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Tsulan

Tsulan

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Tsulan
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  • @Vancold said:

    @Tsulan said:

    @ThePloopz said:
    I said she’d be op then you said “Well it’s a 4v1 horror game. Killer should actually be strong while the survivors should be scared.” So I think I just misinterpreted that as a response instead of it’s own statement my bad on that one

    70% of the matches are SWF.

    Hm? I thought 48,3%. Or maybe we should stop pulling stats out of our asses.

    Devs said in a stream that 70% of all matches contain SWF.
    But i´m to tired to search the stream for you, to proof you again, wrong.

  • @ThePloopz said:
    I said she’d be op then you said “Well it’s a 4v1 horror game. Killer should actually be strong while the survivors should be scared.” So I think I just misinterpreted that as a response instead of it’s own statement my bad on that one

    Look, i really want a balanced game for both sides.
    An exciting game that is fun for everyone. But right now, playing killer is a chore. Because the game is so terribly unbalanced towards survivors.
    4 random survivors may be balanced, but 70% of the matches are SWF. Devs need to balance around that.
    That means buffs for killers and nerfs for survivors. That also means that they have to cut down on the toxic player base.
    I would love it, if the survivor experience would give some nice jumpscares and the overall scarried feeling. Not the bully simulator we have right now.

  • @ThePloopz said:
    Tsulan said:

    @ThePloopz said:

    Being able to look left and right doesn’t help much when you’re face first repairing a gen. Tier 1 myers or pig can legit just go up behind someone or in front of them since the gen will block the survivors view ahead and either pull them off or at least get easy hits on them. Also the nurse would absolutely dominate everybody like she’s already pretty good at killing now and survivors have third person. First person it’d be just be destruction you’d have no way of knowing where she’s blinking so all the survivors would be running around like chickens with the heads cut off which would be pretty funny though I’m not gonna lie. Billy would just snipe everyone. Would it be scarier of course would it be balanced probably not it’d take a lot of changes.

    Well, its a 4vs1 horror game. Killer should actually be strong while the survivors should be scared.

    Survivors can stop doing gens and take a look around. Or cover each others blind spot by repairing facing each other. This would make weak killers a lot stronger. While considerably nerfing loops. Spine chill would be an excellent perk for this. Devs could even add different perks to play into this new experience.

    Wait so are you justifying nurse being absolutely busted with the fact that survivors should be scared? Billy would be pretty op as well not as op of course but still op. Like I said there’d need to be a lot of changes all round. There’d need to be some nerfs for some killers and buffs for some things on the survivor end.

    Where did i say anything about the nurse?

  • @ThePloopz said:

    Being able to look left and right doesn’t help much when you’re face first repairing a gen. Tier 1 myers or pig can legit just go up behind someone or in front of them since the gen will block the survivors view ahead and either pull them off or at least get easy hits on them. Also the nurse would absolutely dominate everybody like she’s already pretty good at killing now and survivors have third person. First person it’d be just be destruction you’d have no way of knowing where she’s blinking so all the survivors would be running around like chickens with the heads cut off which would be pretty funny though I’m not gonna lie. Billy would just snipe everyone. Would it be scarier of course would it be balanced probably not it’d take a lot of changes.

    Well, its a 4vs1 horror game. Killer should actually be strong while the survivors should be scared.
    Survivors can stop doing gens and take a look around. Or cover each others blind spot by repairing facing each other. This would make weak killers a lot stronger. While considerably nerfing loops. Spine chill would be an excellent perk for this. Devs could even add different perks to play into this new experience.

  • @ThePloopz said:

    If the survivors were in first person they’d need to rework some killers to make it fair otherwise killers with no terror radius or tier 1 Michael would be so broken

    Survivors can turn their head and look left and right. But not look backwards while running forward.
    There would be some real mindgames. Looping would be disarmed. The game would be a lot scarier.
    Tier 1 Myers has some serious drawbacks. That would make this play style viable.

  • @Vancold said:

    @Tsulan said:

    @Vancold said:
    Well, I'm allright with letting the killer adapt to whatever the survivors bring into the match. However, I'm fine with that if there's some kind of time-out/punishment for dodging a lobby (like most lobby-based online games have). This way it can't be abused by being picky for the wrong reasons while wasting everybody's time.

    So i would get punished, when i don´t want to play against that Thai SWF group with a ping of 600+?

    That's why there should be an intelligent system that won't let the game start (or automatically kicks) when there are those pings. Encouraging dodging is not the right step though, because it leads to abuses.

    If i don´t dodge them, i get teleporting survivors which acuse me of being a lag switcher.
    Maybe a 2 step kick system. Killer has to select a survivor to get him kicked, then the system will check the ping of everyone and kick that survivor.
    Auto kick could run rampant, because of false positives.
    Killers ping goes up, when he checks the survivors profiles.

