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Ryuhi

Ryuhi

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Ryuhi
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  • NC is great on a lot of different killers, but Thana is really bad. The effect just isnt strong enough to warrant, even on a killer like Legion who survivors barely bother to heal against.

    The main problem with NC is that most good players will stop healing once they're in your TR. That said, you can get some great results if you can manipulate it with stealth killers like the wraith or pig, or even just pairing it with monitor and abuse on a lot of others.

  • I'm just going to say this: The real meat and potatoes of the dodging argument is something that people don't want to discuss, and its the fact that killers need to lose to get better. They need to lose a lot. and they need to learn from those loses.

    Thats all well and good, but this is DBD. The community can be incredibly toxic, especially to those who are less skilled. Survivors especially LOVE to twist the knife when they do better than the opposition (be it the killer or even other survivors sometimes.) This leads many players to need to improve at a much slower rate, mixing victories with losses that they learn from. If you constantly lose and get berated each time, its much harder to learn from your mistakes unless you have exceptionally thick skin. The important thing for every player (killer or survivor) should always be analyzing what you did wrong, and learning from it. This is not the case with the level of sportsmanship that this game can contain on both sides.

    Since the game is asymmetrical, there will always be scapegoating, and it will diminish people's willingness to adjust (as conditions often feel beyond ones control.) SWF, iridescent addons, S tier killers, Gen rush, there will always be things beyond out control in any game regardless of which side we play. with every game you play, very few of them will be objectively fair. Thats unfortunately a hurdle we all, as a community, need to accept. Killers are much more often to re-queue than they are to quit in the middle of a match, especially since it means sacrificing their offerings. Meanwhile its not uncommon for survivors to DC in a match, and sometimes take their whole SWF with them. One is far more detrimental to the game than the other, and is the difference between a few seconds, vs wasted addons, offerings, items, and innocent teammates games. The core of the issue is that there are things in this game that are incredibly unbalanced, and players do not have the means to properly improve their skill to meet said challenge unless they have the patience of a goddamn saint, and the playtime of a wizard.

    There is no practice mode. There is no training system. You have to lose repeatedly and suffer through all the negativity it entails while trying to learn how to get better. This happens for both sides, and is why 90% of the survivor posts on this forum happen complaining about x killer thing. Its a really bad feeling. This is why I say killers require a lot more patience to get good than survivors do, and why killers are less likely to go into bad matches. To be honest the very best way to combat this issue is to give players (killer and survivor alike) means to improve their skill without having to subject themselves to games (let alone ranked ones) to do so.

    Until then, the only thing thats going to change the issue is to bring back individual loading into lobbies, for survivors to play SWF less, or maybe to actually fix matchmaking algorithms. Its especially telling when I main solo survivor and get constant potato teammates at rank 1 who sandbag and ragequit, yet my rank 9 killer gets constant swf swat teams to go against with at least 1-2 people in red ranks, multiple DSes, and at least one or two BNPs/instaheals. Its beyond daunting, and it makes me dread each time I get a daily on a level 1 killer.

  • @Paddy4583 said:
    Cardgrey said:

    Or as I've said when u pick the perk it loads all the maps and let's u place it

    That’s a lot of variations to load and place, all those tiles and rotations, you’d be there all day.

    Or the killer could just spawn with it and place it just like the traps get placed.

  • Its kinda amazing how the trapper is the posterchild killer for the game, but he needs this many QoL changes.

  • @weirdkid5 said:
    I've expressed this exact idea with the 50% part installation before but with one-added detail:

    The Survivors can repair up to 50% and then must install a part. Once the part is installed, the Killer CANNOT regress that generator below 50% anymore. Also make it so whenever a Survivor goes down they drop the part if they are holding one.

    This is the version I like best. I feel which version would work better mostly revolves around how visible the parts are though... If they are hard to see (dark color, no aura, inconspicuous) then the regress protection would be more balanced. If they are easier to see in any way, they should not get this property though. An unintended side effect would be survivors getting multiple gens to 50%, putting a part in them, and keeping them there to make it incredibly difficult for the killer to apply pressure (since they will have no idea which gens are being worked on or not.)

    Maybe a fair balance would be instead of having the regression protection be a threshold, it would simply be that the gen does not need another part if it goes under 50%, but it regresses at half speed? That way it doesn't mess up the killer's tracking pressure TOO much, but it could be used to tip contested gens into the survivors favor after they've put in the extra work.

