TeaLeaf
TeaLeaf
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- TeaLeaf
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Thats probably a reason and there really not that close. However it is a legit strategy, same as any other. Some killers want to kill and not play tag with 2 free time outs for every one I guess.
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Personally, I would like a green mori added to the base line of kits and have ebony mori removed from the game. Though not sure how balanced that would be... probably be fine in high ranks but a disaster in low ranks.
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Face camping as in with 5 gens done? Or camping as in the gens are powered. One of these is toxic one of these is a legit call. Also are we referring to -face- camping or general camping. As there are differences (though you will get the same salt regardless).
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When it comes to taking so long, don't forget one of the killer emblems (gate keeper) is to keep the gens from being done for 10 mins. Prolonging the game seems like what the killer is suppose to do from the devs.
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The issue here is the game is a simple one dimensional kinda thing game play wise with a number of variables that effect the single mode of play. New player vs old player, solo vs SWF, Perk Grind, ect. There are so many facilitates you can't balance for one with out disrupting the other. Balance for SWF and solo pays the price. Balance for new players vets exploit the system. Though they really could do something about this de-ranking nonsense and tried to a degree (20-16 newbie lands) but dosn't help if there isn't enough newbie's to populate the rank consistently and end up with a lot of rank 15-10.
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Noed is a trade off, because for the entire match until the gates are powered they have 3 perks not 4. They give up a perk for a very powerful boost to the last couple mins of the game (end game). It can be cleansed tho with more difficulty then other totems, completely negating any effect it has on the game and even more difficult to cleanse then most which is fair given it has no effect at all until the last moments of the game unlike other totems that start out with an effect.
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I don't mind the hatch honestly, a 4k isn't a primary win condition for me though. I feel if you got 3 kills and that one individual got out to tell the tale... well that is a lot of horror movies.
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@MegMain98 said:
@TeaLeaf said:
Doctors not bad but hes not any where near top tier. He has the ability to help track, some ability to waste time with madness III and the big thing if you can use your shock therapy correctly you can prevent access to window's and pallets to secure hits. However the zappy boy requires the right timing of his shocks and flow into punishment mode to make real use of his stun and experience to time it right. The doc isn't bad, he has a higher skill cap then a lot and the reward for mastering him won't get the same reward as nurse billy or even Myers. However hes still around mid to low Mid tier.Doctor is the best at tracking, but other than that I don’t see how he is great at red rank. I mean a single perk (Calm Spirit) pretty much negates any tracking he has with survivors. A four man SWF will destroy Doctor easily. His shock can help at pallet loops but it’s very minimal and the survivors will probably just run to another pallet while Doctor stands there like an idiot trying to switch over and over again through treatment and punishment mode.
I just don’t care for his power. As you said, the reward for mastering him is pretty low. I do love his lore and cosmetics though, but gameplay wise? Nah...there are much better killers.
He isn't for every one, and yeah hes not meant for Red Teir, hes mid rank type of killer. I don't think hes overrated though. I doubt many expects him to be any where near the top 5.
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@fluffybunny said:
@TeaLeaf said:
@fluffybunny said:
@TeaLeaf said:
Hmm its an interesting case I will give you, though it is still an argument of playing sub-optimaly because that makes you 'better' and 'more skilled'. However it is the best argument I have herd for such a thing in a while and can relate when its kill your friends. I suppose at the end of the day, if your on the killer side if you seek to win (try hard) by doing what a horror game would have a killer do.. aka kill as your fun or simply chase. Like wise with survivors who load every advantage talent wise they can, if fun for them is surviving or if they don't try to do gens as a priority. For me I expect survivors to gen rush and try to win and killers to kill. If the game was meant to have one character acting as a game master, I would think differently. However both sides are set up in a competitive fashion. Is the issue the games design then?Well, I'm not really talking about sub-optimal play. By all means if they rush the hook, punish that. I personally expect it. They shouldn't be doing that. Killers are supposed to take advantage of mistakes and misplays, though. It's part of their role. What irritates me is when the killer WAITS for a misplay. Like they hoover around the hook and wait for someone foolish enough to go in for it. A lot of times people do, too, and reward the killer for something that doesn't take much thought. Given it happens less at the higher ranks, but it's still annoying. And you can always tell who relies on such tactics, like you can tell who uses NOED. They're just weaker players overall. I don't really consider trying to win as being try hard. I consider using OP items/add-ons/offerings as being try hard, especially if it's to help the side who used them win. Like if I want to live (daily), I'm bring in an OP item for myself 'cause I wanna live. I would be essentially try harding.