  • @Vancold said:
    Well, I'm allright with letting the killer adapt to whatever the survivors bring into the match. However, I'm fine with that if there's some kind of time-out/punishment for dodging a lobby (like most lobby-based online games have). This way it can't be abused by being picky for the wrong reasons while wasting everybody's time.

    So i would get punished, when i don´t want to play against that Thai SWF group with a ping of 600+?

  • @Steebear said:

    Survivors have the better sight. Imagine how balanced the game would be if survivors would be forced to first person view. They still have the red stain to tell them that the killer is right behind them.

    You are comparing with Billy in mind. But what about the Wraith or Freddy? They can´t one hit the survivor.

    Yup I agree with you it is harder for them but certainly not impossible. I am still waiting to understand what you disagreed with here:

    There is certainly an element of truth in here. Killer mistakes are punished more heavily but then that is why I prefer playing killer, it is a challenge no doubt about it. However, it is still your mistake that has cost you in this scenario and I don't want band aids to soften the blow. We just need them to even the balance a little time wise so that there is time to recover.

    Can you elaborate?

    The band aids that soften the blow. Survivors have plenty of second chance perks and items. The killer doesn´t really have anything that gives him an advantage when he fails.
    Blood Warden would be a great perk, if the killer could activate it like Dead Hard. Pressing a button to close the exit. No other requirements. A powerful killer perk, that punishes teabaggers and survivors that want to get a last hit before they get out.

  • @Vancold said:

    @Tsulan said:
    Difference is: survivor makes a mistake, gets downed, flashlight save, loop, downed, flashlight save, looped downed next to a wall, DS, loop, downed, pallet slam, loop, ohh joy the gates are powered, a 50 kg claudette blocks a 150kg clown so the injured survivor escapes.

    I'm saying this in all seriousness: if you get stunned by the flashlight while picking someone up, you're clearly kind of new to the killer role. It hasn't happened to me in AGES; things may change with the next update due to the removal of the pick up vacuum, but seriously, I don't really get how you can get stunned if you're not just mindlessly playing without thinking.

    As i mentioned the clown, it happend on the PTB.
    Yes, i usually know how to avoid most of the flashlight stuns. But this time with the clown was completely impossible.

  • @Runiver said:

    @ThePloopz said:
    😧😧woow talk about busted lol was that not tested? Like I’m not sure how that was put through to live it just screams broken

    It was released live. So very likely tested, and considered as "balanced". For 3 days that is, then it got insta-removed lol.

    Well, someone thought it would be a good idea to "fix" the issue with flashlight stuns during the pickup animation, at the start of the lunar event.

  • @Steebear said:

    @Tsulan said:

    @Steebear said:

    The main problem I have with this is number 1. As a killer you cant make a mistake or you lose the game. you miss a chainsaw? then a gen or two pops, because the survivor keeps looping you. Survivors can [BAD WORD] up really bad and still make it out of the game.

    There is certainly an element of truth in here. Killer mistakes are punished more heavily but then that is why I prefer playing killer, it is a challenge no doubt about it. However, it is still your mistake that has cost you in this scenario and I don't want band aids to soften the blow. We just need them to even the balance a little time wise so that there is time to recover.

    I disagree. Survivors can make several mistakes and still escape. They got plenty of second chance perks or items to help them if they screwed up.
    If the killer makes 1 mistake, the game is basically over.
    The whole concept of the killer only being able to capitalize on survivor mistakes is flawed.

    What are you disagreeing with? I am confused by this post.

    I certainly don't agree that if a killer makes 1 mistake the game is over, this is so defeatist and will contribute to poorer performance that then completes the vicious circle.

    The concept is not that killers can only capitalize on survivor mistakes (thought of course these help) but can benefit from their own quality play. A good chainsaw, a good prediction of survivor pathing, a quality mindgame or moonwalking to hide the red stain, these are all features of top killers that gain an advantage.

    Survivors have the better sight. Imagine how balanced the game would be if survivors would be forced to first person view. They still have the red stain to tell them that the killer is right behind them.

    You are comparing with Billy in mind. But what about the Wraith or Freddy? They can´t one hit the survivor.

  • @Vancold said:

    @Tsulan said:

    @Steebear said:

    The main problem I have with this is number 1. As a killer you cant make a mistake or you lose the game. you miss a chainsaw? then a gen or two pops, because the survivor keeps looping you. Survivors can [BAD WORD] up really bad and still make it out of the game.

    There is certainly an element of truth in here. Killer mistakes are punished more heavily but then that is why I prefer playing killer, it is a challenge no doubt about it. However, it is still your mistake that has cost you in this scenario and I don't want band aids to soften the blow. We just need them to even the balance a little time wise so that there is time to recover.

