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Ryuhi

Ryuhi

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Ryuhi
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  • I think fixing totem placement is the biggest issue, but I do kinda like the idea of hex totems not "lighting" until at least one token/stack/etc is acquired. If a compromise is needed, they could try having them still be fixed totems (instead of drawing one from the remaining dull totems like NOED does) but appear as dull to the survivors, and have the aura for the killer. Could create some interesting mindgames for killers to defend "truly dull" totems since survivors would be expecting it to be an unactivated hex :D

  • having a solo practice mode would be amazing for killer and survivor alike

  • If you require better verbage, than they do have a valid use, but its is absurdly underwhelming and has little to no impact on reducing the grind, their intended purpose. Better?

  • their use gets de-legitimized when they need a 1:1 ratio of use vs accumulation while being at an earning ratio stacked against the player. Its a loaded equation, as you're sacrificing the ability to use a more useful offering, as well as having it take much longer to afford useful addons/items/perks/etc. Its house rules at a casino, but with nowhere near the same level of payout.

    If they are kept as is, and their true intention is to REDUCE the grind, then they should be much less expensive as the OP suggested. Even cake/pudding are yellow tier and thus only cost 4k, even though their potential is a whopping 28k profit. The cost to benefit ratio is far too high for single category addons, and with the amount of DCs and crashes happening lately, a lot of them just flat out get swallowed into the void.

  • @AlwaysInAGoodShape said:
    The problem here is really a non-problem.

    You are completely right about Brown usually being a net blood-points loss, but were they supposed to make a profit?

    That is the subjective part about it. I believe that most of these blood-point offerings are just to make your grind less long, which even the brown ones perfectly achieve over any add-ons or items gained from the bloodweb, so I still pick the brown ones any time.

    As for boosting the numbers; Hey, I'm not complaining, but they are fine as they are now.

    you can only use one offering at a time, so they only serve to make the grind LONGER, not shorter.

    If you were leveling and accumulated, say, 10 of all 4 common offerings indirectly just by completing your bloodweb (i.e. not actively trying to get them) then you have wasted a total of 120,000 BP on them. It would take you 40 games to use them all up, and you would need at least 6k in the given category of each of them just to break even with what you had to sink into them. This is the definition of filler, as you have to dedicate MORE time to ATTEMPT to break even. The net deficit is less glaring with the yellow and green ones, but even they require pretty decent scores to break even in let alone profit. The only ones that are in a good spot right now are the pudding/cake/streamers, with the envelopes and fruit being slightly better than the green tier individual category offerings.

    no matter how you slice it, theyre outdated with the amount of perks that are currently in the game. They, or at least the bloodweb itself, need an overhaul to make the game less daunting for newer players. As it stands some killers are even less viable because of the grind needed to make the perks they need teachable, then to actually unlock all three ranks of said perks on the killers. Same with survivors, but only really for unlocking the teachables.

  • Ive seen this dozens of times where billies will chainsaw at the very first seconds of the match, and find a survivor across the map who isnt even visible from the angle they came from. no scratch marks,, no crows, nothing.

    I'm sure at least some of the time its blind luck, but it feels a bit too frequent for that alone.

  • @NoShinyPony said:

    @Tzeentchling9 said:
    That is why there are caps in the categories though. So players have to participate in multiple aspects of the match.

    You often don't have a choice. You have to adapt to the current situation. As an example, survivors can't stop helping their mates just because the Altruism category has reached its max.

    As a matter of fact, it promotes the opposite. A lot of survivors tend to rush altruism as fast as possible since it has more limited possibility than objective and boldness (you can accumulate objective FAST by working on the same gen as another person, but you can't co-unhook a survivor) And then after 1-3 unhooks, they switch focuses and ignore going for saves because they already got theirs. Therefore the impact is twofold: it causes them to focus a category that is deemed "harder" as time goes on, while also ignoring focus on the other aspects of the match.

  • @AlwaysInAGoodShape said:
    I love this 32k Idea. It was a wrong assumption with the 8k system that you could only be valuable through evening out your role instead of specialising.

    Do know that the category specific BP offerings currently would have to be nerfed slightly as they could produce an unintended amount BP gained with the improved system, but you have my vote.

    The category based BP boost offerings are flawed as hell to begin with. As it stands they only have a possibility of earning 1k/2.5k/3k respectively, and thats based off of an 8k score in said category. more often than not, the player doesn't get back a profit or even the amount of BPs they had to invest into it in the first place (especially with Survival, whose realistic intervals are either 0, 800, or 5k)

  • I agree. part of the reason why its easier to get BP overall as killer is because for the most part all 4 categories are very natural to how they are designed (with the exception of the pig, her deviousness is abysmal) vs the survivors needing to really focus on categories to get gains in them (and survival being an awfully designed category overall.) And yes I know killer is harder than survivor, and addons get lost win or lose, but the current split in BP categories leads a lot of survivors to make very selfish bad plays just to boost their own points gain in multiple categories.

