would be the same as just doubling/tripling the current regression penalty, if I'm not mistaken.
    My idea allows new Survivors to get used to skill checks without being punished too much (even 1/3 is not that much if you've barely started a generator), while buffing skill check perks by making them more effective at slowing down the Survivors.

  • I have a big problem with the idea that an invisible Killer should be able to grab Survivors off generators.

  • @Der_Schatten said:
    ... hmm... i guess you playing a fully different Game then me. I Play for Bloodpoints and for fun, helping Teammates. I dont want to Hide and be sneaky... no bloodpoints for that at all. But being chased, give alot of Bloodpoints. Players who hides all day and just do gens get about 12k (in a Good round when escaped) i get 24k x2 cuz WGLF ^^

    Then you shouldn't mind if you get camped and die. You had your fun being chased.

  • @StalwartXX said:

    @Der_Schatten said:

    @Orion said:

    @Der_Schatten said:
    @Orion
    "Then your wife needs to learn how to play better and not get caught. It's that simple." your words dude... Dont get caught? Its DBD, you soppused to get caught...

    Like Kuris said, you're supposed to not get caught. That's your goal as a Survivor, to survive.

    BUT THEN YOU Killers cry about "Toxic" Survivors... Like is sad:

    Survivor are "Toxic" cuz they dont want to be Camped...
    they loop, flashlight CUZ YOU BOTH Just sad: NOT GETTING CAUGHT (HOOKED) is what survivors just need to do. You just sad what i say... Playing toxic to avoid Campers...

    There's a major difference between playing well and playing toxic. I've managed to survive plenty of matches as survivor without using flashlights, bodyblocks, looping etc. I just act stealthy and don't make stupid decisions.

    That last bit - not making stupid decisions - is what many Survivors are missing. They want to make stupid decisions and not be punished for it. In short, they want a sandbox game.

  • @Der_Schatten said:

    @Orion said:

    @Der_Schatten said:
    @Orion
    "Then your wife needs to learn how to play better and not get caught. It's that simple." your words dude... Dont get caught? Its DBD, you soppused to get caught...

    Like Kuris said, you're supposed to not get caught. That's your goal as a Survivor, to survive.

    BUT THEN YOU Killers cry about "Toxic" Survivors... Like is sad:

    Survivor are "Toxic" cuz they dont want to be Camped...
    they loop, flashlight CUZ YOU BOTH Just sad: NOT GETTING CAUGHT (HOOKED) is what survivors just need to do. You just sad what i say... Playing toxic to avoid Campers...

    Prolonging chases does not prevent you from getting caught. If you can't read what I'm writing, then don't lie and pretend I'm saying what you're saying.

  • @Der_Schatten said:

    @Kuris said:

    @Der_Schatten said:
    @Orion
    "Then your wife needs to learn how to play better and not get caught. It's that simple." your words dude... Dont get caught? Its DBD, you soppused to get caught...

    no. youre meant to evade the killer. There are literally 2 emblems for it as survivor. To survive, to evade.

    ... Why are there two Hook phases? And not a instand death on the hook then? huh? you cant evade the Killer all Round (if you try to do gens).

    Maybe you can't, but that's what we call a "you" problem. As in "you are not good enough to evade the Killer the entire round". Many Survivors do just fine.

  • @Der_Schatten said:
    @Orion
    "Then your wife needs to learn how to play better and not get caught. It's that simple." your words dude... Dont get caught? Its DBD, you soppused to get caught...

    Like Kuris said, you're supposed to not get caught. That's your goal as a Survivor, to survive.

  • @Der_Schatten said:

    @Orion said:
    That guy was an ass.

    #########? you do that all the Time and say he is an ass??? YOU? the one says: "finding, downing and then downing a Survivor is High Skill"? #########? DUDE -_-

    Stop lying. You have no idea how I play because you have never played against me. I do not throw out death threats or racial slurs, in any context.

    in Guilty? Comment by Orion
  • @Der_Schatten said:
    @Orion him self told me: "A Survivor cant get Camped if he cant be found... or get down".

    That is a lie. Maybe you're confusing me for someone who can't write English all that well.

  • @xxaggieboyxx said:
    I do agree skill checks should regress further but 33% even 25% is too much 

    If you could hypothetically regress a fully repaired generator by 33%, it'd be an additional 26.666(...) seconds of repair time, and that's the worst case scenario. 25% would be an additional 20 seconds. That's not too much, IMO.