    I disagree. Survivors can make several mistakes and still escape. They got plenty of second chance perks or items to help them if they screwed up.
    If the killer makes 1 mistake, the game is basically over.
    The whole concept of the killer only being able to capitalize on survivor mistakes is flawed.

    Imho not true, though. Killer has to pressure the map, this makes him under pressure because of a limited time span. I don't deny that this fact makes the killer under pressure, more than survivors, at least.

    Nevertheless, killers can still make plenty of mistakes and win the game. I made a lot of 4ks with many gens up, while missing a crazy amounts of hatchets or blinks or getting stuck in pallets with LF's chainsaw.
    There are some games where mistakes weigh more than others, sure, it depends on many factors; but it's the same thing for the survivors. For example: playing solo. You mistimed a pallet stun; you're downed. Killer hooks you and camps you. Game over. 1 mistake and that game is over for you. It's all about points of view.

    Difference is: survivor makes a mistake, gets downed, flashlight save, loop, downed, flashlight save, looped downed next to a wall, DS, loop, downed, pallet slam, loop, ohh joy the gates are powered, a 50 kg claudette blocks a 150kg clown so the injured survivor escapes.

  • Survivors shouldn´t be able to last second switch at all.
    It really only creates toxic moments:

    • killer disconnects during the loading screen
    • survivors bully the killer untill he disconnects
    • killer manages to kill them despite the whole flashlight thing (toxic chat afterwards)
    • killer manages to slug them all, all disconnect.
    • killer tries to play normally, everyone escapes (toxic chat afterwards)
  • @Steebear said:

    The main problem I have with this is number 1. As a killer you cant make a mistake or you lose the game. you miss a chainsaw? then a gen or two pops, because the survivor keeps looping you. Survivors can [BAD WORD] up really bad and still make it out of the game.

    There is certainly an element of truth in here. Killer mistakes are punished more heavily but then that is why I prefer playing killer, it is a challenge no doubt about it. However, it is still your mistake that has cost you in this scenario and I don't want band aids to soften the blow. We just need them to even the balance a little time wise so that there is time to recover.

    I disagree. Survivors can make several mistakes and still escape. They got plenty of second chance perks or items to help them if they screwed up.
    If the killer makes 1 mistake, the game is basically over.
    The whole concept of the killer only being able to capitalize on survivor mistakes is flawed.

  • @Steebear said:

    Once you find a 20 minute match on rank 1, send me the link.

    I stated 15-20 mins so I needn't find you one that lasts 20 to make my point. I would appreciate it if you did some of your own research to contribute to this conversation rather than make throwaway comments but if I get chance outside of work to look through some games I will send you a link.

    Okay than a 15 minute match on rank 1.
    I don´t have to search them, since i haven´t stated that there are rank 1 matches which take 15 to 20 minutes.
    Ohh and don´t try to link a match where the survivors took the game hostage.

  • @Steebear said:

    I never mentioned Ruin or Camping.
    I don´t use Ruin, since experienced survivors just push through it, or know every totem spawn. So it either gets cleansed in the first minute or people just ignore it.
    Usually i don´t camp. But nowadays everything is called camping.

    But please, feel free to show me a match at rank 1 that takes 20 minutes.

    I didn't say that you had mentioned them I simply added it for expanse. I didn't indicate that I play at rank 20 but you felt the need to make a snarky and unnecessary post suggesting that was the only rank where such games could exist. I have informed you otherwise.

    I don't personally stream but feel free to drop into any good killers stream and watch a while, I would recommend either Lefty or Fudge for starters.

    Once you find a 20 minute match on rank 1, send me the link.

  • @Steebear said:

    Those 20 minute rank 20 matches sure must be tense...
    If he ignores a high rank looper, chances are, that the next player is also a looper. Since looping is so braindead easy.

    Sorry to have to inform you that some of us in the community can reach rank 1 without the need for Ruin and camping and getting all angry at the game and actually have FUN. We can have longer games where saves can be made and chases for all players where everybody ends up pipping assuming they don't make awful mistakes. Not all of us have a fixed mindset that 'all survivors at high rank can loop so I'll just tunnel all game and get angry'.

    I have to ask, what experience do you have at the top end of the ranks as killer to suggest all survivors are so good at looping? It sure isn't my experience but then I don't chase the same person all game.

    I never mentioned Ruin or Camping.
    I don´t use Ruin, since experienced survivors just push through it, or know every totem spawn. So it either gets cleansed in the first minute or people just ignore it.
    Usually i don´t camp. But nowadays everything is called camping.

    But please, feel free to show me a match at rank 1 that takes 20 minutes.

  • @Vancold said:

    Having previously saw your profile on Steam forums made my statement just a tease indicating scepticism.
    It was more or less like saying: you don't even know what you're talking about.

    So, let's agree to disagree, I guess.

    I can live with that.
    You might not remember, but we have been discussing those things almost a year ago.
    Our positions haven´t changed since then.
    So it might be better to settle it, by saying we both agree that we disagree.

