akbays35
akbays35
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@The_Crusader said:
akbays35 said:@The_Crusader said:
People really hate just letting the last guy have the hatch huh?
If the killer is needing that last kill for what ever reason it seems easier to just balance with a perk than with changes to the endgame. It doesn't create a standoff, it forces the survivor to either get the last gens done, cleanse the totem, or do something else. Killer mains feel like 1 survivor shouldn't have a free escape just because his team mates died.This perk with force a conclusion one way or another since the last survivor will have massively increased gen time and cleansing time so there's incentive to do something. I might rework the idea again to give the killer temporary aura blindness just to make it more fair.
And survivor mains feel like they shouldn't be doomed because their teammates either disconnected or played like idiots.
Its fine at the moment. Want the 4k? Then slug.
Dont care? Then hook and let last get hatch.
It really isn't, the devs have been looking at this issue longer than ds and reworking freddy.
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@Incurable_BOFA said:
How would this work with the keys? what if the exit gates weren't powered yet but for example there was 3 people left and 1 generator left. If one has a key does that activate the hex or does that perk just become useless?if the totem is active then the hatch stays locked and key wont open it so a key would still counter it.
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@The_Crusader said:
People really hate just letting the last guy have the hatch huh?If the killer is needing that last kill for what ever reason it seems easier to just balance with a perk than with changes to the endgame. It doesn't create a standoff, it forces the survivor to either get the last gens done, cleanse the totem, or do something else. Killer mains feel like 1 survivor shouldn't have a free escape just because his team mates died.This perk with force a conclusion one way or another since the last survivor will have massively increased gen time and cleansing time so there's incentive to do something. I might rework the idea again to give the killer temporary aura blindness just to make it more fair.
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they really need to buff cyprus mori so you can mori the last 2 survivors

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@RotBb said:
It is impossible to yank from the hatch, generators are impossible to yank from if the survivor lets go anytime during your grab, the only yanks that still happen are in the windows, is it just me?there is an animation/program action glitch, I've been seeing it alot lately.
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@Rebel_Raven said:
akbays35 said:@Rebel_Raven said:
Seems like a hatch standoff with extra steps.
The killer camps the totem. It's a hatch standoff before the hatch standoff.
If all totems are broken, there's a hatch standoff.
the extra steps can buy you time, how many games where a hatch standoff occurs when all the totems are broken?
Time for what?
A hatch standoff is where the survivor wants to use the hatch, but can't because the killer is on it.
The killer can't swing because the survivor can power through. The killer can't grab until the survivor tries to jump in.
The survivor cannot jump in because the killer is guarding the hatch.
Thus a vicious cycle begins.
This is survivor wants the totem broken. Can't because killer is guarding it.
Killer doesn't want totem broken. Killer guards totem.exactly,> @Rebel_Raven said:
akbays35 said:
@Rebel_Raven said:
Seems like a hatch standoff with extra steps.
The killer camps the totem. It's a hatch standoff before the hatch standoff.
If all totems are broken, there's a hatch standoff.
the extra steps can buy you time, how many games where a hatch standoff occurs when all the totems are broken?
Time for what?
A hatch standoff is where the survivor wants to use the hatch, but can't because the killer is on it.
The killer can't swing because the survivor can power through. The killer can't grab until the survivor tries to jump in.
The survivor cannot jump in because the killer is guarding the hatch.
Thus a vicious cycle begins.
This is survivor wants the totem broken. Can't because killer is guarding it.
Killer doesn't want totem broken. Killer guards totem.You are correct didn't consider that the killer could just camp the totem, reworked it so the sole survivor has more options.
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@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
I still enjoy the game and that's really what this is about. For every 1 bad match I get, I usually get 15 successful matches where I play reasonably fair and feel like I have some decent skill. Survivors do have too many strengths but their role isn't as satisfying as killer that's why they have to resort to being toxic or tryhards.So why come here and complain? In the "balance feedback" section no less.
I have issues with how survivors can heavily tilt the game in their favor and ending the game immensely fast before I can put pressure on them and really think that max toolbox charges need nerfs and a small nerf to leader (since they buffed it for no reason), but this was just a worse case scenario. The only way I could've won that game was with nurse or just dodged lobby and paid more attention to the double toolbox swf.
I also wish that Ruin wasn't a required perk for Killers either if they balanced the gen times or created another objective it would make killer perks way more diverse.
You still haven't answered my questions regarding how you cut loops, did you respect pallets, did you just swing through them for no reason, did you zone them properly in chases, did you mind game tiles, did you cut though the L T walls correctly etc etc? I'm positive that there was "something you could have done besides being Nurse", BEFORE complaining about a loss.
I don't think so, it took me less than 15 seconds to find the survivor and start a chase, I tightened my loop as best as I could and didn't respect pallets, got one stunned swinging through one pallet, the survivor didn't even loop the T wall just vaulted and tried running to another pallet before I downed him and i was zoning him to the corner of the map and by that time 3 gens got done. What amazed me is that one survivor did one gen on his own and 2 survivors with leader and toolboxes did 4 gens at roughly one minute longer in time.
And at no point did you chase anyone else? There's a plethora of things you could have done differently.
why would I stop, mid chase, against a survivor that I just wounded, as leatherface?
I didn't say that
Thinking back to that game I don't even think it was even a 4 man swf, I think it was a 2 man leader toolbox gen rush, one toxic flashlight Noob3 fanboy, and one rando immersed (not in this case) claudette. Most swf don't finish the last gens when a survivor gets hooked and try to attempt a save and the flashlight guy didn't try to blind when I picked up the rando I just downed even though he was in the area since that gen just got done and bbq didn't scout him. They got the gens got done so fast that the hook standoff was half the match and the rando barely got to 2nd stage.
I don't think there was anything I could've done differently and probably had the most optimal outcome where I evened out on score with the survivors and barely depipped. If I broke off from that relatively short chase I wouldn't have even gotten a hook and probably just gotten flashlight blinded or bodyblocked. Ironically I think I wouldn't have depipped if the chaser emblem was gimped from camping.
