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Soulpaw

Soulpaw

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Soulpaw
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  • you just have to learn and adapt against those playsttyles. if someone is camping, just focus on gens. Its a ######### feeling i know but the killer wont get much at the end of the game otherwise except for the one kill. Try looking up some ways that people loop killers to help you understand how the come out on top of the chase.

  • as much as i love the idea of running away from Mr X, Jack Baker has so much more personality to him than Mr. X along with having some fun with the mold as a power compared to Big man walking menacingly towards you kind of power.

  • to those that don't know, "Operation Health" was a big update for Rainbow Six Siege which instead of adding new content, focused on fixing the game bug and balance wise. Usually in a form of buffing the weakest aspect of the game.

  • it was an old tactic back in the day that people still try to do it to meme. heal mid chase. they are just not building distance when doing this so dont be discouraged.

  • Pig for me, i'm trying out a new build that aa friend recommended me which is Hex Pig. Devour, ruin, undying, and the one that notifies you when someone is working on a totem.


    Pretty funny for me.

  • Nah, you chased a survivor who decided its a good idea to loop around their team mate. They dont know how bad that is.

  • @vladspellbinder said:

    So I just had a game as Deathslinger on Coal Tower. I've got Barbecue, Ruin, Thanatophobia, and Tinkerer so nothing to help me find that first Survivor out doing nothing.

    I get lucky and find one pretty soon, get into chase and get my first hit. As I'm going for the down Tinkerer procs on a gen not too far away. So I drop chase, I don't need a hook this early and could get some Thana value by hitting the two on that gen, because it's GOT to be at least two on the gen for it to be this fast.

    Gen pops before I can get to it but I do get a hit in, pretend to chase and loop back around for another hit so three stacks of Thana value.

    Game goes along, I have decent pressure and keep constant Thana deff on people, I'm getting my hooks but it's pretty obvious I'm outclassed by at least two of the Survivors, they are coastally giving me struggle in chases. And when I'm not chasseing one of them Tinkerer keeps going off so I drop and go bother the gen and let it run down but gens keep going when I'm only around one person so I think to myself "At least on of them has to have Prove Thyself, these gens are going too fast."

    Well, get to the score screen and not a single Prove Thyself, gens were just going by that quickly. One yellow toolbox for the lot of them, no other gen perks like Stake Out or Fast Track, just pure brute force on getting them done.

    I know there are a lot of Killer Mains, which I am, that complain about gen speed but so far I've never actually seen someone ask "What can we do to slow things down a bit that is fair to both sides?"

    Which is what I'm asking.

    Buffing base regression on kicking a gen might help somewhat, but that's not the main issue.

    As a Sometimes Survivor I also don't want the time it takes for gens to be completed to be raised. They already take so long to finish and "M1 Simulator " isn't fun.

    I think toolboxes are fine as they are, they have limited charges and if you devote your whole build to it can be super powerful but not broken. At least solo. If the whole team does it then... well SWF is another problem and not the topic of discussion here.

    I do sort of like the idea of having to find something in the environment to be able to make progress on the gens. Someone brought up the idea of "wrenches" needing to be found to able to make repairs and while I don't like the whole of their idea it has merit. I don't think you should require anything, be it a toolbox, Perk, or special item found in the trial, to start working on a gen. I think that you should be able to not have to go looking for something to get started. But maybe once you hit 50% you do need something to keep going, be it a "wrench" or "gas can" or what have you, just something more than a toolbox or a Perk, nothing pre-trial, something that has to be found. Maybe the gen could be locked at 50% until that item is brought, no up or down on it, can't be kicked or worked on at that point. And when the item is brought to the gen progress unlocks in both directions. To prevent people from just locking all gens at 50% before unlocking them, because you know Survivors will do that, maybe have a limit to the number of gens that can be locked.

    I really don't know how something can be changed to make it at least fair to both sides, if not fun for both sides. Right now generators "take too long" when you play Survivor but "go by so fast" when you play Killer. I know this is something of a matter of skill but you shouldn't have to have Perks to stand a chance of winning, no matter what side you play.

    So while I may not know what can or should be done to make things more fair and fun I do think something has to change.

    I'd like to refer to Scott's Jund suggestion. a Warn up Phase. At the start of the game, gen progression speed is at a slow crawl until the first chase officially begins. That way, trap killers can get some time to set up traps before starting a chase and survivors can get an inessive to begin a chase or to not hide the entire game to get the game moving or to harrass trap killers before they officially set up to counter them.

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