I would also argue that just because it's part of the game, doesn't mean it's perfect. My biggest concern is that when killers get all the buffs they need, they'll still camp and tunnel because it's the easy option. Playing killer is far better than it once was and sometimes it feels like there's just been an increase in camping and tunneling. Ideally, we would want a match that is fair for both sides and if one player is tunneled down and killed, they're not really given a chance to play.
Well for the purpose of killing I would say it is indeed a sub-optimal style spoken of. What I am referring too is specifically letting a survivor run off for the reason they got hooked a moment ago or when presented with an option going for the wounded survivor near death rather then the fresh. As well if the gates are powered and you have had no kills, but you have some one hooked it is very sub-optimal to leave that 1 kill you may have secured by camping when leaving assures no kills (and depending on set up of survivors its possible you can't defend that camped hook either).
When it comes to reaction I mean that survivors use on generators dictate the flow of the match. You can only chase one survivor and the speed at which generators can be completed is 2 min 40 secs for 5 generators (not factoring in interruptions and travel time). This means the killer must react to the survivors flow and mistakes as a skilled loopier and use of pallets can easily allow 3 gens to be completed before the first hook (chase, down, travel time to the hook). A game can be completed in truth in about 3 mins. Some killers are able to apply map pressure but its not universal to all killers as some are not exceptional at map pressure.
As for defensive play being looked down upon mentioned above I would also add... one of the emblems for killers is gate keeper. It is achieved by preventing the gates being powered 10 mins or not being finished. We also have killers (like the hag) designed for defensive play styles. To say defensive play is a poor style means certain killers should be removed and some of the emblem system is counter productive.
Are we talking about hoovering around the hook and tunneling the hooked person once they're unhooked or someone happening to unhook in front of you and going after the weaker target? I think the latter is more understandable. You're reacting to a situation and I'd say it's the biggest reason I try not to go down when solo if I can help it. You can't account for people you're playing with to actually do good saves and for the killer to have mercy when faced with that situation. Sometimes I'll down the person and leave them to get picked up and sometimes I won't. Depends on how generous I feel. I don't personally find it an issue if a killer camps once the doors are opened. It's expected at that point. I don't think I'm as critical of killers as others are, though. Some will accuse killers of camping and tunneling, even when they didn't do anything to deserve that sort of treatment and some people consider some things to be bad when I don't consider them to be. I'm typically more annoyed with my team than anything else (joys of solo play).
As for the gate keeper, that comes from giving pressure to generators, does it not? Ignoring generators to chill next to the victim shouldn't yield in a good returns. The same could be said with hoovering around victims, rather than pressuring generators and putting pressure on the field. Also using examples of possibilties in game isn't exactly a strong argument. It isn't like they have massively tweak looping to make it easier for killers, after all, despite it being in game.
As for what I am in defense of it is strategic camping, not chilling by the hook (unless gates are powered.) For example if I hook some one, I will often leave but then 30m out back track towards the hook. This is in hopes to intercept some one going for the unhook, as once I engage them in a chase some one eles has to leave a gen to unhook victim number 1. This also can have the effect of making survivors sneak for future unhooks and take more time in their unhook attempts to make sure I am not doubling back. This is because it isn't strategic to do this all game, once they suspect your going back they might linger on a gen too long. Its all about buying enough time for a killer.
Oh I am in agreement about face camping on the first hook or while gens are done, as it is a very sub-optimal style of play. It takes 2 mins for that survivor to die which leaves the other survivors all the time to complete gens and get out. My use of suboptimal is often what I see expected of me, never hook some one twice in a row, and any thing less then running tot he other side of the map your called a camper. As you said, you can still be accused of it regardless. I have often been left to believe most who throw down the word don't understanding what face camping is and how it is different from other form of camping aka baiting and ambush.
