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akbays35

akbays35

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akbays35
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  • @ANJ_ said:
    Get rid of post game chat.

    whats the point anyway?

    I have a good game as killer: toxic survivor chat, I have a bad game as killer: toxic survivor chat, I have a good game as survivor: toxic killer chat and probably survivors too, I have a bad game as survivor: toxic killer and probably survivor too.

    Why even give the community the option to be so salty? If anything just have preset options to choose from like: Good Game, Well Played, Have Fun With Your Games.

    alright comments section, I've said what I needed to, bring the hate.

    I would just switch it to an emoji system lul

  • @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?

  • 50% of his transition time removed when survivor is doing actions, 2m range increase on his power, and change his add ons to reflect these (he needs more aura add ons).

  • @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.> @SnakeSound222 said:

    Why? So Survivors have more time to do gens, sabo hooks, and hide near you so they can bodyblock/flashlight or pallet save? No, camping and tunneling, whether you like it or not, are a part of the game. Some games you are going to get camped and/or tunneled, even though there’s already multiple incentives to not camp or tunnel. You counter it by finishing the gens and destroying the totems. Make the Killer regret camping one Survivor or tunneling a Survivor that is hard to catch. 

    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.

  • btw 30 seconds isn't that long, pretty much enough time to kick a gen and pallet and come back.

  • he needs it at least for hatch grabs that's irritating to say the least

  • @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.

  • @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.

  • @Master said:

    @akbays35 said:

    @Master said:

    @akbays35 said:
    Just like a 30 second cooldown on picking up the same survivor, you can still slug them and even camp their body but it just gives a delay if you just hooked them.

    Do you like being slugged though?
    Usually survivor get really salty when I do this

    if it wastes more time as a killer than yes lol. I think the main issue with being tunneled as a survivor is that you don't waste as much of the killers time as a chase and helping your team with objectives. If more time is wasted then the team can succeed more effectively. Killers can also use this as bait for other survivors to come in.

    So you want to remove the only time efficient method for the killer such that you have more time for gens?

    tbh I think they need to overall increase gen timer as well or create a secondary objective or just make the maps smaller so the survivors don't have objective distance advantage.

  • @Master said:

    @akbays35 said:
    Just like a 30 second cooldown on picking up the same survivor, you can still slug them and even camp their body but it just gives a delay if you just hooked them.

    Do you like being slugged though?
    Usually survivor get really salty when I do this

    if it wastes more time as a killer than yes lol. I think the main issue with being tunneled as a survivor is that you don't waste as much of the killers time as a chase and helping your team with objectives. If more time is wasted then the team can succeed more effectively. Killers can also use this as bait for other survivors to come in.

  • @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.

  • @Croz said:
    I think making struggle phase more rewarding while in the killer's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.

    This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.

    easiest way to fix camping tunneling is a cooldown on when you can pick up a survivor that was just hooked. If you had to wait 30 seconds to pick up that downed survivor you might want to just go do something else really quick or chase the guy who unhooked him.

  • @Ramxenoc445 said:
    I main him for killer and I don't really think he needs a full rework. Couple of buffs yes but nothing major

    I think he needs 1 second lowered on his transition, maybe longer range, and some rework on his add ons. I think the devs are trying to address some of freddy's anti fun mechanics that make him one of the least liked killers. In all honesty I like playing Freddy, but I hate playing against him.

  • @Entità said:
    A very few people run Left Behind: the last survivor often looks for the hatch, and a unused perk is a waste of game programming. I suggest a buff: Left Behind should have the secondary effect of disrupting killer's ability to read gens' Auras, when all people except one have been killed.

    It really just needs to be an innate perk.

  • They pretty much made survivor hitboxes larger, they also messed with a bunch of animations so it's clunky and inconsistent and they removed any latency help with these. The showed data on the last dev streams that killers are consistently winning 60% of their matches at all ranks.

  • it means that they want to fly, like a dragonfly
    https://www.youtube.com/watch?v=8t-iFr9q1I8

  • As a killer I see Min's being stupid toxic, as a survivor it's usually jake. The most toxic killers I see are usually doc, I've seen way too many of them camp excessively and slug hooked survivors.

