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TragicSolitude

TragicSolitude

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TragicSolitude
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  • If someone ragequits at the beginning of the game, I do take pity on the remaining survivors. I'll often chase them around, hook them each once, and let them go. Give them a match rather than a farming session or a slaughter. If two or more people ragequit, then I'll leave the remaining survivors alone, just let them do the gens and leave. If they come to me and want to farm, I'll do it, but I leave it up to them.

    I often end up as a remaining survivor myself. It sucks to be slaughtered and end the game with no BP and a de-pip because others ragequit. I feel like I'm being punished for being a good sport.

    If I'm going for an adept achievement, sorry, no mercy. Even if I do feel bad for the survivor(s) left behind.

  • Tbagging is great. Seeing a survivor do it lets me know they're the designated distraction and that I should go back to patrolling gens. I have abandoned many a chase because the survivor tbagged. Baiting the killer and getting them tilted is a strategy; if you camp survivors because they tbagged, they've won.

    Tbagging can also let me know which survivors will probably disconnect the moment I down them.

  • @Coriander said:
    I had two Adept games for Wraith, both had DCs, but only the second game gave it to me. I think because it was after the hook, not after downing them.

    Today I received an Adept achievement for a match with two DCs, one when downed before being hooked and the other before being hooked a second time. The other two survivors both died on their first hook. I only got "Ruthless Killer," but I still received the achievement trophy.

    I'm on PS4, so I don't know if it's different, but the Adept achievements just seem to require a "No one escaped" ending.

  • I would be happy just to have my DLC and cosmetics sync across platforms. I'd be more willing to spend money on DbD if my PS4 purchases could be used on PC later if/when I switch platforms.

    It'd be nice if character levels switched over, too, given how much grinding is required.

  • Some headphones come with sound-adjustment to hear softer sounds better built-in. I mean, it's one thing if you're somehow tinkering with the game itself, but if it's something done by adjusting speaker/hardware settings, that's what those settings are for, right?

    To me, it hardly seems different than adjusting the brightness and contrast on your screen to see better. Some players use the settings in their graphics card to adjust the colors for color blindness.

    I have trouble differentiating sounds myself. In the case of this game, I don't know if it's me or if the sounds are too soft, especially when paired with the loud music. I've never been alerted to a survivor's presence by their footsteps, and the only time I hear the Pig's breathing is when she's carrying me.

  • @ClogWench said:
    As a killer, the amount of times I see a survivor fail a healing check just as I approach and they run is staggering. 

    Whenever this happens to me, 99% of the time it's because a skill check triggered as I stopped the action. By the time the audio notification pops, I've already let go of the action button and have no opportunity to even hit the skill check. That can happen when healing or repairing gens, and it's not uncommon. I think it's a latency issue.

  • Man, having a key to go with my map earlier would've been awesome.

  • @Pudding said:
    why not make the bloody parts just like... another layer of cosmetic that you can put over any clothing... but idk - i personally dont care too much about it

    I would like this, being able to make any cosmetic bloody after prestiging. I prefer my characters bloody, but the new cosmetics are so much better than the characters' basic ones.

    A lot of people don't even think it's worth prestiging, anymore, because all the new cosmetics are so much better. Being able to make any cosmetic bloody would give prestige value again.

  • Secret offerings should definitely not appear on the offering screen. When playing survivor, it spoils the surprise to be 90% certain that a killer's bringing a mori. And it sucks to have people DC before a match even starts.

  • Playing survivor, teammates keep DCing before any gens are done. I've ended a lot of matches with 0 event points.

    I can't get crap for points as killer. Survivors keep DCing the first time I down them, or if I'm lucky on their first hook. Then I can either wait forever for the ones left to do the gens, or I can do what killers have done to me and kill them quickly so I can move to the next match, leaving them with no event points. Neither option is enjoyable.

    No matter which side I play or how I handle it, I'm getting very few event points and having no fun. That's a terrible combination for an event. It shouldn't be like this.

  • The L2/R2 buttons don't have to be pressed in all the way to activate. If your finger twitches slightly, it counts as pulling the trigger. Setting the controller down gently often applies enough pressure to count as pressing the button. The L2/R2 buttons are way too sensitive. I have to treat the controller more carefully than a wine glass to not accidentally switch characters and, given the long lobby wait times, that's unreasonable.

  • On PS4, whenever a survivor starts healing me, after tapping me they stop like I moved or something, so then they have to start again. It's really weird. I don't move or do anything, but something interrupts them when they first start healing me.

