Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • Got two RBT kills in one game.  The second trap-snap was on someone who let themself be downed by me when they accepted that they didn't have enough time to search the last box.  I initially left them there to die, but later on the last standing Survivor decided to heal that person to my surprise.  Several seconds later..."Game Over".
  • Pig should have been the first killer to vault pallets.
    Most unsatisfying seeing her break pallets.
    I was actually kinda thinking that myself recently.  Especially since a dashing Pig is faster than a frenzied Legion.
  • Clown.  Especially when he gets stunned by a pallete.  HUEEEEEEEEEEGH HUEEEAGH HUEEEAGH HUAGH.

    2-5 can be anyone else.  Well, maybe 2 can be doctor for his laugh.  3-5 can be anyone else.

    EDIT: #3 is The Elephant The Wraith when he gets stunned.
  • Hopefully sooner than later, but probably not soon enough.  Had a Survivor glitch their way to an area I could not reach so they could safely heal close to an Exit Gate.
  • Questions:

    1) If a Survivor is hiding nearby, waiting to get the unhook, and the killer is aware of this fact (let's assume the Survivor was not doing a great job at hiding), would that not mean that the correct answer is to defend the hook, which means the speed debuff is unfairly penalizing the Killer in that case? 

    2) If nobody is nearby, then what would a speed debuff near the hook do to dissuade camping if no one is nearby to take advantage of the speed debuff?
  • I don't play Survivor, but what I can gather, you can find a Key in a game (Purple and Red keys can open doors, me thinks), and if you open the Hatch using a key, the Hatch only stays open temporarily (I don't know how long) before it closes again.

  • If I recall correctly, the only characters The Legion moves faster than are Level 1 Meyers and a non-blinking Nurse (though there are several killers that move as fast as the Legion, namely Hag, Huntress, Treatment-mode Doctor, and non-Phase Walking Spirit).

    @Orion said:

    @Pitayah said:
    try looping a 110% killer without abilitys. Incredible to think about it right? You literally force legion to frenzy then, what an unnecessary idea of a nerf.

    The Legion already moves at 110%.

    OP, have you tried moving when you see the Legion coming? You know, so they can't hit you?

    Pitayah is telling OP to try looping the Legion because the Legion only moves at 110%.

  • Who still uses BBQ for any reason other than BP??
    Me.  I like having an idea of which Jigsaw Box someone might be headed to, especially if I have reason to suspect either that their timer is low or that the box they're headed to is the last one they need to check.
  • To be fair, I do like the idea of the puppet laugh playing across the map while getting louder when you are close to the laughing puppet, if only so you can gauge when a Survivor has triggered a far-away Box. But that should be fine-tuned into a feature, not just left as a bug.

  • Generally, if I find myself stuck at a stalemate, I'll try to bait them into poorly making the escape.  If it works, cool, if not, oh well. 

    That being said, I don't think it's acceptable to have things such that neither person is incentivized to react first if they both want the win.  Sure, you could argue that killers aren't entitled to 4k and that survivors aren't entitled to the Hatch with no strings attached, and you could say that it's stupid to waste time waiting for the win so you can stroke your ego when you could just concede and jump into another game.  But the fact that in the context of an individual trial, there is nothing built-in to prevent or even mitigate a stand-off just seems like bad design. 

    This is just a cheap band-aid fix until they can properly adjust things, but I like the idea of making Survivors exposed while the Hatch is open and removing the ability to grab a Survivor out of it (perhaps the Hatch could have a magic deus ex power to stun the Killer with a burst of light/energy when the Survivor tries to jump in so that there is an actual explanation for why the Killer can't grab the Survivor mid-jump).  That way, both players are still being proactive near the Hatch and just waiting for the opponent to make a move (like how it currently is) is a much worse idea.  If a Killer reaches the Hatch first, the Survivor is more incentivized to mindgame with a Generator knowing that the Exposed status makes it more tempting for the Killer to risk leaving the Hatch unguarded.

    Is it the ideal solution?  Probably not, but at least it's now a proper race to the Hatch rather than a game of Chicken.
  • There were two suggestions I've seen for Surveillance that I liked.  One was similar to to the current Surveillance, only the kicked Gen doesn't turn white until a Survivor interacts with it again.  Maybe limit it to the last one or two Gens kicked to prevent it from overshadowing Discordance.

    The other idea I've seen has the last regressing Generator reveal nearby Auras of Survivors so that it does act like a security camera in a sense (in a way, making it kinda like SkyN3ko's idea; you can even flavor it with the description like "You have modified the Generators with hidden cameras to keep track of your prey.  The last regressing Generator blah blah blah...").
  • For those who say he's entirely reliant on add-ons, what add-ons would you best recommend for him?
  • The way I see it, the ones impacting Skill Checks aren't worth it (even if you screw with the Skill Checks with Unnerving Presence), the ones that give penalties to Survivors wearing RBTs aren't worth it except Slow-Release Toxin, the common ones that affect the Ambush aren't worth it except for Combat Straps, Amanda's Secret isn't worth it, and Amanda's Letter isn't worth it. That's half of her add-ons (and I'm not even including Annotated Plan here, even though I'm likely in a strong minority when I say that I like to use it).

    @Raptorrotas said:
    Never played the pig but what i caught up from the forum/wiki/videos is that her addons are mostly just for the atrociusly bad RBT.
    I think some of her addons should be merged or simply buffed hard.

    Either buff her ambush and remove those 3 common addons and buff the rest of the rbt addons
    OR
    Give her addons with multiple effects for both the ambush and the RBT, similiar to the doctors addons.