  • @Steebear said:

    1. Sorry, but dropping the chase against a looper is the dumbest thing you could do.

    I stopped reading here frankly. If you don't realise as a 'killer main' that continuing to chase someone who is great at wasting your time while the other 3 do all the gens then I am not sure what to say to you. Can you even logically explain how that makes any sense at all?

    I watched the clip and you didn't try any mind games on the Ming Mong you just followed her around like a faithful hound taking each stun in the face. You didn't even see the rest of them for the game so how they can be considered toxic is beyond me. The game would have been boring for them because you tunneled the Feng so they were on M1 gen repair simulator.

    The fact is that good killers know how to manage the match better than this and make the game fun for all by hooking them up and regressing gens and generally having a 15 or 20 minute fun game rather than an 8 minute bore fest.

    Of course sometimes you will get toxic survivors but I saw nothing here that was toxic at all it seemed you just got frustrated because she ran you for 4 gens and then they naturally tried to be altruistic because they had no points yet.

    Those 20 minute rank 20 matches sure must be tense...
    If he ignores a high rank looper, chances are, that the next player is also a looper. Since looping is so braindead easy.

  • @Vancold said:

    @Tsulan said:

    @Tsulan said:

    @Vancold said:

    @Boss said:

    @Vancold said:
    Victimization is good feedback's grave.

    Unfortunately that's how many killer-sided opinions sounds and it instantly makes the whole "killer mains discussion" lose relevance.

    If it loses relevance, then the next event becomes quite unavoidable, which is people leaving, whether that be a specific Killer, Killers entirely or the game entirely.
    In whatever way it's voiced, it's not very wise of the team to just straight up consider complaints about the fun factor not important and ignore them.

    Complaints about the fun factor come from both sides. Victimization and generalization blinds the speaker, thus making the whole issue exaggerated and irrelevant to a certain extent.

    Killers complain that they are not enjoying the game, because its more of a chore than anything else. Killer is under constant pressure and experiences high amounts of stress. And don´t get me started on the bullying.
    Survivors complain that they can´t pip anymore, because running in circles doesn´t grant them a auto pip.

    You pretty much sumed up my point, showing what's wrong with this mentality.

    "Survivors complain that they can't pip anymore wa wa wa killers complain for the right reasons wa wa wa". Yeah. It perfectly describes the killAr mAinz way to handle the "both sides" discussion.

    In the end, the fun factor is a priority for both sides, because looping and camping are a big part of the game and the game can't get rid of those things as quickly as we want. Another big issue is that gameplay doesn't differ based off ranks. That's the crucial point of the discussion that, unfortunately, many killAr mAinz don't seem to get.

    Saying as a killer main myself.

    Well, as i already said. The fun factor was only about the survivors. Not the killers.
    Freddy got gutted because survivors had no fun while facing him.
    Still waiting for survivors getting gutted. Because killers have no fun facing them.

    Have you ever played survivor, fella?

    @Boss said:

    @Vancold said:

    @Boss said:

    @Vancold said:

    @Boss said:

    @Vancold said:
    Victimization is good feedback's grave.

    Unfortunately that's how many killer-sided opinions sounds and it instantly makes the whole "killer mains discussion" lose relevance.

    If it loses relevance, then the next event becomes quite unavoidable, which is people leaving, whether that be a specific Killer, Killers entirely or the game entirely.
    In whatever way it's voiced, it's not very wise of the team to just straight up consider complaints about the fun factor not important and ignore them.

    Complaints about the fun factor come from both sides. Victimization and generalization blinds the speaker, thus making the whole issue exaggerated and irrelevant to a certain extent.

    That they come from both sides is not part of that issue, both should be lended an ear, or an eye in the forum's case.
    They're not blind either, most unfun experiences that are explained on here are experienced multiple times in quick succession before they'll write it down, otherwise it's something you can brush off.
    If i only got a 4 DS SWF team every 200 hours, i don't think i'd ever complain about them.

    That's what I'm talking about. "Both should be lended an ear". Exactly. That's why I'm against constant victimization and memeing, because it minimizes one side, to the detriment of the other.

    It only minimizes one side if the one who with the issue presents it in such a way.
    Lend them an ear at first, then judge, is how i view the right way.
    Someone with the title of "This is why i'm not having fun" is usually too quickly judged from my point of view, or at least what i've frequently seen on the Steam forums.

    Sure, no feedback should be ignored and I agree not everyone is "obliged" to discuss about each side every time he wants to point out something improvable in the game; but as a matter of my perspective (I'm saying this based on my experience on Steam's forums), many issues have been presented and discussed in "competition" with the counterpart, in fact, minimizing whatever other issue could have been raised as a valid argument of discussion.