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@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
I still enjoy the game and that's really what this is about. For every 1 bad match I get, I usually get 15 successful matches where I play reasonably fair and feel like I have some decent skill. Survivors do have too many strengths but their role isn't as satisfying as killer that's why they have to resort to being toxic or tryhards.So why come here and complain? In the "balance feedback" section no less.
I have issues with how survivors can heavily tilt the game in their favor and ending the game immensely fast before I can put pressure on them and really think that max toolbox charges need nerfs and a small nerf to leader (since they buffed it for no reason), but this was just a worse case scenario. The only way I could've won that game was with nurse or just dodged lobby and paid more attention to the double toolbox swf.
I also wish that Ruin wasn't a required perk for Killers either if they balanced the gen times or created another objective it would make killer perks way more diverse.
You still haven't answered my questions regarding how you cut loops, did you respect pallets, did you just swing through them for no reason, did you zone them properly in chases, did you mind game tiles, did you cut though the L T walls correctly etc etc? I'm positive that there was "something you could have done besides being Nurse", BEFORE complaining about a loss.
I don't think so, it took me less than 15 seconds to find the survivor and start a chase, I tightened my loop as best as I could and didn't respect pallets, got one stunned swinging through one pallet, the survivor didn't even loop the T wall just vaulted and tried running to another pallet before I downed him and i was zoning him to the corner of the map and by that time 3 gens got done. What amazed me is that one survivor did one gen on his own and 2 survivors with leader and toolboxes did 4 gens at roughly one minute longer in time.
And at no point did you chase anyone else? There's a plethora of things you could have done differently.
why would I stop, mid chase, against a survivor that I just wounded, as leatherface?
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@Rebel_Raven said:
Seems like a hatch standoff with extra steps.The killer camps the totem. It's a hatch standoff before the hatch standoff.
If all totems are broken, there's a hatch standoff.
the extra steps can buy you time, how many games where a hatch standoff occurs when all the totems are broken?
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@only1biggs said:
@akbays35 said:
@only1biggs said:
@akbays35 said:
I still enjoy the game and that's really what this is about. For every 1 bad match I get, I usually get 15 successful matches where I play reasonably fair and feel like I have some decent skill. Survivors do have too many strengths but their role isn't as satisfying as killer that's why they have to resort to being toxic or tryhards.So why come here and complain? In the "balance feedback" section no less.
I have issues with how survivors can heavily tilt the game in their favor and ending the game immensely fast before I can put pressure on them and really think that max toolbox charges need nerfs and a small nerf to leader (since they buffed it for no reason), but this was just a worse case scenario. The only way I could've won that game was with nurse or just dodged lobby and paid more attention to the double toolbox swf.
I also wish that Ruin wasn't a required perk for Killers either if they balanced the gen times or created another objective it would make killer perks way more diverse.
You still haven't answered my questions regarding how you cut loops, did you respect pallets, did you just swing through them for no reason, did you zone them properly in chases, did you mind game tiles, did you cut though the L T walls correctly etc etc? I'm positive that there was "something you could have done besides being Nurse", BEFORE complaining about a loss.
I don't think so, it took me less than 15 seconds to find the survivor and start a chase, I tightened my loop as best as I could and didn't respect pallets, got one stunned swinging through one pallet, the survivor didn't even loop the T wall just vaulted and tried running to another pallet before I downed him and i was zoning him to the corner of the map and by that time 3 gens got done. What amazed me is that one survivor did one gen on his own and 2 survivors with leader and toolboxes did 4 gens at roughly one minute longer in time.
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@only1biggs said:
@akbays35 said:
I still enjoy the game and that's really what this is about. For every 1 bad match I get, I usually get 15 successful matches where I play reasonably fair and feel like I have some decent skill. Survivors do have too many strengths but their role isn't as satisfying as killer that's why they have to resort to being toxic or tryhards.So why come here and complain? In the "balance feedback" section no less.
I have issues with how survivors can heavily tilt the game in their favor and ending the game immensely fast before I can put pressure on them and really think that max toolbox charges need nerfs and a small nerf to leader (since they buffed it for no reason), but this was just a worse case scenario. The only way I could've won that game was with nurse or just dodged lobby and paid more attention to the double toolbox swf.
I also wish that Ruin wasn't a required perk for Killers either if they balanced the gen times or created another objective it would make killer perks way more diverse.
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She's a mid tier killer with really strong add ons that fix her problems, legit just try to play her with no add ons and you'll be in for a bad time
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@Chi said:
I am expecting a lot of git gud and the likes for this but whatever.I can't be the only one who thinks that instasaw on Billy is just unfair and unfun to play against.
It kinda is to be honest, problem really is from the hitbox on the chainsaw.
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I still enjoy the game and that's really what this is about. For every 1 bad match I get, I usually get 15 successful matches where I play reasonably fair and feel like I have some decent skill. Survivors do have too many strengths but their role isn't as satisfying as killer that's why they have to resort to being toxic or tryhards.
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@Mister_xD said:
if all you care about is BP, id recommend you to play Freddy.
and before you come here and LOL rate this, please hear me out!
i know Freddy is the weakest killer in the game. still, you will get tons of points playing him, due to the fact that he will always use his ability when doing an action with the survivors, which grants him massive amounts of bonus points.
e.g. when you find a survivor and tag them, you get 150 dream demon points, then 200 survivor found points, then 500 dream chaser points, then 300 brutality points and another 300 brutality points, 500 hook points and the additional chaser points. and this is only one hook.I know freddy is strong getting points, problem is dealing with coordinated teams and having the games end too early. Plus him and doc are add-on reliant, I get non sweaty 2-4k on brown add ons with myers.
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Might grind more points into nurse, doc, and freddy to see. I just get efficient games with myers because of his overall kit and how easy it is to find survivors unless they are SUPER IMMERSED or corn maps but I can use the tractors for tracking
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I really feel like her ambush should cause a bleedout timer when a survivor gets hit with it.