  • @SpongeBob420Pants said:
    I'm sick of teammates not doing gens, not doing chases, not going for the unhook and just waiting for everyone else to accomplish 2 gens and die, so they can escape through the hatch, it's toxic and not fun.

    If you can't be a good teammate and contribute towards winning you deserve to lose and the hatch existing makes this not the case.

    I really think survivors should have a second option like doing all the totems or just needing 3 gens done so that one random exit gate needs to be powered.

  • Idk, what would be his power though? would he randomly teleport like in the game and just be like another nurse?

  • @Nickenzie said:
    akbays35 said:

    I don't like the idea of having it be a totem that already gives it too much counterplay and it's an obsession perk too. If it was just an endgame hex totem like NOED and hooking survivors added time 7/8/9 seconds per hook to the exit gates then that would be balanced because survivors can deal with it like NOED.

    Breaking the totem doesn't anything for the non obsessions. It only frees the obsession but every survivor still has the Hex effects on them. This is actually a huge buff if you think about it.

    I understand where you're going with this, but it's finicky to focus on an obsession and protect a totem especially when it just has lategame potential? It would also be way too strong against solo survivors and swf would just counter it easy. It could just be a wasted perk slot that and get broken by the time you find the obsession and tunnel them down especially if they have ds or object of obsession. If it worked with any survivor hook stacks and activates at the end it would be stronger because it doesn't rely on an obsession to tunnel and it would be perfect to pair with NOED since both totems would activate if they gen rushed survivors would have to get both totems to leave safely. It would reward the killer for hooking focus and give them a safety net against gen rushing survivors.

  • I'd check out Monto's vids for spirit. Problem could be well coordinated swfs or just amazingly smart survivors so just keep an eye on lobby. As a survivor the typical strat is to just urban evade behind where you just were and just shuffle away when you hear the spirit's sounds. https://www.youtube.com/watch?v=9XEptuylGg4

  • I don't like the idea of having it be a totem that already gives it too much counterplay and it's an obsession perk too. If it was just an endgame hex totem like NOED and hooking survivors added time 7/8/9 seconds per hook to the exit gates then that would be balanced because survivors can deal with it like NOED.

  • @AbaKat_ said:
    akbays35 said:

    Tapp and Adam, I see them once every 20 matches. I think the top 2 survivors i see is nea and claudette, next are meg, dwight and david, then min and laurie and ace, then bill, quentin, and kate, and adam and tapp last.

    What about Jake?

    crap knew I missed one, I see him the same amount as david and dwight.

  • It's a strong and underused perk imo if a killer keeps track of where a gen is being worked on and just hooks near them and kicks then it sets survivors way back on progress.

  • this killer is making so many mistakes, he should've slashed you at the window vault, then he keeps trying to stalk around a loop instead of just running. Stalking slows you down it's really just best for creeping onto survivors or using it to get to ew3. The only buff Meyers needs is help with corn blindness.

  • @Unnamed_Freak said:
    Or it would be better if he could grab them instantly, making them enter into the dream world. He already does that with lockers, why can't he do that on gens,hooks,totems or while survivors are unhooking?

    I agree, it really neuters him as a killer but it's supposed to give extra counter play I guess?

  • Iron Will, it's the best perk in the game.

  • I think one of the reasons why is totem placement, there isn't a single hard to find totem on that map. I hate to say it but the main reason why survivors can't escape is because of Ruin.

  • @Master said:

    @akbays35 said:

    @Master said:
    Why should it happen
    lithe gives you a sprintburst

    They could introduce another perkt hat gives you fast vaults with a cd, why not

    Due to many of the structure changes and random rng of fast vaulting, I really don't see a lot of people with Lithe. It's the least used exhaustion perk simply due to the surrounding nerfs. I think that would be cool if either Lithe, Quick and Quiet, or Dance with Me guaranteed a quick vault since all of these perks suffer from slow vaulting :/.

    Lithe is completely independent of the vault changes .But sure, for you as survivor main it would be great to always fast vault, I understand :wink:

    I don't want it to always happen, but if I am in a chase with lithe active it would be consistent to say the least. Even full on sprinting into a vault can still cause a slow vault I just don't understand why there's this finicky rng that needs to occur with an action.

