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The_Crusader

The_Crusader

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The_Crusader
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  • Rex_Huin said:

    Same as any online game that’s been around for a while - new players have to learn at the school of hard knocks.

    You can’t de-rank below rank 15 anyhow so rank 20-16 should be a safe zone for new players?

    You can get below 15 with rank reset.

    Also the amount of groups I'm seeing with a red rank and a rank 19 is astounding. Sure one could be the newbie in the group but with how common it is I'm convinced it's smurfing

  • @The_Crusader said:
    michaelmyers87 said:

    @FireHazard said:

     @michaelmyers87 said:
    

    Only players who have ever been rank one are capable of giving valid opinions on this game 

    I hope that's satire.

    nope. if you dont have what it takes to be a rank one killer, then you dont know much about this game

    That's a rank 2 killer btw

    He imply's that because you're a rank one means your opinions valid... Yet I and many others have been rank 1 pretty much every season we've played and it takes little to no skill to get there.

    Is that all new killers think ranks are... a status symbol? I thought that was like a meme.

    I’ve been playing two years. Rank one when you actually needed kills. No one knows more about this game than me. 
    It's an honour to meet you, your highness.
  • 5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.
  • Imo

    - Looping isn't toxic, it just isn't very fun. However it is part of the survviors objective to survive so they will do whatever it takes.

    - Tunneling/camping the area isn't toxic, it just isn't very fun. However it is part of the killers objective to kill so they will do whatever it takes.

    Toxic is things that serve no purpose other than to antagonize the other side e.g. tbagging or hitting on the hook. Or survivors forcing the killer to chase them around when they could just leave, or killers slugging the last guy and letting them bleed out rather than hooking, making the other side wait for no good reason basically.
  • After the game yes so no lobby dodging.

    Just to stop us solo players from being accused of swf. I'm not going to deny that a co-ordinated swf can be strong but I do think it has become a catch-all excuse for some killers everytime they lose.

    Good survivors will seem co-ordinated at times.
  • PiiFree said:

    @The_Crusader said:
    As for only me and Eveline complaining, did you miss the event where pretty much everyone was complaining about killers disconnecting when they lost so survivors couldn't leave with the lanterns? Even Paulie Esther made a video on it.

    Wow, that's a video showing 3 Killers that disconnect. That certainly must mean every Killer is toxic now!

    Do I have to show you my steam profile now with around 600 insulting comments exclusively coming from Survivors while I get insulted as both Survivor and Killer? And not a SINGLE Killer comment there?

    Again, never said survivors weren't toxic. This is well known.

    However killers who previously - from my experiences - had the moral high ground, now seem to be in a race to the bottom with survivors.

    I've had it, my friends have had it, seems Eveline has had it too.

    Not sure if it was you who said it but I agree with the comment that this is probsbly from years of built-up toxicity in the game in general .It gets to everyone. To quote Ghandi "an eye for an eye makes the whole world blind".
  • PiiFree said:

    @The_Crusader said:
    I don't take screenshots of random endgame salt lol why would I?

    Its like how one sife often only gives a GG if they win.

    You consider it toxic when the loser side doesn't give a GG?

    I don't no but my point is certain things only happen when one side has something to say. If people lose badly its salt or leave the chat, if they win its all friendly chat or gloating.

    As for only me and Eveline complaining, did you miss the event where pretty much everyone was complaining about killers disconnecting when they lost so survivors couldn't leave with the lanterns? Even Paulie Esther made a video on it.

    https://youtu.be/7_e8u4rLSEA
  • Eveline said:
    Facecamping while noding, hitting a hooked survivor is doing an objective?

    Mhm. 
    Guy who defends camping also defended Noed. That says it all.

    Killers being able to camp and then get a second survivor with noed is an incredibly lame way to play and sucks all fun out of the game.
  • PiiFree said:

    @The_Crusader said:
    I'm not gonna disagree that survivors are more toxic in general.

    As for killers though, yeah if they lose badly they leave, but if they 4k they'll always stay around for the gloating and the "EZ". If they camped and noed to get 3 kills you can sure as hell bet they'll try to gloat and make fun of survivors too despite playing in a really ######### way.

    Basically they only leave if they have nothing to say, otherwise they love to run their mouths and talk trash.

    Really? I honestly haven't see anything like that in literally months. Can you provide some evidence for that? Can you show screenshots of latest matches where this has happened to you?