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@nikodelpino said:
The Nurse is the best killer for farming when mastered in my opinion. You always get 28K or more with her per game, even more if you use BBQ.Usually get 50-60k with myers, I get 35-45 with doc but I don't have distressing on him. Myers gets tons of points from just stalking and distressing really boosts that.
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@PhantomMask20763 said:
Its prototype claw with paint thinner with the perks Agitation, devour hope, Fire up, and play with your food. Speedy Freddy. Would this work or would it be a total failure?any totem on freddy is pretty bad, you really cant protect them or harass survivors t. Fire up is mediocre and isn't as clutch as it should be. Play with your food is alright, but the problem with movespeed on freddy is what are you going to do with it when transition times are long and you can't body block survivors.
your perks remind me of montos vault build slightly
https://www.youtube.com/watch?v=c4GKP8lDbEE -
@powerbats said:
BBQ/Distressing are always great combos and instead of say Thrill/Ruin which can easily get destroyed throw in Rancor and say Bitter Murmur or Agitation for faster hooks.For farming you can go Myers with his Scratched Mirror then use Lery's offering and rampage for tons of points. Wraith if you know how to play him with his all seeing eye combo is evil as well. Doctor with Distressing and Gideons isn't fair either.
I main Spirit and if I'm going for jump scare I'll swap out Distressing for M&A or sometimes even keep it because it makes people run out of hiding before you even get to their location.
I like ruin with thrill since it helps me locate survivors and slow the game down just a little bit.
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@powerbats said:
@Mister_xD said:
@powerbats said:
@Mister_xD said:
@BeanieEnthusiast said:
Maybe when gens start popping one after the other it’s time to stop chasing the same survivor around loops and chase the others off the gens?this argument only works in lower ranks.
at rank 1 i wish you good luck with finding a player who cant loop the ######### out of you.
(they exist but they are rather rare)Those are the best ones since quite often at rank 1 they dc the moment you down them and a lot of time they're part of a duo queue and the other person comes to their rescue. So the argument actually works at red ranks also, you just have to be aware of when the appropriate time is.
well, yes they exist.
but why shoudl i stop a chase with an injured person just to go for an not injured person, who can loop me the same way the first one did?also , your argument is based on the fact that you've already downed them, which means that you have gone through all the loops and beat them.
You'd stop if you were chasing one person and could get a free grab off a gen, chest, sabo, cleansing since that's a free down plus an injured person.
Actually that's incorrect per se since it can be a case of them leading you to whee another survivor is for a free grb, injury,down. In fact quite often they'll end up leading you to someone else thus interrupting gen progress
Then you have the 2nd part of the equation where you get the down after they've every every pallet on the map all while dragging you to others and interrupting them.
In this instance playing leatherface, the only pressure he has is when a survivor is hooked because he can down multiple survivors coming for saves. I'm not going to quit a chase against someone I just slugged just because 2 gens get done in a minute across the map. Leatherface is in his element when survivors are trying for altruism because he has no map pressure and his chase ability is fairly weak.
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@Crizpen said:
@akbays35 said:
@Attackfrog said:
powerbats said:@Attackfrog said:
Of all the killers, I do worst with huntress. I even do better with freddy.
It just seems like I can't even find survivors with her, and when I do, they are able to juke and dodge my hatchets.
Maybe I just suck with her.
She just takes practice is all, Freddy you can fire and forget her you need to practice with her. You can learn some good techniques in kyf with her.
That makes sense. I enjoy all the killers, but for some reason, her learning curve just gets me.
Nurse and spirit were so hard at first but are getting so much better and rewarding....but huntress...idk. She's just not my jam I think...but to be fair, I haven't put forth a lot of effort to learn and improve with her.
the biggest problem with huntress is the maps. you're pretty much having to play as a slow no power killer in lery's, the game, and somewhat in haddonfield. you can improve it's mostly about leading shots and learning where hatchets can hit, sometimes theres weird hitboxes on objects and you have to fling the hatchets over them more than you'd think.
The maps are an issue with every killer. Hillbilly, for example, is an extremely good killer, but has problems in Lery's, the Game, etc.
That some maps work better for some killers than for others, I don't believe, is a reason any particular killer needs a buff to be competitive in every map.
Second, the Huntress is very well balanced in her abilities. Note: I'm not saying she's necessarily balanced against other killers, or survivors, but in her own strengths and weaknesses. She runs slower than most killers, that's true, but she's the only one who can harm survivors from clear across the map. She has a large, and directional hum, but that is also meant to balance against her ranged attack.
It would be silly, for example, for you to be able to close within 25 meters of a survivor and hatchet them without them having any clue you're there.
If we were talking about a baseline Huntress, with no addons or offerings, there may be a good case to be made that she needs a buff. Yet, she has some extremely powerful addons. Iridescent Head, of course, is one of the most powerful add-on's in the game, allowing Huntress to one-hit down at a huge range. But that's hardly her only powerful addon. Even the common Berus Toxin causes exhaustion, preventing survivors from using Dead Hard, Balanced Landing or Lithe during a chase. Couple that with Yew Seed Concoction, which causes Hindered, and she can end chases pretty darn quickly, without ever having to be within melee range.
Huntress isn't weak - she's largely considered in the top 5 for killers - so suggesting the dev's devote significant resources to strengthen her, rather than looking at the 13th worst killer, or 12th, is kinda silly, IMO.
That isn't to say that she couldn't use a buff to make her more competitive compared to the top 4 killers: I personally think 6 hatchets should be her base, with a 115% run speed. However, in the larger picture, utilizing limited resources to make a strong killer stronger, rather than the weak killers competitive, seems a bit backward to me.
I'm not just suggesting buff but also help with her playstyle and give her better opportunities to use other perks.
