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Rebel_Raven

Rebel_Raven

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Rebel_Raven
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  • You know, I don't have a huge problem with the hatch.

    I've gotten hatch plays, failed hatch plays, stopped hatch plays and lost a kill to hatch plays.

    Is it perfect?  Not really, but it's better than just having to give up as the last survivor. Someone would have to be stupid to think a survivor could last without it. Especially as the last person having to do multiple gens.
    Killers tick me off by seeming entitled to the last kill when there are ways to prevent hatch plays, and they ignore the fact that survivors can be grabbed during their jump so they don't have to mind game it.

    At the same time, survivors get so focused on the hatch that it screws up everything often enough in either stubbornly clinging to it, refusing to do gens, or refusing to mind game. You do know if you're healthy you can get hit in a wide area around the hatch and still make it in? Pretty sure NOED doesn't activate until the gens are done.
    And I've seen survivors jockey for the hatch play instead of just doing the gate. 
    I had an ######### survivor sit and wait in the gate room, flashlight blind me, run back into the map, miss the hatch just outside the gate, run around for several minutes looking for it, and found it just before I told him where it was. Worst part? It was during the Halloween event where I was letting survivors escape. I was being nice!

    It's dumb. I'm sure there is an equitable solution that isn't a death trap for survivors coz of arbitrary rules, and not something that just appears next to the last survivor. 
    Pretty sure no one that mains either side will think of it, though.
  • Boobs are awesome. The word Boob reflects the many views of boob.
    B is top or bottom view 
    oo is front
    b is the side.
  • Aerys said:

    @Rebel_Raven
    No worries about the flashlights bit, they're definitely not useless if used properly, but they're somewhat more situational than a toolbox or medkit obviously and so people just think that they aren't useful at all? (somehow?)

    In terms of the Nurse I don't actually play her, I have a little bit and after that game I got used to her power a little bit and could hit people here and there but was nowhere near being proficient x3 But I've played against Nurses who are and decimate me and I've watched a couple of my friends play her and get 4K's pretty constantly at Rank 1 and 2, and I've also seen people straight up D/C or kill themselves first hook when they know they're against a Nurse. People don't like playing against her and I can't blame them.

    I play Wraith and Doctor mainly, and as Wraith I usually get bodied pretty hard. I've learned to body block and all sorts of stuff with him but even so I can't apply pressure to the map in any meaningful way and so Generators go off left and right. That said, I don't believe Nurse's way of doing it is the proper way, I think it'll take some sort of additional objectives to extend game time for all Killer's to become a tad more balanced, but if you do that with Nurse in her current state you'll pretty much be guaranteeing 4K's with her every game (so long as the person is proficient with her of course).

    Flashlights are less situational IMO, but they require you to headshot from the front or sides, so they take far more skill to use.
    Light burns, and hag trap destruction aside.

    Nurse is powerful, yes. But so, too, are survivors at times. It's that if the killer is good, no one else can really drag down their team. The weak link of survivors can screw everything up for the other 3.

    Wraith and doctors are the banes of my existence. It's rare I ever escape a Wraith, and Doctors just seem to be up there as some of the best hunters and I don't know why. They find me running only 1 perk, and I've seen them do it on vids. 

    Anyone really good seems to consistently 4k with their chosen killer at any given rank from what I've read.

    The nurse can only be in one place at a time. Yes she is excellent at applying pressure but, frankly it's kinda gone once she's in a chase like a lot of other killers.
    Like Billy she doesn't have to spend a lot of time traveling, and time, like you said, is crucial for a killer.
  • If sharing information Is the REAL issue. Dont handicap swf. Just show all survivors each others perks/items in pregame. Perks are now known and can be adjusted accordingly....

    Stripping players of their perks because they want to play with friends is ridiculous. "They may be seal team 6, give them 1 perk a piece", meanwhile the rank 20 new friends are wondering why they cant unlock more than 1 or 2 perks and keep getting stomped. 
    That's not really the info people are worried about being shared.

    "Killer is by the barn."

    "Ruin hex by the killer shack."