    My recommendation would be to have excess points spill over into a "half gain" pool, where they accumulate at half the normal rate. This pool can then be added postgame to the suvivor's score, up to a combined total of 32k. This way survivors feel less punished for getting tunnelled so hard they never get to touch a gen, or punished for being the only one actually working on gens for their team. It wouldn't change anything in terms of balance, and the diminished return would deter farming.

  • so your opinion is that "It used to be worse" is more important than "it's still not viable the majority of the time?" play more killer and you will be begging for killer buffs, its that simple. I'm a survivor main pretty much only because fun killers feel weak AF, and the survivors tend to be absurdly toxic overtop of it. I play survivor because its just easier and less stressful. That should not be the case.

  • @PinkEricka said:
    Keene_Kills said:

    The killer doesn't see this continual blood geyser... at least I haven't seen it in the trial when survivors brought it up afterwards. I get the same response when playing survivor and experiencing it and discussing it with the Wraith I was up against. Certainly not an "exploit." That being said, it is fairly annoying and needs dev attention.

    @Keene_Kills It’s an exploit when they’re purposefully using it to their advantage knowing the bug is there. 

    Frame rates dropping equals lag, lag that equals to unfair hits.

    Nobody is purposely using it to their advantage, the killer can't even see it happening. What you're asking for is for people to get punished for using a legitimate perk. Many killers (including myself) have been gimping themselves by avoiding the perk in case the glitch happens on the other end. We are met with many a teabag and flashlight click within the exit gates in what i assume is a way of saying thanks for being so courteous.

  • Iron Will and Dead Hard can help you stretch out your time, especially if they moonwalk and you can bait them into restarting the chase prematurely to go for a swing. It can be frustrating, but if your teammates are reasonably familiar with what to do, getting tunneled by legion will hurt him a lot more than it will hurt your team. With 4 survivors, theres a good chance he's doing that to someone else, and you can hold m1 to your heart's content! If you see someone get deep wounds and you can't hear the heartbeat, just keep workin :D

  • @Poweas said:

    @Adv4u said:
    This is not a problem caused by the developers. Since there is a "skill" difference between Rank 1 and 20, Nurse for example is weak and needs skill. Facing a Nurse in a Rank 1 match is most likely one of the hardest matches you'll face. On Rank 20, getting hits is so unusual, that u most likely not see much nurses.

    Same with Legion. On Rank 1 with certain AddOns he's avarage. Not good but avarage. Can't tell you how good he is on Rank 20 but I bet with you, people of rank 20 have a completly other perspective  

    He's weak but at the same time, has a guaranteed down on you. It's very, very unfair no matter what your skill is, if he gets 1 hit on you, you're definitely going down if he just breaks your chase. And don't tell me you can stealth from it because if a teammate gets hit near you, you're going to be found from his speed and amazing tracking. He's weak as hell if he's played in a way that he's meant to be played but he can break chase to beat you so effortlessly. Obviously you're probably not past rank 10 (no offense but you don't seem to know about this tactic) if you've not faced a Legion using this tactic.

    just watch people who are good killers play as him, and you'll see why he can be very powerful while going after multiple people. That said, everyone admits that there is no counterplay outside of just wasting as much of his time as you can. Wasting his time is, in essence, how you counterplay him. The more time he spends on one person and not spreading deep wounds to slow the game, the faster he gets gen rushed.

    The fact that so many people think hes both garbage and op at the same time tells me that they aren't learning how he works, and trying tactics/builds that don't synergize with his playstyle. Balancing him is going to be very difficult, because he can easily become another nurse with minor changes.

  • @akbays35 said:

    @Caretaker said:

    @Broosmeister said:
    Legion isn't a bad killer. But he's annoying and no fun to play against. Whenever i play vs legion i just want to leave. Not in the mood to spend 80% of the game mending & healing.

    No, he's a bad killer. If he wasn't you wouldn't waste the game mending/healing. Also, you don't heal against a Legion.

    That is actually a misconception, you should heal if you get the opportunity. If you stay wounded they can just focus you down or slug and hey it's free bloodpoints unless he has sloppy butcher. I usually grab Resilience just to counter him either way.

    Whether to heal or not vs legion is very situational. If you have dead hard and know how to do even a basic loop, you should not be healing against them unless you have zero defenses near the gen you're working on. Healing time can be used to work on gens, and the legion's main weakness is gen rushing. I know technically all killers are weak to gen rushing, but legion's strength is in not losing people through chases, so if they tunnel someone that person WILL go down eventually.