  • Instead of actual Kindred, maybe a weaker version that works similar to the killer effect? In other words, only show survivor auras if they're within a radius of the hook.

    That way people can either figure out if someone's waiting for a chance at an unhook, being chased right in front of it, etc. But not get basically a free full team aura.

  • TBH I feel trapper is great but can be completely demolished if the survivors know how to play against him and find his good trap placements. He takes so long to set up and move traps without specific addons, and using those addons removes his ability to really make his traps more lethal... So the survivors just have to adapt properly to his addons.

    If the survivors don't do that well? He can body them pretty easily. If they do? You might go through an entire match not getting a single trap to spring, let alone catch someone in it before they RNG their way out.

  • wasnt this actually a game type at launch, but they scrapped it in favor of KYF? I seem to remember it being discounted by the devs early in the game's life.

  • I'm going to guess your concern is sprint burst, since you're using it before a chase even starts and then not having it for the chase. Try switching to balanced landing or lithe if you want something you can manipulate more, or dead hard if you git gud with it and can judge latency well.

  • @Giddawid said:
    @PigMainBigBrain Thanks for understanding <3 I'm here to help voice the community's concerns, and discuss ways of improving the game. When people scream that something is broken with no feedback on how it could be fixed, it doesn't change anything, so thank you for bringing ideas to the table. You mentioned smurfs hopping in SWF and bullying low rank killers - how would you go about proving/preventing that, without removing people's chance to play with their friends?

    Change the matchmaking formula to prioritize the highest rank in the SWF, perhaps extend the timer before it ignores rank in matchmaking to be a bit longer. It will still be possible they will get matched with lower rank killers, but currently it feels far more common than it should be.

  • @TeambossFloze said:

    @Ryuhi said:

    @TeambossFloze said:

    @Ryuhi said:

    @Sinner said:
    You can't really talk about balance until the game has a proper ranking system.

    balance matters even without ANY form of ranking system tho. The problem is that a game being asymmetrical means that balance will always be more complicated.

    Aye its so difficult to balance but randomly dc'ing because you failed at a chase or about to get 2nd hooked and get salty should be punished and put with killers who dc after 2 minutes or lobby dodge

    Lobby dodging is not even in the same realm as the other examples. It needs to be addressed in a different manner, especially since there is no way to remove specific people from lobbies currently (i.e that one survivor with a red ping.)

    Separating queues any more than they already are would only make that particular issue even worse, ironically. Its the main reason why many people think having a separate queue for SWF and letting killers choose whether to allow them is a bad idea, for example.

    I do accept this will split up the player base and make lobby waits longer - I digress if you wait 5 min for a match 1-2 mins for loading etc and then killer quits after 4 minutes... and game ruined...or you wait for a flat 7 minutes, two minutes longer to get in a game with a fairly solid feeling that its going to go the duration?

    saying that ending up in low prio is as a deterrent more than anything, it works a dream in Dota2 - but then there are million + more players so I do understand, but as stated about it stops me quitting a game in Dota for fear of ending up in a low prio bracket.

    you're also forgetting Dota2 isnt asymmetrical: There are many things that can make the game incredibly undesirable for one side, who is also outnumbered. While many of these things can be the killer player being cowardly/cautious/whatever you want to call it, they can also be legitimate concerns in regards to things like latency. Survivors can very easily nope out of a lobby if their ping is bad, but again there is currently nothing in place to allow killers to remove individual survivors due to poor connections.

  • @TeambossFloze said:

    @Ryuhi said:

    @Sinner said:
    You can't really talk about balance until the game has a proper ranking system.

    balance matters even without ANY form of ranking system tho. The problem is that a game being asymmetrical means that balance will always be more complicated.

    Aye its so difficult to balance but randomly dc'ing because you failed at a chase or about to get 2nd hooked and get salty should be punished and put with killers who dc after 2 minutes or lobby dodge

    Lobby dodging is not even in the same realm as the other examples. It needs to be addressed in a different manner, especially since there is no way to remove specific people from lobbies currently (i.e that one survivor with a red ping.)

    Separating queues any more than they already are would only make that particular issue even worse, ironically. Its the main reason why many people think having a separate queue for SWF and letting killers choose whether to allow them is a bad idea, for example.