    I've also come across a glitch a couple times where I would heal a survivor, the bar filled and cut off my being able to heal them, but then as they started walking away they were actually still injured. They'd come back to me and I'd have to tap them for the healing to be completed.

  • I agree. Because they're only one per Bloodweb level, it costs a crazy amount of Bloodpoints just to get one red envelope.

    Also, the Hallowed Blight was much better with how much BP it rewarded when the player burned an event offering.

  • I had a lot of survivors DC on the PS4 today. I played numerous matches as survivor and a bunch of them had a survivor DC. And I played killer twice and both times had two survivors DC. I don't know if it's a bug and the game is crashing for them or if for some reason survivors are disconnecting even more now, but it's really hurting games.

    The bug is also making it difficult to tell when survivors DC. It often shows them as being still in the match, and it can be really confusing.

  • @not_Queen said:
    If you DC during the loading screen, for any reasons, it will be added as a DC.
    If you crash, it won't count as a DC.

    Can the game tell when someone has to DC because they got stuck in an infinite loading screen?

    Right after one of the patches, the game crashed numerous times on the PS4 and I de-pipped each time. Shouldn't it not do that if it recognizes the game crashed?

  • Something needs to be done about the survivor(s) left after a disconnect. I'm tired of being the only survivor left after the other three disconnect at the start of a match. What am I actually supposed to do in that situation? Usually, it leads to the killer sacrificing me and I end with almost no BP and a de-pip, plus losing out on any offerings and/or items I brought. Would it be better for me to just disconnect, too?

    I'm seriously asking: what is the one survivor left after the other three disconnect supposed to do? I dunno about other people, but this situation happens to me a lot on the PS4, and it is extremely frustrating.

  • Man, I hope not. Sometimes I get called away, and I figure going afk and being idle is better than just disconnecting.

  • The secret offerings shouldn't be shown and kept a secret; they should actually be hidden at the beginning of a match.

    If you're only getting one disconnect at the beginning of a match, that's actually not so bad. I've seen matches where three of the four survivors will actually disconnect before the match loads up. Starting a match with only one survivor is really bad. If the killer has a "kill with their own hand" daily ritual they're trying to complete, having only one survivor in the match means Ivory and Ebony Moris are unusable. That's if the remaining survivor doesn't disconnect when they see they're the only one there.

    The game should also be smarter about not using up offerings where there are disconnects (trying to help a friend with an achievement, burn my one map offering, the killer DCs as soon as the match loads, no more map offering), but that's a separate issue.

  • @NurseVSWeepingAngels said:
    Sairek said:

    Considering some SWFs will literally unplug their internet so the game on their client thinks the game ends, thus revealing the killer's perks -- this change absolutely has to happen.

    And that whole unplugging the internet exploit to get past this change needs to be fixed/punished, too.

    Are people actually doing that? -.- That’s just as sad as actually going out of their way to message people the perks for a match that literally lasts like 10 minutes. Who even does these things. I’ve been playing this game since it came out for PS4 and I never message randos to warn them about perks let alone join a voice chat with randos for a match. I’ve never got a message from anyone too which is why I heavily question this ever being an actual problem

    I've received party invites from other survivors while playing solo on the PS4. And as the killer I've received messages from survivors telling me where to find other survivors still alive in the match. I don't accept random invites or read messages mid-match, but it shows that this stuff does indeed happen.

  • @powerbats said:
    I like the change since if I've got a yellow quality item etc and there's a brown in there I don't automatically pick it up.

    Was it different on PC? On the PS4, if I was already carrying an item while searching a chest, I would keep my original item and it would tell me what item was sitting in the chest. I didn't automatically pick up/switch items if I already had an item.

    I miss the old way. Since the change, I have searched a chest and then run off after without realizing I didn't pick up the item.

  • Yeah, those buttons get pushed all the time from a finger twitch or just by setting the controller down. The shoulder buttons would be better for this function.

    It would also be nice to get rid of the sound notification for switching characters. I've had players in my lobbies rapidly cycle through survivors just to be obnoxious to the point where I have left/dumped lobbies for it.

  • I would love a way to get rid of items/offerings/add-ons in return for some percentage of the BP back. For instance, there are some map offerings that I will never use with certain killers, so those just build up and build up, completely wasted BP. And I don't use flashlights, so all those items and add-ons are again just more wasted BP. It really adds up and even just being able to trade them in for 25% of the BP back would be better than nothing.