    That sort of thing is the bigger problem. 
  • NOED either speeds up the game in lighting a fire under the asses of the survivors to escape, or it slows the game down forcing survivors to break totems, or dealing with potential rescues once the gens are done.
    Make your choice.
  • Aerys said:

    @Rebel_Raven
    I am in no way advocating we get rid of her Blink ability either, what I've described to everyone is the base kit, you slap some addons on on.. on her and you'd still be able to achieve greatness (maybe +1 charges, -1s cooldown, etc) but she'd be slightly more reasonable is all. Typically the only times I get blinded are during a pallet smash, If I'm picking someone up it's always done looking at a wall, and the clicking of a flashlight doesn't distract me, I just make a mental note of where their clicking is coming from. I'm also aware flashlights burn cloaked Wraiths T-T

    All in all, once a Nurse has you in her sights there's very little you can do to delay being put on a hook and that's somewhat against the nature of the game. Every other Killer has some sort of method to dealing with them that doesn't include an item, the Nurse's is literally just "Don't ever be seen", which is the first step of dealing with every other Killer anyhow >__>

    No, you're not trying to take away her blink. You're just advocating for nerfing it into the ground, more or less. Her ability to create pressure would be immensely divided between pressure on generators, and chases.

    Considering the unreasonable demands some survivors generate, the nurse doesn't need to be reasonable just yet.

    Deciding that you're too good with the nurse to nerf her for everyone else? Maybe you should try the Spirit, or Wraith? Or Billy even though he's being hailed as top tier, too?

    Look, breaking line of sight, and hiding, or being so evasive that the killer gives up are about the only alternatives to being hooked in a chase short of running through the gate or hatch.
    Unless I'm missing something?

    Not everyone will be as keen of a hunter as you are.

    Sorry if I'm ranting too much about flashlights. There's been a rash of people calling them useless.
    My experience on the recieving end, and watching vids of people using them are saying otherwise. 


  • They want to be a distraction? they can be one while they get face camped. Haha
  • Aerys said:

    @Rebel_Raven
    Gee thanks, I'll get on that when she's half way across the map xD not only that but Survivors don't know which Killer they'll be going up against so while some might bring a flashlight others might bring a medkit or toolbox, or rarely a key or map. Searching the chests on the map doesn't necessarily mean you'll find flashlights for everyone let alone a flashlight for one either. Simply put, unlike The Hag who you can get by without a flashlight, The Nurse has no method of dealing with without one, nor from a distance with one.

    If she's half way across the map, what are you worried about?

    Flashlight light burns cloaked wraiths, stops nurses from blinking, and can destroy hag traps. 
    Plus they blind every killer. Flashlight saves, blinding them during vaults, breaking pallets, etc.
    Even if you don't blind a killer, they can't just keep looking straight ahead. You can get partial blinds off, or make them not watch where they're going.
    Plus even if you're no good with them, clicking it can make you a distraction. 

    People escape the nurse. You can see her blink path. 

    You can't counter everyone at the same time.

    Nurse needs her blink ability to apply map pressure, fight loops, etc. She's one of the few that can stand up to sweaty SWF groups.
  • If it were me, sloppy butcher. Iirc, it also makes for a stronger blood trail to follow, and I can't imagine many people trying to heal in your terror radius unless you run up on them, and they commit. 
  • The aura reading was added for the benefit of the survivors. 
    The entire mechanic of the perk revolves around encouragement to not camp.

    It's absolutely not the killers fault an aura doesn't appear because there are close survivors 

  • Shine your flashlight on her, and she can't blink.
  • Yeah, I hate that a lot. Hate it when I'm hooked, too.

    If someone is being chased, everyone basically needs to be doing gens or totems.

    You might have gotten saddled with a bunch of people that don't know how to  find either.

    They just run around like they're in a panic. 
  • Fibijean said:

    @Rebel_Raven I guess I would hope that that's what PTBs are for? So that you can have 2 weeks or so, that people can choose to participate in for testing purposes or just opt out, where all survivor players are at the same level, even if that level is more powerful than killers. And that way, hopefully, the devs can receive actual feedback and can see more easily what changes need to then be made for balance. But if solo survivors were buffed and then survivors and killers were balanced at the same time, I feel like the effects of the survivor balance would get somewhat overshadowed by the overall balance and it would be more difficult to work out what's working and what isn't than it would be if we addressed one problem at a time.

    So, no ideas on what to do?
    Just looking for a long process of balancing?
    Any idea where to even start?

    SWF has been a part of DBD for a while. They still have no clue? Surely they would be working on it.

    Or is the answer as drastic as I fear, and the end what I predict?