    I think you might onto something with the idea of giving some of her add-ons multiple effects similar to the Doctor, especially since Pig's power is technically two powers in one, and by dedicating add-ons to either one or the other, neither half really gets enough. I think if you tack on RBT buffs to Shattered Syringe and John's Medical File (not the Video Tape, since that's just the previous two taped together) and maybe tack some Ambush buffs onto the ones that grant penalties to the RBTs, they might be more worth using.

    Then you have Combat Straps and Rules Set No. 2, which I think should just be part of Pig's natural skill set (which means those two should be re-worked as a result). Amanda's Letter and Secret definitely need buffs (ESPECIALLY Secret), and as for the ones playing around with Skill Checks...ehhhh, I dunno. I got nothin' for those. As far as Jigsaw's Annotated Plan, I'm PERSONALLY cool with it, but maybe having it only slightly raise the clock as opposed to moderately raising the clock could be a decent-but-not-overwhelming buff to it. I guess my question is whether six boxes (using both Annotated Plan and Sketch) and, say, 2:45 death timer is too much, as that's the ONLY reason I could see Annotated Plan having a 30 second addition to the timer (though to be honest, reading that aloud makes me feel like no, six boxes in 2:45 isn't unreasonable, especially when it uses a rare and a very rare add-on).

  • @Maelstrom10 said:
    Distortion may be an S ranked perk, but i shouldn't be found with it in use.

    Why not? That's like saying you shouldn't be caught if BBQ catches someone working on the same Generator as you.

  • Only speaking for myself: The only time I don't push them out the gate is if someone not at the gate still has a Reverse Bear Trap on, and for whatever reason, the one by the gate decides that it's better to just teabag by the exit gates instead of giving the last Survivor a chance at the Hatch.

    Beyond that, I just try to get an extra hit in if I can or maybe try to get cute and bait them into slipping up so I can pull them out. Usually never works, but there was someone recently with Decisive Strike who JUUUUST came short of crossing through the gate. I managed to slap a RBT on them and carry them back into the trial. Insta-DC. :p

  • @Dreamnomad said:
    What is the point if they look identical to the two you already have? Just so you can say "I'm playing as Joe" instead of "I'm playing as Frank"?

    I think the point is that they would look slightly different from Frank and Julie. I mean, if the lore is about four people, it seems silly for you to only have access to two of them without paying up.

  • @Vietfox said:
    Wrong, it's a sign that something is very wrong with the community. It's like playing any game and choose the easy mode.

    I'm referring to the context of de-ranking to avoid reaching a rank where lobby wait times are absurdly long (as is the case with OP). De-ranking so you can go seal clubbing at lower ranks does speak bad of the community, but that's a different discussion IMO.

  • @MasonHugsCats said:
    First off be smart. Don't get to rank one within a day or two of rank reset. Purposefuly depip around rank 5-8. Second off they are allready bringing out a new Rank system slowly to see how it works and effects matchmaking.

    Doing something counter-intuitive like purposely de-ranking just to be able to play the game is IMO a sign that something is very wrong with the system.

  • @MegaWaffle said:
    This exact situation happens a ton. I always save at least 2 traps for endgame so I can slow the teams escape (should we get that far). Often in SWF groups the team will leave so the last guy can try to find hatch or since that other person has a RBT on their head I will hunt down the remaining player(s) first since I know that person will be busy finding a box. It isn't uncommon for the last survivor to have a trap on their head. While I would like them to not be able to escape via key (although they could still abuse this by simply jumping in last) I do think regular hatch still needs to be an option.

    With all that said the current hatch mechanic is flawed and far too skewed in survivors favor (or forces a horribly boring standoff). I hope it gets changed but I'm not holding my breath since its been an issue since day 1.

    In regards to changing how the RBT works for last survivor I would love to see something like that if hatch escapes are removed but I highly doubt they would take the time to change RBT's mechanics. BHVR doesn't like to make changes that involve a bunch of coding for a "small" change.

    Hm, okay. I'll take your word on that. That being said, I'd still rather RBTs snap on an attempted Hatch escape (with RBTs being easier to remove for the last Survivor) than the Hatch being exempt from the RBT death trigger. I mean, PERSONALLY, I'd rather see a revision of the Hatch mechanic in general, but as you said, I'm not exactly going to be holding my breath anytime soon.

  • @MegaWaffle said:
    Although I do not like the current hatch mechanics we have in the game, not allowing the last survivor to escape via hatch would make it nearly impossible to escape at all. If you have a RBT on your head and are the last survivor remaining it would be impossible to remove that trap should the killer find you. It would also be very difficult even if she didn't find you as hiding around the box waiting for the killer to leave so you can try your luck would most likely result in dying. As I said I find the hatch too easy of an escape in its current state but think it would feel horribly unfair to someone with a RBT on their head if they had no means of escape.

    (Figure now's a good a time as any to wade into the forums)

    Maybe I am mistaken (and admittedly possibly biased as a Pig main), but I think the circumstances that need to occur for this to happen are less likely than one would think. You need to have already had a RBT placed on your head and then have your teammate die/escape (assuming there is only one other teammate left) before you can check any/some of the boxes. Unless this happens very quickly, I would think a Survivor would still have enough time to get the RBT off and go for the Hatch (or gate, if that happens to already be open), provided they aren't already actively being harassed by Amanda.

    I've been writing down a bunch of ideas to try and buff Amanda that wouldn't result in a complete overhaul. As far as RBT vs. Hatch, I would want to see the RBTs snap upon attempting to jump into the Hatch but with a few adjustments to give the last Survivor a better chance at getting that trap off:

    1) The amount of time to search a Jigsaw Box is cut in half for the last Survivor.
    2) Good Skill Checks on Jigsaw Boxes count as Great Skill Checks for the last Survivor.
    3) "Bag of Gears" and "Crate of Gears" lose the ability to raise the search time on Jigsaw Boxes when there is only one Survivor left.