  • @davidps4DBD said:
    Being able to control the sound would be nice.

    also, the sound not effecting hooked, or dying state survivors. That would just be lovely.

    whisper's effectiveness could also be increased based on how many dead/dc/sacrificed/killed survivors there are. Or perhaps weakened based on how many survivors are alive.

    whispers takes a certain level of mastery and skill to use. I understand why you're unhappy with it. All perks have room for change and improvement. This one would be a staple if it were improved, though. We have enough staples as it is. 

    Having it activate for dying survivors can be helpful; I've used it to help find survivors I left slugged. It'd be great to not have it activate for hooked survivors, but that may be a bit OP when paired with BBQ.

    I love Whispers. I feel kind of blind when I don't use it, now. I just don't like the audio for it. I have trouble focusing on sounds, so it obscures environmental noises like footsteps that I'm trying to listen for. I'm always checking the icon instead of trying to listen for the Whispers noise, anyway, so being able to turn off the perk's audio cue would be really helpful.

  • Users with DS will save their DS and stick around after the match ends just because they know the killer can't hurt them. It's frustrating. If I down the obsession near an open exit gate, that's it, they escape no matter what. The only counter to this is Rancor, which doesn't help against any non-obsession survivor with DS.

    I was playing a match the other day where I was practicing chasing and not sacrificing anyone. Of course no one left at the end, because that would be too easy. The obsession found a spot on the map not near any hooks and started making noise. I downed them and walked away, and they crawled towards me, desperate for a chance to use their DS. It was disgusting.

    DS is broken because it encourages many survivors to actively seek the killer out just to punish them. It puts a lot of power in the hands of one survivor. Actions that should be a mistake are now rewarding. Sure, sometimes this can work in the killer's favor, but that's rare.

  • I got disconnected twice in a row yesterday while playing Nurse on the PS4. It suddenly kicked me from the match and sent me to the DbD start screen, telling me I need a network connection to play the game. My internet connection was fine.

  • I play Kate because she's pretty. I may start playing Feng when she gets that new dress, though.

  • The killer uses two of their four perk slots just to help get a downed survivor to a hook. That's two fewer perk slots for running things like Ruin, NOED, BBQ, Nurse's Calling, Whispers...

    Personally, I think it's ridiculous that the simple act of carrying a survivor to a hook is split into three different perks: Agitation, Iron Grasp, and Mad Grit. And if a killer wants to combine two or three of those perks just so they can get survivors to far away event hooks or something, then that's their prerogative.

  • I've been practicing Nurse on the PS4. It is a long process. Part of the reason it's not easy is because I don't blink as much as I need to. I'm used to running around as the killer, but The Nurse can't run around. If she's not blinking, then she's moving too slowly and gens will pop before she gets anywhere near them.

    The Nurse is slow as crap. The blinks may be her power, but they're also her only viable way of traversing the map. It's not like other killers, where you can take away their power and they're still playable as an M1 killer. Limiting her blinks in any way would require increasing her normal movement speed so she can chase like a regular killer.

    No other killer needs tokens just to chase a survivor, but that's what's being suggested. Normal killers can change directions easily during a chase. For The Nurse in a chase, she blinks once to close the distance, then quickly blinks a second time to course correct. Experts with The Nurse can do a lot with just one blink, but no one trying to learn her would be able to deal with that. The fatigue is difficult enough to handle, especially given how much distance a survivor can get during that fatigue state. If I get a precise blink, I am often trying to aim at and hit someone I can't actually see. There is very little time to swing after blinking, and if you miss, the survivor is gone.

    I don't know what it's like on PC, but the lower framerate on consoles increases the difficulty of playing as The Nurse. The devs aren't going to program two separate versions of the same game, so any changes made on one platform will affect all of them.

  • @powerbats said:

    @MhhBurgers said:

    I'm okay with the hatch in theory but I think killers should have an equivalent like:

    If 4 survivors are alive by the time the gates are powered you get a free mori and exposed effect on all survivors. The Exposed effect gets removed as soon as 1 survivor is downed and the downed survivor can only be mori'd an not picked up, so you don't get to have any shenannigans with remember me/bloodwarden.

    Well you can already get that from NOED if it's still up, Rancor, mori's your use as an offering etc.

    The thing with the hatch is it's only going to help those 4 survivors if they've got a key since otherwise it only comes into use when one is left.

