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Ryuhi

Ryuhi

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Ryuhi
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  • Why give up on your teammate?

    i always try to save them instead of camping the hatch

    the odds of the other person willingly giving up their chance for someone selfishly avoiding the game is almost zero.

  • @The_Trapper said:
    Multiple counters to Legion, however I will admit that Frankie's mix tape and dirty blade give him a good buff (Considering he needs a buff).

    When Legion uses feral frenzy, break the line of sight after being hit, no scratch marks and the speed buff makes it easy to lose him.

    When Legion uses feral frenzy, a well timed pallet drop will completely drain him of all his frenzy and stun him.

    When Legion doesn't use his frenzy, he can be looped almost as badly as Huntress.

    If legion loses you after a single hit, then he was never intending to chase you to begin with. If he was, he's going to be able to get right back on you since the stun doesn't happen until the second hit (after which he will see blood, and scratch marks will load back in while he recovers.) If anything, losing him in this scenario will start your DW timer, giving you less ability to get distance and/or hide before being immobilized. Its not a counterplay.

    Trying to hit the legion with a pallet drop isn't impossible, but its absurdly improbable. If you ever get to a pallet in a chase, the legion will pause for a second knowing you want to throw it, then start a staring contest. If you throw the pallet too early (highly likely) then it will miss, he leaps over, and gets a free tag unless he ran out of frenzy (at which point, again, he will see blood and scratch marks spawn in.) Otherwise he will usually lunge through after a moment knowing you wont be able to react fast enough to an attack with 132% movespeed within that short of a distance (especially through latency.) Even if you DO manage to land the pallet smack, he sees blood and scratch marks spawn in, letting him know where you went. Again, not a counterplay.

    Legions "not using their frenzy" is not a realistic scenario, since its something that is only ever done by bad legion players 90% of the time. Because of the near impossibility to lose him, its almost always better to just start the frenzy (even on wounded players) and the absurdly-in-your-favor chase that follows. If you can land an m1 without having to chase against someone wounded, that will indeed be optimal. But the moment you need to do a chase you should generally be using FF to make afforementioned looping non-existent. again, not a counterplay.

    The common trend here is that when chasing is concerned, the survivor is at the mercy of how good or bad the legion player is. The survivor needs to do everything they can to be efficient outside of chases, and use strategies to mitigate the legions overall effectiveness, but there is no way to actually COUNTERPLAY a legion during an altercation (i.e. a chase.) There are only ways for the legion to lose the chase for himself, and even then he gets an automatic second chance due to the DW timer.

  • 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.

  • tbh most of the queue issues i run into (as survivor) are the amount of 2-3-4 man swfs playing at any given time. Lobbies will freeze at 3 people because they just cant find another solo, just hordes of groups.

    maybe if people actually played solo more... :chuffed:

  • @Zarathos said:
    Ryuhi said:

    @Orion said:

    There are counters, but most Survivors DC if the first two things they try don't work and come to the forum begging for nerfs.

    I'm genuinely curious, whats the counterplay?

    There are strategies to mitigate his effectiveness, sure, but I have yet to see an actual possible counterplay.

    Any killer with a definitive counter is crap. Having a definative counter to legion is drawing out the hunt as long as possible or alternatively when hes in ff break line of sight take an unexpected movement hanging around corners and sneaking past them. Its gets easier if you run iron will. His power like spirit can bork him worse then any m1 killer as you can easily lose a survivours if they use his ff against him. 

    So literally every single other killer in the game (including the nurse) is crap? I'm lost. There is not a single way for survivors to outplay a legion, which is what counterplay means. This is the core of the problem with legion, the inevitability of his victory in skirmishes. his victory in the grand scale is nowehere near confirmed (and often quite the opposite) yet in the microcosm of an individual battle of wits, there is no way to outwit him. Again, even the nurse can be juked with LoS and baits for a substantial amount of time, but the legion just doesnt have that because of how his kit is designed.

    One big difference in counterplay with the nurse vs legion is that winning is actually a BAD thing vs the legion. If you counterplay the nurse, you waste her time. If you "counterplay" legion, you just force your timer to tick down faster, and immobilize yourself so he can kill you. Ironically, the "best" way to fight the legion is to continuously frce yourself into his LoS to force a chase so the game will not let you suffocate yourself with his DW mechanic. Of course it all comes to an end since once you get low enough you cannot do anything regardless and must sit in place, immobile, and audibly giving away your own position. literally no ther killer has that level of training wheels (not even the god tier nurse,) which is why its such a big deal.

    to emphasize: literally the only "weaknesses" in legions kit in regards to a chase are 100% the player's own incompetence, not an opponent's ability to overcome. its a very distinct difference.