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@powerbats said:
@Rebel_Raven said:
I want to see all these people saying to play the SWFs like this anyhow actually make some counter plays to a sub 5 minute, gens done in 3 minutes match, and not use Billy, or Nurse.
Random anyone else but the people that can cover large chunks of the map in seconds.
Very few of my games lasted less than 5 minutes and most were 10-25 minute affairs the longer games were against really good teams. In most of my games gens were never done in under 3 minutes and if that's happening to you constantly then you're playing wrong.
I don't ever use Nurse or Billy because I'm just not good with them and they don't fit my style. Spirit I can cover large chunks of the map in seconds and do it sneakier than those 2. The games where the gens were all done in under 3 minutes were either I just simply got outplayed or I made plenty of mistakes.
The other games that were like that were when I was trying to do my daily or an adept on say Nurse, Billy, Hag, Clown, Myers, Huntress, etc. Many of those I'd only recently gotten the DLC for
Quite often games that last under 5 minutes for me are games where I absolutely destroy people and they're lucky to get even 1 gen done let alone 2. In games where they get all gens or most gens powered is because I'm either just playing badly or I'm farming.
When someone crashes during loading screen i simply farm and let everyone go, if someone dc's right at start at 5 gens I do the same. Oh sure I can be a tryhard and 3k the remainder or deal with a bunch more dc's and get nothing or i can simply farm and get lots more bp and evey has a nice match.
But in the end if you'e losing games that quick all the time you need to play better and change your ways because you're not losing every time to depip squad level swf groups.
I'm not complaining too much about it half the time I'm farming with doc and myers for the new killer other time just trying to get the rest of killer achievements, this only happens like twice out of 30 games when I get a highly competent swf team. It's just frustrating seeing how quickly the survivors can get the game done objectively. It's just as a killer you can't truly kill the survivors as intended in less than 5 mins unless you're playing slug nurse/spirit or against potato survivors and one dcs.
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@only1biggs said:
@akbays35 you probably did something wrong. Did you loop tight? Did you respect pallets? Did you just swing through them? Did you zone properly? etc etcthe chase only lasted less than 2 minutes and there wasn't a strong loop I was using Leatherface and his innate addons to practice for doing his achievement, he circled a pallet twice I got a hit through a pallet swing, he ran to another pallet 1 gen got done, he threw the pallet down after one circle, ran to a T wall 2nd gen got done then ran to a 3rd pallet and slugged him before he made it, a 3rd got done when I hooked him, since I hooked him on a dead corner of the map where a gen got done I circled the area and the last 2 got done before the survivor was even a 4th into the hooked state. I never went into bloodlust 1 so each chase action took less than 12 seconds. The survivor being hooked and me camping him into the 2nd state took longer than the total gen time. I figured the game was over so just sat there since the hook was right next to the exit gate and figured the swf would go for some altruism. I got surrounded quickly with the survivors poking around in a perimeter, one working on the exit, one flanking my right and left, was just standing there back and forth and revving my saw, got bored with the standoff and just hit the hook with my saw, the anger duration of the animation downed another survivor when they unhooked the first one, the downed survivor crawled to a pallet, one survivor kept trying to flashlight blind, revved my saw to see if the survivors would waste the pallet, got pallet stunned and flashlight blinded when they picked up the downed survivor, they opened the exit gates and ran, I got in front of 2 of them with the chainsaw revved, hit one as he exited, one survivor got hit from behind me at the slamming duration and was able to hook him at the end. Two were using green toolboxes with faster gen repair add ons and one had leader, one had a green flashlight with odd bulb and battery, the guy I went after in the beginning didn't have any items and ironically got the most amount of points at the end of the match and everyone evened out at 17-18k.
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@Master said:
@akbays35 said:
Deranked, still got a kill, but I legit just camped a dude on hook that I slugged in a 2 pallet broken chase into a T wall. My complaint is that there really is no counterplay to this.How can I achieve my objective making no mistakes anywhere near the time survivors achieve theirs with no mistakes?
I'm still gonna keep playing killer and improve, but it's weird when I get matched up against dcing potatoes that can barely do a gen then with swf squads that end the game in less than 5 minutes it makes the game wildly inconsistent and unfun at both ends neither feeling appropriately challenging.
There is nothing you can do about this sadly. The depip squad showed the true unbalance of the game, the devs reacted and said they already have been aware of this and that it would be nothing new to them.
Sadly, up to now, they havent changed anything about gens.Personally, I started deranking and have fun games in lower ranks.
If you are that kindof competitive player that really wants to win, even against good SWF, then you need to play nurse, there is no way around that sadly
I'm not competitive at all actually I want to play as fair as possible and just want the game to last long enough to justify the long lobby time and for me to get some bp, possibly getting all my killer achievements, and maybe a kill or two. My favorite killers are Myers, Freddy, and Clown.
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@Tiersis said:
SWF breaks the game, we all know it. Its just one of those things killers have to deal with because there's 4 survivors to every killer in this game, and no one gives a crap.Sadly, as a killer all you can do is try to watch for common naming, or groups that spawn in at the same time and Lobby dodge them, or deal with unbalanced gameplay in the hopes that they slip up and you get a kill or two.
well i don't like dodging lobbys I'm ok with most swfs and good players I just don't like seeing how imbalanced this game really is towards survivor that they can just end the game in a matter of minutes especially if you have to wait in lobby a substantial time of 10 minutes give or take. You pretty much have to play nurse or billy because of the map pressure and maybe spirit and clown to some degree, but it really deters playing other killers. This is one of the reasons I hate Family Residence map, it's just too damn big and the gens are always placed far apart, there's literally no way to find a gen cluster and defend it effectively and there's too many places for survivors to hide.
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@BeanieEnthusiast said:
Maybe when gens start popping one after the other it’s time to stop chasing the same survivor around loops and chase the others off the gens?1 gen went down when I got the first hit, 2nd gen went down when I broke a pallet, 3rd gen when down when I got the second hit, 4 and 5 gen went down within 30 seconds after hooking the total chase time was less than 2 mins.