Examples arn't the best way for an argument but I feel this is more of a sharing of idea's then either side aggressively trying to make a point. Mutual sharing of idea's I think examples work wonders under that goal ^.^
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I think a question is when are you being camped. If its your first hook or gens are not done then yes this sucks. Its not a good style of game play and does not favor killer or survivor. If the gates are powered and the killer hasn't taken out any one... well it sucks you got caught but the killer is cutting their losses and taking what they can get not to de-rank them self. Context is important I would say, as not all camping is bad. Yes there is strategic camping as you mentioned.. but there are other kinds too. Toxic camping which really is no fun, and understanding the difference I think it is important for both survivors and killers. Aka camping IS valid but NOT always. It should not be the one strategy implemented in a match and if it is whats the context (if survivors keep dive bombing the hook it is in no way the killers fault for being forced to stick by you). However if you just have a leather daddy chainsawing in your face on your first hook with 5 gens undone... yeah ... bad killer.
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Doctors not bad but hes not any where near top tier. He has the ability to help track, some ability to waste time with madness III and the big thing if you can use your shock therapy correctly you can prevent access to window's and pallets to secure hits. However the zappy boy requires the right timing of his shocks and flow into punishment mode to make real use of his stun and experience to time it right. The doc isn't bad, he has a higher skill cap then a lot and the reward for mastering him won't get the same reward as nurse billy or even Myers. However hes still around mid to low Mid tier.
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@thesuicidefox said:
@TeaLeaf said:
Hmm its an interesting case I will give you, though it is still an argument of playing sub-optimaly because that makes you 'better' and 'more skilled'. However it is the best argument I have herd for such a thing in a while and can relate when its kill your friends. I suppose at the end of the day, if your on the killer side if you seek to win (try hard) by doing what a horror game would have a killer do.. aka kill as your fun or simply chase. Like wise with survivors who load every advantage talent wise they can, if fun for them is surviving or if they don't try to do gens as a priority. For me I expect survivors to gen rush and try to win and killers to kill. If the game was meant to have one character acting as a game master, I would think differently. However both sides are set up in a competitive fashion. Is the issue the games design then?It comes down to by how much you "win" really. Like when I play survivor and the game is going by REALLY fast and it looks like we got matched with a baby rank <10 killer I will stop doing gens because I know how lame that is for the killer. If I got my pip I usually don't care if I die (only if I find a good item or no on else is going to escape to I really play hard to escape). But if I'm going against what is clearly a rank 1 killer that knows what they are doing I won't sleep on them.
Same with killer, if I get baby survivors I go easy on them and let the game play out more. If some of them get away I'm cool with that. I won't make it easy for them, but I won't make it impossible either. But then when I see survivors that know how to loop, with an obsession, and popping gens/Ruin fast I will put on my try hard pants and make them work for it. You have to gauge your opponent in this game, because rank ultimately means nothing you have to act as the ranking system in a way if you are really good at the game.
Just imagine if we had a REAL ELO style ranking system, but instead of matching you with similarly skilled opponents it just threw any 4 survivors into your lobby. You could be rank 1 diamond grand master commander-in-chief marvel's the avengers rank and they could be rank 20 doo doo brain peasant DC presents C-team Justice League. That's kind of how things sometimes work now, so if you want to be a "fair" player you need to consider these things. Otherwise you are really just kind of a bully.
This is a different matter, I would like to think... (though don't believe it) that people do this. I know I have dragged survivors tot he trap door before, and purposely played poorly when I run into survivors where I can tell a large discrepancy in skill. Ironically usually when I do this I get the EZ insults at the end of the match for any good will I show if they get out. For me at least given how very toxic this community is, I can see how many killers and survivors take the root of "bully" by showing no quarter.
