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Rebel_Raven

Rebel_Raven

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Rebel_Raven
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  • I hope not! I've been doing that on purpose the entire Halloween event! Lol

    Starting to want to challenge myself to get results other than "entity displeased" without sacrificing anyone. 

    There might be some possibility that they think you, and a survivor are working together, but they will probably have to prove that, and they can't. 
  • Jack11803 said:

    @Rebel_Raven said:

    @Peanits said:

    @redsopine1 said:
    Peanits said:

    I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up.

    Again put a 20-30 seconds timer that locks a person that's been in it for to long from leaving (note needs work but if it locks them once the killer walks in it can discourage bad sportsmanship at the end of the game buy locking people that just stand there for no reason the timer goes down when your moving outside the gate encouraging saving last man unless its NOED then that's a choice but if you stay around to be a jerk then you get punished

    I could just stand right outside the gates at that point and it wouldn't get blocked. So long as you know the killer doesn't have NOED, it would have the same effect. This would, however, punish someone who heals in the safety of the gates (self care is 32 seconds now) while deciding if it's worth the risk to go back for a rescue.

    The alternative here is just walking towards them and hitting them, something that works just fine as is.

    I really just think this fixes a problem that doesn't exist, and then creates other problems as a result.

    @Peanits said:

    @redsopine1 said:
    Peanits said:

    I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up.

    Again put a 20-30 seconds timer that locks a person that's been in it for to long from leaving (note needs work but if it locks them once the killer walks in it can discourage bad sportsmanship at the end of the game buy locking people that just stand there for no reason the timer goes down when your moving outside the gate encouraging saving last man unless its NOED then that's a choice but if you stay around to be a jerk then you get punished

    I could just stand right outside the gates at that point and it wouldn't get blocked. So long as you know the killer doesn't have NOED, it would have the same effect. This would, however, punish someone who heals in the safety of the gates (self care is 32 seconds now) while deciding if it's worth the risk to go back for a rescue.

    The alternative here is just walking towards them and hitting them, something that works just fine as is.

    I really just think this fixes a problem that doesn't exist, and then creates other problems as a result.

    The player of the killer isn't some circus animal you can command to do tricks like that. They're human beings, and demanding they go through that absurd little ritual is demeaning.

    Im not some spectacle to stare at on the hook

    And yet even when I make it an absolute point not to do anything remotely close to camping, I.e. hooking someone, and running from the hooked survivor like they're a grenade with the pin pulled, they still do this crap to me. And basically everyone.

    This argument doesn't hold much weight. 

    I'm all for trying to entice the killer to not camp, mind you.
    Punishing them for camping isn't going to work well.
  • Stuff like this is why killers run noed and/or blood warden.

    All of it is basically useless once they're in the gate. 

    Noed requires you to hit them, and they can just run before you do, or flop to safety.

    Blood warden requires you to hook someone. Again, kinda useless once all the survivors are in the gate room.

    I went over that in my massive rant.
  • Oblitiry said:
    Careful what you wish for. You might end with a mechanic that automatically ends the match if an exit gate is open. With no one on a hook of course. 

    Auto survivor escape victories! Wooohoooo!!!!

    Could also end up with killers being locked out of the exit room however survivors get locked in. If they don't leave within a set period of time they are pulled from the match. Not in a bad way, it's just to make sure people can't hold the game hostage.
    Actually that would be great for the most part. 
    I mean NOED would basically be useless. As would blood warden, and the good part of Rancor, but at least the game would be over faster.
  • Play stealth. Let others get chased. Stay away from the chases.
    When the trial starts, sit still. Wait for someone else to get chased.
    If you have maps, they reveal plants.

    Take stealthy perks, and perks that let you read killer auras.

  • I'm starting to think showing mercy is a horrible thing to do to survivors. It causes mass confusion, and chaos.

    So, I start up a trial trying to do my ritual, and maybe get some event hooks.

    One DCs almost instantly. I'm like. "C'mon now."
    Me being me, just wanting event hooks, and the ritual done, I'm willing to let them go.
    I see a bright purple Claudette run towards me, and by me towards flowers. I'm like "ok, cool. Go harvest." and just keep going towards a gen.

    I hook one. No one rescues her. I even catch a survivor, and they're struggling. SUPER! It's the purple Claudette! Surely she'll be altruistic!
    I carry them to the hooked survivor. Let them wiggle off, then I run away as fast as a trapper can, and go half way across the map. No trap near by.
    Still no rescue. Dead on 1st hook. Dafak?