Edit: it wasn't a bad loop, just around pallets like every survivor does didn't even go into bloodlust 1.
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@PhantomMask20763 said:
So I've been thinking, in most of my matches clown is the rarest killer I ever see, I see Freddy more than Clown!!! Do people not like him? His power is simple and pretty good yet I rarely see him. Even I rarely play him now and I dont even know why. What's wrong with him? He doesn't have map pressure but he excels at chases, is that it?!I like playing clown but there is something missing with him. He doesn't have any gimmick to his playstyle it's a brutal slugfest with some bottle throwing.
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@Redient said:
While the new procedural rules for pallets makes them less and more distant, to tte extent of disappearing, the same cannot be said for the hooks.Hooks are now perfectly spread across all map - whit many smaller maps - and a killer can easily camp 2 hooks and 1 gen, or 1 hook and 2 gens.
Will it be looked into again or since is ok for the more loud - and paying - killer community will just pass under silence?
hooks are so spread out that if one hook gets disabled when you down a survivor you will actually struggle to get to that other hook. Play some killer games bro and you'll see it more survivor sided than killer sided. Last patch hooks were like 30m away from each other.
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@Raging_Ryuga said:
I don't have a name for it, but a lot of people / killers hate decisive strike - correct? So instead of trying to change D strike... why not add a killer counter perk? Here's my idea:
Once per game, on a survivors first hook - a killer can roughly pull down on a survivor that is hooked, causing it to severely damage them, making the survivor instantly progress to stage 2 of their hook.What do you guys think?
I think an ultra rare offering would work better than a perk.
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I'd like to see Truetalent and Monto have a teir list, I think theirs would be more accurate.
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They probably bullied a fat kid with epilepsy.
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@Attackfrog said:
powerbats said:@Attackfrog said:
Of all the killers, I do worst with huntress. I even do better with freddy.
It just seems like I can't even find survivors with her, and when I do, they are able to juke and dodge my hatchets.
Maybe I just suck with her.
She just takes practice is all, Freddy you can fire and forget her you need to practice with her. You can learn some good techniques in kyf with her.
That makes sense. I enjoy all the killers, but for some reason, her learning curve just gets me.
Nurse and spirit were so hard at first but are getting so much better and rewarding....but huntress...idk. She's just not my jam I think...but to be fair, I haven't put forth a lot of effort to learn and improve with her.
the biggest problem with huntress is the maps. you're pretty much having to play as a slow no power killer in lery's, the game, and somewhat in haddonfield. you can improve it's mostly about leading shots and learning where hatchets can hit, sometimes theres weird hitboxes on objects and you have to fling the hatchets over them more than you'd think.
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@PigNRun said:
akbays35 said:
* Hag: create different sound for hag trap activation, create a .25 second lag for trap activation for quicker response time for teleportation.Doesnt she have a unique sound already? That liquid fart noise.
it blends in with ambient noises in the swamp and forest maps and the animals near crotus, I'd rather they have something more noticeable.
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@zacmangaming said:
@akbays35 said:
I think Huntress needs some buffs and I think what would help if she had to swap her weapons like Doc, but she moves at normal killer speed with her big axe and slower with her hatchets. I feel like the Tinkerer nerf hit her fairly hard and I see her less than most killers, this would also open up different play styles for her and possibly different add ons. This would also help her with map weaknesses.The problem with Huntress is that on certain maps she will just get bent over by survivors. Lerys, The Game and literally ANY Coldwind Farm map. The hay that she can't throw hatchets over coupled with her 110% movement speed is a detriment to her. She doesn't need a buff. Most maps just need to be reworked
that's why my suggestion, she can function like a normal killer considering the map, then swap to her hatchets if she finds an opening.
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fingersuit clown would be creepy
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@Dustin said:
@akbays35 said:
Yeah cause I play at green ranks for killer but getting matched against red/purple rank survivors with yellows and usually the higher ranked players play worse
main issue is when I get matched against solo survivors at the same rank and they are potatoes and it really ruins my expectations. I just don't like games where I get my ruin broken in less than a minute and 3 gens done before I down 1 survivor and struggle to get a 2k, then a game following it where the survivors struggle to do a single gen and I get 2 dcs on their first hooks. I just want game consistency and swf really stops that since you have a coinflip of coordinated survivors vs. potatoes in your games.Can we clarify on one thing are you suggesting SWF only be available at purple ranks for survivors in your original post? I do feel as though I'm misunderstanding something in your OP maybe you could clarify.
Although the main reason I'm suggesting a SWF Rank is you'd have more control over that through matchmaking. You could make SWF rank's start at 10 for example and everyone would share the pip changes. That is again if I understood your original post but I feel as though I'm not.
In the grand scheme of things though I feel as though SWF causes rank inflation for both sides. You get survivors who don't interact with killer ranking up and as those survivors climb they get fed off of by killers who then climb to a rank they shouldn't be.
My opinion aside I do agree the game could use more consistency but I don't believe that's possible with how different the Solo vs SWF survivor experience is. I'm not convinced it's possible to bridge the gap anymore without major core game changes either.
I would like it swf to only be available at purple ranks and above since these players would typically be in the same play level. That way coordinated and good players would be at an expected level and not be deranking. This would force players to play well and not derank if they want to play with their friends. I don't think a seperate que would work because killers wouldnt want to play on there. It would create an incentive and deters survivors from dcing unless they want to be at potato ranks.
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@Dustin said:
The solution I look at is everyone has their own SWF rank as survivor and you have to be 5 ranks within a teammate to queue with them.Although even with that when you look at any solution for the Rank 1 + Rank 15/20 stomping new killers you'd have to account for rank reset + Different groups an swf plays with. I do feel like regardless of restrictions though SWF should have their own rank in the same queue but the rank changes should be shared among the party as opposed to individually. That way if someone climbs or drops they all do so together.