    For the last person if both exit gates are opened the hatch should stay closed unless they have a key and they have 30 seconds to use it before the hatch vanishes. That prevents one of the more frustrating things where someone just hides and waits for 3 to leave.

    The only exception would be if it's a reverse bear trap and don't give me the killer earned that kill nonsense since all the killer has to do is chase the survivor away from any boxes.Throw in Amanda's Letter and Secret and that survivor is dead.

    But otherwise once both gates are opened it should only ever open if it's with a key or in the reverse bear trap scenario and they're the ;ast survivor.

    To stop the fourth person from sticking around and searching for the hatch, all that has to be done is remove the bonus hatch points after anyone has escaped through an exit gate. Or remove the hatch bonus points entirely: if three survivors die, give the fourth survivor bonus points just for being the final one alive. Then, if the final survivor escapes through the hatch they get the same amount of points as if they'd escaped through the exit gates.

    Either of those options would be an easy solution to a very frustrating problem.

  • NOED punishes survivors for not cleansing totems. Without NOED, there's no reason for survivors to cleanse dull totems.

    If NOED activates, it's more likely survivors will leave at the end of the game instead of sticking around. Many killers are tired of survivors not leaving.

    Some killers run an end game build. Freddy and Pig are made for the end game. Perks like Blood Warden, NOED, and Remember Me are common in end game builds.

    Some killers see NOED as necessary just to counter the large number of survivors they see running Adrenaline. If you get rid of NOED, Adrenaline would also have to go.

  • The game is super bright on the PS4. The Spirit looks almost neon blue at times. The survivors look washed out around the campfire. It's not good.

  • @RWoodrow said:
    purebalance said:

    @ReneAensland said:

    The thing about Console vs PC is that PC you rely on the gaming company to monitor the abuses (see what I did there) and PSN you have two ways, if the report function doesn't work Playstation Monitors and bans the abusers.

    How exactly? I've never really seen an option anywhere to report someone to PSN.

    Select the message in question, press the options button, select report.

    Yup. I've reported toxic messages using the PSN report system. Later, I saw the messages had been removed by Sony, so they absolutely did look and take action.

    That's something everyone should keep in mind when using the console messaging system: don't swear, don't say anything offensive, always keep it clean. They take those things seriously.

  • @ACEvHEARTS said:

    @Might_Oakk said:
    Tomorrow or next Thursday

    Ugh, next Thursday would be so late. Only 5 days before Christmas at that point. But I guess if it's an event they want to extend through New Years, that would be make sense. But I hope tomorrow.

    I definitely hope it goes past New Years. A lot of people, including me, travel for the holidays. I really want to get to play the Winter Solstice event, but if it doesn't extend into 2019 I won't get a chance. That would really suck.

  • Yeah, the music is definitely too loud, now. The audio mixing is terrible and for a game that's so reliant on sound that's really bad.

  • I really like these suggestions. It has bugged me that hooking a survivor has no effect on them once they've been unhooked. And so many other things.

    I don't like tunneling the survivors, and I try not to, but it's discouraging that "spreading the love" doesn't seem to net me any benefit.

    I'll leave a chase to damage a gen, because stopping gen progression is important to keep the game going, but there's little chance I'll be able to pick the chase back up, and a survivor merely taking a half second to tap the gen stops the regression so that, if they do it quick enough, my damaging it had almost no effect.

    There's nothing like going to a gen with three survivors on it, they scatter, you damage it, and one of them baits you to chase them so another can immediately tap the gen. And they'll keep doing that ad infinitum. That's not a good gameplay mechanic.

    And it's hard as a survivor when two of your teammates die with four gens left. There's almost no hope of escaping without the hatch at that point.

    I'd love to see these suggestions tested in a PTB.

  • @Malakir said:
    TragicSolitude said:

    I've died before because my finger slips or slows down too much while repeatedly pressing the button, or because of some latency/lag/fps issue that causes a button press to not register. It's a bad mechanic.

    Yeah, I dont mind it too much since I can just rebind it to a more comfortable key but for some people is pretty hard just do these repetitive actions or actually impossible

    It's poorly thought

    Oh, sorry, forgot to mention I'm on console, so I'm mashing that slippery little button with my thumb.