  • @DwightsLifeMatters said:
    Wasn't tenacity just couple of shrines ago already available? Such a stupid RNG system, only trash in the shrine again 

    Just remember BBQ and Chilli is immune to RNGs

  • the vast majority of survivors will respond to what they get. if you start post game chat with "man, trying to use x power is hard" or something of the like, most survivors will be nice and offer pointers

    a lot of people will always be toxic, but its not always an immediate thing. if you ask for help, a lot of people will generally help. just have to be the change you want to see.

  • @DwightsLifeMatters said:
    Bravo0413 said:


    Gardenia said:

    Prayer beads should be left alone, however nurses extra blinks should go.

    I agree with this /\ I cant see how the grabs are free when she cant see survivors.... nurses blinks.......she needs ultra rare addons  maybe 1 additional blink no drawbacks could be a UR addon?

    Okay let ne explain why the grabs are free. Hide behind objects to cover LoS to gens. Be close enuf but far enuf to be outside of your TR. Phasewalk to the gen, check where the collision is, come out of phase walk and press M1. Free grab, works nearly always.

    And if you don't just mindlessly hold M1 without knowing who the killer is, it oesnt even have a 50% of hitting assuming you even successfully did all the rest. not only that but again, there are a slew of perks that make it not even likely to get that far into the scenario. drop self care or decisive for empathy/spine chill/premonition if it bothers you that much.

  • @xxskullz667xx said:

    @Gorgonia said:
    You mentioned blocking a hook as a toxic element. Is that how the majority of the community sees it?

    I know for a fact a lot of survivors like to Tbag or taunt or try and make fun of you. When I find one of those and I end up downing them I will mostly camp them and I know their friends will stop doing anything to try and save them. It’s a win-win situation for me, no gens done and one less annoying survivor.

    Toxicity is real in this game and I would go as far as to say that some players go into the game only to be toxic, because they do nothing else (some streamers are the best example of this).

    I mean, it’s not always toxic to block hooks....if survivors were respectful in every other aspect and they wanna block hooks because the person I hooked probably is really fast at gens, or has an item detrimental to the team, I get it.....but u can also tell when they are doing it just to piss you off and be toxic

    tbh I hate that stuff even more as survivor. I can't count how many times people have sandbagged in a "bodyblock" moments after being picked up just to get a free WGLF stack or something when I get downed right next to a hook. Then they dont have the health to go for a save attempt so they run off and spend an hour self caring. The toxicity of some survivors knows no alignment, be they friend or foe~

  • I'll admit it, I derank fairly often. usually once a month

    ...on the 13th. :chuffed:

  • @Boss said:
    I do. It's confirmation.
    Enough might bear through the occassional spike.
    But if they can see that it'll be continuous spikes that would otherwise go unnoticed due to not always having direct contact with the Killer, it'll encourage more DCs.

    I mean, if there's nothing funky going on with the killers internet, it SHOULD be relatively the same as it was in the lobby. If its suddenly not for an extended period of time in game, it'd at the least be nice to have some type of positive confirmation on that.

    Of course it does apply for the survivors as well, since the killer has an individual ping to each of them. The more I extrapolate on this though, the more it feels like something that will probably end up waiting for the dedicated server update though.

  • whats to discuss? that was basically revenge: the post.

    an eye for an eye leaves the world blind. ignoring toxicity and being the better person is being the change you want to see in the community. the more we all do it, the more we can make better games for each other.

  • if nothing else, the current ranking system is basically just a recognition of how frequently you play: There is no real benefit to being rank 1 (quite the contrary, tbh) so being in the 8-4 range is kinda the sweet spot in terms of quality of games from what ive seen. Granted everyone's experience can be different but I will say that rank 1 does not make people automatic experts at the game... you get a lot of the same exact pros and potatos you do in the green and purple ranks, they just invested more time in and depipped less. :D

  • at least, it would give survivors more info for the stability of the killer's connection (can't count how many times I've had green ping lobbies turn into teleport fests) and at best, it would be a tool for both judging "real" distances like Dwight mentioned, and would give an additional layer of evidence in the event of lagswitching to boot.

    I like this idea. Even if not on the HUD, it could be nestled in with the offerings and player names in the "pause" screen.