    That said, the person being chased simply needs to waste as much of legion's time as possible. Due to the 110% movement speed, legions going for the M1 can be looped very easily, forcing them to frenzy and apply deep wounds. That extends the chase considerably, giving your teammates more time to (hopefully) work on gens.

    This is why the smart way to play legion is to use people for information gathering. the second you apply deep wounds, you should be spinning around looking for heartbeat notifications. If you don't get any, go back after the person you hit (don't worry, you'll catch up to them.) Otherwise, you should be breaking up nearby survivors and forcing them to waste time mending and/or healing.

    Going back to the original point, if you are bad at looping and/or have zero defenses nearby, you should absolutely heal vs legion. 110% isnt super fast, but its still faster than you. If you don't have anything to expand the gap, you will get caught with an m1 eventually.

  • you're more a slave to shaming these people than they are to anything tbh

  • could we at least get a temporary measure? like say, making it so offerings don't get burned until the map loads in?

  • @powerbats said:
    Well the patch just recently came out and they've said they don't want to knee jerk reaction changes but stead improvements.

    Most of the issues aren't game breaking per se and some of it's related to the latest Unreal Engine update so most likely in the next 6 days or so.

    The game crash one is a pretty big deal, especially since it happens after offerings have already been burnt...

  • chat is the new claudette

    in chat Comment by Ryuhi
  • @ReneAensland said:
    What's the point of knowing where anyone is when his Frenzy runs out in seconds.

    Survivors can't work on gens while they are bleeding out. If they have to continuously mend and scatter, they are not working on gens during that time. The alternative is Legion rubber banding off of a single survivor while the other 3 survivors whistle a tune and take out 2-3 gens in the time it takes for that one person to get inevitably downed.

    As a bonus, it becomes incredibly inefficient to heal this way, keeping the survivors nice and noisy and bleeding if they want to get any progress done on the gens. And even then, they're just a heartbeat and a red spot from going right back into deep wounds and having wasted all that progress.

  • @se05239 said:

    @alivebydeadight said:

    @Avariku said:
    I don't know about "right where the devs wanted him" as even they have admitted he needs some tweaks, but he's definitely not as bad as some would have us believe.

    they are a good killer, but people just cannot seem to play them right

    Please provide examples on how YOU think people should play Legion.

    From what I've watched of good Legion players in red ranks, its a matter of prioritizing pressure over tunneling, spreading deep wounds as much as possible to prevent progress, and then punishing survivors who get sloppy under said pressure?

    Biggest mistake I see are Legions focusing on tunneling down a single survivor. Their power is designed specifically to discourage that, yet people still try to do it and then complain they feel weak when they get rushed for ignoring most of the map. Its also part of why people hate playing against them, since there is no counterplay to that level of tunneling for the person being chased: all you can do is waste as much time as possible so your team can secure gens.

  • @Avariku said:
    and yet the killer gets far more bp for achieving their goal than survivors. I couldn't care less about whether I pip or not... but when I have to play two matches as survivor to equal what I would get in one match as killer... why would I waste my time when the grind is already frustratingly slow on both sides?

    Believe it or not, the killer barely gets any more than survivors do in that regard. The Sacrifice category gets more for multiple hooks than it does for kills, and its pretty common to not 8k it (especially if people suicide on the hook or don't get 3 hooked.) Its an apples to oranges comparison though, since the killers have many more event contributions to the category. Because of this, its possible for a killer to get zero kills and end up with more Sacrifice points than a killer who first hooks all 4 people. That said, If one or two survivors never get hooked, or if their chase efficiency isnt as good as the gen rush, their points in that category are likely going to be very low.

    The reason the sacrifice category feels less punishing than the Survival one is because of that ability to accumulate over the course of the match, its much less of an "all or nothing" chunk of points.

  • @MhhBurgers said:

    @Avariku said:
    TheHourMan said:


    SiftHeadsDude said:

    I know this might generate comments such as “git gud” and such haha, but playing as a survivor gets you so much less than a killer. Surviving and doing good nets you like 15k max, dying and doing good about 10k. Doing bad still less. Being a bad killer gets you at least 20k though and it keeps going up if you do good. I feel playing as a survivor is such a chore if you want to get serious bloodpoints, it makes more sense to just spam play the killer. I feel they should increase/add a reward for straight up finishing the game, or split it between completing the game and the struggle phase (to discourage intentional suicides)...thoughts?

    If you only got 15k you did not do good. There's more to playing survivor than just getting out alive you know. Gen rushing then running straight out of the exit will net you less points than antagonizing the killer, healing allies and searching chests, even if you die. Take the time to do other things if you want more points. A perfect game gets you 32k points. 

    if you want more BP then don't finish your objective and escape... you know... the main goal for survivors. 

    instead you should stick around so the killer can get his 4k... 

    makes sense.