    For example: if a player is having a bad experience (killerside) and he proposes a list of buffs which will enhance his fun factor to the detriment of survivors gameplay experience.. Then it's simply WRONG to minimize the counter-argument (maybe an objection to the buffs, which could probably create another fun-factor issue at a different level of play) just because that player plays the victim card.

    Rank 1 survivor.
    https://steamcommunity.com/profiles/76561197986209573/stats/381210/achievements/
    Now what?

  • @Tsulan said:

    @Vancold said:

    @Boss said:

    @Vancold said:
    Victimization is good feedback's grave.

    Unfortunately that's how many killer-sided opinions sounds and it instantly makes the whole "killer mains discussion" lose relevance.

    If it loses relevance, then the next event becomes quite unavoidable, which is people leaving, whether that be a specific Killer, Killers entirely or the game entirely.
    In whatever way it's voiced, it's not very wise of the team to just straight up consider complaints about the fun factor not important and ignore them.

    Complaints about the fun factor come from both sides. Victimization and generalization blinds the speaker, thus making the whole issue exaggerated and irrelevant to a certain extent.

    Killers complain that they are not enjoying the game, because its more of a chore than anything else. Killer is under constant pressure and experiences high amounts of stress. And don´t get me started on the bullying.
    Survivors complain that they can´t pip anymore, because running in circles doesn´t grant them a auto pip.

    You pretty much sumed up my point, showing what's wrong with this mentality.

    "Survivors complain that they can't pip anymore wa wa wa killers complain for the right reasons wa wa wa". Yeah. It perfectly describes the killAr mAinz way to handle the "both sides" discussion.

    In the end, the fun factor is a priority for both sides, because looping and camping are a big part of the game and the game can't get rid of those things as quickly as we want. Another big issue is that gameplay doesn't differ based off ranks. That's the crucial point of the discussion that, unfortunately, many killAr mAinz don't seem to get.

    Saying as a killer main myself.

    Well, as i already said. The fun factor was only about the survivors. Not the killers.
    Freddy got gutted because survivors had no fun while facing him.
    Still waiting for survivors getting gutted. Because killers have no fun facing them.

  • @Vancold said:

    @Boss said:

    @Vancold said:
    Victimization is good feedback's grave.

    Unfortunately that's how many killer-sided opinions sounds and it instantly makes the whole "killer mains discussion" lose relevance.

    If it loses relevance, then the next event becomes quite unavoidable, which is people leaving, whether that be a specific Killer, Killers entirely or the game entirely.
    In whatever way it's voiced, it's not very wise of the team to just straight up consider complaints about the fun factor not important and ignore them.

    Complaints about the fun factor come from both sides. Victimization and generalization blinds the speaker, thus making the whole issue exaggerated and irrelevant to a certain extent.

    Killers complain that they are not enjoying the game, because its more of a chore than anything else. Killer is under constant pressure and experiences high amounts of stress. And don´t get me started on the bullying.
    Survivors complain that they can´t pip anymore, because running in circles doesn´t grant them a auto pip.

  • @Vancold said:
    Everyone is entitled to his own opinion.

    Mindless killer buffs and/or survivor nerfs probably would kill this game.

    What mindless buffs or nerfs?
    Do you even know what you are talking about?
    Let´s take a look at the last "nerfes" for the survivor meta perks:
    SC medkit bonus got nerfed, while all 3 lvls give the same amount of healing. (really hard nerf /s)
    BT finally fits its name. Instead of doing 1 unhook where both survivors are immune, the survivor can unhook up to 6 other survivors. Was that really a nerf? Or more of a buff?

    When killer perks get nerfed, they become so weak that no one uses them anymore. Or when was the last time you saw someone running STBFL or PWYF?
    SC and BT are still meta.

  • @Vancold said:
    Someone disagree with me; he's got to be kidding.

    /joke

    Killers got one hard nerf after another for the best part of the last year. While survivors got either baby nerfs or buffs disguised as "nerfs".
    The game is currently heavily survivor sided and requires either some heavy killer buffs or heavy survivor nerfs.
    Devs really need to make a the hard decision what´s best for the overall game health in the long run.

  • @Mc_Harty said:

    @weirdkid5 said:
    I'm not saying for you to not, as a person, rely on your favorite or best addons. USE THEM.

    Agreed.

    What I'm saying is if you DON'T use them, depending on the Killer you play, you will be doing yourself a MASSIVE disservice. However, if you CHOOSE to not use them, it should be JUST AS VIABLE as NOT using them, especially since addons are RNG and you might not even get good ones, especially if you are low level.

    See this is where I disagree.

    I shouldn't be able to play effectively without add-ons. What's even the point of them otherwise?

    I understand if its showing off but it shouldn't come to the point where a killer not running add-ons can consistently beat survivors.

    What would even be the point in leveling up your web if you could just play as well without them?

