Seraphor
Seraphor
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- Seraphor
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@Caleegi said:
https://forum.deadbydaylight.com/en/discussion/comment/2067213#Comment_2067213
At a distance there is no reason for the survivor to use dead hard you donut.
Please look 2 posts above yours.
Survivors use DH when running to an open exit gate. They use it BEFORE you get close enough to land a hit, rather than baiting a hit, because the added distance is what gets them to the exit line.
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@NoOneKnowsNova said:
Still waiting for the topless Jeff and onesie Jeff cosmetics
This should be topless Jeff.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068082#Comment_2068082
Just because someone isnt being tunneled doesn't mean they will heal me, just because they still want to have the full time of their DS. How is this so hard to understand?
That's the whole point. If they're not being tunnelled, they don't need to keep their DS for later. If they'd rather waste 60 seconds doing nothing that's their failure.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2068335#Comment_2068335
I'm convinced for the first 7 knives Trickster is throwing really shiny paper clips and then for the 8th he breaks out a real knife.
That's why he's called the Trickster. All of his knives are trick knives.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2068299#Comment_2068299
This does effect 4/5s of the player base, since it affects every single survivor. I guarantee there isn't a single survivor that is happy about being camped.
***I don't know if there is a major increase in camping, that's something the OP said, not me. However out of the last 5 games I played, I was face camped 2 times. This is circumstantial evidence but there was a nerf to DS and as a Killer, if you don't see an object of obsession, you know you have free reign to camp.
This is removing the incentives to camp. DBD is incentivized for Killers to camp to get kills. This helps change the players incentivized "behaviour" to camp.
Nah. I play survivor too. I rarely get camped. It's not a massive issue.
Literally everything in the game incentivises against camping. Camping gets you less bloodpoints, less emblem progress, it gives away gens to survivors, etc. Killers who camp are simply being lazy. Except for when it is a valid tactic, in which case, you shouldn't punish it.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2068292#Comment_2068292
Thing is though.. even with a perk that gave you a speed boost, some people would still camp while using it. I've seen Devour Hope and Make Your Choice campers.. makes no sense to camp using these two perks that require you to be away, but here we are,
EDIT: not saying the speed perk is a bad idea, just saying it won't prevent "real" campers from camping
Likely it's "camping" as perceived by the survivor then. That is to say the killers only still there because another survivor is looping them round the hook. Killer's not going to be able to get far enough before they're unhooked in that scenario, so may as well take the bait and down them while they can.
Or they're just idiots who don't know how perks work.
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Great, now if you don't get tunnelled, you don't need to use DS!
If you do get tunnelled, you get to use DS!
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2068249#Comment_2068249
NOED, BBQ, Hex: Ruin, need I go on.
NOED and Ruin can be, and are nearly always, cleansed.
BBQ isn't a great perk, killers run it for the Bloodpoints. I'd rather run Thrilling Tremors over BBQ.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2068270#Comment_2068270
The Developers tried stopping hook progression when the killer is within 32 meters. They did not try stopping hook progression while the Killer is not in a chase and is within 32 meters of the hook, except for end game collapse.
And with all the toxic face camping going on now, which is ruining the game for 4/5s of the DBD community, it might be time for the Devs to rework the camping tactic.
- Holy hyperbole! There's no major increase in camping, and 4/5s, not at all...
- You can't "rework" a behaviour... and incentives are better than punishments.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2068270#Comment_2068270
Doesn't Devour Hope give a speed boost after hooks? After the first attack or two, I forgot.. It's not the main reason people use it anyway so I forgot
Yeah its a minor Haste after 2 tokens, but it's a Hex due to how powerful the 3rd and 5th tokens are, so it gets cleansed. Devours haste literally just exists in order to facilitate you reaching the safe distance before they get unhooked.
This would be a more substantial speed boost, and just a speed boost, that can't be cleansed. So you'd have to leave the hook ASAP to make the most of it, and you'd want to. Could even tie in a BP bonus to it like BBQ.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2068249#Comment_2068249
I think it's mainly due to psychological impact DS has. You always fear it even if you don't know who if anyone has it due to the stun beiing so detrimental to pressure, obsessionless matches aside.
It alwys does something even if you don't directly notice it or activate it.