    The main goal of the survivor is to get points in each category, escaping is a bonus just like killing more than 1 person is a bonus. Do I like this new system? No but it's what it is.

    part of the problem is that surviving is 5k points in the survival category, while there are very few other ways to actually get points in said category... So 1/4th of the survivors entire possible bp for a match will usually be broken down into either zero, a few hundred, or a bit over 5k. Even self healing skill checks count for Altruism instead of Survival. I think part of the reason it brews so much salt is because of that black hole of a category.

    If survivors had better ways to get more points across all 4 categories, I feel it would help with both toxic play and attitudes among survivors substantially. It compounds with the size of the grind (especially for newer players who have yet to get any meta perks for either side) and just causes bad attitudes to fester.

  • @Rebel_Raven said:
    Wolf74 said:

    @Rebel_Raven said:

    I feel like generators should help wglf. It may not be direct protection, but i feel like it's some of the best.

    What better way to help people live than by trying to help thrm escape?

    So no matter what the killer is doing. Camping or not. Survivor will get their stacks.

    Gen rush galore.

    When 4 survivor with WGLF work on the same gen, do they all get the stack when they finish? :sarcastic:

    Like gen rushes don't exist already? 

    And do you realize how hard it is for one survivor to do, what does wglf stack to, 4? One survivor doing 4 gens?

    No, odds are against a survivor getting all the stacks just doing gens. 

    Thats not exactly the point... Its very hard for survivors to get 4 stacks through purely unhooking (every unhook they don't do lowers the probability of it even being possible) yet people still hook farm because of it. As it stands, unhooking teammates is the best way to both get stacks AND get altruism points. It causes a vulture effect, which is the reason why people are trying to think of alternate ways to get stacks.

    Gen rush already exists, but giving stacks as a reward for gen rushing just further encourages it. There is a lot of potential to dissuade it with the perk, and even in its current lacklustre form it does so. The second you give WGLF the ability to gain stacks through gens, you pretty much assure it will worsen the situation.

  • wheres the LOL button when you need it

  • There should definitely be better ways to get stacks for WGLF (especially since it involves legit sacrificing a perk slot,) but rewarding gen rushing is not it. The theme of the perk is rooted in altruism, so things like pulling the killer away from other survivors or healing others to full (and/or from downed) would honestly be better candidates.

    If you want some advice in its current iteration, run borrowed time, bodyblock hits (especially when the gates are open) and go for desperation when its not detrimental to your team. Ive gotten stacks for getting hit while healing other people (even ones who were downed,) so its not exactly impossible in its current iteration.

  • @JammyJewels said:
    Delfador said:

    @JammyJewels said:

    They used to have more meaning or more effects on the match, but the drastic ones that added fog or a darker moonlight have been removed. Offerings are indeed quite useless in terms of affecting anything inside of the match, as no particular offering has killed nor saved me but what would they become if they were more involved in gameplay? Another issue of balance, that is what. And unfortunately they get enough hassle about that as it is.

    Ebony mori changes everything tbh.

    But they’ve implemented additional means of getting a Mori, like Rancor. Who’s not to say even the Mori offerings will go? Perhaps all Offerings will go but then what would replace the Bloodpoint boosting offerings?

    Bloodpoint offerings are just filler in the blood web. breaking them down simply, the majority of them are 50% bonus to one category for 3k BP cost, 75% for 4k, and 100% for 5k. The most you can get in a category ingame is 8k. This means that:

    Common offering caps at 4k bonus points (net gain of only 1k)
    Uncommon offering caps at 6.5k points (net gain of 2.5k)
    Rare offering caps at 8k (net gain of 3k)

    Now keep in mind this is based off of the MAXIMUM that can be earned in any of these categories, and you'll see how flawed the gains are with this system. On top of all of that, you can only use one at a time, so you will have to play X amount of games to even attempt to get your full return on investment.

    Some of them like pudding/cake/streamers/etc are perfectly fine as it is, but all of the weaker ones do nothing but contribute to the grind.

  • yeah if the only three gens left are these two and another very close by gen, either someone better git gud at leading the killer away, or you're in a stalemate. Granted, its a stalemate the survivors brought upon themselves due to herding themselves in a corner...

  • if it comes down to it, when its down to the last gen and those two are two of the three left, make sure the third one is really far away. then do a gen tap and chase dance with the killer while one person sits back and sneaks the further away one ez mode.

  • The problem with adding more variety to defense mechanisms is that they introduce a lot of extra required work for little gain: basically a bunch more animations, logic, map generation guidelines, general code, interactions, etc. for something that would basically provide a somewhat similar effect to a pre-existing mechanic. While it would be neat to be able to do things like, say, use the crane in the junkyard to drop some debris and block a route for the killer... it would be absurdly impractical. The closest we can get realistically is stuff like in the Game how there is that one drop from an observation deck all the way to the bottom...