  • protip: if house lights are flickering, there's a gen there. even if you didnt find it. some houses have multiple spots within the house where the gen can spawn between floors, you you very likely kept running past one that might have been somewhere awkward like an upstairs room.

  • because "just disabling it" isnt fixing it. There can be a slew of dependencies that rely on that data being present, especially in a game that saves things like loadouts and has overlapping status effects. It could very well take more code to disable it than it can modifications to fix it, which is exactly why I've been saying its their call since they actually. have. access. to. the. code.

    Code is not a light switch you can just flick and have zero consequences. You can comment things out easily enough, but it can (and will) very often cause a slew of other issues, especially when its not a new revision thats causing it (but rather, in this case, the byproduct of an engine overhaul.)

    any other paintbrushes you want to try smearing that one with? your bristles are getting rather thin.

  • @Killmaster said:
    5 survivors can solve this problem, just increase gen time, give killers and survivors 5 perks. 5 is the magic number.

    I would give this post 5 LOLs if I could

  • I'm just going to repost this since you either missed it, forgot, or are purposely trying to misinterpret my intentions this entire topic (which was just created to whine about something that the devs already knew about, and have been in the process of addressing)

    @Ryuhi said:
    And again, I'm not "Defending" anything other than the dev teams' decision to handle patching at their own discretion. they're the ones who make and update the game, so they know the code better than any of us who don't even have access to it. They make some bad mistakes with stuff like the Sprits... well... everything with this patch, but if their notes in the PTB changelog are any indication, they are working on ironing out a lot of bugs based off of player feedback. So simply provide the feedback, sit down, and go back to playing the game.

    you may now resume SYH if you want.

  • Thats specifically how you defend gens if survivors don't think ahead and corral themselves into a trifecta. That said, there should always be a third gen in that scenario, even though it could still be pretty close to the other two.

  • are you implying that I want the issue to remain? Is that why you keep repeating the same demand? I'm confused.

  • @thesuicidefox said:

    @DarkWo1f997 said:
    @thesuicidefox what’s your gamer tag? Me and @Nickenzie are on Xbox as well. :) 

    This is my gamertag. I use it for everything.

    @Ryuhi You are talking out your ass. Sorry, but you are just being nonsensical about it. The bug crashes the game. That's all the reason you need to remove the perk as an option for Wraith. Also I call bullshit that the resort bug is "more common" now than before. I have not seen a single complaint about the game crashing since they fixed it. That's not to say it still doesn't happen, but it's definitely not the the extent that it was before the fix.

    Like I said if the next patch fixes it, ACTUALLY fixes it then fine. But if it doesn't they need to disable Sloppy for Wraith because it's becoming more and more of an issue.

    the resort loaded up very often with only 1-3 survivors during the blood point event, which was after it was restored. I personally only was able to load into it a total of 3 games during that entire time, and of those 3 none of them had the full 5 players. and this was while it was at a high appearence rate due to their new seasonal map algorithm.

    Your reiterations are exactly what I was referring to, you're just trying to get the last word in by repeating the same demand. That kind of thing is generally not well received by developers (and for good reason.)

  • @Orion said:
    There are counters, but most Survivors DC if the first two things they try don't work and come to the forum begging for nerfs.

    I'm genuinely curious, whats the counterplay?

    There are strategies to mitigate his effectiveness, sure, but I have yet to see an actual possible counterplay.

  • @thesuicidefox said:

    @Ryuhi said:
    This one also isnt caused directly by players, but rather by a perk that is available in the game. Likewise, the ormond one could then be said to be directly caused if a player uses the map offering for it.

    If the players can make the bug happen ON PURPOSE then yes, it is directly caused by the players. And resort bug was crashing the game, and COULD be caused directly by players that used the offering. Hence why they removed the map from rotation.

    SMH like do you even listen to yourself? The killer main self defense mechanism is strong with this one. There is no other reason you would be defending something that crashes the game.

    The Ormond bug was actually MORE common AFTER they restored it for a lot of players. That was my point, if you missed it. Also its funny you call me a killer main, because a good 80% of my playtime is survivor. I very rarely play killer, between visual and auditory disabilities making it very difficult and the way that most survivors act.

    I'm "defending" it (rather, how the devs are handling it) because I have a small bit of experience with game programming, and I know how it feels to receive such obnoxious "feedback" that starts as helpfully bringing light to an issue and devolves into vitriolic demands. If they didn't even touch or acknowledge it in the PTB, that would be one thing, but they are actively working on a fix. you can SYH all you want.