    I don't take screenshots of random endgame salt lol why would I?

    Its like how one sife often only gives a GG if they win.
  • Delfador said:

    @PiiFree

    In the past, I was believing that both sides should be equally toxic since we are all humans and one side can't be more toxic than the other naturally.

    I think for the rank 15-20, it is still true but after that, you are right. Toxicity tools are readily available for the survivors and more toxic people start to accumulate on the survivor side.

    One of things we can easily observe is the end game screen.

    If survivors 'got upset', they stay in the after game chat and start to ######### talk to killers.

    If killers 'got upset', they immediately leave the chat without saying anything.

    It is not always like that but for the majority part, this is what happens.

    This is why even though I am a survivor main, I agree with you. Survivors are more toxic than killers imo.

    I'm not gonna disagree that survivors are more toxic in general.

    As for killers though, yeah if they lose badly they leave, but if they 4k they'll always stay around for the gloating and the "EZ". If they camped and noed to get 3 kills you can sure as hell bet they'll try to gloat and make fun of survivors too despite playing in a really ######### way.

    Basically they only leave if they have nothing to say, otherwise they love to run their mouths and talk trash.
  • @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.
    If survivors played a Spirit that was so bad she only got two hits the entire match, then those survivors had ample opportunity to cleanse five totems. If they didn’t cleanse them, then that’s on the survivors, not the killer or the game.

    i almost exclusively solo queue and I make sure to hit every totem I come across. The end result is I rarely get hit with NOED. And in the event that I see a couple straight NOEDs, I slap on Detectives Hunch. Now simply for completing an objective, I can see all the totems. 

    If I get taken down by NOED I am blaming myself and my teammates, not being negative about the skill of the killer or blaming the game itself. It’s such an easy perk to counter, crying about it seems silly to me.

    I assume in your example earlier, you and your friends gen rushes that Spirit and didn’t focus on totems and paid the price. Adapt or get over it.
    We were solo, on red forest. Its a huge map for each survivor to be running around all trying to count 5 totems. Of course killers like this though because then they get the ez wins and can continue to lobby dodge swf who may provide a challenge.

    This is why solo players need notifications of dull totems cleansed. Especially when the majority of killers lobby dodge and bring noed.
  • DH is already powerful if used correctly.
  • Had a match with the piglet earlier today someone got hooked in basement, someone tried to save but got hooked also, camped them both, me and the last survivor both got downed and bear trapped, got teabagged, since no one could do anything I just DC we had one gen done, was a horrid match
    And there we have it.

    I know we aren't meant to permit disconnecting but in such a toxic situation it's easy to see why someone would do so.

    Personally I've noticed a huge increase in killer toxicity recently. It didn't use to be this bad. Seemed to kick off in the event when they started disconnecting just so survivors couldn't leave with the lanterns.

  • Is moonwalking in front of hook as Myers considered toxic because I do this a lot, I am normally to distracted to chase when they are unhooked xD

    Moonwalking is definitely not toxic imo
  • PiiFree said:

    @The_Crusader said:
    You act like there wasn't an entire game before that part?

    The killer had 5 gens in which to eliminate at least 1-2 survivors. If the survivors play well and all 4 make it to the end then why should the killer whonplayed inferior get a "catch-up" perk?

    The game is balanced around a 2k so the killer should if both sides play equal be having 2 escape. If survivors escape what's wrong with that? They are allowed to win too.

    The extra totems and time spent running around for them more than makes a new entire generator. Against a good Billy with Ruin on top? Sometimes it's just overkill.

    You mention "good Billy", implying that the Survivors are also good? Then how are they affected by Ruin? Good Survivors are not affected by Ruin. If it affects them, they are bad Survivors and therefore deserve to lose against a good Billy. That's how balance works.

    According to your logic, Adrenaline shouldn't exist either? I'm not even going to mention DS here.

    So yes, the Killer played the entire match before, but they sacrificed one out of four perks to get that advantage in the end of the match. They gave you an entire match of 3 perks only and you still failed to take care of the perk before it activated.

    It's pure incompetence. Lack of skill / awareness and bad decision making, that's it. YOU decide when NOED activates (if at all) the Killer just hopes that you time it poorly so they can make use of it. The moment you pop the last gen is the moment you gotta be ready to deal with NOED. If not, don't pop the last gen.