The four perks you always have to assume every survivor has: DS, DH, UB, BT.
They apply their effects even when they're not in play.
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@Munqaxus said:
With the DS nerf, it's time for a fix to camping. DS was a bandaid fix for a much bigger problem and the Developers are going to see they need to do something to fix camping. (Tunneling is caused by the ability to camp or soft camp). Camping is toxic and isn't needed as seen by content creators, over and over again.
What the Developers hopefully will do is make is so hook progression stops while a killer is not in a chase and is within 32 meters of the hook, except for end game collapse. That keeps survivors from abusing it and it forces Killers to leave the hook and gives the hooked survivor a chance.
This again? How many times do people need to tell you this is wrong?
They tried it, it was abused by survivors, they vowed never to try it again.
Camping is sometimes required, and sometimes a valid tactic, especially during EGC.
What they need is more killer perks that incentivise leaving the hook. A speed boost that triggers for 20s after hooking a survivor, a Ruin-like regression perk that only works when you're x meters away from the hook, etc.
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@Verconissp said:
If they release mmr,
It will quite only BE Spirits and Nurses..
I don't even want SBM in this game at all,
It'll def hurt the game or Worse, Kill it even,
Even a sweaty player at times wants to have fun,
But he won't have fun if he's always facing the Sweat Squads with Ds/Ub/Bt/Dh combo Wombo,
The SBM worked beautifully for me, and most people in the mid-ranks or medium skill level. It was especially good for people wanting to try out other killers without having to face the rank 1 bully squad.
It's only the top 1% that it falls apart for.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2068067#Comment_2068067
Agreed, tunneling is not usually malice but a means to an end to slow the game.
Imagine adding a mobility buff after hooking someone, I'm just going to say a 10% speed boost for 10 seconds, it would speed the process of crossing the map to get into another chase or deliver a pop to a generator.
If you had this as well as bbq or thrilling, you could know where to go next, a potentially have the speed needed to reach that location fast enough to do something about it.
Then while you're there, you lose the speed boost making going back to the hook less viable.
Would make an excellent perk.
Also a Ruin equivalent gen defence perk that's disabled if you're in range of a hooked survivor would work well too. Maybe after hooking a survivor, all gens not currently being worked on start regressing at 200% for up to 30/40/50s, but ALL regression is paused unless you're further than 24 meters from a hooked survivor.
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@[Deleted User] said:
Gen tapping shouldn't even be a thing in the first place.
This. Survivors should have to commit to a gen for just as long as it takes a killer to kick it, in order to stop it regressing.
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@DaggerFraggerPat said:
https://forum.deadbydaylight.com/en/discussion/comment/2066460#Comment_2066460
usually the killer always goes after me first, what should i do instead of bringing vigo's shroud? When I do gens that I just spawned right next to with two or three survivors, the killer goes after me first
...not, run straight into the middle of the map?
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"Frustration opens us to feelings of despair and isolation, creating a toxic environment."
https://www.youtube.com/watch?v=IG7tbo-ouIU -
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068064#Comment_2068064
You simply didnt add anything that made any sense to my post, so yes I disagree with that nonsense.
Does this work better for you?
https://i.imgur.com/KcYoDeL.pngYou're literally arguing for people to be able to 'save' their DS for later, even when they're not getting tunnelled.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068048#Comment_2068048
Show context :) Quote it all, it's not that hard
I literally did in my first post in this topic, which you disregarded as a "lazy argument" because you can't handle people disagreeing with you.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068033#Comment_2068033
I dont have to, I'm fully aware of everything I wrote, and so is at least 70% of people commenting on this thread. Seems like a you problem.
"Just because someone isnt being tunneled, doesn't mean they wont want to save their DS." - Marigoria, April 1st
Is this a joke?
""It is how it is" is a lazy argument made by people who don't understand how a discussion works."
I think you don't understand how a discussion works. People are allowed to disagree with you.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068029#Comment_2068029
You mean BBQ. There's killers who run BBQ and still tunnel. It will not stop them.
That depends entirely on the info BBQ gives them. If two survivors are in lockers and the third is rushing right at you to 'rescue' the survivor you just hooked... what choice do you have?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2068020#Comment_2068020
https://forum.deadbydaylight.com/en/discussion/comment/2068021#Comment_2068021
"It is how it is" is a lazy argument made by people who don't understand how a discussion works.