Again though then comes the issue of playing with multiple parties and do you want to impose restrictions. Although having a third rank could potentially make it easier to specify specifics such as SWF Survivor rank never drops below a certain rank for example even during reset.
tl;dr - Have 3 ranks in the same queue = Killer Rank / Solo Survivor Rank / SWF Survivor Rank
I wrote my post assuming you're referring to like rank 1's deranking or queueing with rank 15's to ruin new player games btw
Yeah cause I play at green ranks for killer but getting matched against red/purple rank survivors with yellows and usually the higher ranked players play worse
main issue is when I get matched against solo survivors at the same rank and they are potatoes and it really ruins my expectations. I just don't like games where I get my ruin broken in less than a minute and 3 gens done before I down 1 survivor and struggle to get a 2k, then a game following it where the survivors struggle to do a single gen and I get 2 dcs on their first hooks. I just want game consistency and swf really stops that since you have a coinflip of coordinated survivors vs. potatoes in your games. -
@MrZapp said:
Now, as much as I don't wanna defend swf....there are those who just wanna jump in with a few rank 20's who just got the game. Not saying that's what you meant, just saying that's who'd get screwed over.I just want the game to feel more consistent.
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@se05239 said:
@akbays35 said:
@BC_Jack said:
Type "1" if you think killer is to easy now
Type "2" if you think killer is balancedand tell us, what you play: Killer, Surviver; Both
I´m first,
1, Killer
killer is easier depending upon the map, loop, gen, and pallet spawns divided by how many survivors are competent swf.
And rank in general.
rank is irrelevant in this game. I face off against swfs with a red and 3 yellows and the red is the garbage player who cant loop.
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@DemonDaddy said:
I like that the environment plays a part in the chase. Knowing where and what direction to go has become an important part of chase; where before any vault could be taken blindly. No harm in requiring actual thought for an action.That is true to some degree, problem is both playing killer and survivor I see some wacky stuff with the vaults. I have seen survivors pull off fast vaults they shouldn't have (360 a fast vault back into the same vault on a jungle gym) and seen slow vaults that should've been fast vaults, there is some finicky stuff with the vault hitboxes or with the animations or both.
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@Crizpen said:
@akbays35 said:
This seems strange to me, I would prefer they do a shorter interrupt and just allow him to slug and shock without having to put his weapon aside.The only killers that don't have a considerable downside to using their power are: Nurse, Hillbilly, Cannibal and Clown.
You can argue that switching is burdensome in some situations, but it also allows for some unique and fun addon combinations, like the "Calm" notes. It also allows for some unique play styles, such as not going into treatment mode until entering the end-game and exposing the survivors when you need to most.
I just find it tedious that it's in the game at all, plus the animations for it are laggy and inconsistent.
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@Wolf74 said:
@akbays35 said:
@Wolf74 said:
@akbays35 said:
well as a survivor I get dead hard, so that usually prolongs being tunneled/camped. I find it irritating because the killer doesn't leave the hook and just lets the other survivors do gens while I'm doing nothing while on a hook. As a killer it does feel cheap and not that rewarding, but I end up doing it when the survivor gets unhooked as I start hunting. Depending on the gen situation I usually leave that survivor alone unless they are toxic or I keep finding them and just end them for playing bad.
Why would you feel "cheap"?
You worked for that victim on the hook, you beat him, you found him, you chased him, you carried him.
Time to rake in the reward and fight of the pesky wannabe rescuer.
When was the last time you camped a hook and NO ONE showed up?
Survivor make camping viable.You sound like a true survivor player that switch to killer every now and than and plays the entertaining party clown for his buddies.
Actually I expect EVERY survivor to be toxic, because of my experience with them. Either they will be toxic after I showed mercy. Or they get toxic in the after match chat.
Sorry, for those who are nice, but you are the minority.it mostly feels cheap cause you know he was just being farmed, team mates will rarely bodyblock or they do it so half assed. Granted if all the gens are done I will camp one survivor to keep the game going to see if any try to save. Yeah survivors are pretty toxic, I find it humorous at times half of it is annoying complaining. My main issue with survivors is how inconsistent the matches are, you get this ridiculous swf groups all with flashlights doing the gens and just leaving or you get potatoes that dc or die quickly. I still feel like the main villain is the map system, maps are terrible or good depending on rng. I still find like 4 pallets near the same 30m radius

Still you want the killer to get punishes for the survivor making mistakes.
How is that fair?idk part of me encourages camping since survivors deserve to die, but another part of me thinks it's an unfair tactic since their team mate wont save them or heal them. Idk what the devs need to do for incentives for going after other survivors (bloodlust after hook or maybe extra points on hitting another survivor?) especially when they tend to just come to you when you hook one.
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@Unicorn said:
akbays35 said:@Boss said:
The counter to camping and tunneling is others doing their main objective.
true, but it would give survivors some extra time on it.
The only time that needs to be added to the game is the time it takes to do gens. We need a new objective. Also, nothing is going to counter a camper besides doing gens. Don't give a camper more than what they deserve, one kill is better than 2.
I agree man, I think the biggest issue is how quick the gens get done with multiple survivors on them, I think they should also nerf toolbox charges across the board. Thanophobia, pop/overcharge all need buffs imo since ruin is the only guaranteed way to slow down gen time.
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@Wolf74 said:
@akbays35 said:
well as a survivor I get dead hard, so that usually prolongs being tunneled/camped. I find it irritating because the killer doesn't leave the hook and just lets the other survivors do gens while I'm doing nothing while on a hook. As a killer it does feel cheap and not that rewarding, but I end up doing it when the survivor gets unhooked as I start hunting. Depending on the gen situation I usually leave that survivor alone unless they are toxic or I keep finding them and just end them for playing bad.
Why would you feel "cheap"?
You worked for that victim on the hook, you beat him, you found him, you chased him, you carried him.
Time to rake in the reward and fight of the pesky wannabe rescuer.
When was the last time you camped a hook and NO ONE showed up?
Survivor make camping viable.You sound like a true survivor player that switch to killer every now and than and plays the entertaining party clown for his buddies.