    Ruin does slow the game down, otherwise you wouldn't have seemingly 99% of killers at red ranks running it. Even if they msnage to hit every single great skillcheck which isn't going to happen across 4 survivors they still don't get the bonus from it.

    Why so defensive here? Of course DS and Adrenaline are just as big a problem as NOED. It's not one side vs the other here. It's 3 busted perks that ruin the fun for the other side.

    I mean I guess by your logic Adrenaline is fine because survivors had 1 perk slot unused all game? Hell you coulf argue DS is fine because 3 of the survivors might never have a chance to use it.

    5 totems for one perk. Sounds balanced. An entire extra gen bssically.

    Just admit you love your crutch. You seem to be implying solo survivors need to play absolutely perfectly in order to be allowed to win but a killer is allowed to play poorly then cheese the ending with one perk.
  • PiiFree said:

    What's the point of this thread?
    Looks like you're just fishing for attention with your latest threads: Useless and biased.

    No, I did not notice a huge increase in Killer toxicity but I noticed a lot more DS, flashlight triggering and teabagging Survivors recently.

    What now?

    Nobody ever ssid the survivors weren't toxic. Of course they are.

    It's just that before it seemed like killers had the moral high ground however after recent experiences I'm not so sure.

    I don't get why both sides can't just do their objective snd get it over with without needing to taunt the other side.
  • Killers: If the killer camps, rush gens.
    Survivors: rush gens
    NOED pops
    Killers: Do totems.

    On a side note, I can't stand the argument that NOED counters gen rush. Please stop defending the devs' habit of fixing game play problems with perks.

    Lol when you conplain about campers and the killer mains on here tell you to rush gens, then when you complain about NOED they tell you it's your own fault for rushing gens.

    They want to camp their cake and eat it too. How dare those survivors not wait for me to camp this guy out of the game!
  • The only one which could become a problem is Coulrophobia.

    Survivors already complain about healing times, and it's very easy to be hit with the edge of a terror radius repeatedly sometimes.

    I guess if a survivor can't heal then they'll just go do gens until the killer buggers off. But from what I've seen on this forum a number of people are complaining about survivors rushing gens while injured already?

    I still think it's a good idea that needs at least testing. I'm just trying to think of downsides for balance reasons and to stop any unexpected salt lol
  • This is how killers want it though so I can't see anything changing.

    Dodge swf and get solo players who die on first hook. Yay for ez 4ks.
  • PiiFree said:

    @The_Crusader said:
    End of the game...

    • No pallets left
    • Killers balanced for 110ms become 114ms
    • Killers balanced for 115ms become 119ms
    • Unlimited instadowns on M1

    Yeah it's not that strong. At that point any noob can take a 110ms killer and do pretty well.

    "Unlimited instadown on M1"

    You realize that at that point the Killer has maybe 30 seconds until gates are open and Survivors escaped or are already on the totem. If the Killer manages to down more than one Survivor in that period of time, it's entirely the fault of Survivors. One might get unlucky and get caught while opening the Gate, that's the time frame you have available to open the other gate or cleanse the totem. If the Killers gets more than that, you failed.

    E: And not to forget, that is the worst case scenario where you failed to cleanse all totems (5x14s). You can totally prevent that from happening and effectively take away one of the Killers perk (or nullify a whole build) by just getting the dull totems first.

    You act like there wasn't an entire game before that part?

    The killer had 5 gens in which to eliminate at least 1-2 survivors. If the survivors play well and all 4 make it to the end then why should the killer whonplayed inferior get a "catch-up" perk?

    The game is balanced around a 2k so the killer should if both sides play equal be having 2 escape. If survivors escape what's wrong with that? They are allowed to win too.

    The extra totems and time spent running around for them more than makes a new entire generator. Against a good Billy with Ruin on top? Sometimes it's just overkill.
  • Slayer said:

    @The_Crusader said:
    Well_Placed_HexTotem said:

    @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:
    

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.

    Calm down noed isnt that strong as you think. If killer turned a loss into win its completely survivors fault. I may add that Noed may be really strong on some certain killers like hag for instance.

    End of the game...

    - No pallets left
    - Killers balanced for 110ms become 114ms
    - Killers balanced for 115ms become 119ms
    - Unlimited instadowns on M1

    Yeah it's not that strong. At that point any noob can take a 110ms killer and do pretty well.
  • Crackgear said:.