  • This one also isnt caused directly by players, but rather by a perk that is available in the game. Likewise, the ormond one could then be said to be directly caused if a player uses the map offering for it. Not only that, but a lot of the other ones, while not game crashing, can make the game unplayable, which can be worse (especially for killer) since you have to force quit the game depending on their severity.

    You keep painting this out as something that only ever occurs as an exploit and are complaining about it as such, rather than a glitch that the devs are very clearly aware of and have already written out test code t fix. You stopped being constructive a long time ago and entered into the territory of complaining.

  • Gen rushing is when survivors are at peak efficiency. The way that time management works in the game currently, the majority of killer cannot compete with peak survivor performance by a long shot. This is hard to balance due to the fact that survivor efficiency drops the second someone gets hook, and plummets with each death. Therefore, they tend to start strong as they kinda need to most of the time, depending on the killer's lethality. Its easy for a good group of survivors to have 2-3 gens done during the killer's first chase, even 1-2 if Ruin is in play and they're good at their skillchecks. This sets the tone for the rest of the match, and is why gen rushing is a thing.

  • Again, you're ignoring the fact that multiple other bugs on a similar level exist simply because this is the one that affects YOU on occasion. Thats doesn't make the issue any more pressing than one that causes other people to CTD very frequently, major gameplay elements simply not working correctly, the one where killer queues would fail to properly load the matchmaking algorithm and sit in limbo for 30+ minutes, etc.

    You know what is a lot easier to implement than them removing an entire perk from being availble to a specific killer? You selecting "leave match" every time you see the bug happen and you're afraid of a crash. There aren't even penalties for doing it on console, so there you go. You can complain about how you shouldn't have to do that, and you're not wrong. That said, its the fastest way to get the result you want and more effective than requesting an entire killer lose a piece of his toolkit because some people are exploiting an issue that is already in the process of being fixed properly on the backend.

  • don't know why this needed a new topic, but:

    you dont even need to break em all really, just break 1-2 per game, and try to leave the ones that are near exit >gates or any next to the last gen you're working on. That way you can look for it to light up and pop it >immediately.
    Alternative strategy is to do the opposite: keep an eye out for the ones NOT near the exit gates, and save them >for endgame. After the last gen pops, go straight to those to check them for the glow. That way its the place >the killer is least likely to be looking (and if they are, someone should be opening the gates for free) and there >you go.
    With SWF its obviously very easy to just do them all as a team, but its not impossible or even terribly difficult >to counter as a solo survivor, just gotta be sneaky about it.

    also To answer the hypothetical, the most logical answer is to work through the ruin, then check totem spawns between gens. Since totem spawns are especially heinous on most maps, this isn't very difficult at all, and its easy to check 2-3 locations just walking between gens, and maybe 1-2 more while in a chase. Some maps do have some absurdly good spawn placements, but they're far less common than them being right next to a gen so its a bit of a moot concern.

  • @PolarBear said:
    I love how people say to just push through ruin and not find the totem but then people say ######### like just break 5 totems and NOED won't be a problem. I'd probably be fine with NOED if there only was a counter or a way to know how many totems my teammates have broken.

    you dont even need to break em all really, just break 1-2 per game, and try to leave the ones that are near exit gates or any next to the last gen you're working on. That way you can look for it to light up and pop it immediately.

    Alternative strategy is to do the opposite: keep an eye out for the ones NOT near the exit gates, and save them for endgame. After the last gen pops, go straight to those to check them for the glow. That way its the place the killer is least likely to be looking (and if they are, someone should be opening the gates for free) and there you go.

    With SWF its obviously very easy to just do them all as a team, but its not impossible or even terribly difficult to counter as a solo survivor, just gotta be sneaky about it.

  • Billy can still get looped easily. TBH the biggest thing he gets is when that one potato survivor throws every pallet the second they see him, then there are none left for the rest of the match. Even then, windows can be used to force him to m1 a lot of the time, which when paired with a good dead hard can make loops pretty annoying and time consuming for him.

    Its not to say that every saw down is the players fault, but they're pretty avoidable unless you led yourself into an area where you robbed yourself of obstacles.

  • Thats why i tested it both in matches (Wraith is by far the killer I have the most experience with, which while not a lot, is still sizeable enough) as well as KYF, the KYF obviously being a lot more direct and the matches being a lot bigger sample size but low stress testing. The only things that could be variables past that are either different hardware/drivers making it visible to the killers, or settings being enabled/disabled affecting its visibility.

    you're making a pretty big false equivalence with the flashlight macro, especially since it requires third party software to even be possible. There is no macro software in the game, and it especially isnt tied to a perk that a player has to unlock and select into a loadout. Stop comparing apples to warships.