  • @Sinner said:
    You can't really talk about balance until the game has a proper ranking system.

    balance matters even without ANY form of ranking system tho. The problem is that a game being asymmetrical means that balance will always be more complicated.

  • @TeambossFloze said:

    @PigMainBigBrain said:

    Things that should be rewarded....taking a hit for someone you're trying to heal, or taking a hit to save someone in general. Stealth should be rewarded, being in a chase while gens are getting done should be rewarded. People legitimately without exploits loop a killer for 4 gens and don't get rewarded which makes no sense at all. And encourage more anti camping, reward the killer for getting hits on people while someone is already hooked a distance away. Encourage anti hook farming from survivors by making some kinda perk thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I think it'd be hard to reward stealth - unless you get bonus bp for never being in a chase maybe

    Currently you get points for being in the killer's TR without being in a chase, but its an absurdly small amount of boldness (which also already has a lot of means to aquire)

    Maybe a nice solution would be to improve the accumulation rate, and put it into the horribly neglected survival category? After all, hiding from a killer is more survival than boldness.

  • TBH i'd be happy with there just being a "practice mode" where you could pick a map, pick a killer or survivor, and just be able to wander around practicing loops/abilities/etc. One of the most frustrating parts of learning a new killer especially is having to get obliterated for a few dozen games before you learn how to really master their power, same with survivors learning the tiles of new maps.

  • Simply put, there are very few balance adjustments for survivors either not loading in, or rage quitting. From the killer's side, they get a small points bonus IF the person quits after the match already starts, while on the survivor side they get a single less gen needed to open the gates IF they player never loads in. The first thing to address would be making these somewhat more even: maybe giving survivors a points bonus for actually staying if someone quits, giving the killer a points bonus if someone doesn't connect.

    Another thing might be looking at WHY people quit in the first place: more often than not, they feel the match is a lost cause, and would rather forfeit their points and pips, and just get into another one. After all, if you're pretty much guaranteed to not pip, whats the difference of trading 10 minutes for an additional -1? having a forced black pip in the event of a DC might not be a bad idea, but there would have to be some way of measuring whether the DC had any impact on the match (i.e. prevent people from purposely DCing just before dying to keep their swf from depiping.)

    Similarly on the killer side, a losing game can feel downright excruciating to stay in, so there should be some kind of pity system to make the loss more bearable. Maybe if you perform under X threshold, keep your spent addons rather than losing them. That way if a killer does exceptionally bad, at least their spent addons won't be wasted... IF they continue the game. As there is always room for abuse for this with AFKing, the bonus could be denied if there isn't any type of movement or interaction after a certain period of time (similar to how the game tracks for AFK crows for survivors)

    Of course these are all just starting ideas, but I feel like its a decent direction to look toward when addressing the DC/no load issues.

  • Interesting. So Legion can fast vault/vault pallets while in normal mode, and has to break pallets/ killer vault windows while in frenzy? That would actually address a good bit of both his lack of counterplay and improve his lethality a bit. If you think about it thematically, it would basically mean that while in normal mode they follow the same rules as survivors, and while in frenzy they're more monstrous (like the killers,) which is pretty fitting.

    It would definitely have to be tested to see if/how it breaks things for either side, though.

  • one simple change would make this perk amazing: Don't tell survivors when they've been affected by it, unless they get downed by the exposed. Yet another perk where survivor knowledge is the biggest counter, and its given free of charge.

  • You don't have to survive in order to win :thinkingface:

  • @TooHighForThis said:
    If youre last person in game, and looking for the hatch I dont think traps are a fair play about. Honestly you've managed to survive that long, at that point you kinda deserve the hatch. At most, a bamboozled effect would be the way to go though, not recommended for a fun game

    You know that you can "manage to survive that long" by not contributing, right? As a matter of fact, you could even make it so that the trap disarm speed is determined by your currently accrued emblems: The more you've done for your team, the faster it disarms. If you're a depip or barely a black pip, you shouldn't be getting out regardless.

  • @HatCreature said:
    My gosh it's NOT HARD to place boxes! One Box right outside the Mine, 1 box at the water tower, 1 box in the shack, and 1 box next to a tree at the edge of the map on that same side, with Jigsaw's sketch you can put 1 in the middle of the map. That's evenly spread out 5 boxes.