    1% of Killers Lobby Dodge ,


    Citation needed.
  • @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.
  • I despise NOED and DS. DS just cheats a killer out of a hook, and NOED is a break in the knees for solos if the killer can apply decent pressure. Some of the most frustrating games I've played are the ones where I'd take out three or four totems and NOED still activates because the others can't be bothered to take out a totem. The game would be leagues better if these two perks were either reworked or tossed.

    Exactly, but the people alligned with one side won't have it so those of us in the middle get stuck with 2 OP crutch perks that ruin the game.
  • Well then if survivors have to do 5 totems that's basically an extra gen. 6 gens is all you need. If tou can't win after that you need to get good. Hopefully now all the crying for increased gen times and extra objectives will stop.
  • @Nickenzie said:
    Well_Placed_HexTotem said:


    Tucking_Friggered said:

    @Nickenzie said:

    That's right, the perk is strong against solo survivors and weak against SWF. The perk needs to be strong for both survivor groups, namely, solo survivors and SWF. You see my argument?

    I understand the argument you are making but I disagree with it entirely. NOED works quite well versus SWF. Nothing is 100% but without it you have no threat at all end game versus a coordinated team. At this junction, solo survivor is screwed. There is no perk design that can be created that will be strong enough for a group yet harmless versus a solo survivor. Instead of tippy toeing around that issue the community needs to come to grips with how broken SWF is. But since people are not brokers of truth or fair play and do not care SWF remains and so does the perk strength.

    Exactly it’s like people don’t understand how balance works. How exactly do you balance a perk to be viable versus SWF endgame yet still make it not OP against single players? You can’t, because that doesn’t make any sense. SWF is too strong in this game.

    Or... we can change the perk to where it has an equal impact to both sides. For example, Shadowborn has an equal impact on both sides, Brutal Strength, Predator, Enduring, and etc... etc... etc...

    @Vietfox I know something we can agree on, SWF takes the perk down instantly, yes? Why not change it to where it won't get destroyed by SWF but at the same time, still keeping most of its strength.

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    No, that's not strong enough. You do not have an end game threat with 2 hit requirements versus SWF. They must go down in one or the healing, borrowed time, body blocking wins out.

    Don't let 3-4 survivors make it to the end gane then. Problem solved.

    Or are you admitting that you need NOED to mop up what you couldn't acconplish during the rest of the game?
  • Lmao at these last 2 comments.

    "Just cleans totems guys"


    "Hey devs make it harder for survivors to cleanse totems"

    Oh well back to asking for 7 gens I guess?
  • @The_Crusader said:
    michaelmyers87 said:

    @FireHazard said:

     @michaelmyers87 said:
    

    Only players who have ever been rank one are capable of giving valid opinions on this game 

    I hope that's satire.

    nope. if you dont have what it takes to be a rank one killer, then you dont know much about this game

    That's a rank 2 killer btw

    He imply's that because you're a rank one means your opinions valid... Yet I and many others have been rank 1 pretty much every season we've played and it takes little to no skill to get there.

    Is that all new killers think ranks are... a status symbol? I thought that was like a meme.

    And that video just proves that anyone can get up there, especially if they have the right perks ;)
  • @FireHazard said:

    @michaelmyers87 said:
    Only players who have ever been rank one are capable of giving valid opinions on this game 

    I hope that's satire.

    nope. if you dont have what it takes to be a rank one killer, then you dont know much about this game

    https://youtu.be/p4MXBagdOy4

    That's a rank 2 killer btw
  • Boss said:

    @The_Crusader said:
    So recently I've noticed a HUGE increase in the amount of toxic killers. They taunt the survivor letting them crawl towards the hatch then oick them up at the last second.

    Or they walk towards the hatch with them then they switch to a hook at the last second.

    Oh wait, that's considered toxic?
    When i down someone, i still want the hook as well, so if the hatch is too far or unknown to me, i'll just hook.
    But i like showing them where the Hatch was to inform them of a possible location.

    I guess i won't do it to you then.

    Lmao dude, they will probably assume you were going to give it to them. Do you get mad salt after that?

    I mean im fine with them hooking me but they dont need to taunt me for it.
  • Maybe they're just tired of survivors doing it to them so their doing it as payback idk? I just hit a survivor once on the hook when they're dead if they were annoying but aside from that I dont pretend to take someone to hatch and just hook em, that's just mean >:(
    Tell me about it. Had it a number of times recently.

