TerminalEntropy
TerminalEntropy
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- TerminalEntropy
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It's not longer chases that you need but more reliable options of getting out of sight. I'm sure this would look nice on streams too -.- Prolonging game by shifting chases in survivors favor, damn politicians.
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@Whispers23 said:
I never camp. If I hook someone near an almost finished gen I search the area if no one near I leave. Don't camp unless you see other survivors near the hook even then you should chase them not camp.Did you actually read what this topic is about? It isn't about camping as a tactic per se, but about losing something due to it and attempting to fix one of the playstyles that other side doesn't like without similar steps to the other one.
There's hardly any answering to what you said cause..well, you introduced you'r way of playing, ok, then again there's no reason to make it "one an only right way". Even if possibility of hook-and-forget would be nice, right now unless you're Nurse or Billy then you're digging you own grave with this "forget" part. And well, those two can "remember" really fast so..yeah.@powerbats said:
Yeah it's not like killer mains don't cry baby about anything to use your logic you know like looping since campings a legit strat so is looping.There's exactly the issue - there's a step toward survivors cries without one toward Killers. And between those two Spicybarbecue is more right 'cause if anyone it's Killers that are at disadvantage compared to what they should be "by description".
About the part about strategies - guess I have no choice than to straighten it out a bit - looping exploits, how to say this, game mechanic, coding and is totally absurd in terms of climate, yet considered a serious gameplay here and even more so "a skill". What sort of IQ one has to posses to deem running around an object a skill. While camping is ######### not only because it doesn't allow one to be saved, that part alone wouldn't justify it - at the same time rest of the players have an empty game and that's the thing. But it's only a choice of behavior that Killer playing seriously wouldn't do because in addition to what I said before - it usually costs one a game in all 3 terms (kills, points, pips), it is not a way to win the game unless the other people suddenly go SWAT style.
Now that pieces are in place if anyone would like to get their opinion do it about the theme of discussion, squabbles about camping and looping being liked or not have certainly many other places to take.
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Only well played sabotage is supposed to give you a chance to wiggle out and sometimes your teammates sacrificing the integrity of their asses.
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Seems I didn't pay enough attention to that thing
But, like I said, the issue itself unfortunately stays. -
Prolonging chases actually shortens the game, you're supposed to hide, bait by making noise (pallets once were described as option of doing that, but who remembers that now), not by safe chase maneuvers. If something needs a buff it's survivors vanishing from sight options.
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@azazer said:
Brining up 3 v 1 because of disconnects would be an irrelavant point to make because those are anomalies. The game is balanced around 4 v 1 and is planned to be further rebalanced by making solo play resemble SWF as time goes on. You admit that 4 v 1 is already survivor favored and will be more so as they follow through with the plans they have in motion.
I'll agree that DH is powerful but I'll point out that rather than a turn off switch, survivors have the very real option not to activate it. Be it unhooking with the killer near by, or choosing not to save the hooked person they can choose not to empower the killer to save themselves. The person on the hook has luck add ons and slippery meat and now Deliverance to Kobe. Survivors would have choices to make and don't need an off button to shut down killers who both do their job and not camp.For the first part I wanted to state that balance if quite fragile, sure thing that 4v1 scenario should be the reference. But we are talking about DH here, 3 unhooks you insta down them, 5 unhooks and you mori them, at that point without turn off switch the game would be done. Moreover Killers have their unique powers that are meant to aid them in getting survivors, such buff would be same for everyone and certain Killers would be able to utilize it to the point of godhood. It would be nice to have the whole game time adjusted so that Killers would have more time to use those powers, hunt instead of running around like crazy.
About Survivors being able to utilize mechanic to prevent DH from happening...let's be honest, only SWF would have a chance and experienced ones. Not to mention that such mechanic could actually hit back and promote camping and playing close to hooks, survivors would try not to stack DH so they would get close, that would become habit so Killers would stop to leave and so on...DH right now works fine (if it "survives") cause they don't know about it till you down them for the first time
@TigerKirby215 said:
There's no Bloodpoint penalty for camping, just an emblem penalty.Wait, so emblems are not somewhat connected to final BPs gained? Always sth to learn
Then again there's still a penalty, and that's my main concern, the whole "way of thinking" so to speak. -
It slows you down if you leave scratch marks and allow being tracked down. All this shows how easy you (survivors) had it and actually still do, because this change is nothing monumental. Yet even such shift makes some of you miserable, just...
Healing up right under nose of killer was fine then? Hell it was. If that little change forces you to leave hook spot, crouch, stealth away and further than to the nearest corner then it's a step in the right direction, cause those 4sec longer are prolonging game even more that just that. Maybe one day we will see the times survivors will focus on not being found. (And just to be clear, stealth and most importantly - vanishing from sight should be buffed but complaints should be pushing game toward that direction instead of keeping where it is or was).
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Actually it's kinda interesting idea, but I'd vote for one stack off BT effect. An refreshing BT would be too much with current game time. After all it unlocks a potent ability to stand up all by yourself, the fact that hardly any Killer would leave them be to do so is...well, obvious choice.
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@azazer said:
As I said, base gameplay. No perk, that's just how the game is.
DH as a basic gameplay would be too powerful, balance of the game is quite delicate, normal game 4v1 with 7 gens is in survivors favor (especially that Ruin is just an option, in theory at the very least) but with dc during loading screen and a game 3v1 with 6 gens Killer has great upper hand. It makes sense for such a powerful tool as DH is to have a turn off switch. It would be enough to award Killers who roam after hooking and have successful events (e.g. stackable bonus depending on
number of hooked survivors at a time to BS for actions taken Xm far from them) cause the idea right now creates such nonsense like Knex mentioned. -
Hide before healing? o.O If the Killer runs NC hide even further? O.o
And what Orion said, with current pace ot the game getting first survivor out is best choice, at 3v1 pace is decent enough to start giving chances, changing targets and all those other "let's bless them with a little game time" things. -
The topic is meant for the people with enough mind clarity to process a few lines of text. And blind answering brings little to the context, it's true that endgame needs rework just as it basically needs noed to be able to pose a real threat but it's also a old fact that we've been informed on one of Q&A that devs are working on it.
Condorloco_26 you're right, it won't really change gameplay since camping is used only if it needs to be done...or when you wanna make sb specific lose and have piping and points in total disregard
But the whole thing shows that changes are made to adjust how things works and it would bee only fair to equally treat garbage playstyle on the other side of the fog.azazer, you went too far with this DH man x) Or it's sarcasm, I'm not sure, but yeah, it would be too op. I think that it's mostly early game that needs some tweaking to make it longer, for the endgame I'm curious what devs have in mind for the, let's hope, near future.
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You know....I find it hard to resist saying that you'r a bit naive

Have you heard about I don't know...ancient Rome and the arena fights or Bullfighting in Spain? Watching all this behavior that I predict (as The Bean mentioned you could be more specific) you find "unsportsmanlike" is and always has been a delight for humans, laurels for winners, shame for loosers, that's much more natural than being humble in success that I believe is a foundation of sport for you. Life is brutal and that's the truth, not just some slogan. -
I could understand that change but only and only again - if there would have been implemented an penalty in points for looping. There's some serious lack of balance that an not-so-funny-but-officially-accepted tactic for killers becomes a b.point drain while equal garbage on the other side is a b.point farm.