    Infinite loading screens has been an issue throughout the life of the game, but various patches have made it ebb and flow in numbers of times the issue was prevalent. This patch was one of them, for the same reason a lot of other glitches have either appeared or resurfaced: there was a very big engine update. From a development point, it can often take a long time to correct things after a major commit, and you can break other things with your fixes. Its why fixes are often done in two different methods: either hotfixes that address individual issues, or update patches that address a large number of issues simultaneously. Since the devs have shown they are not doing the former, that means they will do the latter. If they were going to do a hotfix to remove the wraith from being able to choose this one perk, they could easily just inject the code for the fix that is already live on the PTB instead. But again, there could be other consequences to it, which is why they are opting to continue working on it instead of applying a bandaid. It sucks, but thats how development works.

    Also for the record, they re-introduced the ormond map wayyyy too early, as the loading issue was still very much a thing following its return to the map rotation. to be honest, since My crashes were the worst after it was re-enabled (and when I did load in, almost every game had at least 1-2 survivors not load in instead) it should be a great example of why these types of fixes don't get rushed. They fixed one issue, but caused another pretty big one that affected other players instead.

    And again, I'm not "Defending" anything other than the dev teams' decision to handle patching at their own discretion. they're the ones who make and update the game, so they know the code better than any of us who don't even have access to it. They make some bad mistakes with stuff like the Sprits... well... everything with this patch, but if their notes in the PTB changelog are any indication, they are working on ironing out a lot of bugs based off of player feedback. So simply provide the feedback, sit down, and go back to playing the game.

  • @Captain_Spaulding said:
    To clarify it happens on pc too. I've run into a handful of wraiths that are exploiting it as well. I have a decent internet connection and it makes my ping drop to about 15 ms. Everyone knows about it, yet there seems to be no stopping it until it's patched out in the ptb. We can only report them for exploiting and be hopeful that something is done to them for it.

    While I acknowledge that it does happen, I think you have your tems mixed up: If it made your ping 15ms, that would be a buff lmao.

    It does cause people to have FPS drops (which is your video card, not internet connection) and can apparently get pretty nasty if your video card is poorly cooled. I have had it happen to me once, and it might be because I play on low settings but my crappy computer stayed around 45 fps which was horrible but the game still played.

    and again, how do you know they're exploiting it? If they are saying they are in post game chat, sure report them. The chat will even be evidence to the dev team that it is intentional, and they can decide if its a matter of the player doing it to maintain an unfair advantage or just not caring.

  • For a main weapon: Giant scissors/Garden Shears/etc. Bobby Barrows style. you know what, lets just get the Scissorman in the game, having a little dude with giant scissors chasing everyone would make my life complete.

    though to be honest, I'm surprised there hasn't been a whip introduced yet. Especially one as a power that could be used to lasso survivors. IIRC they even put on in Last Year, so maybe thats why the Devs haven't been eying up the idea too much.

  • @MyNamePete said:
    If you already didn't know, on a dev stream they mentioned this was one of the ways they would nerf DS. They realized it only made SWF groups stronger as they could have time to flashlight save, bodyblock, etc.

    It would be silly, but I would love to see that but the killer could still maintain looking around while stunned so as to not be flashlight stunned.

    It would devolve into the killer spinning in every direction to taunt the survivor and thus would be hilarious for other survivors to watch :D

  • you keep saying you know for a fact that killers can see it, yet I have tested it extensively as a Wraith player in both matches and KYF and did not see it a single time. I had to watch a video a friend recorded to see what it even looked like.

    And again, they are not responsible for any consequences on your end for using what is provided to them normally. You can't ban people for using thick mist offerings, you can't ban Myers players who use sp00py LeRay's builds, You can't ban people for ragequitting vs nurses and making it a 3/2/1v1, so how is this different? People ruin each others games more intentionally constantly, and get far less backlash for it. The reason I find this whole situation so silly is because of how absurdly important tracking is to the wraith, and here people are screaming that a low tier killer needs to be punished for using one of his most synergizing perks (which gives him better tracking AND slows down survivors from healing up, two things he needs desperately)

    and like I said, there are a lot of equally serious bugs. Infinite loading screens are incredibly common with this patch, and were especially bad during the blood point event. At one point I was failing to load into the map 1 out of every 3-5 games. I guarantee I lost more matches than your average player crashing to the sloppy blood glitch. Does that mean it doesn't exist? no. does that mean it shouldn't be fixed? of course it should. But what it does mean is that you're missing the forest for the trees, and demanding action be taken against a low tier killer when they could already have it addressed if they were actually going to step in and do ANYTHING about it in the interim. So my response is, yet again, just be patient and endure like everyone else who plays the game.