    But the issue extends into not just the physical limitations of the person (which is important, I'm not trying to minimize that) but the way the game is programmed, because when there's an fps drop or latency or whatever, the player can get sacrificed even though they're still pushing the button. When this happens, it's usually (but not always) when a survivor runs up and is about to start rescuing me, the fps will drop and suddenly the Entity is impaling me. It sucks not just for me but for the survivor who ran up to the hook to save me. There's no margin for error even though this is an online game and no game runs perfectly 100% of the time.

  • Hmmm... I think I've been mori'd once each by Hillbilly, Myers, Spirit, and Hag.

    I think the Hillbilly was the first time it happened. He hooked me first thing, then mori'd me right after I was unhooked. The match lasted about 2 minutes for me, give or take. At the time I was like, "What did I do?!" but then when I later got a mori daily ritual for Leatherface, I understood. I felt bad using a mori on the first survivor I hooked, but it was the best way to ensure I was able to get it done rather than saving it for the end of the match and stressing about it the whole time.

    Myers shocked the @#$% out of me when he mori'd me while I was running away from him and not even dying. I had no idea he could do that.

  • @powerbats said:

    @TragicSolitude said:

    @powerbats said:

    @TragicSolitude said:
    Don't forget, if they're using OoO to spy on you and relaying it to others, once they die they'll be telling their teammates your perk build, offering, and add-ons.

    Gee it's almost as if they can't do that already, and the devs are going to change that so end game perks won't show.

    I'm just saying, there's more than one way to spy on the killer, and tunneling and sacrificing them first is trading one way of spying on you for another. It's just a no-win situation.

    So as an example of how flawed that argument is, you're a killer and you're running dying light. The obsession is part of a SWF group 2,3 or 4 group size. They know they're the obsession and thus you'll be after them since that's what killers tend to do.

    You as the killer want to tunnel the living daylights out of the obsession because Dying Light needs the obsession to die early. Now notice the similarities between the 2 perks, both are focusing on 1 survivor dying quickly.

    So the person running Ooo is easy prey because guess what you can see them as well, you hook them someone unhooks them. Well if you're far enough away no problem you pretty much know where they're going to be.

    If they hook too close well guess what you're that much closer to where you know they're likely to be and given most swf will unhook before it's safe. That means you've got an easier time of tunneling that obsession and sacrificing them.

    Now since the survivors will assume you're running Dying Light or some other evil end game perk that'd be detrimental to them they'll leave the gens and try and save the Obsession. You can easily smack the others perhaps even hook 1 all while going for your main prey the obsession.

    The only no win situations are the ones you create yourself since if you going into a match expecting to lose, guess what you'll lose somehow. You'll of course blame it on the swf boogeyman, they used Sc/AD/DH/DS insert w/e other excuse you want to use.

    It won't matter that you made mistakes at all during the match, chased a good looper instead of going for someone else. You respected a pallet thus keeping it safe for later use, didn't take the correct angle to cut them off from the loop/vault spot etc.

    Hey, I'm sorry, I wasn't trying to be hostile or argumentative. I was just noticing that one of the counters players kept mentioning was to tunnel the obsession at the beginning of the game, and I was saying that even if the killer somehow manages to kill the obsession with 5 or 4 generators left, they may be trading one problem for another. Not all killers run something like Dying Light where getting the obsession out of the way provides other benefits. Then, the killer has to weigh which one is more detrimental to their playstyle: the survivors knowing their exact location throughout the game (which the killer may be able to use against them for mind gaming), or the survivors knowing to avoid pallet stuns because of Spirit Fury, knowing whether or not they can heal in the killer's TR due to NC, stuff like that. That's what I was trying to say, but I guess I was wrong and didn't know what I was talking about.

    I'm sorry. I was only trying to provide a counterpoint. I apologize. Apparently my brain goes stupid when I'm up past 4am posting on a forum.

  • @powerbats said:

    @TragicSolitude said:
    Don't forget, if they're using OoO to spy on you and relaying it to others, once they die they'll be telling their teammates your perk build, offering, and add-ons.

    Gee it's almost as if they can't do that already, and the devs are going to change that so end game perks won't show.

    I'm just saying, there's more than one way to spy on the killer, and tunneling and sacrificing them first is trading one way of spying on you for another. It's just a no-win situation.

  • Don't forget, if they're using OoO to spy on you and relaying it to others, once they die they'll be telling their teammates your perk build, offering, and add-ons.

  • I've died before because my finger slips or slows down too much while repeatedly pressing the button, or because of some latency/lag/fps issue that causes a button press to not register. It's a bad mechanic.