    The procedurally generated maps are not too different, just find specific places that don't change too much and have boxes spawn in those kinds of areas, hell that's not even necessary, just spread them out with a minimum distance like the damn hooks but have that distance HUGE. Damn people, why is it so hard to put a box far from another box and why do totems spawn next to Gens, I got more pissed off at this than I thought I would.

    The only problem with that is that they want the positions of the boxes to be somewhat random. Having them be in the same spot (or tile) every single time on a map removes a lot of the hectic tension, and makes Rule set no 2 completely useless.

    That said, if they used that as an opportunity to make rule set no 2 baseline and changed that addon to something else instead, I dont think a single Amanda would complain...

  • @fluffybunny said:

    @Ryuhi said:
    There would have to be a soft cooldown on it, like quick and quiet. Otherwise Myers would absolutely obliterate people with it :chuffed:

    I was thinking more like dead hard. With quick and quiet, you have to do something to activate it (fast vault something).

    I was referencing Q&Q for the cooldown, it can only activate every X seconds. Otherwise, Myers could just pop stalk for a moment and remove his red stain pretty much whenever.

  • There would have to be a soft cooldown on it, like quick and quiet. Otherwise Myers would absolutely obliterate people with it :chuffed:

  • @Maj33y said:
    Shad03 said:

    @Maj33y you're obviously new here. While I will agree the crying from both sides can get annoying, I will have to say that Survivors are getting more love, it is just recently that the Devs decided that MAYBE Killers should have some good things too.

    Survivor spawns also need some sort of work but some of you are in the minority and have bad luck. Now there was this one time I spawned right next to the Nurse in the Game but I just laughed and hid from here since she somehow didn't notice me.

    It sucks getting stuck on a hill ledge but again, happens once every lifetime (if this is a regular happening for you then place a map offering, might help). Survivors still have more strength then a killer in terms of perks, and not nearly as many drawbacks. Muse on this, before you say Devs are only considering a Killer's side.

    I tried Using the Spawn as far as possible from killer offering .. but it doesn't seem to work and throws someone else with you . And it is a temporary solution how many of these offerings do you get .. spawn spots need to be worked on better .. adding more Randomized spots .. making the possibility to memorise more difficult. 

    As a survivor I never liked any of these binding offerings nor I ever use them whenever someone uses that I'd Crouch away or run to a different spot.

    There is even an offering for killer that seperates survivors but it is completely useless .. cause for killer the more survivors there are the better .. and if I play as killer I'd hope that I catch several .. To Stalk , Chainsaw etc . What would worry me is if i were chasing someone and the 3 others were working on different gens .

    Stop using that offering. Seriously, its a legit giveaway for good killers: They see a secret offering on survivor side, they just go straight to the opposite end of the map. Either its the people spawn together one and they don't have a guaranteed survivor found, or its the one you used and they'll know where you spawn.

  • @Maj33y said:
    Running a Hex Perk is intended to involve some Risk and that's why there is Thrill of the hunt perk for that and it is your job to pressure the map + Devs keep on altering and working on totems placements .. Read the recent patch notes .. But they don't even care Spawning 3 Survivors on top of a hill that can be seen by killer from distance .. that's completely ridiculous and I doubt they'd even do anything about this .. I've been Writing about this for a while and haven't seen anything at all.

    You asked why they're even working on totem spawns and ignoring the dreaded terribly unfair survivor spawns, I explained why. Not only that, but the totem spawns are still a joke, but they're something that is going to be continued to be addressed. Because totems can't move, and because there can be a much bigger consequence for them being found.

  • @Maj33y said:
    DwightsLifeMatters 

    What do you mean with "shouldn't" the devs never said it should or shouldn't be possible. As long as gen, totem and exit gates are can be memorised by survivors I don't see why spawns shouldn't. Just run next time and split up. Is it that difficult?

    Then Why do they care about Totems and are placing them at better spots starting from this last update and not care about Survivor Spawns .

    Given the fact that the majority of Survivors don't even bother about cleansing totems esp around 10-20 Ranks . If they are going to cater to one side over the other . It'd unbalance the game .

    Getting a bad spawn as survivor means "aww darn, I have to actually juke the killer and can't gen jockey right off the bat." Meanwhile, getting a bad hex totem spawm means "Whelp, guess im going with 3 perks this game."

  • totems can't run or hide

  • What solid statement? Were you hoping the people you played against would read this or...?