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@fluffybunny said:
@TeaLeaf said:
Hmm its an interesting case I will give you, though it is still an argument of playing sub-optimaly because that makes you 'better' and 'more skilled'. However it is the best argument I have herd for such a thing in a while and can relate when its kill your friends. I suppose at the end of the day, if your on the killer side if you seek to win (try hard) by doing what a horror game would have a killer do.. aka kill as your fun or simply chase. Like wise with survivors who load every advantage talent wise they can, if fun for them is surviving or if they don't try to do gens as a priority. For me I expect survivors to gen rush and try to win and killers to kill. If the game was meant to have one character acting as a game master, I would think differently. However both sides are set up in a competitive fashion. Is the issue the games design then?Well, I'm not really talking about sub-optimal play. By all means if they rush the hook, punish that. I personally expect it. They shouldn't be doing that. Killers are supposed to take advantage of mistakes and misplays, though. It's part of their role. What irritates me is when the killer WAITS for a misplay. Like they hoover around the hook and wait for someone foolish enough to go in for it. A lot of times people do, too, and reward the killer for something that doesn't take much thought. Given it happens less at the higher ranks, but it's still annoying. And you can always tell who relies on such tactics, like you can tell who uses NOED. They're just weaker players overall. I don't really consider trying to win as being try hard. I consider using OP items/add-ons/offerings as being try hard, especially if it's to help the side who used them win. Like if I want to live (daily), I'm bring in an OP item for myself 'cause I wanna live. I would be essentially try harding.
I would also argue that just because it's part of the game, doesn't mean it's perfect. My biggest concern is that when killers get all the buffs they need, they'll still camp and tunnel because it's the easy option. Playing killer is far better than it once was and sometimes it feels like there's just been an increase in camping and tunneling. Ideally, we would want a match that is fair for both sides and if one player is tunneled down and killed, they're not really given a chance to play.
Well for the purpose of killing I would say it is indeed a sub-optimal style spoken of. What I am referring too is specifically letting a survivor run off for the reason they got hooked a moment ago or when presented with an option going for the wounded survivor near death rather then the fresh. As well if the gates are powered and you have had no kills, but you have some one hooked it is very sub-optimal to leave that 1 kill you may have secured by camping when leaving assures no kills (and depending on set up of survivors its possible you can't defend that camped hook either).
When it comes to reaction I mean that survivors use on generators dictate the flow of the match. You can only chase one survivor and the speed at which generators can be completed is 2 min 40 secs for 5 generators (not factoring in interruptions and travel time). This means the killer must react to the survivors flow and mistakes as a skilled loopier and use of pallets can easily allow 3 gens to be completed before the first hook (chase, down, travel time to the hook). A game can be completed in truth in about 3 mins. Some killers are able to apply map pressure but its not universal to all killers as some are not exceptional at map pressure.
As for defensive play being looked down upon mentioned above I would also add... one of the emblems for killers is gate keeper. It is achieved by preventing the gates being powered 10 mins or not being finished. We also have killers (like the hag) designed for defensive play styles. To say defensive play is a poor style means certain killers should be removed and some of the emblem system is counter productive.
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The term nothing happens, failing to kill some one isn't nothing its still failure same as dieing as a survivor can be viewed as it. Can't be displeasing the big boss entity now can we. However survivors are the ones with the most control, which is odd given killers were suppose to take the power role.
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Hmm its an interesting case I will give you, though it is still an argument of playing sub-optimaly because that makes you 'better' and 'more skilled'. However it is the best argument I have herd for such a thing in a while and can relate when its kill your friends. I suppose at the end of the day, if your on the killer side if you seek to win (try hard) by doing what a horror game would have a killer do.. aka kill as your fun or simply chase. Like wise with survivors who load every advantage talent wise they can, if fun for them is surviving or if they don't try to do gens as a priority. For me I expect survivors to gen rush and try to win and killers to kill. If the game was meant to have one character acting as a game master, I would think differently. However both sides are set up in a competitive fashion. Is the issue the games design then?