  • To be honest, as a purely solo survivor I rarely have issues with NOED. then again I usually try to cleanse at least 1 totem per match, and keep track of where I see them when in chases or otherwise unable to touch them. Without NOED there would be even less risk of just pure gen rushing, so its existence helps pace the game a bit better. I'll take it vs longer gen repair times anyday.

  • @Malakir said:
    Arik13 said:

    @Malakir said:

    Noed has been nerfed already

    Do totems or get out of rank 10

    That's it

    i have been in rank 1 every single season of this game I've been in. Thanks for adding nothing informative to the convo and being a dick for no reason at all. Idiot

    Np, at least I know how the search button works and after the 256th thread about this I'm actually kinda annoyed how people are lazy and won't learn how to play

    I don't use noed since I hit red ranks, it would get destroyed in seconds or not even activate. Just a waste of a slot and still, there you are crying about it

    too lazy to cleanse, too lazy to use the search function. I'm noticing a pattern here :)

    in NOED Comment by Ryuhi
  • @Kaiga said:

    @Ryuhi said:

    @Kaiga said:
    My usual build is SC/BL/UE/DS it usually keeps me hidden for most of the match and if I get caught then I can easily escape with BL (Yes I know its situational but it works well) and if I get downed then I can DS and run off to heal myself, I made quite a few rage quit because of this

    Well I mean thats almost entirely meta top tier perks so yeah that kinda explains it. The point of this topic is to find good synergies that don't rely on exploiting the best of the best, i.e non-meta.

    That said, I do usually run UE, but I usually pair it with Empathy/Spine Chill/Alert for detection, Lightweight or one of the exhaustion perks for chases, and usually Botany Knowledge/We'll Make it/WGLF for saves. Sometimes I'll swap out Urban for Sabotage, Leader, or other meme perks tho.

    Ah ok thanks, i may actually give that a try maybe UE empathy BL and we'll make it? idk im not too familiar with the survivor perks outside of what i use

    Empathy gives you a lot of aura information if you can decipher it. Once a survivor gets hit, their aura is visible. You can then watch their movement and animations to determine if they are still in a chase, and therefore get a rough idea of where the killer is located. Its actually my preferred aura perk for that reason, though it can fall off vs killers with one hit downs.

    We'll Make It is mainly for going for saves. If you take it, just make sure you're smart about when to heal right under the hook, and when to get some distance and heal behind some cover. Also always assume the killer has Nurse's Calling unless you know for sure they don't.

  • I already brought up deliverance and how it could be factored into the equation, but you refuse to read anything that you can't directly complain about. Keep being impartial bud.

  • just look for a totem between each generator you go to. If everyone gets a single totem per match, there would only be one left that could even spawn it. Bonus tip: If you're working on the last gen and theres a dull totem right next to it, do the gen first. Once it pops, if the totem lights up, you already found it and can immediately cleanse it.

  • @Kaiga said:
    My usual build is SC/BL/UE/DS it usually keeps me hidden for most of the match and if I get caught then I can easily escape with BL (Yes I know its situational but it works well) and if I get downed then I can DS and run off to heal myself, I made quite a few rage quit because of this

    Well I mean thats almost entirely meta top tier perks so yeah that kinda explains it. The point of this topic is to find good synergies that don't rely on exploiting the best of the best, i.e non-meta.

    That said, I do usually run UE, but I usually pair it with Empathy/Spine Chill/Alert for detection, Lightweight or one of the exhaustion perks for chases, and usually Botany Knowledge/We'll Make it/WGLF for saves. Sometimes I'll swap out Urban for Sabotage, Leader, or other meme perks tho.

  • The ironic thing is that I'm usually an advocate for making killers better, especially the vast majority of them that are not viable. The backlash at any suggestions that don't fit a person's personal preferences are staggering though.

  • @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    lol
    Yea, I actually did not read this.^^
    And it would had been better if you not mention that again. XD
    You ask for such an insane strong buff that it is beyond hilarious.
    Stop asking for more safety nets and 2nd chances.
    Survivor already have more than enough.

    So in other words, you'd rather make absolutely sure you get the 4k as easy as possible, without having to put in a small amount of extra work to get a lot more bloodpoints? Its no wonder all you ever do on this forum is complain about survivors.

    Here we go again… the usual strawman of "easy 4K".
    If arguments run out, it is the killer asking for an "easy 4K".
    (And don't forget to spice it up with a little personal attack of "your biased!")

    How about you "process logic" now?
    The killer already did everything! The killer already killed 3 and hooked the last.
    No need to put some "extra work" into it.