  • It would be neat if there was some type of "evaluation" by the entity before a survivor can use the hatch. Like, if you only have bronze/non emblems (aside from survival, since it starts at iri and goes backward) and go for the hatch, the entity shuts it in your face. Basically you actually have to contribute to try for it in the first place.

    There are a lot of problems with the hatch as a mechanic, but especially as survivor I can't stand when immersion players stake it out the second it spawns/first person dies and just avoids gens/saves. Especially when they get mad at people on the hook for not suiciding to give them the hatch they've been camping.

  • @yeet said:

    @powerbats said:
    I've had matches where Ruin stays up the entire game just due to how well it's hidden and the killer either gets everyone, 1 or more escapes and or no gens get done and killer 4k's. I've also had matches where it dies within 30 seconds of match starting.

    But like I've said killers complain about it getting destroyed but don't complain when they get kills because it was up.

    ruin will only seriously affect bad survivors
    if someone is repeatedly dying because of ruin then they need to learn to hit skillchecks

    Yes and no. Good survivors will (and do) power through it, but those same survivors would have likely been getting great checks and going even faster. So, if nothing else, it slows gens at least small amount vs good survivors, and a lot vs bad ones.

  • @powerbats said:
    I've had matches where Ruin stays up the entire game just due to how well it's hidden and the killer either gets everyone, 1 or more escapes and or no gens get done and killer 4k's. I've also had matches where it dies within 30 seconds of match starting.

    But like I've said killers complain about it getting destroyed but don't complain when they get kills because it was up.

    ...Why would they complain if they got kills while its up? That would mean that they're actually getting some kind of benefit from the perk they put in their loadout. The reason they complain is because it can become a lack of a perk slot within seconds of a match starting.

    Its like taking alert as a survivor, then finding out you're going against freddy (who the perk does nothing against, unless you're already in the dream world.) He's not exactly the best killer, but it completely nullifies part of your loadout.

  • I've been seeing the totems that spawn near killer shack spawn in the tiny nook next to the pallet, which is impossible to miss if you're ever going through the shack since its, you know, the god pallet. I've also seen barrels slightly blocking the ones in those tiny alcoves on maps like the farm. so... yay?

  • What a coincidence, I just bought him! :angry:

  • @powerbats said:
    So you're complaining about a bugfix that should've happened a long time ago yet allowed you to get hits and grabs before that you shouldn't have.

    ??

    The complaint is that there are many times where grabs will get halfway through the animation, then just... stop. Or as others have stated, cause an attack to come out after failing the animation, completely missing a survivor and/or clashing into an obstacle. Whenever this happens the best case scenario is that you land a hit (likely because the survivor moved very little or not at all,) but the more common worse scenario is that the survivor gets a free escape to start the chase.

    Like, the bug is that its giving back a false hit confirm, very similar to how rollback works in games like Street Fighter 5. Its also considered arguably the worst part of netcode in said game. It's not granting killers free anything, its lying about progress and ruining reactions.

  • I will never use these 9000 flashlight/key/map addons, half my killer addons, nor mist offerings ever.

    ...same with all the seasonal offerings like the petals :angry:

  • @Master said:
    The cancel button is Alt F4

    Doesnt work on the infinite loading screen, you have to actually close the process from task manager

  • @Gorgonia said:
    The fact that a whole thread is created out of a graph without any info is kind of worrying. Like really?

    I think its more worrying people are taking it seriously :chuffed:

  • If I'm playing trapper, I'll just make a minefield of traps around the hatch and watch. If the survivor approaches, I'll just walk toward them slowly to build tension :D

  • I think their point was that survivors do it just as often, but they wait until the game started rather than before it can even start. Not even just the quitting for deranking or dcing the second they hear a nurse screech, but also the ones who sandbag, get caught instantly and suicide on the hook, etc.

    If I had to choose, I'd rather games like that just not start so I can avoid wasting my items/addons/offerings.

  • I never have this issue as survivor, maybe 2-3 dodges max. But as killer I tend to get lobby after lobby of 1-2 players with red ping and have to dodge the whole lobby since I can't just kick individual players. Played through it instead and had a claudette who lagged so hard my interactions wouldnt even work with her (couldnt pick her up after i downed her and when i finally did, it wouldnt give me the hook prompt.) Then again pretty much everytime I play killer its a miserable experience.