  • Survivors do this because the number of times they're not seen outweighs the number of times they are seen. I've had times where I was crouched somewhere and the killer surprises me by walking up behind me and I'm sure I'm seen, there's no way I wasn't seen, and I'm just thinking, "Oh man, I'm so dead," and then he walks right by. From my experience, it's safer to stay still until the killer hits me than it is to move the moment I think I'm seen.

  • Holding down a button for longer isn't a good fix. That's not fun. Fixing generators needs to be more involved. I'm not a game developer, I don't know what to suggest, but usually in games repairing machines means finding parts, installing those parts, solving puzzles like how those parts fit together. I'm not saying that would definitely work here, but just holding a button down longer is definitely not going to make the game better.

  • @HatCreature said:
    This sounds fun, something silly and not competitive would totally lighten the mood of the game, it's so stressful.

    Definitely. During the last event, I didn't even go for sacrifices as a killer. But it could get boring, you know, just getting the event hooks and then spending the rest of the match chasing. I would love something like this.

  • I'm on the PS4, so players actually have to put in the extra effort to message me. Happens occasionally, though. One survivor messaged me to laugh at how I couldn't hit him when he 360'd. I told him I was new and didn't know how to counter 360s, and he actually gave me tips on it. That was kind of funny.

    Playing survivor, the most toxic message I got was someone calling me a "f@gg@t" when I first started playing because I didn't know how to play against Freddy, like with the "wake up" mechanic and all. When I asked him what I was supposed to do, his only answer was to call me that name again.

    Most toxic message I've received while playing killer was a couple days ago. I was letting the survivors go, but of course they refused to leave at the end of the match, kept me waiting for 5+ minutes. I finally went over to see what they were doing. I saw the hatch right next to the exit and decided to stand on it, because I didn't want to reward bonus points for wasting my time. After I did that is when they finally started to leave, with one remaining behind to dance around me for another few minutes wanting the hatch, and while they were dancing around one of the spectating survivors started messaging me, calling me a "salty prick," saying I was breaking the rules, they were going to get me banned, they had video evidence so I couldn't deny what I did, yadda yadda yadda. Lots of profanity.

    I don't understand how anyone could think standing on the hatch, especially when the exit gates are open, is a bannable offense. And the ironic thing was, if they'd left as soon as the gates were open or even just within a few minutes, they would have had the hatch, no problem. It's only because they screwed around so long that I came over.

    "Salty prick," because letting 4 survivors get 5k BP for escaping isn't enough when one could get an extra 2k for the hatch.

  • @Hitm3on3mor3tim3 said:
    The should just do a dual type thing when the Hatch stand off is in play. 
    The two players enter the circle around the Hatch to start it, with increasing difficulty of hitting certain buttons.
    If the killer wins he gets to mori the survivor and if the survivor wins they escape. 

    That's completely unlike any other mechanic in the game. It'd be easier to just have it so that the entity closes off the hatch for a few seconds when the killer hits the survivor and the survivor isn't in mid-jump. Now survivors can't walk up to killers with impunity at the hatch; killers can hit survivors and it's not an automatic escape.

    Also, if the killer is going for a BBQ 4 stack, they may want to hook a survivor, not mori them.

  • @Wolf74 said:

    @TragicSolitude said:

    @Wolf74 said:

    @ThirdSealOPplzNerf said:

    @Wolf74 said:
    My idea about Monstrous Shrine:
    Add the effect that ALL survivor perks are disabled as long as they are in the basement.

    That would do nothing and be completely useless unless there in the basement which is the problem adding an affect when you're near the basement like mine would be much more useful.

    Ask some survivor. They already called my suggestions totally OP.
    No Plunderer.
    No Adrenaline.
    No Deliverance.
    No Well make it.
    No DH.
    No BT.
    Some people actually use the basement to hide while using SC.

    I love this idea

    Also, I do not understand why so many survivors go in the basement to heal. I have caught numerous survivors doing that and it just seems crazy to me.

    Because most killer don't check the basement. Why should they? If no scratchmarks or bloodtrails leading there it is wasted time.
    When I play survivor I hide down there pretty often. :p

    Really? Wow. This makes me want to try out Territorial Imperative just to see what happens.

  • @Wolf74 said:

    @ThirdSealOPplzNerf said:

    @Wolf74 said:
    My idea about Monstrous Shrine:
    Add the effect that ALL survivor perks are disabled as long as they are in the basement.