    The problem with putting everyone at the same level is the huge amount of info survivors will get on the entire map, the killer, the killers location, and likely their loadout. 
    The killer may never touch them, or even see them because a survivor can easily split before the killer splits them.

    That steady increase in difficulty with 0 compensation will assuredly drive off killers, and force some into Retirement. 
    I mean killers dodge SWFs now. What are they going to do when dodging is basically no longer an option?
    When it's no longer fun, but having to bust out OP builds because that group could be hyper sweaty? To have to meta, and abandon all but the strongest builds?
    I get they aren't all like that, but too many are. Why gamble? I'm not willing to. The odds aren't in my favor.
    Since when have survivors in general actually given a ######### about how the game goes for a killer?

    With my ideas:
    People would still vs SWF. Lots of people pride themselves on it. I see it all the time on the forums.
    People may not know to turn the filter on.
    If not, then there are serious issues.
    I mean you're basically saying to me that SWF cannot get trials unless they basically ambush someone, or vs someone that doesn't care.
    There is obviously a reason for it.

    Honestly, if I got bonus Blood points/xp/etc for dealing with SWF, I'd be ok with it provided it was worth my while.
    That's the bigger issue. I don't feel properly compensated for the difficulty spike.

    You say there's variables to take into account if a killer deserves the bonuses or not but aside from maybe game length, and maybe certain points thresholds survivors reach there isn't much of a way to determine it. I'm willing to bet that there would be enough sweaty SWFs that the worries of less sweaty SWFs creating overcompensation is little to none.

    A team that does a 3 minute gen rush and escapes consistently could have 1 bad game.

    I wouldn't call it a flat rate. It depends on the size of the SWF, or if there are two. 

    Again, if I could be told some believable game plan on how to boost solos to SWFs, and get killers quickly back up to par, I'd be on board

  • Fibijean said:
    1. It depends what you mean by advantageous. I definitely think that SWF has an advantage over solo survivors in most cases - their downfall being that they tend to be altruistic to a fault - however I don't think that SWF necessarily provides a significant advantage over the killer, although it can definitely be used as such.
    2. In my opinion, the main problem is people who use SWF to be toxic. It's because of toxic groups that even the mention of SWF has such negative connotations in the first place, and killers feel the need to lobby dodge whenever they see a SWF group enter the lobby. I know that the ramifications are a lot harsher overall on killers, but it is also really frustrating for people who have no interest in ruining the experience for the killer and just want to play survivor like normal, except... with friends.
    3. I think there are two methods that would work. @friendlykillermain 's idea about the perk slots would work towards improving balance, I think, however it would likely not go very far towards cultivating a more positive atmosphere overall, since people would most likely feel cheated and, as was already mentioned, would probably just try to circumvent it. So it's good in theory, but in practice doesn't solve the issue, only makes it a little more inconvenient.

    Although I think @Rebel_Raven raises some valid points, I have issues with their solutions. No killer, given the choice, wants to play against a SWF group. Labelling them in the lobby, or preventing them from joining altogether, would just kill SWF and cause the same problems as above, but worse - people would feel cheated, it would increase queue times all round, and the issue wouldn't be solved because survivors would just circumvent the system in the same way, except now they're pissed off and therefore more likely to take out their frustrations on the killer by being bad sports. The bloodpoints idea does have some merit, however as Raven themselves mentioned, not everyone who plays SWF takes advantage of its strengths, and so it's not consistent whether the killer is being compensated for points they lost to an imbalanced system, or just receiving free bloodpoints that they didn't deserve (on top of the approximately double points they already earn compared to individual survivors). In theory, points could be awarded on a case-by-case basis rather than just a flat rate, but that sort of thing is very difficult to measure accurately.

    Personally, I am firmly behind the idea of closing the gap between SWF and solo queue and only then addressing any nerfs/buffs that need to be applied. For starters, it's not only much easier to balance around one standard than two, but when all survivors are on a relatively equal playing field, changes that need to be made become much clearer in the first place, without all the "but then SWF is too overpowered" or "but then solo queue is too underpowered". Furthermore, it's the only solution in which SWF teams aren't singled out, and therefore are less likely to feel cheated and respond with increased toxicity. I haven't thought it through enough to have specific ways of closing the gap in mind, but I definitely think that it's the best way of reducing the power of SWF without making anyone feel like they're having something taken away from them. And that goes for killers, too - the main reason for not nerfing survivors right now such that SWF becomes balanced is that solo queue survivors would then be too weak. I think if SWF and solo survivors were at the same power level, survivors as a whole could be more safely nerfed, and then killers wouldn't feel the same animosity towards SWF and, more importantly, they wouldn't feel helpless playing against them.