    Down to two.
    I see the Claudette again. I chase her. Carry her to a hook, and let her off.
    And chase her. And lose her.
    I chase her again, and carry her to a generator, and she wiggles off. I run the other way.
    And chase again. I run so fast I can get almost in front of her, and turn around and look at her. Lose her.
    I mean she wants to be chased, it feels like. Decoy training?
    She fails self heal checks, and she runs at me.
    You get the picture right?
    I'm just short of saying
    "No! Wait! I survivor now!"
    I'm trying to give every hint that she should do gens, and that I'm not looking for a sacrifice.
    This goes on most of the trial.
    Eventually she stops running, I hit her twice, and pick her up. She doesn't wiggle. I'm like "Ok, I guess you're done?" Hook. Dead quick.You know the flowers I saw her run towards? Not harvested. I'm well out of event hooks.

    Down to one. 4 gens left after all this time. I'm face palming. A lot of the gens are dead.
    Gen pops. Huzzah! Hatch will spawn!
    I go looking for the Hatch. It's easy enough to find. It's open in the middle of the street!
    I find the 4th, Min, ruthlessly maul her, then carry her to the hatch, and drop her. Hatch escape. Sweet mercy.

    One of many stories of killer Altruism that just seems to cause mass confusion.

  • @akbays35 said:

    @Rebel_Raven said:
    What do you think about the ability for killers to unhook a survivor into being carried again?

    It would reset the hook phase they are in when originally hooked previously, though.
    I.e. if it was the first hook, and you unhooked them yourself, it would stay first hook for the next hooking. Their struggle phase would be refreshed.
    Naturally this is to prevent someone unlocking and rehooking 3 times to sacrifice faster.

    they couldn't do that, it would make devour hope and huntress lullaby op since they could just hook the same survivor a bunch of times or keep tracking people with bbq.

    What if the hooking the survivor after the killer unhooked didn't impact perks due to a cool down and were limited to about 1 or 2 consecutive killer unhooks?

    And keeping track of people with BBQ wouldn't work well, I'd say. You hook someone, you see other survivors for 4 seconds. That means 4 seconds of carrying a struggling survivor around and being limited to your basic attack. You'd be slowed because of carrying, and from the struggling.
    Worst it would realistically do is give the killer the bonus BP stacks.

  • @CornChip said:
    Does one of the most used perks in the game need a buff? One could argue that if it is so highly used it could be considered top tier already.

    One of the biggest problems is that people can literally spawn next to the Ruin totem, and extinguish it.
    Ruin is extremely fragile, and that is one of the biggest reasons people don't use it.

  • @Peanits said:

    @redsopine1 said:
    Peanits said:

    I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up.

    Again put a 20-30 seconds timer that locks a person that's been in it for to long from leaving (note needs work but if it locks them once the killer walks in it can discourage bad sportsmanship at the end of the game buy locking people that just stand there for no reason the timer goes down when your moving outside the gate encouraging saving last man unless its NOED then that's a choice but if you stay around to be a jerk then you get punished

    I could just stand right outside the gates at that point and it wouldn't get blocked. So long as you know the killer doesn't have NOED, it would have the same effect. This would, however, punish someone who heals in the safety of the gates (self care is 32 seconds now) while deciding if it's worth the risk to go back for a rescue.

    The alternative here is just walking towards them and hitting them, something that works just fine as is.

    I really just think this fixes a problem that doesn't exist, and then creates other problems as a result.

    @Peanits said:

    @redsopine1 said:
    Peanits said:

    I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up.

    Again put a 20-30 seconds timer that locks a person that's been in it for to long from leaving (note needs work but if it locks them once the killer walks in it can discourage bad sportsmanship at the end of the game buy locking people that just stand there for no reason the timer goes down when your moving outside the gate encouraging saving last man unless its NOED then that's a choice but if you stay around to be a jerk then you get punished

    I could just stand right outside the gates at that point and it wouldn't get blocked. So long as you know the killer doesn't have NOED, it would have the same effect. This would, however, punish someone who heals in the safety of the gates (self care is 32 seconds now) while deciding if it's worth the risk to go back for a rescue.

    The alternative here is just walking towards them and hitting them, something that works just fine as is.

    I really just think this fixes a problem that doesn't exist, and then creates other problems as a result.