    Now you're just misreading on purpose. I never said 4Ks are easy, just that this exact scenario would make SECURING your 4K Easier. You already have the 4k at the moment this scenario has happened: the last survivor has been placed on the hook. This is saying they giving them a chance to make their first hook not be their last hook. Its also saying the killer can actually cap out sacrifice points, since a good chunk of them come from actually placing survivors on the hook. The only difference is that the killer would have to work slightly harder to be able to secure the last kill, possibly. You know, assuming the survivor even pulls off the 4% self unhook, or is running a perk that would have literally otherwise done nothing.

  • @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

    if you truly are a better player than the killer it should be achievable, no?
    just admit you want a free escape when you absolutely do not deserve one
    you got hooked with no one to save you
    you lost
    end of

    I can't tell if you're misinterpreting the scenario on purpose, or just projecting absurdly right now. Did I ask for the entity to throw the survivor off the hook and into an open hatch? How is it a free escape? Borrowed time has a bleed out timer, how is that a free escape? And if you honestly believe " if you truly are a better player than the killer it should be achievable, no?" then I have to question if you've ever even played survivor. That comment in and of itself is one of the most disjointed things I've ever read on here. I don't even know why I keep responding.

    why do you think you deserve a free BT just for winning some RNG? there was no skill input from you, the killer already outplayed you by hooking you. I likely have many more hours on survivor than you do.
    Lets be 100% real, all you want is another undeserved second chance, in a situation where you already lost, because in your own bias you think that the survivor should always have the advantage, and always needs to have things granted to increase their chance of escape.
    you are not getting another second chance, deal with it

    The skill input was surviving through 3 teammates to be the last man standing, or not giving up when some of them ragequit, or even just having a really good game that comes down to the wire. You're not being "100% real" because you're projecting absurdly on what was a recommendation for a mechanic that is beneficial for the killers just as much as survivors, (arguibly even moreso.) Your insistence on this being nothing more than a second chance demand just screams you have zero interest in the scenario, so why do you keep repeating yourself like a child throwing a tantrum?

    "The skill input was surviving through 3 teammates to be the last man standing" you can easily do that by crouching around the edge of the map doing nothing, a totally meaningless statement
    in what universe is giving a survivor BT for no reason other than existing beneficial to the killer?
    i think the only one having a tantrum here is you, moaning and whining that you don't get more second chances.

    its like poetry. This is why the devs have such a hard time balancing the game when they actually try: The feedback loop here is absurdly childish.

    i don't know if you've noticed captain genius, but the advantage is already the survivors

    The game overall is balanced in a way that benefits survivors more than the killer, especially with SWF. I'm actually a pretty strong advocate for killer buffs, especially outside of the core 2 viable king and queen. I'm actually able to get past bias though.

    then why are you asking for absurd buffs to survivors that they absolutely do not deserve?

    absurd buff = having a few seconds to get multiple gens done, or try to scour the entire map looking for the hatch while the killer has literally nothing else to distract them. yeah man, I don't know how they would ever be able deal.

  • @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    you
    do
    not
    deserve
    a
    free
    borrowed
    time
    just
    for
    existing

    you wouldn't get one unless very specific conditions are met, so I'm honestly questioning your ability to process logic at this point.

    Are you kidding me?
    Free extra buffs just because?
    Two powerful effects just because you think it is a good idea and you call that "logic"???

    You're purposely omitting information to try to disparage an opposing viewpoint. stop being so hyperbolic.

  • @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    lol
    Yea, I actually did not read this.^^
    And it would had been better if you not mention that again. XD
    You ask for such an insane strong buff that it is beyond hilarious.
    Stop asking for more safety nets and 2nd chances.
    Survivor already have more than enough.

    So in other words, you'd rather make absolutely sure you get the 4k as easy as possible, without having to put in a small amount of extra work to get a lot more bloodpoints? Its no wonder all you ever do on this forum is complain about survivors.

  • @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

    if you truly are a better player than the killer it should be achievable, no?
    just admit you want a free escape when you absolutely do not deserve one
    you got hooked with no one to save you
    you lost
    end of

    I can't tell if you're misinterpreting the scenario on purpose, or just projecting absurdly right now. Did I ask for the entity to throw the survivor off the hook and into an open hatch? How is it a free escape? Borrowed time has a bleed out timer, how is that a free escape? And if you honestly believe " if you truly are a better player than the killer it should be achievable, no?" then I have to question if you've ever even played survivor. That comment in and of itself is one of the most disjointed things I've ever read on here. I don't even know why I keep responding.

    why do you think you deserve a free BT just for winning some RNG? there was no skill input from you, the killer already outplayed you by hooking you. I likely have many more hours on survivor than you do.
    Lets be 100% real, all you want is another undeserved second chance, in a situation where you already lost, because in your own bias you think that the survivor should always have the advantage, and always needs to have things granted to increase their chance of escape.
    you are not getting another second chance, deal with it

    The skill input was surviving through 3 teammates to be the last man standing, or not giving up when some of them ragequit, or even just having a really good game that comes down to the wire. You're not being "100% real" because you're projecting absurdly on what was a recommendation for a mechanic that is beneficial for the killers just as much as survivors, (arguibly even moreso.) Your insistence on this being nothing more than a second chance demand just screams you have zero interest in the scenario, so why do you keep repeating yourself like a child throwing a tantrum?