    I'd be more willing to accept buffing solo to SWF levels, then nerfing if anyone could figure out how to reasonably do it, and how to buff killers at the same time, or immediately after, or sufficiently nerf survivors at the same time or immediately after.
    So far no one really has.

    If, for an extended period of time, solos got as powerful as an SWF and killers basically stay as they are, it would severely harm the game.
    We know SWF gives advantages, and the only real sanctuary from it is lobby dodging.
    With every survivor as powerful as an SWF, killers may just give up in large numbers because dodging is no longer an option.

  • AntiJelly said:

    @Rebel_Raven said:
    AntiJelly said:

    Although a little far out for implementation to the game, the ultimate fix to swf would be to make it so killers are invisible and move faster while not chasing/doing actions (Like in Last Year or L4D when you're a zombie in vs mode).

    This would make it so your location is a mystery to all survivors until you strike.

    Or just play wraith or freddy?

    Now that you mention it, I don't believe invisibility will work.
    If it did, Freddy wouldn't be so looked down on, and Wraith would be listed as powerful as Billy, or Nurse.

    Wraith even gets movement speed buffs. 

    I 4k almost every game I play with Wraith and Freddy. I'm Rank 1 with 1,019 hours.

    You may be good with them, but looking at the forums they just aren't praised. Freddy even gets snubbed. 
    You're one of the few people to talk about wraith and freddy in a serious, positive light.
  • I'd appreciate bbq and chili so I don't have to buy leatherface.
  • AntiJelly said:

    Although a little far out for implementation to the game, the ultimate fix to swf would be to make it so killers are invisible and move faster while not chasing/doing actions (Like in Last Year or L4D when you're a zombie in vs mode).
    This would make it so your location is a mystery to all survivors until you strike.
    Or just play wraith or freddy?

    Now that you mention it, I don't believe invisibility will work.
    If it did, Freddy wouldn't be so looked down on, and Wraith would be listed as powerful as Billy, or Nurse.

    Wraith even gets movement speed buffs. 
  • What ever position someone takes is basically just their opinion.

    In my case? If you feel like you can, and do, I appreciate it, but if you aren't sure, just leave.
    I'd rather be sacrificed and everyone else escape than be the downfall of another.
    Being enough of a distraction that people escape is a win for me. 

    If I can, I will tap the escape attempt button to show I'm being camped, or kill myself while
    https://youtu.be/-9-Te-DPbSE
    Goes through my head. Or something like that.

    If I'm still running, I'd appreciate it if you distracted the killer somehow by staying at the gates, or hatch if you absolutely must, or what ever you feel bold enough to do.
  • Dwight might have to get thrown like a javelin, or spear instead of like a hatchet.
  • @Rebel_Raven said:
    friendlykillermain said:

    @Rebel_Raven said:

    1: while not every SWF gets as sweaty as those taking full advantage of it, on the whole, yes, their advantages are too strong.

    Even 2 pals talking to each other in voice or text can get much.

    They can use perks that compliment each other, they can basically have advantages this game is not balanced around.

    Even a casual group can realize they're facing someone threatening, and switch to sweaty mode.

    SWF makes things easier for survivors while making things harder for killers.
    
    2: Specifically? Them constantly knowing where I am, near impossibly fast gen rushes, ultra coordinated rescues, them scouting my perks after one died, dramatic boosts in difficulty overall vs 4 solos, bullying, and the list goes on. 
    
    3: I have 3 options. Apply some, or all.
    

    1: a dramatic boost in BP to compensate for the blood points the SWFs efficiency eats into.

    2: label SWF participants in the lobby. If there's 2 pairs, change the color of the label.
    
    3: create a filter preventing SWFs from joining, and a filter so survivors can avoid SWF lobbies.
    
    There's an unlikely, but popular 4th options others like.
    

    Boost solo players to be on par with an SWF, then balance killers around that.

    Personally I don't like it. It essentially means solo survivors get a free, slightly vague map of the level, and updates on the killers location for free, and unrestricted voice/text chat.

    How someone balances killers around that, I don't know. 

    why not balance by limiting perk slots?