    The player of the killer isn't some circus animal you can command to do tricks like that. They're human beings, and demanding they go through that absurd little ritual is demeaning.

  • @Peanits said:
    I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up.

    Here's a massive flaw in that argument. If the killer isn't hot on your heels, or you're right on a survivor, there is no moment. At all. Even if you/they stay in the gate room. Even if you're/they're outside it in some cases.
    Heck, if the killer doesn't want to even go to the gate, the moment is thoroughly gone.
    Wanna know why? Because near the gate the killer has extremely little power, and some of us know it.

    The gate room is absurdly safe if the survivors make it there without being chased, and maybe even being chased with an unusually large radius.
    Consider all the ground you gain once you're hit into injured state.
    The killer stops to wipe their blade, and loses bloodlust slowing down massively.
    Meanwhile the Survivor is hauling ass.
    The killer then has to catch back up to them, and hit them again before the survivor gets into range to flop, and crawl out while the killer wipes their blade again, then has to catch back up, and pick up the survivor. That is A LOT of slack.
    Once you get a little over halfway through the gate room, you're pretty close to completely safe. Even if they instant down you, the survivor can flop a good distance, and crawl out, and the killer has barely finished wiping their blade.

    Unless an instant down is used, a healthy survivor is basically %100 safe in the gate room. They can get hit, and cover the length of the room with their speed bust by the time the killer's done wiping their blade.

    Small wonder the survivors taunt in the gate room. They know they're safe more often than not.
    If the symbols for rancor, or NOED don't pop up, if the killer doesn't have an instant down, they're safe.
    There's not a thing the killer can do to change that unless they have an instant down.
    And, again, not even then if the survivors are savvy enough to stay near the border so they can flop, and crawl out. Not even an instant down can pose a threat.

  • SenzuDuck said:

    @Rebel_Raven said:
    Sitting at the gate like that is pretty on the line of toxic, though.

    Stop - why is everything a survivor does toxic? Waiting in the gate to make sure everyone else is safe is not toxic at all, just quit it.

    It would be insanely helpful in getting the killer to the next game instead of forcing the killer to do a chaseout which is basically rubbing salt in the wounds.

    If someone is in the gate it's very easy to walk towards them to get them to exit. There has to be better ways to prevent hostage games than just "oh these survs wanted to make sure everyone was alive thats toxic and they should be trapped in the game because of that".

    There's not a whole lot of other ways to slice sitting at the gate that way. Doing it to taunt the killer -is- toxic, and frankly, it's hard to see it as anything but trying to taunt the killer.

    What's wrong with taunting the killer? The entire time a match is going on is spent wasting the killers time - if you're at a gate and the killer would rather stand there and chase you out you're allowing your other team mates to open the other door or find hatch, there is nothing bad about that, killers just want to moan - obviously.

    It's not often for extra points because they'll often run before they even get hit. What ever good intents there may have been has long been corrupted.

    Wasting the killers time is again one of the points of a survivor - so their team mates can get other stuff done, I don't see it as toxic.

    The less the survivors can hold the game hostage, the better, and believe me, until you do the chase out, they will generally hold it hostage. Which, again, is pretty toxic.

    Very rarely have I ever had someone spend more time in a match than it was necessary for them to find the hatch, this is once again a less than 5% thing that happens that people want op buffs for, just stop.

    This is a game where the killer is supposed to be feared. The Survivors are supposed to want to run out of the gate at some of the earliest opportunities, staying behind under -heavy risk- to be altruistic. Not to go snag a chest, not to get chased out a dozen seconds later, etc. Anything other than running, screaming for safety, or a massive risk towards altruism is basically unacceptable.

    I don't care if the killer is supposed to be feared, this is absolutely ridiculous - after someone has played 100/150+ hours it doesn't matter what the killer has, those players have seen everything and just wont fear it - stop expecting killers to be feared by players who have played a lot.

    I dare say if not blood warden, then there needs to be a NOED, and Mori on someone staying in the gate too long. Or just getting thrown out into the survived screen.

    Again - what's with the "staying in the gate" for too long thing? If you're honestly stood in the gate for three seconds waiting for a theoretical power to activate to benefit you, you could have spent those three seconds running towards the survivor and they would have left - it makes no sense at all.

    Maybe extend it outside the gate a bit to help prevent people waiting just outside the gate.