  • i'm curious as to how his bell stops loops. tbh he's one of the most loopable killers, especially since he can't get bloodlust when cloaked. usually you have to force a bodyblock if you're trying to cloak ahead of the survivor, and if its a T wall they have another window to jump through regardless by the time you uncloak.

    also he can't block pallets while uncloaking unless you've got the survivor absurdly far from it. I usually end up using the faster pallet break addon, slugging one person, and watching them self heal under and waste every pallet in a section of the map :ohnoes:

    in Wraith Comment by Ryuhi
  • @Digwiid said:
    I just wish we still had a nerfed version of the christmas presents, it was great seeing higher rarity stuff pop out of the boxes, while right now the current "mystery" boxes contain mist most of the time or the rarity add-onitem the box is colored as.
    Maybe not have them as insane as during christmas but it'd be nice to have an occasional black ward or something pop out of a common box.

    yeah i'd be ok with the boxes if they were like the holiday ones, i.e 3k cost and can contain an item of any rarity

  • @The_Trapper said:

    @Ryuhi said:
    so basically that was the longest winded "I lose people as legion sometimes, so you're wrong" I've ever seen. You bring into account my ability to play survivor multiple times in your response, but you ignore the fact that design problems stemming from a killer's lack of ability does not equal counterplay. Every single one of those "answers" revolved around the killer messing up. Thats not how counterplay works.

    I personally don't hate playing against the legion, but I have seen enough of him from both sides to know what he is and isnt capable of. The point of the discussion is that a legion who does not mess up will never lose a chase vs a survivor of equal or higher skill. The survivor can draw the chase out, but it WILL end in them down unless the legion makes big mistakes. The reason so many people take issue with this is because even the nurse has more counterplay due to her being required to blink to catch up to survivors, and survivors being able to manipulate her landing spots with obstacles as well as LoS blocking and actual mindgames therein.

    If you could kindly read my responses properly, as I am doing with your drivel.

    I explained that it was a tactic that has worked for me, and against me as Legion, so I am not the only one doing it. In the words of Don King, "If I can do it, you can do it...". Not to mention other people saying the same thing as me on this thread.

    Your next comment made me raise an eyebrow, if a killer does not mess up, how do you counter play them exactly? How do you counter a nurse who does not mess up? How do you counter a Hillbilly or a Huntress? I am eager to know, because if they play 100% without fault, they will always win. Every counter play is using the killer's advantage against them.

    If you play at 100%, never messing up: You will never lose a survivor lmao it does not matter who the killer is, in fact Legion's chases would be longer than other killers, so the point you try to make here is invalid.

    ANY survivor getting chased will eventually get downed, that is how it works. The survivor is not supposed to be able to win a chase by any other means than losing the killer.

    You point out Nurse's flaws but you have consistently said that a "Legion who never messes up" has no counterplay, as stated earlier, this applies to Nurse so there was not much point in you saying that.

    the dictionary definition of counterplay is "a countering move or maneuver in a game or competition ." Its usage in modern games is in regards to ones ability to defend/prevent/nullify/etc against an unfavorable aggressive tactic. The vast majority of killers, unfortunately, are TOO susceptible to survivor counterplay, like you mentioned. Pallets and windows, just by nature of even being in the game, are counterplay tools. As is abusing the differences in hitbox size and acceleration rates to minimize the killer's speed difference (aka looping.) Many killers are tiered and balanced by their ability to counterplay THOSE counterplays, such as trapper/hag trapping loops, clown bottles slowing, etc. These are examples of skill based counterplay and how it reflects to specific applications.

    The reason why all of your suggests are strategies and not actual counterplay is because they do not address what counterplay actually IS. Thats why the killer skill comments are necessary: Counterplay is supposed to be a nullification at worst, a reversal at best. When a counterplay is applied to a scenario, there should be a very good chance of anywhere from a progress reset to completely turning the tables.

    For the nurse she can completely lose a survivor and waste a ton of time trying to find them, especially since her movement speed is so low without teleporting. Many of her addons considerably lower survivors' ability to counterplay her, as many counterplay tactics will either stop working or be much less effective due to the weaknesses they target being less glaring. An example of nurse counterplay that have varying levels of success depending on addons are using terrain/obstacles to make her blink distances just far enough for the player to dodge an attack (or even cause the nurse to hit a wall/object instead of the player.) If the survivor does this correctly, the nurse will hit the wall or nothing at all, and go into her stun allowing the player to go for another tactic/get space/hide/etc. It is not an absolute tactic, but the better the survivor knows nurse timings/distances/etc the more likely they are to successfully apply it.