Actually I expect EVERY survivor to be toxic, because of my experience with them. Either they will be toxic after I showed mercy. Or they get toxic in the after match chat.
Sorry, for those who are nice, but you are the minority.it mostly feels cheap cause you know he was just being farmed, team mates will rarely bodyblock or they do it so half assed. Granted if all the gens are done I will camp one survivor to keep the game going to see if any try to save. Yeah survivors are pretty toxic, I find it humorous at times half of it is annoying complaining. My main issue with survivors is how inconsistent the matches are, you get this ridiculous swf groups all with flashlights doing the gens and just leaving or you get potatoes that dc or die quickly. I still feel like the main villain is the map system, maps are terrible or good depending on rng. I still find like 4 pallets near the same 30m radius

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@Orion said:
@Wolf74 said:
@Orion said:
@akbays35 said:
I'm looking for a fair compromise between survivors getting tunneled/camped and killers who want to practice this particular playstyle because killer incentives haven't worked and I see more unhooking related buffs incoming (kindred, borrowed time, longer immunity frames). I suggested this since you'd still have a survivor being downed and out of the game, but his team would have a larger window to get that survivor back into the game and follow with the changes the devs have made for healing while downed and would proabably get survivors to get unbreakable/no mither and tenacity more frequently. Granted 30 seconds may be a bit much after a survivor has been unhooked and only while the gens still need to be completed, but the idea is to find another survivor.
The problem is that, to you, a "fair compromise" means that the Survivor gets to fail at hiding and fail at winning the chase - inversely, the Killer succeeded at finding the Survivor and then won the chase - and yet suffers no consequences, while the Killer is actively punished for trying to complete his objective (kill) by being mechanically prohibited from doing so. This would be like if every time you completed a generator, you dropped one health state and were given the Unbroken status effect.
It's the same with the new unhook mechanics.
Survivor get a free exhaustion reset and invulnerability.
So killer get punished by gamemechanics, while the survivor get backed up for making bad plays.Exactly. "Fair compromise" is apparently just Survivorspeak for "reward me for failure".
OP, we have suggested increased progression based on distance to the hook (rewards Killers for leaving the hook), hooks actually giving debuffs to Survivors that they can't shrug off with a massage (rewards Killers for hooking multiple Survivors), and a bunch of other crap. The main problem, as always, is you (Survivors). You don't want a solution that's actually fair for both sides (punishes the loser and rewards the winner); you want a solution that benefits you and you alone, while the Killer is actively punished for playing smart/efficiently/well.well as a survivor I get dead hard, so that usually prolongs being tunneled/camped. I find it irritating because the killer doesn't leave the hook and just lets the other survivors do gens while I'm doing nothing while on a hook. As a killer it does feel cheap and not that rewarding, but I end up doing it when the survivor gets unhooked as I start hunting. Depending on the gen situation I usually leave that survivor alone unless they are toxic or I keep finding them and just end them for playing bad.
On that point too, I really feel like the devs need to make stuff like kicking gens and pallets more rewarding and slightly faster without having to nab brutal strength or fired up. I feel what killers are really lacking is meaningful counter play against survivor objectives because Ruin is the only way to slow a game down if it isn't busted and thanophobia and pop/overcharge don't do enough or are situational and aren't as good of time wasters as sloppy butcher. I also think Gens get done too quickly and they need to nerf mutiple survivor progression on gens or designed more of them to be one side workable.
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@Wolf74 said:
@Orion said:
@Wolf74 said:
@akbays35 said:
30 seconds isn't that long and it's an idea to fix a frustrating issue for solo survivors who have already been hooked and downed immediately again, you still have that survivor slugged and out of the game for a timeout this just gives a team time to evaluate saving and killer has to make a choice of camping that slugged body for 30 seconds or do something else and come back.
"Just" 30 seconds??
Survivor almost lost their mind about FOUR seconds increased healing time.
That's almost half a gen done alone.
The survivor could crawl 1/2 a map during that time, making it very hard to "just come back to him later".
You obviously have no clue about timemanagement.Because those four seconds translate into eight seconds since almost all Survivors use Self-Care. Of course, they won't admit that's why they're complaining.
So they complain about 8 seconds… but this guy wants a killer action to be delayed by "JUST" 30(thirty) seconds.
That's almost 4 times the amount.
facepalmfrom the time they get unhooked, so there's a 30 second timer after that where you have a pickup immun> @Orion said:
@Wolf74 said:
@Orion said:
@Wolf74 said:
@akbays35 said:
30 seconds isn't that long and it's an idea to fix a frustrating issue for solo survivors who have already been hooked and downed immediately again, you still have that survivor slugged and out of the game for a timeout this just gives a team time to evaluate saving and killer has to make a choice of camping that slugged body for 30 seconds or do something else and come back.
"Just" 30 seconds??
Survivor almost lost their mind about FOUR seconds increased healing time.
That's almost half a gen done alone.
The survivor could crawl 1/2 a map during that time, making it very hard to "just come back to him later".
You obviously have no clue about timemanagement.Because those four seconds translate into eight seconds since almost all Survivors use Self-Care. Of course, they won't admit that's why they're complaining.
So they complain about 8 seconds… but this guy wants a killer action to be delayed by "JUST" 30(thirty) seconds.
That's almost 4 times the amount.
facepalmI didn't say it was fair or logical, I'm just explaining why they complain about the 4 seconds. I've already said that Survivor mains don't want a compromise solution - they just want to have everything their way. See: looping, healing, Self-Care, trapping specific spots, being caught, camping, "tunneling", pallets, hitboxes, windows, NOED.
- Killers demanded the end of looping due to it being low risk, high-reward, which runs contrary to how balanced things should be. Survivors demanded they stayed the same, because they liked the idea of forcing Killers into nigh-unwinnable situations. Killers had to settle for fewer loops, but the core problem of looping remains.