    I tended to side with killers in regards to toxicity but I've lost all sympathy for them now.

    Get this - I had one huntress who picked me up near the hatch. Dropped me in front of it but not near enough to enter. Shakes her head at me. Picks me up and then hooks me.

    They claimed post game that they were going to give it to me but "you wiggled".

    Like how the hell was I meant to know that? If the killers trying to hook me of course im going to wiggle. I think that was just an excuse. Doesnt help that this was the game where we had a disconnect in 5 seconds (crash im guessing) and a second player disconnected the first time they went down. Yet we play on and I get taunted for it. There are some real garbage people in this community.
  • @TreemanXD no huntress takes 1 hatchet, they all combine it with infantry belt.

    And yeah some survivors can be laggy but generally it massively favours killers.
  • @The_Crusader said:

    Lmao like it matters? Most of you lobby dodge swf anyway. So you're happy to keep solo weak because deep down everyone just wants those easy 4ks.

    Deal with it. ;}

    Oh its fine. You wont be able to tell who is swf and who isn't soon. So enjoy that.

    Also nice that you've just basically admitted you cant deal with swf so want solos weak as possible for the easy 4k. Lol why not go play wii sports or something?
  • While there is a lot of disconnects for no good reason, I also feel that some of the reasons why people disconnect should be addressed.

    Otherwise people will just give up on move on to a different game.
  • Killers - Enter game with NOED, Ruin, ebony mori, iridescent heads, prayer beads, and a laggy connection that teleports survivors bsck to them

    "KillErz n33d m0re Bufs GuyZ"
  • I've had it all day. Killers running macros, survivors going for killers attention then giving up instantly on hook.

    It blows.
  • Fun

    Myers. No traps to watch out for, no super speed, no teleporting, no invisibility. Also tense with the EW3 pops.

    Huntress: If its not a camping one. She's weak at loops without hatchets, but when armed you need to dodge projectiles which is different to all the other killers

    Doctor: He's quite easy and wastes a lot of time zapping rather than hitting.

    Not fun:

    Freddy: Aura reading across the map. Having to run around looking for someone to wake you up or sat on a gen waiting ages for a skiklchrck.

    Billy: Unlimited instadown attempts, can pop across the map and back again allowing him to camp and pressure the map at the same time. Billy is who people use when they aren't very good at the game but want to feel like they're good.

    The rest range are so-so depending on playstyles. For example Wraith can be fun but too many just camp hooks with him. Legion can be ok unless he tunnels.
    .
  • @Nickenzie said:

    That's right, the perk is strong against solo survivors and weak against SWF. The perk needs to be strong for both survivor groups, namely, solo survivors and SWF. You see my argument?

    I understand the argument you are making but I disagree with it entirely. NOED works quite well versus SWF. Nothing is 100% but without it you have no threat at all end game versus a coordinated team. At this junction, solo survivor is screwed. There is no perk design that can be created that will be strong enough for a group yet harmless versus a solo survivor. Instead of tippy toeing around that issue the community needs to come to grips with how broken SWF is. But since people are not brokers of truth or fair play and do not care SWF remains and so does the perk strength.

    Lmao like it matters? Most of you lobby dodge swf anyway. So you're happy to keep solo weak because deep down everyone just wants those easy 4ks.
  • Just had another game with a last second lobby switch to Flashlight/Decisive.

    Was tempted to disconnect on the loading screen due to previous experiences, but decided no I'd give it a go.

    They taunt the killer, go down in under a minute and disconnect.

    Welcome to the life of a solo survivor. ######### it next time I'm disconnecting.

    Its not just bad players. There are too many trolls. Had one earlier with no mither who tries to get the killers attention to derank
  • @The_Crusader said:
    The thing is, everybody knows that if a killer seems really bad, they're definitely going to have NOED.

    Likewise if you go against a killer that'd playing well, theres a chance they won't have it.

    The fact that this stays true to high rank proves that it's carrying some killers. Its there to make sure every killer can climb the ranks and feel good. You can use skill or the devs can hold your hand.

    Why bother putting in the effort to win the hard way when you can just throw on NOED, Remember Me and Bloodwarden and cheese the ending?

    The more you talk the more amusing you become. Everyone knows there are only high ranked survivors because of SWF. Without that hard carry 99.9% of the people would never make it past 5.