    Switch back to the Legion offered counters, and they are counter strategies but not counterplay. Deep Wounds, and its ease of application, creates a net loss at each strategy that could be considered a counterplay. There is no net null unless the killer loses you entirely, since even vaguely being able to track you will cause a timer until you are immobilized and easily downed. This is what many people are the most frustrated with and what constitutes the worst balance: being punished for successfully applying what should be counterplay. The second DW is applied, it becomes non-existant. You could argue that there is counterplay BEFORE DW is applied, and you're right. The crux of the issue is that its a mechanic that the legion can apply easily and liberally, yet survivors have no way of DIRECTLY countering. That is why, more than any other killer, the absolute ending of each chase is determined by the legion.

  • @The_Trapper said:
    Ranks do mean something, when I started in rank 20 I was getting 4K every game.
    "Wow, I must be a naturally amazing killer. I can kill 4 survivors as any of the killers."
    Then when I hit rank 4 to 1
    "2 survivors dead at the end game, that will do...thank God I managed to rack up enough BP to still be the MVP.'

    you can't derank past 15, so 20-15 is legitimately 100% new players (or fresh smurfs?)

  • @brokedownpalace said:
    Only a truly biased killer main would write a combined total of about 30 paragraphs across 10 different comments justifying keeping a game breaking bug in the game. (So long as that bug favored the killer)

    This is going to sound really harsh, but do you guys not know how to read? Or do you just see a few words and then decide the rest of the sentence in your heads?

  • So because my avatar has been the wraith since I joined the forum, I must be trying to advocate him keeping an exploit. If there was a way to even see match history, you'd see that I haven't even used him for weeks, especially since I avoid using this exact perk knowing what happens. But hey, I'm sure thats why.

    As for why its likely taking so long, I already said multiple times: There are references in code that can cause things to not simply be disabled, especially when they have been present for long periods of time (i.e not freshly added.) The bug started with an entire engine update, so for all you know it can literally take more work to disable it without causing more issues than it does to actually fix it. There are other big glitches like the infinite loading screen that are also making matches unplayable and causing crashes. settle. down.

    For the record in regards to Ormond, it was a brand new map, so the amount of necessary reference code that would need to be commented out was relatively small and very easily accessible.

  • @Chi said:

    @Ryuhi said:
    how the hell do you smurf in a game where literally all rank means is that you play a lot? it doesnt earn anything, and it barely even affects matchmaking due to how pisspoor easy it is to rank up if you just play a lot.

    Except that isn't all that rank means, especially at the yellow ranks and beginning of the green ones.

    You have to fail pretty spectacularly to not at least black pip more than 50% of the time. The way the current system is designed, attrition will pretty much always give a positive yield. The main difference between skill is how fast they rank up, but once you get to the top worse people with more games played are still paired with better players who may have less games played. IIRC its the reason why ranks get reset every month to begin with.

    That said, there is zero benefit to higher ranks, and it can even hurt queue times in certain circumstances. Its why depiping randomly became a hot topic again.

  • @michaelmyers87 said:
    Yeah how often does that workout. Killer gets easy chance to now slug and then chase you. Now everyone is dead. 

    maybe if you were working on gens rather than trying to find the hatch when your teammate was alive, things could have been different :chuffed:

  • so basically that was the longest winded "I lose people as legion sometimes, so you're wrong" I've ever seen. You bring into account my ability to play survivor multiple times in your response, but you ignore the fact that design problems stemming from a killer's lack of ability does not equal counterplay. Every single one of those "answers" revolved around the killer messing up. Thats not how counterplay works.

    I personally don't hate playing against the legion, but I have seen enough of him from both sides to know what he is and isnt capable of. The point of the discussion is that a legion who does not mess up will never lose a chase vs a survivor of equal or higher skill. The survivor can draw the chase out, but it WILL end in them down unless the legion makes big mistakes. The reason so many people take issue with this is because even the nurse has more counterplay due to her being required to blink to catch up to survivors, and survivors being able to manipulate her landing spots with obstacles as well as LoS blocking and actual mindgames therein.

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