I never mentioned against saving anything. Maybe read again.
Do you want to read your own post again?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2067675#Comment_2067675
Yes, and how that is going to make people with DS heal me in solo Q? I feel like you missed the point on what I was trying to say.
Just because someone isnt being tunneled, doesn't mean they wont want to save their DS.
So... it's working as an anti-tunnel perk then?
If you're not actually getting tunnelled, why should you be able to 'save it'?
That was the whole problem with it. Survivors who weren't getting tunnelled were saving it up, then using their invincibility to do things that shouldn't have been able to do, like bodyblock for someone else while injured and DS their way out, or commit to gens right in front of the killer knowing that if they were grabbed they could just run off right away.
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Matchmaking is based on rank and therefore VERY loose. Most killers are viable throughout the mid-range ranks, or low reds. But once you get to the top 1% of players (not just rank 1s, the top % of rank 1s) then SWF bully squads reign supreme. Most killers, even when played by the best killer mains, can't compete at that level. This is why the SBM if/when it finally comes out, is viewed so negatively by the top players, because it WILL mean that they consistently face the best of the best survivors, and THEN only Spirit and Nurse will be viable.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2067145#Comment_2067145
When its used for distance there is no hit! there is no bait!
This. I can't count the number of times someone's been injured or rescued during EGC, and I'm right behind them, but they DH to the exit gate and there's nothing I can do about it.
Guess I should just camp more?
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Been playing, pretty constantly, since about September 2020, I have yet to get all of the perks I WANT (let alone all perks period) on any survivor, or on the two killers I've managed to level past 50 (Spirit and Doctor)
I've written off ever prestiging anyone, and I'd settle for getting all perks on ONE survivor. Unfortunately that means levelling ALL survivors to 40 first and then the long grind on the one survivor I do decide to invest in.
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Only if you can only buy them with Bloodpoints.
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They should at least not decay until out of chase. It's ridiculous that you can be in a chase with a survivor, continuously pelting them with knives, and the few that hit don't hit them fast enough to overcome the decay.
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I'd be against anything too elaborate (I think the zip line idea borders on that) but I'd love some more unique mechanics on maps. Like how completing gens on The Game opens up doors, or the one in the Temple of Purgation, Dead Dawg Saloon has the gallows for a quick escape, or the secret 'staircase' and the clocktower on Midwich.
There's a secret room on Hawkins that only spawns if the basement is under the stairs (instead of by the portal control room) which you can blink into as the Nurse. It would be neat if the door to that room opened under some specific condition. It was set up as a clue to the golden toolbox, which is another easter egg you might not be aware of.
Maybe a new map that changes considerably during EGC, blocking off certain routes and opening up others.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2064864#Comment_2064864
I am not sure how being 110% M1 killer is suppose to be good. At best case scenerio, this is like 110% movement speed ghostface that needs to land knives instead of stalk. that is atrocious.
...did you read my post? Or did you mean to quote someone else?
I'm saying that this "one thing" isn't as bad as you claimed. That doesn't mean everything else about him is great.
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@Spill said:
I'm a survivor main 100% and I'll never try to stop camping. It should be allowed. I just wish their were more risks. Obviously the killer is camping bc they are satisfied with losing gens for the kill.
But sometimes the gens are done and 1 person is on hook. Obviously there is nothing left to guard except the hook.
I keep proposing a perk that boosts gen progress when the killer stays in proximity of the hook. Bc everyone wants to get out of a face camping match as soon as possible lol.
Camping is a tactic but there's little counterplay to insta down characters like bubba. Especially since he has insta downs 100% of the time.
The better anti-camping perks are actually killer perks.
BBQ, Devour Hope, Make Your Choice, etc.
And really, gen speeds are fast enough as it is, it is one of the biggest bugbears for killers in the game. Ideally, we could do with a gen defence perk that is disabled when within range of a hooked survivor. If it was strong enough to compete with Ruin, then that would probably be the best anti-camping perk the game could come up with.