    Waiting for other players to be safe isn't something that should be punished tbh, just run towards the survivor. Stop thinking you deserve free kills because survivors are waiting for people to be safe, it's absolutely bonkers.

    I'm not sure you get what it says about the people sitting in the gate forcing a chase out.

    You want free abilities to activate just by you sitting there, why not instead of wasting time sitting there, just follow them out - problem solved.

    No, you stop. I have a very brief list of toxic behavior from survivors, and it's certainly not even close to everything.

    I have no problem when people stay at the gate to make sure everyone is out, but it's often not the case.
    HOWEVER most of the time every remaining survivor is in the same gate waiting for the killer.
    Can we not pretend this isn't common? Because it is common. 
    Let's stop pretending I haven't given leeway for altruism. And it needs to be at risk.

    The fear isn't from the killers in and of themselves that I'm looking for, it's what the killer can do to suddenly take away their escape.

    The player of the killer is not some animal that you get to command to play tricks for you.
    "Come chase me out! C'mon! Not leaving until you do!"

    Taunting to rub in your victory is toxic. Holding the game hostage until someone performs a trick for you is toxic.

    I have ######### looking for the hatch when the exit gates are open. I had some ######### basically flashlight blind me at the gate, run when I looked away, and ran around the map looking for the hatch that was 10 meters from the same gate. It took like 5 minutes for him to find it, and I told him where it was.
    I can't even get rid of these people being nice!

    I want the survivors booted out, against their will if need be, when it comes to this nonsense. 

    How about we have a killer option for the end of the match that has a bass filled haunted voice say "GET OUT!" And every survivor automatically escapes? Full BP for the escape, too!
    But all 5 gens and a gate just be open, or the last one is there and the hatch is an option?
  • @Rebel_Raven said:
    What do you think about the ability for killers to unhook a survivor into being carried again?

    It would reset the hook phase they are in when originally hooked previously, though.
    I.e. if it was the first hook, and you unhooked them yourself, it would stay first hook for the next hooking. Their struggle phase would be refreshed.
    Naturally this is to prevent someone unlocking and rehooking 3 times to sacrifice faster.

    I mean like, m a y b e, but what would this be helpful for? You could just loop them on and off the hook and keep the game hostage.

    Getting people to event hooks, getting people to the sex dungeon... I mean basement, letting someone go, screwing with hook rushers, messing with hook farmers, stopping hatch plays, I'm sure people can find uses for it. Probably ones I wouldn't think of.

    To prevent holding the game hostage, maybe limit it to 1 or 2 consecutive killer unhooks?
  • PolarBear said:

    BBQ already tells you if there are survivors nearby or not. It would be more of a buff in my opinion. When I use whispers I use it to find the last survivor after the other 3 are dead.

    Ah, but I don't have BBQ. 

    And yeah, it would he a buff, sorta in that you either know an unhooked survivor is near by or not.
    That way if you hook someone, and no one else is around, you're more motivated to leave the hook.
    It would work similarly to BBQ, but about only as far as that.

    More motivation to leave the hooked person helps survivors who don't like being camped, and I feel like the game could use more motivation to leave a hooked person in general.

  • Haven't ran into NOED much myself.
    It'll probably go back to normal once the event is done, and it's starting to feel that way from all the untapped flowers I run into.

  • Wishmaster.

    Or pretty much any pre-Retro Puppetmaster film.

  • Insidious Huntress, or Freddy for the lolz.

  • There's a lot of variables that could be in play. Bald Dwight? Laurie? Object of Obsession?

    I suggest that if it keeps up, the next trial, sit still, and don't travel much other than to hide, and wait for someone else to be chased first.

  • @SenzuDuck said:

    @Rebel_Raven said:

    @SenzuDuck said:
    It's a pretty bad idea if I'm honest - if you're genuinely trying to escape and being chased by the killer and he enters the gate area you're locked in for no other reason apart from killers want more easy end game kills.

    Maybe the Blood Warden kicks in after 3 seconds, or slightly longer than however it takes for a survivor to get out, accounting for if they get hit, or not?
    Then the issue becomes if the survivor has to crawl out.
    Maybe put an exemption so it only blocks healthy, and injured?

    I don't know, I just don't think it's necessary - any gate-baiting survivors will usually leave if the killer walks into the gate/towards them in the gate, with this addition to killers base kit survivors will just leave anyway and I don't think it'll be helpful at that point.

