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RepliCant

RepliCant

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RepliCant
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  • @SecretX said:
    1 gen equals 80s of repair, assuming good skill checks only. If you got 25% increased repair speed, so just divide 80 by 1.25 and voila, you got 64s of repair instead.

    ..................................................

    Yes, because I'd like to see, physically with my eyes and watch the meter, to see how quick it actually makes the gen repair go. With the potential upcoming hatch updates, this perk will render useful.

  • @8BITLORD said:
    I mean... do you really need a video? Its exactly what it sounds like.

    Increased gen repair speed by 25%

    Yes, because I'd like to see, physically with my eyes and watch the meter, to see how quick it actually makes the gen repair go. With the potential upcoming hatch updates, this perk will render useful.

  • @Jack11803 said:
    @Brady

    Yeah....they said that playing with it is not necessary, and doesn’t effect you, so being without it because of a nerf isn’t bad.....but that just proves it doesn’t need a nerf if it’s effect on survival is minimal.

    Again, the problems are more rooted with a high skill cap than the perk itself. The perk just adds to the meta (It's the #1 most used perk) that allows the skill cap to become higher.

    But with that being said, SWF greatly exploits the skill cap. When used in SWF, Self-Care is powerful. When playing as 4 solo players, Self-Care is merely used as a way to not rely on other teammates. To play as a lone wolf. But it's not even necessary. I'd say my rate of escaping without self care during that time was roughly around 60-78%. Which is more than half, to about three quarters of the times I'd escape. It's just nice to know that we survivors who play by ourselves can heal ourselves with a little bit longer timeframe without having to run around finding someone else and possibly get caught in the crossfire.

    Like you said, proving that it isn't necessary shows that a nerf isn't needed in the first place. There's killers out there able to destroy teams (4 kills) with everyone having the meta. I escaped your chase, my reward is that I'm able to go off and heal myself to healthy again so I'm not the same easy target. I rather not be punished for successfully escaping you.

  • I hear your complaints, I seriously do.

    But SELF CARE IS NOT AS OP AS EVERYONE THINKS.

    I went 3 months without using it as a test to see, and it's true. It's easily passable to get away without using it. Just a few unlucky moments where it could've came in handy and it didn't. Your complaints/critique (I believe) has to do with SWF. With SWF most perks become OP because of the skill cap is very, very high when putting 4 skillful survivors with 4 Tier III perks.

    But nerfing Self Care is a huge detriment to solo players, and I don't think anyone takes in to account these Solo Players anymore. Like, I rely a bit on SC because my teammates are usually dumb and don't have a clue what they're doing. Even in high ranks lol. It'd be nice to be thought of as a solo queuer...

  • @Runiver said:

    @Brady said:

    @Runiver said:

    @Brady said:
    Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

    They were already rather useless pre-emblem. The benefits of leader/prove thyself was usually less than 10s for a whole match, which was nothing significant compared to perks like SB or DS or even BOND that could be gamechanging.

    I used to see Leader ran evidently way more than post-emblems. Myself included, I used to run leader. The progress it made when stacked between survivors is tremendous if you ask me. Nearly get gens down in 30 seconds.

    I suggest you to do the maths.
    As 2 players, the gen time is 44s~, with Leader 3, it becomes 41s~ (if you stay for the full gen duration)
    As 3 players, the gen time is 33s~, with leader 3, it becomes around 30s~
    It reduces the healing times by about 1s, which can be useful, but compared to We'll make it ? Not sure.
    The benefits are VERY WEAK since the % are very low and only applied to one person that is debuffed due to the multiple repair debuff.

    Not disagreeing that it isn't gamechanging, but proved to become useful prior to emblems. < my point Not to mention slight counter to certain status ailments.

  • @Runiver said:

    @Brady said:
    Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

    They were already rather useless pre-emblem. The benefits of leader/prove thyself was usually less than 10s for a whole match, which was nothing significant compared to perks like SB or DS or even BOND that could be gamechanging.

    I used to see Leader ran evidently way more than post-emblems. Myself included, I used to run leader. The progress it made when stacked between survivors is tremendous if you ask me. Nearly get gens down in 30 seconds.

  • Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

  • I see your frustration, and usually I think gens are super quick depending on the chase. I've had matches though where gens took forever because of the map pressure some killers were able to supply.

    Definitely needs some tampering with, I played against this really good hag but I ran a chase for so long (Man I kept juking her but she really knew where to look and just kept at it), that not only did her hex get destroyed, but 3 gens popped as well. Maybe a bit too problematic for only one survivor,and even then she didn't even manage to hook me.

    Ruin is a give or take, I've had games where we didn't even bother with the hex and still popped all 5 gens like that. Maybe some tampering with the speed or a cool new objective like you suggested wouldn't do any harm. Maybe what's really bringing the killers to frustration is time wasted chasing a survivor, with so many gens popping and then an easy escape.

  • imagine on the hags map?

    get out of ma swamp

  • From what I'm summarizing from this post: TL;DR> Tamper/Look the core mechanics (Pallet loops, camping & tunneling, and some other actions which create toxicity) rather than implementing new cosmetics, dlc, ways-to-make-money, and perks that supposedly "solve these problems" and actually do something with it. Yay nay?

    I agree. They set out a whole 1 year plan for new content but it's commonly agreed on both survivor and killers that the balance and core mechanics need some serious tampering with. I rather 1 year spent on that then some new content that could even potentially break the game more, not to mention the use of spaghetti code...

  • @steezo_de said:
    Now that I think about it.. How about a "Tip Jar" for those that played fairly?

    "Dude, I know you didn't get any kills this game but me and my buddies were just talking about how you played really really well. Here's 20 BP."

    Maybe?

    I really like that idea.

    And it's just more of a suggestion to face the frustrations players get I suppose - I know it's not bad behaviour but I wasn't sure what to call it. This is just an encouragement not to do so, to lead to less complaints towards the game.

  • @andalarew said:
    Use headphones. 

    you know whats the worst thing ever

    forgetting headphones exist LOL

  • I think there should be a time frame in which it takes the hatch to close - Before you say "Well, the survivor can jump through it anyway and escape that's pointless", know that camping the hatch until the time period is over is an option, but this allows a small time frame to ATLEAST get started on a gen, giving the last survivor somewhat of a chance. Or maybe put an option to lockers that allow you to search it and use the lever idea. Idk, maybe there'll be enough gens where it's fine enough. But it's not that hard to patrol 4 gens. I'd like there to atleast be a chance of escaping.

  • What's the Kate look like?

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