    Imo, they will stop using the SWF option, and start lobby dodging until they are in a lobby with their friends which will bypass that penalty entirely. 
    It's essentially what they did before SWF was added to the main play mode.
    2 people doing that might not sound like a problem, but 4, and many many groups of 3, or 4? 
    It will add a lot to the wait times of killers and survivors. 

    hmm maybe but its still the best way to balance it

    I'm of the mindset that you can't punish people into submission when they're just trying to do what the game wants them to.
    People will rebel, or bypass those measures. 
  • @Rebel_Raven said:
    1: while not every SWF gets as sweaty as those taking full advantage of it, on the whole, yes, their advantages are too strong.
    Even 2 pals talking to each other in voice or text can get much.
    They can use perks that compliment each other, they can basically have advantages this game is not balanced around.
    Even a casual group can realize they're facing someone threatening, and switch to sweaty mode.

    SWF makes things easier for survivors while making things harder for killers.

    2: Specifically? Them constantly knowing where I am, near impossibly fast gen rushes, ultra coordinated rescues, them scouting my perks after one died, dramatic boosts in difficulty overall vs 4 solos, bullying, and the list goes on. 

    3: I have 3 options. Apply some, or all.
    1: a dramatic boost in BP to compensate for the blood points the SWFs efficiency eats into.

    2: label SWF participants in the lobby. If there's 2 pairs, change the color of the label.

    3: create a filter preventing SWFs from joining, and a filter so survivors can avoid SWF lobbies.

    There's an unlikely, but popular 4th options others like.
    Boost solo players to be on par with an SWF, then balance killers around that.
    Personally I don't like it. It essentially means solo survivors get a free, slightly vague map of the level, and updates on the killers location for free, and unrestricted voice/text chat.
    How someone balances killers around that, I don't know. 

    why not balance by limiting perk slots?

    Imo, they will stop using the SWF option, and start lobby dodging until they are in a lobby with their friends which will bypass that penalty entirely. 
    It's essentially what they did before SWF was added to the main play mode.
    2 people doing that might not sound like a problem, but 4, and many many groups of 3, or 4? 
    It will add a lot to the wait times of killers and survivors. 
  • 1: while not every SWF gets as sweaty as those taking full advantage of it, on the whole, yes, their advantages are too strong.
    Even 2 pals talking to each other in voice or text can get much.
    They can use perks that compliment each other, they can basically have advantages this game is not balanced around.
    Even a casual group can realize they're facing someone threatening, and switch to sweaty mode.

    SWF makes things easier for survivors while making things harder for killers.

    2: Specifically? Them constantly knowing where I am, near impossibly fast gen rushes, ultra coordinated rescues, them scouting my perks after one died, dramatic boosts in difficulty overall vs 4 solos, bullying, and the list goes on. 

    3: I have 3 options. Apply some, or all.
    1: a dramatic boost in BP to compensate for the blood points the SWFs efficiency eats into.

    2: label SWF participants in the lobby. If there's 2 pairs, change the color of the label.

    3: create a filter preventing SWFs from joining, and a filter so survivors can avoid SWF lobbies.

    There's an unlikely, but popular 4th options others like.
    Boost solo players to be on par with an SWF, then balance killers around that.
    Personally I don't like it. It essentially means solo survivors get a free, slightly vague map of the level, and updates on the killers location for free, and unrestricted voice/text chat.
    How someone balances killers around that, I don't know. 
  • Looks like you didn't stay stealthy after all? 
  • Nah. I like survivors being purely modular.

    If I want to transform my Min from a ninja gen jockey to a rescue machine, a healer, or a methed up decoy looper, I'd like that freedom.

    Or turn Claudette into a gen seeking missile with no healing perks.

    Customization is better, and I don't want to be forced into some sweaty meta by having to play a certain character. 
  • Would be ######### super if stealth got rewarded more. 

    I sometimes get to the point that killers are like "I FINALLY SEE YOU! GOTTA KILL YOU  NOW!" because I stayed out of sight doing gens for so long.

    Bread and butter, there.
  • The clown. He once got a 4k with a 30 second fart, and a belch.

  • @Rebel_Raven said:
    Nickenzie said:


    SpongeBob420Pants said:

    I'm sick of teammates not doing gens, not doing chases, not going for the unhook and just waiting for everyone else to accomplish 2 gens and die, so they can escape through the hatch, it's toxic and not fun.