- Killers demanded healing was fundamentally changed because its infinite nature makes hits virtually irrelevant in the long-term. Survivors demanded they stayed the same, because they know being able to take hits without any drawbacks is broken. Killers had to settle for +4 seconds of healing time, but the core problem of healing remains.
- Killers demanded Self-Care be gutted because self-sustain perks like that shouldn't exist in a game where you're meant to be reliant on your team to save your ass. Survivors demanded it stayed the same, because they know it's broken. Killers had to settle for completely irrelevant nerfs - it's still the most-picked perk in existence, and the core problem of SC remains.
- Survivors demanded NOED was removed or otherwise nerfed into oblivion, like so many other Killer perks, because they liked being able to troll Killers at the end. Killers demanded it stayed the same, because they know it's the only tool they have that can give them a chance when the gates are powered and open. It's now the only perk that can be disabled before it even triggers, through no fault of the Killer.
I agree with all of these. The devs are fixing some loops, I really believe they should still nerf self care to have a limit on healing and Noed is balanced. In reality the healing nerf just hit tu> @Wolf74 said:
@Orion said:
I didn't say it was fair or logical, I'm just explaining why they complain about the 4 seconds. I've already said that Survivor mains don't want a compromise solution - they just want to have everything their way. See: looping, healing, Self-Care, trapping specific spots, being caught, camping, "tunneling", pallets, hitboxes, windows, NOED.
- Killers demanded the end of looping due to it being low risk, high-reward, which runs contrary to how balanced things should be. Survivors demanded they stayed the same, because they liked the idea of forcing Killers into nigh-unwinnable situations. Killers had to settle for fewer loops, but the core problem of looping remains.
- Killers demanded healing was fundamentally changed because its infinite nature makes hits virtually irrelevant in the long-term. Survivors demanded they stayed the same, because they know being able to take hits without any drawbacks is broken. Killers had to settle for +4 seconds of healing time, but the core problem of healing remains.
- Killers demanded Self-Care be gutted because self-sustain perks like that shouldn't exist in a game where you're meant to be reliant on your team to save your ass. Survivors demanded it stayed the same, because they know it's broken. Killers had to settle for completely irrelevant nerfs - it's still the most-picked perk in existence, and the core problem of SC remains.
- Survivors demanded NOED was removed or otherwise nerfed into oblivion, like so many other Killer perks, because they liked being able to troll Killers at the end. Killers demanded it stayed the same, because they know it's the only tool they have that can give them a chance when the gates are powered and open. It's now the only perk that can be disabled before it even triggers, through no fault of the Killer.
Exactly. If killerstuff gets nerfed, it will get gutted in one nerf.
Survivor stuff only gets babynerfs.
Machinegun build could have been nerfed by making the 2 perks not stack, but instead they gutted both.
SC got like … what? 6 nerfs? And is still the most picked perk in the game.
Anytime killer get a buff, survivor get something in return, but never the other way round.self care really should be limited to healing 1-2 health states. I suggested this because camping and tunneling are still so rampant that the devs planned on giving free perks to survivors to counter it. They still need to fix certain loops and shrink some maps. I also feel like they should give killers indicators when survivor perks activate nearby like exhaustion perks. They are still trying to fix matchmaking as well.
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@Orion said:
@akbays35 said:
@Orion said:
@akbays35 said:
@Orion said:
@akbays35 said:
@Orion said:
@akbays35 said:
@AntiJelly said:
That would not be the way to reduce tunneling. Remember this; a good way to make something happen is to incentivize good behavior, not punish bad behavior.theres already incentives, they throw so many good perks to trac the other survivors and get more bp for it, if you tunnel you barely get 13k bp also so there is a point incentive.
The problem is that you're thinking like a Survivor main trying to farm points.
I'm thinking about it from both sides, as a killer it is way easy to get a kill from farming one survivor and typically that survivor is just getting farmed by another survivor they had no intention of saving them. If I down that survivor and have to wait, I'll go chasing around for another survivor to make the time worth it. Typically I don't camp but I will just walk 30-50 meters to give them a head start.
No, you're thinking about it as a Survivor main trying to farm points. If you were thinking about it from both sides, you'd know that Killers don't care about points as much as Survivors do.
This is the reason that incentives haven't been working on killers.
No, this is the reason why you and everyone who agrees with you is not thinking correctly. Just because you give someone a piece of ######### and tell them it's very important to you doesn't mean they have to appreciate it.
then what would you suggest?
Plenty of suggestions have been made over the years. The problem is that Survivor mains don't want a compromise solution; it's their way or the highway as far as they're concerned. Therefore, instead of proposing a concrete solution, I suggest you learn what Killers actually care about when it comes to playing Killer. I already gave you a hint in this comment.
I'm looking for a fair compromise between survivors getting tunneled/camped and killers who want to practice this particular playstyle because killer incentives haven't worked and I see more unhooking related buffs incoming (kindred, borrowed time, longer immunity frames). I suggested this since you'd still have a survivor being downed and out of the game, but his team would have a larger window to get that survivor back into the game and follow with the changes the devs have made for healing while downed and would proabably get survivors to get unbreakable/no mither and tenacity more frequently. Granted 30 seconds may be a bit much after a survivor has been unhooked and only while the gens still need to be completed, but the idea is to find another survivor.
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@bendermac said:
So if there is a cooldown, can survivors heal the downed person and the killer just has to eat it?Sorry, this is BS!
Also certain perks, like Dying Light, actually encourage tunnelling that poor obsession.
this would be for a survivor that you already hooked and came back and slugged and it would only be 30 seconds. I just suggested this over the other nerfs that have already taken place and might continue (kindred 3, longer invulnerablity, possible borrowed time buffs).
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@BC_Jack said:
Type "1" if you think killer is to easy now
Type "2" if you think killer is balancedand tell us, what you play: Killer, Surviver; Both
I´m first,
1, Killer
killer is easier depending upon the map, loop, gen, and pallet spawns divided by how many survivors are competent swf.