    "The skill input was surviving through 3 teammates to be the last man standing" you can easily do that by crouching around the edge of the map doing nothing, a totally meaningless statement
    in what universe is giving a survivor BT for no reason other than existing beneficial to the killer?
    i think the only one having a tantrum here is you, moaning and whining that you don't get more second chances.

    its like poetry. This is why the devs have such a hard time balancing the game when they actually try: The feedback loop here is absurdly childish.

    i don't know if you've noticed captain genius, but the advantage is already the survivors

    The game overall is balanced in a way that benefits survivors more than the killer, especially with SWF. I'm actually a pretty strong advocate for killer buffs, especially outside of the core 2 viable king and queen. I'm actually able to get past bias though.

  • @yeet said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

    you
    do
    not
    deserve
    a
    free
    borrowed
    time
    just
    for
    existing

    you wouldn't get one unless very specific conditions are met, so I'm honestly questioning your ability to process logic at this point.

  • @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

    if you truly are a better player than the killer it should be achievable, no?
    just admit you want a free escape when you absolutely do not deserve one
    you got hooked with no one to save you
    you lost
    end of

    I can't tell if you're misinterpreting the scenario on purpose, or just projecting absurdly right now. Did I ask for the entity to throw the survivor off the hook and into an open hatch? How is it a free escape? Borrowed time has a bleed out timer, how is that a free escape? And if you honestly believe " if you truly are a better player than the killer it should be achievable, no?" then I have to question if you've ever even played survivor. That comment in and of itself is one of the most disjointed things I've ever read on here. I don't even know why I keep responding.

    why do you think you deserve a free BT just for winning some RNG? there was no skill input from you, the killer already outplayed you by hooking you. I likely have many more hours on survivor than you do.
    Lets be 100% real, all you want is another undeserved second chance, in a situation where you already lost, because in your own bias you think that the survivor should always have the advantage, and always needs to have things granted to increase their chance of escape.
    you are not getting another second chance, deal with it

    The skill input was surviving through 3 teammates to be the last man standing, or not giving up when some of them ragequit, or even just having a really good game that comes down to the wire. You're not being "100% real" because you're projecting absurdly on what was a recommendation for a mechanic that is beneficial for the killers just as much as survivors, (arguibly even moreso.) Your insistence on this being nothing more than a second chance demand just screams you have zero interest in the scenario, so why do you keep repeating yourself like a child throwing a tantrum?

    "The skill input was surviving through 3 teammates to be the last man standing" you can easily do that by crouching around the edge of the map doing nothing, a totally meaningless statement
    in what universe is giving a survivor BT for no reason other than existing beneficial to the killer?
    i think the only one having a tantrum here is you, moaning and whining that you don't get more second chances.

    its like poetry. This is why the devs have such a hard time balancing the game when they actually try: The feedback loop here is absurdly childish.

  • @Wolf74 said:

    @Ryuhi said:

    @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

    BT does not trigger if you unhook yourself.
    Adrenaline is a very small situational chance that it could trigger.
    And you already got extra handholding from the Devs: Invulnerability until you landed, free exhaustion relief, new perks to buff self unhooks.
    What more are you asking for??
    At some point this becomes insane.

    Did you read my suggestion, or just the killer complaining about it? let me repeat it real quick:

    "If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time?"

    And in case you also purposely ignored the rest of the scenario, this is specifically about last man standing situations where either the player never got to activate a selected perk (Deliverance,) or never got to even attempt to unhook themselves after going the entire match literally Unbroken. It also gives the killer a chance to get more BP in multiple categories, and would be an incredibly uphill battle for a survivor to even be able to do anything with.