    If you can't be a good teammate and contribute towards winning you deserve to lose and the hatch existing makes this not the case.

    The killer should be able to close the Hatch and get it stuck closed. However the survivor should be able to open it in a 10 second animation (Where the survivor struggles to get the Hatch unstuck) but stopping the action resets the progress to opening the hatch just like cleaning totems.

    Wouldn't that basically ensure the last survivors death? 
    What possible play could a survivor make to pry a killer away from the hatch for more than 10 seconds short of leaving, and being tunneled mercilessly?

    this would only work/be okay if the killer was not able to see the hatch and camp it; and if you get it opened there shouldnt be the option to pull the survivor out of the hatch once its open you escape

    Well, the scenario seems to require the killer finding the hatch, and closing it. 

    Now that the hatch is closed for a minimum of 10 seconds, and they likely found it, and closed it with the survivor in view, they're basically free to tunnel the last guy to death.
  • Nickenzie said:

    I'm sick of teammates not doing gens, not doing chases, not going for the unhook and just waiting for everyone else to accomplish 2 gens and die, so they can escape through the hatch, it's toxic and not fun.

    If you can't be a good teammate and contribute towards winning you deserve to lose and the hatch existing makes this not the case.

    The killer should be able to close the Hatch and get it stuck closed. However the survivor should be able to open it in a 10 second animation (Where the survivor struggles to get the Hatch unstuck) but stopping the action resets the progress to opening the hatch just like cleaning totems.
    Wouldn't that basically ensure the last survivors death? 
    What possible play could a survivor make to pry a killer away from the hatch for more than 10 seconds short of leaving, and being tunneled mercilessly?
  • It's completely insane that the survivors are almost absolutely safe in the gate room, and even a bit outside it.

    Short of people with one hit downs, or hitting someone who foolishly stays injured, there's a large amount of real-estate the survivor can be in, and be practically guaranteed an escape.
    And as the OP says, there's an area in the gate room that is completely guaranteed an escape.

  • In and of themselves? I don't believe so.

    In coordinated strike forces (SWF) yeah, they certainly can be. The game is not balanced for coordinated teams vs the killer.

  • @Peanits said:
    It does not matter. If you're wiggling, you're wiggling at max speed. It's a set rate, you can't go faster.

    The only time it goes slower is if you do it slow enough that your character physically stops wiggling, as in you're doing it so slow that the bar doesn't increase at all.

    It does feel like there is some sort of optimal stick movement though. Like if you go too fast, or use wrong movements it goes slower.

  • @NoMitherPlayer said:
    In my games as à killer, survivors never wiggle off anyways, I've so many hooks ^_^

    To be fair, wiggling is basically to buy time, prevent hostage taking (Imagine grabbing the last survivor, and just standing there and they have no wiggle mechanic), and prevent every carry leading to basement plays.
    Escape is just a side benefit.

  • The entity enhances killers in some fashion. Being able to resist fall damage is one of these enhancements IMO.

    I'm sure this has more innocent origins, I.E. killers dropping down the basement stairs... wait, no, it's specifically about roofs.
    I feel like this would be a bad idea.
    Could you imagine the trolling that would happen if the killers reacted to falling?
    Maps like The Game, or the Meyers map (Lampkin lane, was it?) would become nightmares.

  • An actual chase out. Either you've got a killer bearing down on you as you approach the gate, and enter the gate room, trying to exit, or you're watching the survivor icons to make sure everyone gets out, and the killer chases you out while you hope you bought the others time to get out.

    Not that ultra safe bs where all the survivors are waiting at the gate teabagging the until they get their "get off my lawn" chase. 

    If I can leave, the killer isn't around, and I feel like everyone else is safe, I'm leaving hoping the killer feels like they were threatening enough that I didn't want to hang around. 

    Maybe when I pull a roadrunner, and lithe through a vault, then bolt so far so fast that the killer gives up, and I escape.
  • I don't believe SWF should be handicapped. 
    Some people like the challenge of going against them. 
    Some people legit just want to have fun.
    There's lots of reason to not handicap swf. 

    I still advocate marking the SWFs, or filtering them, however. Preferably the latter.
    If not, add blood point bonuses depending on how many SWF participants the killer faces. 
    The general increase in efficiency from an SWF generally eats into what a killer can earn on top of adding frustration.