You couldn't claim that survivors who looped the killer by the hook were abusing that, as it's just a perk, not a fundamental part of the game like the entity progression, and it would in fact serve as the counter to that perk, similarly to how Ruin is countered by cleansing the Hex, and BBQ is countered by getting in a locker, etc.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2050159#Comment_2050159
Let me itemize as well.
- Strawman - I never said they weren't valid tactics. I said the tactics were not fun for a majority of players.
- I have no idea why this matters.
- Strawman - This isn't even part of the argument.
- Strawman - I never said that it was the Killers job to make the game fun for survivors. But it is the Devs job to make the game fun for it's player base.
- Ad Hominem
- Ad Hominem
- Ad Hominem
Whole paragraph of Ad Hominem attacks.
Here's my question again and maybe you can give us an adequate reason for you answer.
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Except for end game collapse (which almost everyone understands the point of this), what purpose does camping serve to make the game a better experience for all players?
Someone needs to learn what an Ad Hominem is.
Also, You can't claim every argument you didn't PERSONALLY make is a Strawman. (do you need to learn the meaning of that word too?) They're common arguments people make here all the time, and Moundshroud was addressing them as such, not specifically points in rebuttal to yours. "Itemised points for clarity"
As for you actual question at the end, It's not the killers job to make it a better experience for all players. The killers job is to hook and kill every survivor. But camping isn't often the best strategy, only when the killers power makes it the optimal choice.
Hooked survivors are an objective for other survivors. If you can't find any survivors, you know they're going to come towards the hook eventually. You might want to trap near the hook if you're a killer with traps, or if you have high mobility, return to the area the hooked survivor is in periodically. If you're a M1 killer, camping is not a very viable strategy, as the other survivors can just do gens.
The bigger problem however, if that many survivors mistake camping when there is none. When another survivor leads you back to the hooked survivor. When there's fresh scratch marks about the hooked survivor, etc. That's the survivors fault, not the killers.
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His Iridescent Photocard is actually a pretty neat buff.
The Exposed status from this lasts a LONG time. I think it's until ALL lacerations have dropped off. You might not be able to down with it, but the Exposed from this is better than an injury. It doesn't give them a sprint boost, it negates Dead Hard and any other injury procced perks.
You're likely playing him as a M1 anyway because his knives are so unreliable, so why not capitalise on it? Chase them and try to Expose them while you can, then come in for the M1 knockout without any risk of Dead Hard or letting them get an injury sprint.
It's probably not quite good enough for a Pink add-on, but it's definitely a net gain.
The rest are all very good points though.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2064805#Comment_2064805
Just get lost, I'm not going to bother arguing with you since it's pointless to prove something to people seriously thinking that if devs promised something 4 years ago and still haven't done anything to fulfill that promise, then they will do it later.
I mean, you're the one who has given up on the game, so I'd have to wonder why you haven't got lost yet? Rubbing salt into your wounds?
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Why would you uninstall it now, when the other 23 killers that were there two days ago are still there today?
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2064580#Comment_2064580
And it wouldn't.
...why not?
Seems like a pointless argument of futility. "They haven't bothered to do it yet so they never will you might as well give up."
In which, case, why are you here?
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2063414#Comment_2063414
This solution isn't working because it's been 4 years since devs promised such and nothing has been really done
This solution hasn't been tried...
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Make Ricochet base kit.
Add/adjust the following add-ons:
Lucky Blades (Uncommon): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 3%.
Serrated Blades (Rare): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 5%.
Trick Blades (Very Rare): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 7%.
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@Danoobiel said:
I have been saying SWF should have handycaps for years now.
And penalise people for playing with their friends? Nah.
Buff solo survivors instead, then buff killers accordingly.
- Allow survivors to see each others perks and item loadouts in the lobby, so they know the capabilities of their team mates.
- Allow survivors to display short, preset messages in game that appear next to their portrait. Things like "Killer is here" "All clear" "Help me" and "Leave me". Give it like a 30s cooldown so it can't be spammed, but it remains on screen for ~10 seconds. Maybe even has a direction indicator when it goes off so you can kinda tell where they are without Kindred/Empathy etc.
This will allow solo's a greater ability to coordinate with each other, bringing them closer to SWF levels.
Once SWF and Solo are closer in ability, then better balance can be achieved and you can see what needs to be buffed or nerfed. Likely gen speeds or early game objectives.