    Sitting at the gate like that is pretty on the line of toxic, though.
    It would be insanely helpful in getting the killer to the next game instead of forcing the killer to do a chaseout which is basically rubbing salt in the wounds.
    There's not a whole lot of other ways to slice sitting at the gate that way. Doing it to taunt the killer -is- toxic, and frankly, it's hard to see it as anything but trying to taunt the killer.

    It's not often for extra points because they'll often run before they even get hit. What ever good intents there may have been has long been corrupted.

    The less the survivors can hold the game hostage, the better, and believe me, until you do the chase out, they will generally hold it hostage. Which, again, is pretty toxic.

    This is a game where the killer is supposed to be feared. The Survivors are supposed to want to run out of the gate at some of the earliest opportunities, staying behind under -heavy risk- to be altruistic. Not to go snag a chest, not to get chased out a dozen seconds later, etc. Anything other than running, screaming for safety, or a massive risk towards altruism is basically unacceptable.

    I dare say if not blood warden, then there needs to be a NOED, and Mori on someone staying in the gate too long. Or just getting thrown out into the survived screen.

    Maybe extend it outside the gate a bit to help prevent people waiting just outside the gate.

    I'm not sure you get what it says about the people sitting in the gate forcing a chase out.

  • @ShrimpTwiggs said:

    @Rebel_Raven said:
    ShrimpTwiggs said:

    For me, toxicity is doing unnecessary things purely to spite somebody. Whether that be holding the game hostage, or going out of your way to make the other person's game as unfun as possible.

    From the survivor perspective, getting whacked and facecamped on the hook because you did really well in a chase. Or getting bodyblocked in the basement for unreasonable amounts of time. Or one of your teammates working with the killer to farm the other survivors. Those are a few examples.

    From the killer perspective, the survivors purposefully holding the game hostage when they could leave at any time, abusing sound triggers for no reason other than to annoy you (fast-vaulting or sliding over a pallet repetitively), and there's t-bagging and flashlight clicking, but that's pretty minor.

    For both sides, there's toxicity in the chat or messages and DCing for no good reason during a game. Those are my views, anyway.

    Being camped because you did well as a decoy is basically the natural result, imo.
    Why on earth would a killer want to give you another opportunity to annoy the hell out of them all over again? What costs the killer more time? Dealing with you on the run, or camping you to death?
    Sure it ruins your fun, but how bad are you putting the screws to the killer and getting in the way of theirs?

    But yeah, noise abuse is annoying. Forgot about that. 

    True, but it's usually pretty obvious when it's done for strategic reasons or just to ruin your game. In certain instances, when the killer already has a couple hooks in and there are still two or three gens left and they throw the game away just to make sure you die, it's pretty clear that they weren't doing it to win.

    Okay, I have to ask again, what possible good strategy is it to let someone go who's really hard to catch?
    What possible gain do they have?
    If they let you go, what's your next goal?
    Resume gens and help ensure the win? Sabotage hooks? Bust Hexes? Goad another chase that would probably have them lose the game anyhow because the chase is longer than you dying on the hook? I mean they can't really ignore you, can they?
    They may see you doing more damage off the hook than on it.
    Depending on how fast the gens are being done, they may be securing the kill. The last gens pop, the gates are powered, why would they risk having to chase you out the gate?

    I'll grant you it can be excessive in some cases, but I still see it as the price paid for being a really good decoy. If you make the killer mad, it's pretty obvious they'll want to kill you. I end up on the receiving end, too.
    In the end, though? You helped the others escape. You probably got a ton of points. That's a win in my book.

  • For me, toxicity is doing unnecessary things purely to spite somebody. Whether that be holding the game hostage, or going out of your way to make the other person's game as unfun as possible.

    From the survivor perspective, getting whacked and facecamped on the hook because you did really well in a chase. Or getting bodyblocked in the basement for unreasonable amounts of time. Or one of your teammates working with the killer to farm the other survivors. Those are a few examples.

    From the killer perspective, the survivors purposefully holding the game hostage when they could leave at any time, abusing sound triggers for no reason other than to annoy you (fast-vaulting or sliding over a pallet repetitively), and there's t-bagging and flashlight clicking, but that's pretty minor.

    For both sides, there's toxicity in the chat or messages and DCing for no good reason during a game. Those are my views, anyway.