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@fluffybunny said:
@TeaLeaf said:
My question is, who defines what is "fair" here. I see that term is used a lot in the thread and I wonder if it really matches up. For me tunneling and camping are fair game play (minus face camping unless the gates are powered). To be clear a chainsaw revving in your face on your first hook until your dead is toxic and poor game play and I doubt any one is gonna defend that behavior, however utilizing fall backs to bait survivors going for unhooks is legit in my eyes (and should make survivors weary of bum rushing for the save). Eliminating a weak survivor after a few gens are done are also smart play.I see a lot of arbitrary rules for sub-optimal killer game play consistently held up as if its expected, though the survivors tend to have the greatest advantage and require mistakes to be made for killers to really shine. This is backwards given the killer is suppose to be the power role, and the survivors are suppose to adapt to the killer yet it is often the other way it seems with time never on the killers side. I want to be clear I understand that there are toxic game play styles, but a lot of times coming back to a hook once make your choose activates I get called a camper, if I happens to find a blood trail or hear the groans of a freshly unhooked survivor I get called a tunneler. Seem what is fair is at least from most survivors I play with, is only when I down each survior 1s, then each 2, then only am I permitted the privilege of killing some one.
We could use the argument that's coming from a place of empathy (it feels bad for the other side) or we could use the argument that waiting around for survivors to make mistakes is somewhat of a weak play style and often creates weak killers who don't know how to properly do loops or even how to track. Both are generally applicable when people rely on methods such as camping and tunneling down the weakest member (often the person off the hook).
The empathy argument goes for both sides. You play in a way (as killer) the other side won't find "unfair" (not giving them a chance) like you would play in a way the other side wouldn't find unfair as a survivor, too. I would like things to be "fair" and fun for both sides. It's why I don't run DS.
The argument dosn't really help much, as a survivor I would still find the methods I mentioned fair when used upon me personally. Though I still harken back to DBD being a horror themed game which it is honestly not. Its more akin to tag simulator. Like wise others .. many others... finds DS fair. The term "fair" again seems to have too much lee way in its defining. Saying "I play fair" dosn't really mean much, given their might be in this game 20 interpretations of what fair is.
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My question is, who defines what is "fair" here. I see that term is used a lot in the thread and I wonder if it really matches up. For me tunneling and camping are fair game play (minus face camping unless the gates are powered). To be clear a chainsaw revving in your face on your first hook until your dead is toxic and poor game play and I doubt any one is gonna defend that behavior, however utilizing fall backs to bait survivors going for unhooks is legit in my eyes (and should make survivors weary of bum rushing for the save). Eliminating a weak survivor after a few gens are done are also smart play.
I see a lot of arbitrary rules for sub-optimal killer game play consistently held up as if its expected, though the survivors tend to have the greatest advantage and require mistakes to be made for killers to really shine. This is backwards given the killer is suppose to be the power role, and the survivors are suppose to adapt to the killer yet it is often the other way it seems with time never on the killers side. I want to be clear I understand that there are toxic game play styles, but a lot of times coming back to a hook once make your choose activates I get called a camper, if I happens to find a blood trail or hear the groans of a freshly unhooked survivor I get called a tunneler. Seem what is fair is at least from most survivors I play with, is only when I down each survior 1s, then each 2, then only am I permitted the privilege of killing some one.
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Just remember, your not responsible for their fun, ESPECIALLY if they are toxic. Play the style that suites you and is fun, then just leave. Offer a GG but past that your not obligated tot talk or give 2 .
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If the survivor lobbies are long, that is an indication that their is fewer killer players. Mind you thats the side with only 1 person and its a long que. The game heavily favors surviver groups and force the killers who remain to deal with groups they don't want too might just finish off the killer population.
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All the entitled whining on how you "should play" usually sub-optimally case "its not fun" is why after a very short time, most killers quite caring about anything survivors say. Then they start to enjoy their pitiful whines and whimpers. You have to love survivers who bring out the true spirit of what it means to be a killer.
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Was it end game? I have a lot of survives whine and moan because gates are powered and I am assuring 1-2 kills at this stage if I have been outplayed the entire match. Often told "you make the game not fun" aka your not playing sub-optimal enough.
BBQ dosn't let you see a whole lot... its not the end all for finding a new target, and the one being camped may have been toxic. it is also possible they are a bad killer, camping on your first hook can be very noobish... unless its a highly autistic SWF group. Wait and they will come.
It really is hard to say, there are times camping is good for the killer but its a context thing. Lots of variables can go into the decision based on which killer, player skill, the survives actions up to that point, and stage of the game.
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^.^
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It would be pretty cool to shape shift your self on a hook then snatch some one when they came for the save. Still much like much of the game SWF kinda sinks da boat.