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Considering that you literally can't tunnel off the hook with DS, even after the nerf, especially after the nerf, I doesn't really need anything else.
However, I would say that upping the uses to 2 per match probably wouldn't have a huge effect. If a survivor wants to get 2 DS stuns out, they have to not do anything for up to 120 seconds, or get tunnelled straight off the hook.
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I would make Ricochet base kit, and then add/adjust the following add-ons:
Lucky Blades (Uncommon): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 3%.
Serrated Blades (Rare): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 5%.
Trick Blades (Very Rare): Survivors struck by blades have their movement speed reduced by 1% per laceration, up to a maximum of 7%. Allows blades to ricochet twice.
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Just checked and it's up for me now, PS5 in UK, downloading now.
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Yep, on PS5, 'check for updates' says it's the latest version, but last update was 3/3/20.
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Still nothing for PS5...
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Stats show that only about 5-6% of survivors are 4-man SWFs.
Of those, most are likely friends of average or mixed skill level.
Only about 1-2% are the sweaty bully squad SWFs.
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@DemonDaddy said:
I don't see buffing up solo Survivors closing the gap swf create. For every benefit granted to a solo, that's one less thing a swf member needs to address with their load out.
Let's say every survivor is buffed to the point of being on par (info wise) with swf comms; team location, map layout, gen % progression, killer activity, totem count, perk load outs (team/killer effects), probably other stuff I'm missing
With all these free benefits now Survivors only have to worry about increasing their personal chances with each load out or further team synergy. Further increasing gen speed and looping time.
What % of the current killer player base is capable of competing against those odds against them? How many adjustments to the less used killers would need to be made for those not in the top % to still find the game fun enough to compete Casually?
How would these suggestions benefit SWFs or reduce their need for certain perks?
@Seraphor said:
"They're gonna implement MMR because they don't listen to feedback."
> Literally tons of feedback saying MMR worked great.
I hope they do buff Solo survivors.
- Allow survivors to see each others perks and item loadouts in the lobby, so they know the capabilities of their team mates.
- Allow survivors to display short, preset messages in game that appear next to their portrait. Things like "Killer is here" "All clear" "Help me" and "Leave me". Give it like a 30s cooldown so it can't be spammed, but it remains on screen for ~10 seconds. Maybe even has a direction indicator when it goes off so you can kinda tell where they are without Kindred/Empathy etc.
This will allow solo's a greater ability to coordinate with each other, bringing them closer to SWF levels.
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@Artick said:
It's an asymmetrical game. I like how killers use this argument when it suits their agenda, but the second it doesn't they ask to have access to any kind of info/mechanic survivors have and completely forget it's an asymmetrical game.
"It's an asymmetrical game" isn't an excuse for every imbalance.
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@GenJockeyNance said:
The twins aka Kick the beh beh!
Nah for real, I'm in the rare minority where I love the twins, love playing them (utilizing them as a team is exactly what you want to do with them) and Victor is easily the star of that show. I cackle a bit landing a surprise pouce on a group of 3 survivors on one gen and the gen explodes because the other two noticed there's a baby on their teammates head so Charlotte must be around. I do think, at least, Charlotte could use a buff. Don't ask me what kind of buff but a buff to make her stronger. She is easily the more meh out of the two. I agree if they had some tweaks, they'd be better killers but I've adapted well to their play style and on good games easily get 3-4k (and no, I do not need to camp to do it; I do however find they're master sluggers).
Going against them however can be a mix bag of nuts. I've came across a few twins players who never used Victor so it was meh, boring to go against but when they're using Victor (again, I highly recommend you do) and juggling them unpredictably? Kick the beh beh!! Lol I ran this one Victor around for a solid 10 minutes in a single jungle gym. I like going against them when they create chaos and make it a challenging environment but that's rare and in between.
A buff to Charlotte could be a minor speed boost while Victor is attached to someone. Rewards good shots, and can be countered by removing him instead of running off with him.
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At the very least, I'd like there to be an indication as to whether or not a survivor has been hooked. Whether it's their 1st or 2nd doesn't matter. I just want to be able to proc my BBQ efficiently in a match full of P3 Claudettes.