    That would do nothing and be completely useless unless there in the basement which is the problem adding an affect when you're near the basement like mine would be much more useful.

    Ask some survivor. They already called my suggestions totally OP.
    No Plunderer.
    No Adrenaline.
    No Deliverance.
    No Well make it.
    No DH.
    No BT.
    Some people actually use the basement to hide while using SC.

    I love this idea

    Also, I do not understand why so many survivors go in the basement to heal. I have caught numerous survivors doing that and it just seems crazy to me.

  • @CornChip said:

    @TragicSolitude said:

    @CornChip said:
    Remove the hatch and you remove the will to play for alot of solo survivors imo.

    I play solo survivor. Whenever I become the last survivor, the game feels so tense. Where's the hatch? Where's the killer? For me, the tensest moments in the game are when I'm the last survivor left on the map.

    As the killer, the hatch can be a very frustrating mechanic. Two survivors left, and one DCs so the other can get the hatch. (I don't know what's worse, that survivors can do that or that survivors think it's okay to do that.) It's been a growing problem for me. I don't even have to slug the third survivor. I've had many games where the third survivor will DC right after I down them. I don't even get a chance to hook them if that's what I'd prefer to do. So for all the players saying to slug the third guy, I don't know what survivors you're playing with but they're definitely not the ones I'm playing with on the PS4.

    As a survivor, I like having the hatch. But it's definitely broken and needs a rework. Players DCing to guarantee the last survivor the hatch shouldn't be a thing. Hatch standoffs shouldn't be possible. I should not be able to hit a survivor while standing on the hatch and then they jump in because my collision is gone and I'm stuck in the post-successful-hit animation. In no way should that situation be a win for the survivor.

    I don't know why so many people think its a win for a survivor. Your teammates dc'd? Here's a hatch to look forward to, Your teammates suicided on hook and all gave up? Hey look a hatch. Your solo pug team faced a sweaty 5 blink nurse? hey try for 2 gens you might be able to escape.

    I personally don't see the hatch as a "Free win" as so many people call it. I see it as more of a necessary consolation prize for terrible games.

    Its just my 2 cents though.

    I can see that.

    Looking at it from the other side, though, that last survivor isn't the only player in the game. The killer isn't an NPC. Giving the last survivor a consolation prize is one thing, but that consolation takes something away from the killer. I'm not saying every game must be a 4k, but if the killer is having a great match, it feels a bit like this is giving the last survivor a consolation prize at the killer's expense. Survivors DCing to give the last survivor the hatch can make going for the adept killer achievements really frustrating. (I was so relieved to find out the third survivor DCing didn't cost me that achievement.)

    If the game gets down to three dead/disconnected survivors and only one left, then maybe the final survivor should get a BP bonus without the condition of escaping. That would be a good consolation prize while not taking anything away from another player.

    Actually, I think a bonus for being the final survivor when all the others have died would be great to have instead of the hatch escape bonus. I'm tired of one lone survivor sticking around searching for the hatch after everyone else has left via the exit gates. I am willing to literally get down on my knees and beg to get rid of that hatch escape bonus; the amount of time survivors waste looking for the hatch at the end of each match really adds up.

    And just to make sure it's clear, I don't think the hatch should be gotten rid of. I like the hatch. I just think it needs a bit of fixing to get rid of hatch standoff situations.

  • @CornChip said:
    Remove the hatch and you remove the will to play for alot of solo survivors imo.

    I play solo survivor. Whenever I become the last survivor, the game feels so tense. Where's the hatch? Where's the killer? For me, the tensest moments in the game are when I'm the last survivor left on the map.

    As the killer, the hatch can be a very frustrating mechanic. Two survivors left, and one DCs so the other can get the hatch. (I don't know what's worse, that survivors can do that or that survivors think it's okay to do that.) It's been a growing problem for me. I don't even have to slug the third survivor. I've had many games where the third survivor will DC right after I down them. I don't even get a chance to hook them if that's what I'd prefer to do. So for all the players saying to slug the third guy, I don't know what survivors you're playing with but they're definitely not the ones I'm playing with on the PS4.

    As a survivor, I like having the hatch. But it's definitely broken and needs a rework. Players DCing to guarantee the last survivor the hatch shouldn't be a thing. Hatch standoffs shouldn't be possible. I should not be able to hit a survivor while standing on the hatch and then they jump in because my collision is gone and I'm stuck in the post-successful-hit animation. In no way should that situation be a win for the survivor.