    Lmao, and you say I'm amusing? Go read your own posts buddy.
  • The thing is, everybody knows that if a killer seems really bad, they're definitely going to have NOED.

    Likewise if you go against a killer that'd playing well, theres a chance they won't have it.

    The fact that this stays true to high rank proves that it's carrying some killers. Its there to make sure every killer can climb the ranks and feel good. You can use skill or the devs can hold your hand.

    Why bother putting in the effort to win the hard way when you can just throw on NOED, Remember Me and Bloodwarden and cheese the ending?
  • ClogWench said:
    Just had a Huntress guard hooks with Iridescent heads.

    This is the balance that killers want.
    And thats related to the rest of this how? Besides she gets 3 at most and you can dodge them. Not saying they're not strong but come on dude at some point you gotta learn
    You will defend anything wont you?

    Ok fine. I dont want to see you on here ever complaining about gen times, DS, or the hatch. 
  • The game needs to be balanced around a 4k. Only then is it considered fair.

    I say 7 gens for a survivor at 1 minute 20 seconds each. Also make them look around for fuses before they can power the gens. Also hide totems better and make them take longer so they can't disable NOED.
  • The thing is though...if they made killers abilities "good" at base, then add ons would make it OP. So you need a weakish power at base and then scale it with add ons.

    It is a strange design choice but I can kinda see what they're doing.
  • Just had a Huntress guard hooks with Iridescent heads.

    This is the balance that killers want.
  • @Dr_Trauts said:
    Dude what are you on about. Killer IS the power role. 1 individual with large power against 4 individuals with low power, kind of like quantity over quality to a certain sense. The killer IS the power role

    No its not. Power role means you have total control over the game. Killer does not have this. They are merely an opposing force to survivors, NOT the power role. The fact you think killer is power role says everything about why you feel the way you do about mechanics such as hatch. Killer is not "in charge" of the match in contrast to a REAL power role in a game like Sims where you can control literally everything, and are basically God.

    Just because the game is asymmetrical does not automatically make one since a power role.

    It's a videogame. It needs to be fun for both sides, it needs to be fair.

    Hence why there has to be some give on the "power role" and the game is balanced for 2 kills/2 escapes.
  • I've seen killers ask for gens to take 1 minute 20. That's an extra 40 seconds per gen. Not even Dying Light is that powerful.

    Then I've seen some ask for 7 gens. 7 gens!

    If you need 7 gens or an extra 40 seconds per gen then you need to look at your own ability. Stats show that most survivors are dying. This is fact. So the problem is with you, not the gameplay balance because other killers are doing it.
  • IamFran said:

    When a survivor DC I usually let the last two win after hooking them two times unless tbag and stuff.
    Lot of killers do that and IMO is very selfish not doing it. I know is not killer fault, but I feel pity.

    I dont even expect killers to do that. Its just that its been a crappy game and theres no need to slug the second to last survivor so the other can't get the hatch imo
  • ClogWench said:
    3 vs 1, "we need to slug guys."

    3 vs 1, survivors rush gens because the odds are against them, go down to NOED "your fault for rushing gens"

    God there are some entitled babies among the killer community. How much do the odds have to be stacked in your favour for you to be happy?

    Given how I've seen the majority of killerd play I'm really not surprised. Most just can't admit they aren't very good at the game because it would bruise their ego.

    Go watch the best streamers play the game and learn. That's why I did. Now I'm managing just fine as long as I'm using a decent killer.
    You literally can't stop whining about NOED and slugging. Maybe if you worked on getting better instead of blaming all your problems on the killer, you'd have a better time. 
    Game is balanced for 4 vs 1.

    1 person doesn't load in, 1 survivor disconnects early.

    But yes the problem is me. Please show me some of your gameplay videos of wise sage of the survivors. I would love to learn how I can git gud.
  • 3 vs 1, "we need to slug guys."

    3 vs 1, survivors rush gens because the odds are against them, go down to NOED "your fault for rushing gens"

    God there are some entitled babies among the killer community. How much do the odds have to be stacked in your favour for you to be happy?

    Given how I've seen the majority of killerd play I'm really not surprised. Most just can't admit they aren't very good at the game because it would bruise their ego.

    Go watch the best streamers play the game and learn. That's why I did. Now I'm managing just fine as long as I'm using a decent killer.
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