    I'm not saying I don't understand, I'm saying its odd. Even odder on the survivor side since majority of the time they don't even use the items in the game and are still able to perform well enough to survive.

    The game should be balanced around the potential of what both sides can do.

    Add-ons change the play style of a killer.
    A Billy can go with silencers to catch survivors off guard. A nurse can use 5 teleports to surprise survivors.
    The mirror add-ons on Myers completely change the way he plays.

  • @HIPSTERLION said:
    weirdkid5 said:

    @HIPSTERLION said:

    Techn0 said:

    The thirty seconds kind of seals the perks fate as a three gen perk. I feel like i'm wasting time rushing tubby to a gen just to lose my hook and find a gen that has no progress. It might be a bit too good but it would be nice if the perk just held one "charge" until you kicked a gen.
    
    It is also really good on BBQ billy.
    

    It's already so damn op . especially with the overcharge combo . if they buff it again it becomes like DS .

    Honestly this is what the game needed to slow it down.

    But seriously if we keep buffing the killer no1 will play survivor anymore . right now with closing the hatch and pallet vacuum fixed we already got so many good buffs for the killers . and even the new perk bamboozle is just so damn good against loops .

    You´ve got to be kidding.

  • @Mc_Harty said:

    Billy doesn't need addons. Nurse doesn't need addons. Every other Killer pretty much depends on them because their powers are only halfway decent in a chase, so they must be augmented. Sure, addons should be used. But a Killer also shouldn't have to rely on their usage.

    So you shouldn't require abilities to use in the game to boost your performance.

    So when are you going to stop using perks then?

    Hillbilly is garbage if he has to rely on BBQ

    Top kek.

    Please don´t start a war on BBQ. It benefits survivors as much as it benefits killers.
    Or do you really miss the times before BBQ when the forum was full of threads about camping killers?

  • @weirdkid5 said:

    People don't have any empathy, which is why I played Killer to Rank 1. I wanted to see the frustrations they have to deal with, and for someone who is already an angry person, there is some serious flaws in the game still. A game shouldn't be this frustrating when your opposition is laughing away with their buddies.

    Plus everyone is different, people just assume everyone can stay calm in a game that's meant to be fun, but there is 0 fun being had by YOU.

    Yes, that´s one of the things i´ll never understand. It seems like the devs only care about the survivors fun.
    When Freddy was nerfed, they reasoned that they nerfed him, because survivors didn´t had fun while facing him.
    When a killer asked during a life stream about the killers fun, he was told to play survivor or civilization.

    Either they don´t see the problem, or they don´t care. Don´t know which is worse.

  • The only mistake i saw, was not going for the outside hook on the first down.
    Focusing on the looper is a gamble, because the next survivor could also be a looper, and the one after him, etc.
    Killers are the only ones who are under a constant pressure during the whole match. Survivors play pretty much relaxed. That´s what this game gets wrong. There´s not a single horror movie, where the killer is stressed, while the victims are relaxed.

    I´ve experienced way worse than that, and i can completely undersstand why it is so frustrating.
    Killer is fun on the low ranks, where survivors don´t know how to loop and you have a normal chase. But on high ranks, where every survivor know how to loop you for 5 gens?

    @ all the people who said that he reacted way to emotional. How about you try to play only killer for a whole week or two and then you tell me, that this was an exception. That survivors don´t get your blood boiling.

  • @Caretaker said:

    @Tsulan said:
    When new killers are released, survivors usually complain that he´s OP.
    He would get 4 kills while stomping noobs.
    After some time they get used to the new mechanics and he´s suddenly not OP anymore.
    This time, survivors think he´s balanced and fun to play against.
    That´s a very bad sign. Since survivors had no time to adapt to him yet.
    I can only imagine what happens once survivors got used to him.

    It really doesn't help that most of us don't have any decent perks to play with him, but even then it's hard to get a build that works for him. The only response I get is, "Lol you just don't know how to play him." There's nothing special to learn here. He can mind game a bit, but that's not really a tech, or good use of his power. You're better of m1ing 90% of the time.

    I like to value a killer based on his naked build. No perks, no add-ons. If the killer is decent or good. He will perform decent or good without perks. For example Nurse and Billy can be played without add-ons or perks and still perform good. Now compare this to other killers which are purely reliant on certain perks + add-ons to be decent.
    There´s a reason Nurse and Billy are viable on all ranks.

  • When new killers are released, survivors usually complain that he´s OP.
    He would get 4 kills while stomping noobs.
    After some time they get used to the new mechanics and he´s suddenly not OP anymore.
    This time, survivors think he´s balanced and fun to play against.
    That´s a very bad sign. Since survivors had no time to adapt to him yet.
    I can only imagine what happens once survivors got used to him.

  • @DrHermanCarter schrieb:

    @PNgamer schrieb:
    Hallo,
    hauptsächlich Nurse

    -Ruf einer Krankenschwester
    -BBQ-Chilli
    -Whispers
    -Schattengeborener

    warum BBQ und Whispers?