    Like SWFs might just want to have fun,  killer might want to play in the original spirit of the game (vs 4 solo) and not have to deal with the difficulty spike SWFs provide which can vary from moderate to concrete dicks.

    Yeah, 4 solos can be tough, but it's not likely to be the same experience as an SWF mauling them.

    It might increase lobby waits but SWFs will scare off low rank killers, be they new or just not wanting to face people depipping themselves to bully lower levels. Or using SWF and the poor match making to do the same.
  • @Watery said:
    Rebel_Raven said:

    @Watery said:

    When you’re in a realm; constantly being chased, running nonstop, and the entity can literally change you to its will- a fat survivor just wouldn’t make any sense, and most likely be a meme amongst the community for having a huge hitbox. 

    My point is I don’t get the point of a so called heavy survivor, purely because it wouldn’t make any sense from a mechanical side; if you get my gist. Perhaps, in the descriptions, one of those people were fat. But you’re going in a completely different directions from survivors being purely skins to disadvantages.

    Not to say I have anything against this idea; but this makes absolutely no sense and most likely will be laughed upon- if you get what I’m saying.

    Then how do you explain the Clown?

    There’s a difference between a killer who is supposed to be large, and a survivor, who is supposed to be small.
    EDIT: I don’t see why you’re making a killer comparison to a survivor. Doesn’t make sense to me.

    The Clown is so fat he's the reason we have jiggle physics. He's constantly on the move and is about as athletic as any survivor minus pallet vaults.
    Considering all that, by your logic, he should be rail thin like the survivors.

    If the clown can be fat from trial to trial, so can a survivor!

  • @Watery said:
    When you’re in a realm; constantly being chased, running nonstop, and the entity can literally change you to its will- a fat survivor just wouldn’t make any sense, and most likely be a meme amongst the community for having a huge hitbox. 
    My point is I don’t get the point of a so called heavy survivor, purely because it wouldn’t make any sense from a mechanical side; if you get my gist. Perhaps, in the descriptions, one of those people were fat. But you’re going in a completely different directions from survivors being purely skins to disadvantages.
    Not to say I have anything against this idea; but this makes absolutely no sense and most likely will be laughed upon- if you get what I’m saying.

    Then how do you explain the Clown?

  • Honestly, I started a few months ago, myself.

    I have fun. I play casual. I certainly don't have everything. 
    There isn't much of a way to play pure casual, though since there is only ranked play.

    How well you do is a case by case basis, imo.

    Just mind the SWFs. They are generally way harder than the average group, and you can usually tell them apart from solos by them appearing at the same time.
  • Stealth harder, and stay away from the killer to go after totems and gens.

    The less the killer sees you, the better. And the less they can do to you.

    Or build towards a stronger evasive character.

    Or both.

    Of course they kinda latch on to me when they finally do see me. 
  • It's usually either miss kitty huntress mask or the blight event mask for me.
    Normal bunny never really clicked with me.
    I might throw on the bird mask now and then. 
    Will eventually get the bear mask.
  • Yes to perkless games.

    Yes to naked characters.

  • I play huntress, and chill out with her humming.

  • I always solo.

    Kinda varies depending on who I'm using.

    I main Min. Technician, Deja Vu (will probably switch to detective's hunch later on), lithe, and self care.
    Might swap self care for urban Evasion.

    I'm usually the objective ninja. Killers usually really want me dead when they see me. It's an odd reaction. 

    Kate is my evader. Lithe, dance with me, light weight, detective's hunch. 

    Meg is a secondary, and more ninja than Kate by way of dark clothes. Sprint burst, dance with me, light weight, detective's hunch. 
  • Would be nice. 
    I plan on a haunted grounds, ruin, devour hope, and huntress lullaby build, or some variation. Once I get my ducks in order.
    Would be nice if I weren't as surprised by what totem is what as the survivors. Lol
  • I think the Tall Man from Phantasam would be awesome.  The spheres would make for an interesting mechanic and mori
    I can imagine people startled when they're doing a gen, then suddenly hear "Boooooooyyyyyy!"

    I'm still too freaked out to watch another phantasm movie.
  • As much as I hate being looped into oblivion, I feel like without it, to an extent, the survivor would have no chance once found. 

  • So much this, and with some creative coding with what we have, I'm sure it could work.
    https://youtu.be/9VDvgL58h_Y
  • Swerve jokes don't work all too well here. Lol
    I tried one myself.
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