  • @crazycenobite said:
    I would have a pc and have the money to get one but as I'm a dad with 2 kids I can't really turn my back on them witch you have to do with a pc 

    A very good argument for not having kids. That said, I don't understand why you think you'd have to turn your back on them just because you have a PC.

  • @only1biggs said:

    @Orion said:

    @only1biggs said:
    I love how people rise to this bait. PC master race is, what..a ten year old meme now? Longer?

    I could probably buy and sell the OP's life twice over..I just prefer console (started on PC).

    Why do you prefer console, if I may ask?

    I got tired of troubleshooting things every other day, upgrading all the time (used to play competitively at LAN meets)... to be honest, tech has now plateaued a little, so this isn't too much of a problem these days.

    I mean, you don't have to "upgrade all the time", but I get it. Personally, while the process of troubleshooting can be annoying, I find some joy in solving the problem. Then again, I find some joy in solving any problem. :tongue:

  • @only1biggs said:
    I love how people rise to this bait. PC master race is, what..a ten year old meme now? Longer?

    I could probably buy and sell the OP's life twice over..I just prefer console (started on PC).

    Why do you prefer console, if I may ask?

  • @BOSS242 said:
    I think he's trolling. No way someone is really like this.

    Unfortunately, some are. They give the rest of us PC players a bad name. There are also some console players like this, who think consoles are objectively superior to PCs (the reverse is true).

  • @MrsMaliciousX said:
    Vortexas said:

    @Broccoli_Jaeger said:

    Vortexas said:

    @popoles said:
    
    And why are you (OP) so salty? Why can't everybody be treated equally? The fact that they bought a different machine to play this game on isn't making them a worse customer or player.
    
    
    
    Sure we can all be equals.
    
    As soon as they update to a PC and stop shoveling money into PS and Xbox #########-show machines.
    

    I will definitely buy a PC if you give me the money ;)

    If you can afford to buy a New Console nearly yearly, you can afford a PC.

    Stop being subpar.

    Why do PC players think they are better than everyone else?
    I have a 2000 dollar gaming computer...and I still pick my PS4 over it...someone didn't love you enough as a child. Grow up

    Hey, I have a PC, and I don't think I'm better than everyone else.

  • @Vortexas said:

    @Orion said:
    Probably because the shrine is independent of both consoles and PCs, and all platforms should be treated equally in such matters. Were you complaining about PC version having worse graphics, fewer features, etc., to match the consoles' weaker hardware, I'd be right there with you, but the fact is, the shrine is not one such feature.

    Unless you are going to have Console Plebs playing against PC players, and overall cross platforming across the board, there is NO [BAD WORD] REASON why we should have to wait for PlayStation Garbage consoles to get there ######### together.

    Again, the Shrine is independent of the platform. Your question is akin to asking why people with all-terrain vehicles aren't allowed to drive on roads that haven't been finished yet just because people with regular cars can't drive on them.

  • Probably because the shrine is independent of both consoles and PCs, and all platforms should be treated equally in such matters. Were you complaining about PC version having worse graphics, fewer features, etc., to match the consoles' weaker hardware, I'd be right there with you, but the fact is, the shrine is not one such feature.

  • @Khalednazari said:
    When people don't wanna accept that their strategy is terrible and resort to abusive, racial slurs and death threats, it is to make themselves feel better or above the other. This will only make them predominantly worse in their game and life. You need to learn to ignore such people and avoid having any conversation with them. Move on. 

    ^This is the best advice you can follow, when faced with such people. If they cross the line, you report, ignore, block where possible, and move on. Zero tolerance. These people don't learn, even when they're banned. The best you can do is help purge them by reporting every single one of them.

    in Guilty? Comment by Orion
  • That guy was an ass.

    in Guilty? Comment by Orion
  • Show me on this doll where the emblems touched you.

  • @Freudentrauma said:

    @Orion said:
    Probably because people who contribute to the problem started posting hacks and giving the cheaters popularity by naming and shaming. At their core, trolls want attention, and those people give it to them.

    So because people are warning or talking about something that happens ingame, it's their fault that others hack and cheat? That so called naming and shaming is something we have within the community since the beginning.
    It's only getting worser recently and that manly because one hack/cheat, that apparently is quite easy to do, is making the rounds. That's it. And it's worth to talk about it, because it is an issue right now.

    Because people are giving trolls the attention they want, other trolls are coming out from under their bridges to troll and get attention. That's one reason why reports are supposed to be private. "Don't feed the trolls" used to be common sense on the Internet, but I guess things have changed.

  • As Survivor: surviving.
    As Killer: 3+ kills. 2 is a tie, and 0-1 is a loss.

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