    Warum nicht?
    BBQ gibt bloss die grobe Richtung an. Whispers hilft bei der restlichen Suche.

  • Ich habe in 850 Stunden nur 3 Lag switcher gefunden.
    Dafür aber einen ganze Haufen leute mit schlicht und ergreifendem normalem Lag.
    Viele verwechseln das.
    Lag switcher: du stehst am Gate, kein Herzschlag. Nächste sekunde liegst du auf dem Boden und der Killer hebt dich auf.
    Normales Lag: Killer "springt" öfters bei der Verfolgung.

  • @emzy said:
    Runiver said:

    He's considered as pretty weak already.

    The hindered effect (if it's the same than the one in game), is around 4%, which is far from "annoying" tbh, especially since it slows him down as he throws it, too.

    To be fair I've not tried playing him yet so can't comment on if he's weak or not.

    I suppose survivors should run perks like SB to combat the slow?

    Then test him. He´s really weak. His throws can be easily dodged and the gas isn´t even that good.

  • @ThePloopz said:
    Tsulan said:

    It seems like most of the players prefer a longer match over the 3 or 5 minute matches we currently have at high ranks.

    Interesting

    What causes then the survivors to gen rush?

    I guess it might be because they’re facing a good killer and if you mess around against a good killer you can get snowballed easily 

    So better gen rush, so there won´t be a snowball effect.
    Got it.

  • @Fibijean said:
    Lullaby is okay honestly. Especially at lower ranks, not so much at higher ranks. Everyone knows that third seal is a pretty garbage perk, but garbage perks certainly aren't limited to hexes. I'm not saying they're all amazing perks, just that your logic is flawed in suggesting that the solution is to remove the hex mechanic altogether.

    We have very powerful survivor perks, that are way more powerful than Lullaby or Third Seal. They can´t be rendered useless by cleansing a totem or anything. They can´t be eliminated 30 seconds after the match started.

    in Hex perks Comment by Tsulan
  • @Fibijean said:
    I disagree, but if that's really the case they should be buffed, not removed altogether.

    Is Lullaby powerful? Or Third seal?

    in Hex perks Comment by Tsulan
  • Hex perks are not powerful enough to justify them being a Hex perk.

    in Hex perks Comment by Tsulan
  • It seems like most of the players prefer a longer match over the 3 or 5 minute matches we currently have at high ranks.
    Interesting
    What causes then the survivors to gen rush?

  • @GizmoTheViking said:

    @Tsulan said:
    Survivor mains: BBQ is OP pls nerf!
    Also survivor mains: Devs do something about camping!

    BBQ is the perfect perk to reduce camping. And believe me, you´ll wish the killer had BBQ when you encounter a Insidious basement camping Leatherface.

    That's not necessarily true. The reason this perk got the infamous nick name BBQ & Camp is because there's too many killer using the opposite way of how you just described it.

    They hook someone and they only see 1-2 auras away from the hook, so they know someone is close and therefor puts down a tent in the nearby area to BBQ some hot dogs while waiting for the unhooking. This goes to most killer except for Nurse and Billy, because the other killers aren't likely to get anything other than a regular chase on who ever they find far away beause of the BBQ.

    I do agree that the perk has plenty of counter play to it for those that actually decide to show their auras though and the perk is not in any sense OP. It's just annoying with all the killers that choose to use the perk the other way, which is why it maybe should have a down side to it for staying close if there is possible targets visible outside the 40 meters range the perk has at tier 3.

    Survivors defeat the only purpose of BBQ: seing the auras. Since they don´t want to be seen, they hide closeby or behind a gen. Killer sees no survivors, so he assumes that the other survivors are close. The next logic step is to search them.
    Which can be seen as camping.
    Basically survivors played themselfes by hiding to good.

  • What about additional Objectives like parts or gasoline?
    Every time killers complain about gen rush, the survivors counter that it´s their only objective.
    They really need more to do.

  • A 50kg Claudette shouldn´t be able to body block a 100+kg Trapper anyway.
    The whole body blocking thing is ridiculous anyway.
    When was the last horror movie, where the killer carried his victim into his basement, and several survivors crouched in front of the door to block the killer?

  • @MonitorZero said:
    Doctor_Derek said:

    @MonitorZero said:

    There's no such thing as gen rushing. That's like saying kill rushing.

    That's basically the point. It's all they have to do so it happens too fast.

    So get ruin? Or switch to a more aggressive killer? 

    Ruin gives the killer at maximum 1 extra minute.
    Killers on high rank are forced to play Nurse, Billy or Huntress. Let´s have 11 (soon 12) killers and only 3 are viable. Ever wondered, why survivors only encounter Nurse and Billy all day on high ranks?