    Being camped because you did well as a decoy is basically the natural result, imo.
    Why on earth would a killer want to give you another opportunity to annoy the hell out of them all over again? What costs the killer more time? Dealing with you on the run, or camping you to death?
    Sure it ruins your fun, but how bad are you putting the screws to the killer and getting in the way of theirs?

    But yeah, noise abuse is annoying. Forgot about that. 
  • Killer PoV?
    Trying to get as close to a 5 minute game as possible.

    Communication in SWF.

    Tea bagging.

    Trolling with the flashlight. Basically shining it during pallet breaks. Most other times are fine with me.

    Staying at the gate when you know damn well everyone else is there, or escaped.
    Running back into the map just to be annoying after the gate are powered.
    Basically if you can escape, and there's no one else on the map, and you don't, you're an ass.


    Survivor PoV:
    You're a dick if you don't let a person finish harvesting during the event. I mean interrupting them midharvest. 

    Rescuing someone when they're repeatedly raising their arms, and you have no plan to prevent the rescued person from being re-hooked. It's a warning about being camped to interrupt escape attempts. 
    It's usually going to lead to hook farming.

    That's about all offnthebtop of my head.
  • Mesme said:

    @OGlilSPOOK20 said:
    ^ Title pretty much says it all. All I'm seeing is Noed, noed, noed, Eboni Mori, mori, mori, insta hatchets, 3 or 4 blink nurses, Haunted grounds, Bloodwarden, Silentbells & so on & so on. So boring.

    Not trying to be "that" guy here but when I get on to Dead By Daylight as a Killer attempting to get the event done all I see are toxic survivors. SWF P3 Claudette's running Flashlights, Toolboxes and they all have DS and adrenaline. Also to add insult to injury when I do get one and I'm trying to get them to the event hook either someone sabotaged it and broke it in front of my face or someone comes to flashlight save.

    Remember we want vials too man and if you wonder why some guys runs a mori it's because of this I have over 50 mori's stacked on my Nurse and Pig and I only get it out when I see that SWF Claudette team because I hate it when they come to give me a hard time and just t-bag me either at the exit gate or just threw out the match. Now all we can do is put up with it and git gud.

    Current event hooks cannot be sabotaged.

    But yeah, other than that, pretty dead on.

    Just curious, though, do you become more forgiving if it's not a toxic looking group?
  • Master said:

    If you intent starting to lift up solo survivors to SWF lvl, what are the killers buffs to compensate for that?

    Just curious, generally I agree with the idea 

    You have a logic issue here. Killers already have the issue of swf, it's not like bringing solo to SWF level would make it harder for killer. This is the one only thing to fix this game. Buff solo to SWF level and from there start balancing (buffing killers).
    I disagree. 
    If even randoms were as much of a pain in the butt as an SWF, then I don't get relief from dodging SWFs.

    I don't want to get dragged into that level of play because if the SWFs communicate, and/or coordinate it's pretty damn broken. There is no getting around that.

    I'd take a good long vacation from killer until they started buffing killers, and I'd be waiting with low expectations. 
    Newbie killers, and casuals would get eviscerated. 

    I'm not a super great killer, and I'm surprised there's any as I see crack swf teams even in low rank. 
  • AndyMXM said:
    Playing killer on coldwin farm is a joke of a slideshow, I feel like it goes down to 5 fps when a bunch of p3 megs and claudettes run around you in the corn 
    Don't forget toxic feng mins
    Toxic, how, aside from the usual flashlights, teabagging, etc.?

    I usually main Min, so I'm curious. 
    I try not to be toxic. 
    True feng min mains are really toxic then megs.They are using purple flashlight everytime and clicking every second
    Don't really have to worry about me as Min, then. Flashlight is the last thing I want. 
  • I am nurse main on console ask me questions
    When you use Blink to hit someone, how do you use it? I might be overcomplicating it by trying to go through walls, and such.
    Well...You need to understand blink movement on console first.I suggest de rank yourself first and play against rank 15-20 survivors.You can't play like PC nurses so its really difficult but you can defeat toxic survivors at least.I am not abusing blink every second because of frame rate so when i blink hit survivors, i will follow them a second with walking then trying to blink hit.Patience is the main key.My english is not perfect but i hope you can understand me.You can ask any question about her i will try to help
    So you're keeping it simple, and using blink to get in a second hit, mostly?
    Not trying to go through walls, and hit, or such?
  • AndyMXM said:
    Playing killer on coldwin farm is a joke of a slideshow, I feel like it goes down to 5 fps when a bunch of p3 megs and claudettes run around you in the corn 
    Don't forget toxic feng mins
    Toxic, how, aside from the usual flashlights, teabagging, etc.?