  • @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

    if you truly are a better player than the killer it should be achievable, no?
    just admit you want a free escape when you absolutely do not deserve one
    you got hooked with no one to save you
    you lost
    end of

    I can't tell if you're misinterpreting the scenario on purpose, or just projecting absurdly right now. Did I ask for the entity to throw the survivor off the hook and into an open hatch? How is it a free escape? Borrowed time has a bleed out timer, how is that a free escape? And if you honestly believe " if you truly are a better player than the killer it should be achievable, no?" then I have to question if you've ever even played survivor. That comment in and of itself is one of the most disjointed things I've ever read on here. I don't even know why I keep responding.

    why do you think you deserve a free BT just for winning some RNG? there was no skill input from you, the killer already outplayed you by hooking you. I likely have many more hours on survivor than you do.
    Lets be 100% real, all you want is another undeserved second chance, in a situation where you already lost, because in your own bias you think that the survivor should always have the advantage, and always needs to have things granted to increase their chance of escape.
    you are not getting another second chance, deal with it

    The skill input was surviving through 3 teammates to be the last man standing, or not giving up when some of them ragequit, or even just having a really good game that comes down to the wire. You're not being "100% real" because you're projecting absurdly on what was a recommendation for a mechanic that is beneficial for the killers just as much as survivors, (arguibly even moreso.) Your insistence on this being nothing more than a second chance demand just screams you have zero interest in the scenario, so why do you keep repeating yourself like a child throwing a tantrum?

  • @yeet said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

    if you truly are a better player than the killer it should be achievable, no?
    just admit you want a free escape when you absolutely do not deserve one
    you got hooked with no one to save you
    you lost
    end of

    I can't tell if you're misinterpreting the scenario on purpose, or just projecting absurdly right now. Did I ask for the entity to throw the survivor off the hook and into an open hatch? How is it a free escape? Borrowed time has a bleed out timer, how is that a free escape? And if you honestly believe " if you truly are a better player than the killer it should be achievable, no?" then I have to question if you've ever even played survivor. That comment in and of itself is one of the most disjointed things I've ever read on here. I don't even know why I keep responding.

    four survivors of equal skill to a single killer will beat the killer every time, losing 1-2 people in the process. A killer and a survivor of equal skill in a 1v1 would end in the survivor dying 100% of the time unless the hatch opens after a set time or some other mechanic that does not exist, then the odds would improve slightly. Killers are SUPPOSED to be more powerful than single survivors, its why the game is asymmetrical in the first place.

  • @Wolf74 said:

    @Ryuhi said:

    @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

    And what would it change?
    It would only waste time.
    Because the killer has nothing to do but stand there and wait for your try to unhook and hit you as soon as you hit the ground.
    Let's just skip this nonsense and just give them a bloodpoitn scoreevent, like +500BP for "last man standing".

    Which is why the borrowed time and or adrenaline were mentioned: it would give the survivor a running start, which could lead to a chance to defend themselves. The only way this wouldn't be a BP buff for the killer is if they were afraid of actually having to play the game a little bit more. If this is the first time the person was hooked, you've already lost out on a good amount of sacrifice points as it is.

  • @yeet said:

    @Ryuhi said:
    Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

    i have many, many hours in this game
    i have solo outplayed killers many times
    your first chance was lost when you got spotted in the first place
    you. do. not. deserve. more. second. chances.

    Oh, you have? Please, provide some evidence. If you can get 2,3,4,even 5 gens done solo vs killers "many times," it shouldn't be hard to record a match of it real quick. For the rest of us who live in reality, there is a finite amount of progress one can accomplish with insufficient help. It's literally the intention of the game design.

  • Do you have videos of you 1v2ing a nurse or hillbilly? I'd love to see them. Survivors are playing a team game, which means they will be as strong or weak as their weakest player. This particular situation isn't about second chances, its about first chances.

  • @yeet said:

    @Ryuhi said:

    @Peanits said:
    It's like that because you are not going to get away anyway. Even if you did theoretically get the 4% or you deliveranced off the hook, the killer could just as easily stand right there and down you again. There is no way to get endurance by unhooking yourself so you're basically as good as dead.

    The way it currently it just speeds up the process. You don't have to wait for the survivor to attempt an escape, get immediately downed and then rehooked. It just ends the game so everyone can move on to the next one.

    A change of approach that may or may not be a hot take: If a survivor is the last one and pulls off a self unhook, they get borrowed time and or adrenaline following the unhook? Maybe the kobe gets both, and deliverance only gets the borrowed time? Would make it a more impactful and less hopeless scenario, while still being fair to the "unbroken" last survivors.

    If nothing that extreme, then at least some kind of bloodpoint bonus, similar to how killers get one for ragequitting survivors

    no
    more
    second
    chances
    you were downed and hooked with noone else to save you, you lost, you don't need a free BT/adren because you feel entitled to an escape

    You seem to have completely missed the context of the discussion, so let me repeat it for you: the issue is with the last survivor not getting any chance at either Deliverance or a 4% self unhook. If you get to that point and your first hook is the last hook in the match, chances are you were not the worst player on the team. And if you were? This suggestion would mean literally nothing except more free BP for the killer. The suggestion offered is one that would hardly guarantee a free escape, but would add a bit more to the match. The survivor gets a chance to stuggle a bit more, the killer gets even more bloodpoint chances (which should be super easy, at this point, tb) so its really a win/win.

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