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Just Fix her cam when crouched to start. She shouldn't have her snout in the grass when her avatar's crouched state isn't that low. If she would snake through the grass with that low of a profile it would be one thing, but other wise just makes getting around unnecessary difficult. I can't imagine it would be that hard to change either.
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The biggest issue is their are huge gaps in ability and advantage between solo/swf groups. Not only that their is huge gaps in skill between your usual person who plays at lower ranks vs high ranks. DBD is a game that does not want to branch out, it does not want new game modes, it wants to run its current formula while adding new content DLC. The issue is if you balance for any one spectrum you crush the other. Given DBD unwillingness to diversify the game and inability to make a meaningful ranking system; the only thing to do is bring solo up to SWF and balance that.
Issue is of course that we have to accept despite any thing the devs say this is not a horror game any more, not after the early ranks. Their is no real suspense... its tag simulator! Built in "jail/time out" for all \o/. This personally makes me sad, the feel of the game just isn't the same magic as those early explorations are. It is what it is though.
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Some of them if your running say franklins will quite to save their rare item. I dono how many just quite soon as they relies they dropped their red bulb flash light.
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I personally think of the entities as a lovecraftian horror. Once you do what many games do, give something untangle, not understandable, alien... physical forms... you just destroyed the horror aspect. Things like Cthulhu if made true manifest should warp you beyond sanity! So say I the should also be the entity.
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is it a bug or are killers just getting tired of playing killer?
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I cut people slack if its clear I am a grade above them. You can tell when some people just don't have a chance and the gap in skill is significant... sides that every one eles its business as normal. Just tonight, a SWF group got all salty case I 3k and camped the last kill with the gates open. Am I sorry.. not really.
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I dono, I kinda like the element of survivor betrayal as a horror element (reallllllly wish we had more game modes for such). Though never mind me... I keep thinking this is a horror game and not tag simulator.
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If you plan to learn and use Nurse nope, if the looking at the ground a quarter of the game is a deal breaker and your not into the nurse (despite shes the only really viable killer) then grab it.
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I tend to camp if the gates are open. I get the same kinda harassment, gates are open you didn't get any kills all game but you have one person hooked. I remember one game, I was pretty new but had noed. Guy had bullied all game with flashlight and teabags. Well gates are open and they go to save with the same guy trying to body block to help every one getting out. Well didn't work well with noed xD . I hooked the lil sausage and I stayed there... any distance at all and every one would escape. You can guess the level of salt and entitlement I got after that match xD . This individual is what made me stop caring about any thing survivors said. I have seen many others but none quite had that childish attitude of this guy.
So now if the gates are powered camping, tunneling its all on the table. If survivors can't understand its the desperate last stand for the killer (especially if they played by their arbitrary entitled rules for the rest of the game) they can just deal with the end game.
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I just want the timer removed... would be a fair mid tier perk then.
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I personally feel 2.5 should be the average kill per game. That is 2 to 3 is very common balance wise with a even divide between the two. 1 kill and 4 kills should both be a rarity and an indication your in the wrong ranking bracket (providing they fix rank to be meaningful) or just had a really bad or good game/got unlucky or lucky.
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I would rather have a single green mori built into the killers kit. A single chance to kill 1 and only 1 survivor after they have been hooked. It should be something to help eliminate the greatest threat to ease pressure off the killer but to have all die on the 2ed hook is a little too much. An ebony mori for example that does just that is usually always a 4k. You also have to remember lower ranks would just crumble to this kinda power.
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I think the issue with balance in general is the difficulty to balance the game in terms of skill cap. There is a pretty big difference between low rank vs high rank players and balancing for one tends to screw the other. If you balance for the young survivor the elder exploits the system. IF you make the game balanced toward more experienced survives young survives get wiped out with out a chance to learn. Further the power of the killer should = 4 survives, but the gap between solo players vs SWF is huge enough that balancing for one again unbalances the other. DBD suffers from the fact it does not want new game modes, it can't balance ranking to be meaningful, and the very one dimension of the game with so many variables leaves a logistic nightmare to correctly implement a true balance... because again... so many gaps between groups.