  • oh absolutely. When a nurse is good enough to completely body entire teams quickly they earn that right. Unfortunately it makes 4 other players either fairly or unfairly denied a game, and any offerings/items/addons/etc they used. Thats why they usually feel cheated to varying degrees.

    The nurse is an anamoly on balance in the game for a lot of reasons, but in all honesty her high skill floor/ high skill ceiling are both lightyears beyond the rest of the cast, which is the real reason she is top tier unanimously. You can become the world's best Freddy, but you will never 4K as good as an above average Nurse. Likewise, you can be an absurdly good survivor, but still lose easily to an above average Nurse. The nurse player will always have to work harder to get where they are, but once they're at that point, losing games are a thing of the past to them.

  • @AlphaJackson said:
    "Extra blinks = no escape" do survivors not realise that nurse is the single hardest killer to play? I'm more a survivor player than a killer, and I know that when I face a nurse, it's either an ez game or an actual struggle. There's no problem with nurse in my opinion, because she is so difficult to play. Infact, when I come across a good nurse main, regardless of addon I respect that player. Having multiple blinks only goes so far to improve nurse gameplay.

    Its not a matter of how hard she is to play, more that there is a certain point where her skill makes your skill irrelevant. This point is much less present with 2 blinks (and even 3,) but the more blinks you add, the more inconsequential juke attempts get vs a good nurse. Better survivors just accept the loss and move on, but bad and even moderate survivors tend to feel robbed by it that game. I used to hate nurse games but I'm starting to like them more as I'm getting better at juking 2-3 blink nurses using obstacles and LoS, but its crazy how much it can just not matter vs a good nurse with more blinks. just gotta take the whuppin and hope you bought enough time your your team to do stuff, then either try to survive or die and move on...

  • ..so your answer is to remove it before hotfixing it to at least where its at in the PTB? If you'd even read the patch notes for it, you'd see they have isolated it so that it does not affect SB or the addon anymore, but rather only when both are used simultaneously. Since there is no actual benefit to this, if nothing else, it makes it 100% obvious when people are actually exploiting it.

    Unfortunately there are a lot of very big bugs that are present in the game in the 2.4 update, which will happen when updating an entire game engine. Unfortunately the devs have opted to not do any quickfixes it seems, so we're stuck waiting until the 2.5 update. And considering I've lost a good dozen BPS offerings and some good killer addons to loading screen crashes, I'm not crying too much a few people have had game crashes from this issue.

    BTW when I mentioned wraiths were avoiding it, I was talking about the good guy killers who avoid exploiting things and try "playing by survivor rules." Considering how fixated you are on the ones who just play the game with the tools given to them, its no surprise you're not seeing a whole lot of them. There is very little reason to gimp yourself in this game, regardless of which side you're on, so a lot of them will either continue to remain ignorant about it or simply ignore it and ignore the survivors who complain about it.

    That doesn't suddenly mean every time you see a wraith with sloppy they're willingly trying to crash your system, they just don't care about the consequences on your end. And thats the DBD mentality in a nutshell.

  • actually its kinda funny this is even being a conversation, because of how broken grabs are right now. As killer you can be halfway into a grab animation and have the survivor just suddenly have gotten hit instead and gain a decent ground on you. Grabs are suffering almost as bad from latency issues as lag hatchets right now.

    ....almost.

  • @NoShinyPony said:

    @Ryuhi said:

    @NoShinyPony said:

    @George_Soros said:

    @NoShinyPony said:

    the total silence has to go.

    No. It's fun for both killer and survivors. Just needs balancing.

    Well, I wouldn't consider a free grab/hook fun.

    @George_Soros said:
    There actually are counters to it by the way. The moment you realize she's using the Bracelet, you can adjust. Look around before jumping on a gen or totem

    There are so many places on maps where that isn't possible

    @George_Soros said:
    wait until someone's injured or hooked, and then start repairing

    That is such a big waste of time that giving the killer a free grab/hook would be better.

    @George_Soros said:
    Some perks can also be helpful: Premonition, Spine Chill, Empathy, Alert, OoO, maybe some others too.