  • @WebMonkey said:
    I'd love to see some stats on HOW FAST gens are getting completed for the different ranks of play. If 3 GENs are getting completed in under 4 minutes then something is seriously wrong. (I'm just guessing on time here because I'm nowhere near high enough rank.)

    5 gens can be done in 3 minutes on high ranks.
    No BNP included. Then it would be even faster.

  • @MeowLux said:

    @Tsulan said:
    Are there any plans for buffing Blood Warden?
    Since the timing between the opening of the gate and leaving is to short.
    Making it an activatable perk by pressing a button like E, 1 or 2 would make it perfect.

    Any buffs to killer would be immediate outcry from survivors of "2 op plz nerf I cant escape every match". Then it would get nerfed and probably become a hex perk like NOED because NOED totally needed a counter that made it a waste of a perk slot if the survivors had half of a brain. >_<

    It´s a shame that killer perks are so weak, while survivor perks are so strong that they can 1vs1 the killer.

  • Survivor mains: BBQ is OP pls nerf!
    Also survivor mains: Devs do something about camping!

    BBQ is the perfect perk to reduce camping. And believe me, you´ll wish the killer had BBQ when you encounter a Insidious basement camping Leatherface.

  • @Peanits said:
    I don't think an AI would do it justice. You could spend years making the AI as smart as you can and it still wouldn't be anywhere close to a real person. The problem is that a big part of the game is about outsmarting the other side, and an AI just isn't that smart.

    But the AI only has to know how to run in circles...
    Since that´s what survivor mains want from the killers.

    That being said, devs should really do something about the balance and the overall fun of killers.
    Because there are so many SWF death squads with their lightsabers which just love to bully the killer.
    If this keeps up for longer, devs might want to invest into a killer AI, since most of the killer mains got a mental breakdown.

  • I´ve been posting this for days on the Steam forum:

    Fixes for Freddy:

    • Ability to interact with survivors when they are holding a button to fill a status bar. (grab them)
    • Remove all indicators (fog, ring, different sound, slowered progress bar sign) that tell the survivor that he is sleeping. His terror radius should be his lullaby for both in and outside of the dreamworld. (Just like the movies)
    • Waking yourself up would require a perfekt skill check. (This would make a load of perks useful for him)
    • Ability to vault over pallets. He´s small, let´s make use of it. (Looping him would be a Nightmare)
      The last point could be to strong, but devs should give it a look.
  • I like the idea. I would ask for the dev team that is responsible for balancing the game, to play some rounds on rank 1.

  • @RSB said:

    @Tsulan said:
    The idea of Hex perks was, to give survivors additional objectives. Something else to do instead of only holding M1 until the gen is done. Hex perks were supposed to be a "high risk, high reward" thing. But the reality is sadly different. Most Hex perks are a medium reward at best. Not even because they get cleansed in the first 60 seconds, but because their effects are just meh.
    Here´s a list of all Hex perks:

    Ruin: Most will argue, that Ruin is a success, since every killer uses it. But it´s more of a necessity to slow survivors down, instead of being a good perk. Experienced players just power through it, since they can hit most great skill checks. Unexperienced players gen tap and both groups can finish the gens pretty fast.
    Devour Hope: Is great against new players or when a new map comes out. But usually it get´s cleansed pretty fast. While it would be THE best anti camping perk around, IF it wasn´t for that little detail, that it can be cleansed.
    The Third Seal: I don´t really know why this is a Hex perk. Since it´s effect is meh at best. But being a cleansable perk?
    Huntress Lullaby: Makes skill checks a little more interesting. But the warning that it exists, even before it has a effect? Would be a great perk, if it wasn´t a Hex.
    Thrill of the Hunt: Is a must perk to protect other Hex totems. But since we can´t see, which totem is what Hex, we can lose the wrong one, when several totems are cleansed at the same time. The 10% Bloodpoint bonus is still bugged, and only starts working once the first totem has been cleansed. Since the bonus Bloodpoints apply during the match instead of after the match like BBQ, its pretty meh on it´s own.
    My Balance proposal would be to convert all the Hex perks into normal perks. That can´t be cleansed. Since the perks themselfes are not strong enough to justify, that they can be deactivated.
    There are no survivor perks that can be deactivated before they can be used. Why force something like this on killers?

    The whole "hex" conception is just funny. I do not know why they implemented it, as those perks are not THAT strong, to be destroyable by survivors, who has way better perks, like Decisive, Self Care, or Sprint Burst.

    The only fair solution to this is to make those perks normal, or connect survivor's best perks to hexes as well.

    That´s the whole point. Either change them to normal perks, or change the powerful survivor perks to totems. They could even implement it the way, that survivor perks are bound to the same burning totems killers have. Now survivors can cleanse them, but don´t know if its their own perk they are removing.
    Finally a "high risk, high reward" situation!

    in Hex perks Comment by Tsulan