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Where is the fear.... Nurse
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Also some killers have special abilities like the Doc who does interesting things while their in there terror radius. Also some perks aid a big terror radius as well.
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I think the issue with balance in general is the difficulty to balance the game in terms of skills cap. There is a pretty big difference between low rank vs high rank players and balancing for one tends to screw the other. If you balance for the young survivor the elder exploits the system. IF you make the game balanced toward more experienced survives young survives get wiped out with out a chance to learn. Further the power of the killer should = 4 survives, but the gap between solo players vs SWF is huge enough that balancing for one again unbalances the other. DBD suffers from the fact it does not want new game modes, it can't balance ranking to be meaningful, and the very one dimension of the game with so many variables leaves a logistic nightmare to correctly implement a true balance... because again... so many gaps between groups.
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Just remove the timer, then you have a nice MID tier perk for gen defense strategies. Its nothing crazy but a lil useful and super easy for the devs to patch. In fact why haven't they done this!
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I personally would just like a green mori built into the base kit for killers. Killers are behind the game in power despite their suppose to have a power roll. Still this would probably be too much because their is such a gap in play from low rank vs high rank survivors.
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Be good if its more difficult to rank up. It shouldn't just be time but a good measure of where you should be playing to have fun. I am not a rank 1-5 player.. I shouldn't be in dat rank and some lucky games shouldn't move me higher then I belong. When they can do that a simi perm.. within a few levels might work out nice.
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Yeah look orange to me too.
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A behavior is toxic if it does not follow a mechanical intention of granting greater chances of victory but instead is meant to troll/harass/make the game unfun. Tunneling, looping, camping and body blocking all do not follow this line of thinking as each is meant to secure an objective and increase ones win chances. Mocking post game, clicking flashlights, beating some one to death already on a hook. This all I would call toxic as it doesn't really serve a mechanical purpose toward your objective. You could argue the mental frustration angle for the opponent, but I would say this is still toxic. Least my 2 cents.
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So what about (and it can't be applied to all hex's) that the totem simply stops gaining power when cleansed? Many totems use tokens, what if once cleansed they simply don't gain additional tokens?
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You might be right. I think a 2.5k avg would be about ideal. On avg 2 kills before gate. 50/50 on 1 kill after. We remove the ability to grab a the final survivor off the trap door (end those stand offs) to make 4ks more rare and stop those stand offs. Survivor reaches the trap door their good.
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It also kinda ruins the ascetic don't you think. Is it a game about horror, serial killers and blood... or hanging sausages. Has their ever been a good slasher film where it was good but no one died? Least not normally I would say if their is a odd ball out there.
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@TheLegendDyl4n1 said:
@TeaLeaf said:
Something I think to consider as well about camping as a strategy is if you commit to not camping survivors ... and I seen this when they see me playing by these arbitrary rules RUSH the dang hook. Some times I can't get more then 20 steps with out the survive getting un-hooked. I don't want this, I want you to sneak in there, carefully... cautious. I want you to take more time to rescue your friend so your not doing a gen. When you know the killer is forced away from the hook there is no fear, there is no caution, good little killer went away -.- now lets run tot he hook and get dem BPs.what if you have make your choice and we have were gonna make it and botnay knowledge and a medkit? we can heal our friend, not get instadowned and you also wont get your devour hope chip if you have that and many other things, i run self care, botaney knowledge, were gonna make it, sprint burst. along with usually a ranger medkit with a faster heal and add 10 charges
That is the thing though, its all unknown, its a gamble. That what makes it fun is the mind games. I want you to think about, and if you perk build for that your not for something eles. Maybe I do have make your choose, maybe I don't. What I am saying though is tactically tossing in a camp to throw people off, make them more cautious is a strategy in its self. Camp on the 2ed hook, and go after the survives that comes to help, don't camp on the 3ed and catch some on unaware at a gen! Camping can be used to keep a cat and mouse feeling... the problem is when like a A.I. the killer HAS to leave case it just isn't fair and must be shouted down after the match.. This type of camping isn't guarding a player tell he dies, its baiting a trap but to many survivors its no different then normal face camping and gets the same amount of salt.