    These perks don't necesseraly help against that add-on. Also, why should survivors need to bring a certain perk just to counter a completely unbalanced add-on?

    Run empathy, for the love of all things holy. Not even just vs spirit, it will improve your map awareness a thousand fold the second that someone gets tagged. You will know where the killer's vicinity is, you will know which way they are likely going by seeing where the injured survivor goes (and consequently, as they do things like throw down pallets, you will have confirmation,) and you can play m1 simulator to your heart's content. As a bonus you can even rotate around the map to be as far away from the chase as possible if you're too much of a coward to stay in one place.

    I used to play with Empathy a lot, now I don't anymore. I don't know where you got the idea that I would like to play gen simulator far away from trouble. You couldn't be more wrong. :p

    The reason myself and others bring up empathy is because it is very similar to other perks like Iron Will: They will give you a major advantage over specific killers, while still being very useful against pretty much all the others. The're not part of the holy crutch spread that 95% survivors run, but they can accomplish a LOT if you can use them correctly. I mentioned rotating away from the killer because you seem to be paranoid that anytime there is a spirit with prayer beads you're going to get grabbed off a generator "for free," so I was stating how you could use the perk to alleviate your fears as it is a very strong counter to it for that exact reason.

  • @NoShinyPony said:

    @Ryuhi said:
    for the record I absolutely hated the update to the beads until I tried the spirit out, now it feels like the same area as something like mint rag on the hag: really good, but not busted. You'd have more validity complaining about things like being able to pair iridescent heads and the highest tier belt on the huntress.

    The huntress still needs to throw correctly. That is different to a free grab.

    so... the spirit can just phase and m1 randomly on the map and get a free grab on a survivor? I'm not following your logic. She needs to place herself beyond the range of her TR to the gen to not alert the survivors, get up to the gen without running straight in LoS at any point that grass can be disturbed, not look directly at the gen the whole time in case of Premonition or Spine Chill, and bump into survivors who are stay mindlessly on the gen... all within the timer of the phase walk itself. TBH that honestly sounds a lot more difficult than just following survivors until they have to throw a pallet down and just throwing the hatchet over the pallet as it drops.

  • for the record I absolutely hated the update to the beads until I tried the spirit out, now it feels like the same area as something like mint rag on the hag: really good, but not busted. You'd have more validity complaining about things like being able to pair iridescent heads and the highest tier belt on the huntress.

  • @NoShinyPony said:

    @George_Soros said:

    @NoShinyPony said:

    the total silence has to go.

    No. It's fun for both killer and survivors. Just needs balancing.

    Well, I wouldn't consider a free grab/hook fun.

    @George_Soros said:
    There actually are counters to it by the way. The moment you realize she's using the Bracelet, you can adjust. Look around before jumping on a gen or totem

    There are so many places on maps where that isn't possible

    @George_Soros said:
    wait until someone's injured or hooked, and then start repairing

    That is such a big waste of time that giving the killer a free grab/hook would be better.

    @George_Soros said:
    Some perks can also be helpful: Premonition, Spine Chill, Empathy, Alert, OoO, maybe some others too.

    These perks don't necesseraly help against that add-on. Also, why should survivors need to bring a certain perk just to counter a completely unbalanced add-on?

    Run empathy, for the love of all things holy. Not even just vs spirit, it will improve your map awareness a thousand fold the second that someone gets tagged. You will know where the killer's vicinity is, you will know which way they are likely going by seeing where the injured survivor goes (and consequently, as they do things like throw down pallets, you will have confirmation,) and you can play m1 simulator to your heart's content. As a bonus you can even rotate around the map to be as far away from the chase as possible if you're too much of a coward to stay in one place.

  • @NoShinyPony said:

    @Entità said:
    NoShinyPony said:

    @Entità said:

    @NoShinyPony The fact is no one uses it, like the old Surveillance.

    Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.

    I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?

    If you want hard mode, then you should stay injured all the trial with blood and grunts: what is the function of No Mither?

    The function of No Mither is being the hard mode. There is no other function. The devs could give bonus bloodpoints but I don't see the point in why a hard mode should be made less hard. If it's too difficult, then don't play it,

    It reads like what you are looking for is basically Unbreakable that you can use more than once.

    most killer "hard mode" addons do just that: exchange a less favorable experience for faster bloodpoint gains (Speed Limiter, The Beast, etc.) No Mither just kinda makes the entire game harder with very little reason, aside from niche applications like running it with dead hard and having access to it 24/7, making a killer quickly decide not to slug, etc. Even with only a single use, Unbreakable manages to have a similar application but better due to its lack of flaws compared to no mither (hell, it even causes you to heal faster when downed for run by saves, which are stronger since they upped the self recover limit to like 90%)

    There have been a lot of good ideas of making it be more risk and reward even, since not only are you putting yourself in a harder spot but also your teammates. TBH I like the idea that DS should be reworked to be paired with no mither in some way, and one of the two reworked into a separate perk due to it.