    I usually main Min, so I'm curious. 
    I try not to be toxic. 
  • I am nurse main on console ask me questions
    When you use Blink to hit someone, how do you use it? I might be overcomplicating it by trying to go through walls, and such.
  • Here's a list of perks I commonly use.

    Urban Evasion, Lithe, self care, Deja Vu, technician, detective's hunch, dance with me, and I am thinking of adding Object of Obsession. 

    Sole survivor, and Decisive Strike (if I can ever get used to it) might get added in, but not super likely. I'm leveling Laurie anyhow. 

    Windows of opportunity is good, too.
  • Happens a lot in the event. I don't mind helping people get event hooks if they have some chill.

    Doesn't happen often outside of that. 
  • I feel like I ran into that tactic. One survivor died really easily. There wasn't any apparent hiccups in game speed. And there was 2 pairs of people.
    Joke's on them. I was running Iron Grasp, Whispers, Beast of Prey, and Distressing. oogabooga! SCARY!

  • It wasn't a great addition to the series. Seemed almost tame compared to the rest. It wasn't terrible over all, but as a slasher flick, it was disappointing. Most of the kills were boring.

    I liked that the gals were tough, and the middle one hadn't gotten terribly rusty. They weren't Sarah Connor, or Ripley, but they did ok.

    Overall the characters were decently done.

    Hell with it, I'll open the can of worms. Laurie had a huge collection of guns and was in the United States. There was zero semi-automatic rifles (especially not an AK, or AR), and no semi-automatic pistols? A Lever action, and a pistol grip pump action shotgun (which she briefly aimed like a rifle, which was weird) was about as advanced as it got.
    Knowing the political leanings of Jamie at the least, it seemed like some sort of lecture. Kinda surprised she didn't use blunderbusses, and muskets.
    Seeing the gun play, it wouldn't have likely made a difference what they used.

    I am interested in how they handle the sequels, if there are any.

  • I have noticed an increase in Mori usage, and a lot of killers (especially 9 out of 10 doctors) have no chill. They'll gleefully yoink people off flowers, or club them down. Hell, most aren't even doing the event.

    Survivors aren't much better. It's like the event is over for most of them. Running into some absurd tactics, a and SWFs wanting "normal" games.

  • @SenzuDuck said:
    It's a pretty bad idea if I'm honest - if you're genuinely trying to escape and being chased by the killer and he enters the gate area you're locked in for no other reason apart from killers want more easy end game kills.

    Maybe the Blood Warden kicks in after 3 seconds, or slightly longer than however it takes for a survivor to get out, accounting for if they get hit, or not?
    Then the issue becomes if the survivor has to crawl out.
    Maybe put an exemption so it only blocks healthy, and injured?

  • So if the killer enters the gate area, blood warden kicks in, and traps the survivors?
    I'm half tempted to agree with it.

    There's a desire to make sure everyone else gets out, though, so people stay a bit. Getting out of the gate might be rough when the killer is in it.

    The idea has merit, but I feel like it could be ironed out more.

  • If the killer isn't having fun, then there are less killers, and therefore less people hosting games. 
    That means more survivors waiting.

    Both sides need to be having fun, obviously. 
  • We need the Ginosaji. It could be a viable joke character. 
  • Slug the last 2. Hook them quickly.  No more hatch play. Tada.
    You are the bad guy. You do not have to play by the rules of the survivors. That does not make you a bad guy.

    Maybe do some strategic recon. Find the hatch before it opens, and zone survivors away from it. Or intercept the last guy.

    You are not entitled to the last kill, which you would basically ensure by closing the hatch.
    The hatch play is one last chase opportunity. 
  • I thought that was why they made Kate? Granted she doesn't have uberboobers like people might expect, though.

    I'm not arguing. I'm a fan of boobs, and the busty hot one is archetypal of slasher films, and Kate seems to be the closest.

    Larger boobs do bounce. They aren't static objects. They're filled with liquid, basically. 
  • If a survivor DCs, everyone else has to pick up the slack. If they get slaughtered, their BP suffers. especially with offerings in play.