  • for real though, its amazing how underrated empathy is

  • @George_Soros said:

    @NoShinyPony said:

    the total silence has to go.

    No. It's fun for both killer and survivors. Just needs balancing.

    There actually are counters to it by the way. The moment you realize she's using the Bracelet, you can adjust. Look around before jumping on a gen or totem, wait until someone's injured or hooked, and then start repairing. Some perks can also be helpful: Premonition, Spine Chill, Empathy, Alert, OoO, maybe some others too.

    BuT tHoSe PeRkS aReNt MeTa

  • as a wraith player who didnt even know about this until survivors told me about it, you cannot see it. stop propagating that lie. a lot of wraiths are avoiding it (which is especially annoying since its a very meta perk for him) to try to be nice since we know its an issue, but the rest are either unaware or don't care about survivor feelings.

    taking drastic measures because something puts one side at a disadvantage is kinda silly, and asking for it as a counter to a glitch is even more silly... that'd be like disabling crouch walking because audio for most killers is completely broken right now, forcing scratch marks because the spirit can barely track off of anything since the new engine update both auditory and visually, etc.

    They've already addressed the issue in the PTB and it is only caused there by a "double application" of hemorrhaging(?) status, so hopefully they will have it completely isolated by the time 2.5 goes live. In the meantime people will just have to make like every single other glitch: adapt and endure until it gets fixed.

    (for the record, I'm actually kinda glad it happened and i was nice enough to stop running sloppy, introduced me to the enduring+ spirit fury combo)

  • @Ray_Penber said:
    Interesting to think killers always run just those. 80% to 90% of the matches I am in killers have noed. It's kind of annoying. You hardly ever see them run another end game perk like bloodwarden.

    There's a certain threshold that has one or the other. worse killers use NOED to give themselves a safety net to get at least 1-2 kills, usually due to facing survivor teams that cause 0k games and not being able to change that and/or wanting to flat out punish said players. the Enduring/SF meta is for when m1 killers want to consistently have a say in the game without being looped to hell for free. Granted, its still easily countered by survivors throwing pallets early, but why would they sacrifice those sweet sweet bloodpoints in favor of their team?

  • @Fenrir said:
    DwightsLifeMatters said:

    • additional blinks addons of nurse
      Absolutely busted, not only you cover much more distance even without range addons, but also you got as survivor 0 chance to win a chase. Remove it, it's healthier for DbD.

    • Prayers beats addon of spirit 
      Seriously, this addon is busted. Getting free grabs at gens is stupid af. Takes 0 skill to use and has an reward like NOED. Even more than noed, cuz u don't even waste time chasing.

      If you take those add ons away i want ds and dead hard taken away

    DS? absolutely. the only people who dont want it reworked are people that abuse it.

    Dead Hard? its really easy to bait, and it gives survivors a single chance at a counterplay. TBH its in a great spot especially when compared with other exhaustion perks.

  • alright, so i actually made a separate topic about how restricted the meta is for killers, but I feel you guys are missing my point.

    HL is ironically best at 2-4 stacks, when its harder for good players to offset the timing. It could be a decent perk, especially in those levels, if killers were allowed to have more perk diversity to begin with. Its easy to say its a garbage perk when there are 2-3 perks that are mandatory for each killer, but thats more of a problem with build diversity viability than it is any individual perk. thats kinda why so many perks are so hard to balance properly tbh.

  • @DwightsLifeMatters said:

    • additional blinks addons of nurse
      Absolutely busted, not only you cover much more distance even without range addons, but also you got as survivor 0 chance to win a chase. Remove it, it's healthier for DbD.

    • Prayers beats addon of spirit 
      Seriously, this addon is busted. Getting free grabs at gens is stupid af. Takes 0 skill to use and has an reward like NOED. Even more than noed, cuz u don't even waste time chasing.

    Prayer beads, while absurdly strong, do still require skill as you can't see the survivor so you have to guess between 1-4 placements where the survivor you're trying to grab is. Granted guessing wrong is still usually a free hit, but still. I mean you can always just gen tap until you know who the killer is just to be safe...

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