    For a Killer, it's much the same. Less BP because there's 1 less target.

  • Survivor seems way easier. I don't know why.

  • Weird, the overwhelming majority of SWFs actually play out like the top for me. Way too coordinated.

    I mean even blurting out the killer's identity can impact things, never mind when you call out their locations, where they're going, where hexes are, etc, etc.
    Or they make load outs that compliment each other, or the team.

  • @Dreamnomad said:

    @Rebel_Raven said:
    I don't care what they say, if I'm remotely serious (event time, I'm not, really), and I want a remote chance at fun, I'm still dodging SWFs.

    No one ever said that you couldn't dodge SWF lobbies. Personally, I think you are limiting your growth as a killer. Most of my best games were against SWF.

    Just putting fair warning out there, regardless. There was a call put out for thoughts.
    My thoughts are most SWFs are still intent on abusing the coordination SWF helps create.

    It still sounds like "See? Intended! You gotta play with us!" when people blanket defend SWFs.

    I'm not really looking to "grow" as a killer, or a survivor, personally, beyond unlocking stuff that might help. I just want to play, and not worry so hard about what I have to do, or deal with a 4 minute game.
    If I get better at it, then I do. If not, then I'm ok with that.
    I don't feel like I'm garbage at the game (though it probably seems otherwise when it comes to events, and ritiuals), but I'm far from confident enough to go after coordinated groups.

  • I don't care what they say, if I'm remotely serious (event time, I'm not, really), and I want a remote chance at fun, I'm still dodging SWFs.

    Been playing a lot of SWFs just kinda goofing off, testing the waters, and trying to get some event done. My faith is not restored. Still generally not fun.
    The -only- advantage is when they realize I'm not going to bother them beyond trying to get special hooks, and they communicate it to their pals so they get the hint faster, and that's not quite common enough, and will likely whither like the plants post event.

    After the event, it's back to dodging.

  • If it were easy to get off the shoulders, the killer would be screwed, and even more so in events like this.

    It takes about 16 seconds, IIRC to wriggle off with no modification.

    You do realize it buys you time, too? When you wiggle, it veers the killer in a different direction. Makes them run into trees, walls, corners, etc.

  • @Kind_Lemon said:
    Once found by a killer, the survivor should have a decent chance to escape. It should not be "try to extend the chase as long as possible because I'm going down eventually". It should be "how can I lose the killer given the options presented?". Pallets in this scenario exist to give the survivor time to think about how to go about doing so. The killer's role is to try and counter the survivors' escape attempts and should be expected to fail sometimes.

    I do agree with one thing that the OP states; Both survivors and killers move too quickly to appreciate the scenery (and for balance of reaching objectives, hooked survivors, stealth, etc.). Another thing I'd like to add is that the lack of acceleration from both survivors and killers peeves me. Why is acceleration and deceleration present only in missed attacks and successful attacks?

    Killers lose speed boosts when they attack, when they get stunned, and when they break a pallet.

    Interrupted chases also decreases bloodlust quickly.

  • Happens a lot in the event. If the survivors help me out, or I get enough hooks, I let them go.

    Other than that, misfortune breeds fortune, and chaos.

  • I am thankful as it was way easier to get vials as a survivor, but I will miss that mains will have to play the other side and could get some perspective, which would lead to more moderate balance requests.
  • I don't believe it's a question we can answer so readily.
    Sure, the survivors, and killers have an apparent age, but these trials work almost like the Groundhogs Day movie.

    They could have been in the fog for months. Years. Decades even. Killers even centuries. 

    If time passes, but they do not age, do we count their age by time passed, or their apparent age?
    Do we add the years the game has been out, and/or dlc release times?
  • Lithe unless you couple Sprint Burst with Urban evasion.

    I don't like how easy it is to trigger SB, and you're stuck moving very slow otherwise. Hence why I'd have to couple it with urban evasion at the least.

    Lithe gives you some control over when you activate it. I've left more than a few killers eating dust with it.

    There's far too limited places to use Balanced landing IMO.

    Dead Hard seems ok if you're into it.

  • Flashlights are largely used to troll killers. In that regard, no, they do not need a buff.

    They're mostly anti-Wraith, and Anti-hag devices, IMO. Cloaked wraiths get burned by flashlight beams. Hag traps dissolve under flashlight beams.

    Getting blinded constantly by flashlights would probably make me lobby dodge the hell out of anyone with one.

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