  • @Master said:
    Why should it happen
    lithe gives you a sprintburst

    They could introduce another perkt hat gives you fast vaults with a cd, why not

    Due to many of the structure changes and random rng of fast vaulting, I really don't see a lot of people with Lithe. It's the least used exhaustion perk simply due to the surrounding nerfs. I think that would be cool if either Lithe, Quick and Quiet, or Dance with Me guaranteed a quick vault since all of these perks suffer from slow vaulting :/.

  • @Wolf74 said:

    @powerbats said:

    @Wolf74 said:
    The hatch is a free safety net to rob killer of a deserved 4k and you guys are here to tell everyone that the mechanic that saves your rear for free is not punishing the good killer enough.

    Good grief just stop, you're not entitled to a free kill. Get over it and go earn that 4th kill. The survivor isn't getting that for free, they have to actually make it in to escape. So you're not being robbed of anything, the only thing you're doing is continuing to show who's the entitled one entitled here.

    If it was free then the survivors wouldn't have to do a single gen and they could walk out in the open slowly to the hatch and never get touched by the killer. That's what a free escape is, not you're heavily biased definition of it which isn't even remotely accurate.

    Hold your horses buddy.
    I am neither "entitled" to it, nor is the 4k "free", because I actually worked for it as a killer.
    On the other hand you feel perfectly fine to be "entitled" to a real "free" (the person that can jump the hatch does not have to have done anything) escape when you are the last survivor.
    That's a pretty harsh doublestandard.

    It's kinda funny how you try to call me out for something you do at the very same post.
    That doesn't make any sense to me and it is really hard to debate with you seriously if you can't see your own doublestandard.

    When you play solo survivor more and realize how unreliable your team mates are, the hatch really is a frustrating go to option for surviving. During the halloween event the only way I was surviving was from the hatch, the pustules took so long to farm and barely 2 gens would get done, sometimes i would just bring a key with me, do 2 gens then just bail so I wouldn't depip every game.

  • @Wolf74 said:
    The hatch is a free safety net to rob killer of a deserved 4k and you guys are here to tell everyone that the mechanic that saves your rear for free is not punishing the good killer enough.

    idk, on survivor end half of your team mates are potatoes who cant loop or do gens. I wish they would just give survivors Left Behind as an innate perk and allow killers to see the aura for the hatch, reduce that death animation by 2 seconds.

  • @DarkGGhost said:
    why ?

    cause slow vaults are cancer :/ I just want it activate just when lithe is ready.

  • @Wolf74 said:

    @powerbats said:

    @Master said:
    Bring a key

    Key meet Franklins and don't act like that never happens or that killers don't hardcore tunnel/focus the person bringing the key either.

    Also to the op the 5 seconds is fine and prevents someone from just camping it.

    Because every killer is always using FD, right?
    ALL killer use Ruin, BBQ, FD, NC, SF, End, Whis, Noed ALL the time.
    Oh these are 8 perks already… nevermind … Killer use them ALL the time!!!

    It's not so much a problem with killer as it is just with how long the animation plays out, you could do a full totem before that animation happens and I'm not sure if it is just for killer sided balance or its just something they never looked at.

  • @Tiersis said:

    @akbays35 said:

    @Whispers23 said:
    The animation of the sacrifice has to finish before the hatch opens.

    I just think if I'm downed and the other survivor is hooked, the hatch should just open. I've had the same issue happen a dozen times when a killer slugs me, goes for my teammate, I crawl halfway across the map then die on the hatch from the killer coming back after hooking with that 5 second window, or just dying from bleedout timer. That or just give me an option to die so I'm not giving the killer extra points for just making me wait a minute to die.

    Edit: Also why does the death animation have to be so long, killers have a boosted hook time and hook vacuum so they have 2-3 seconds shaved off while survivors still have to wait for a long animation to just leave and find another game. I really don't understand why it seems intentionally prolonged.

    Because its already way too easy for survivors to escape. There are several ways for you to get out, not be downed, recover yourself, escape being carried for free, heal yourself, find items to do all of the above, complete gens faster, instant heal, and more!

    I don't think giving the killer a whole 5 seconds to prevent your free escape is broken.

    Hey, I know, lets give the Killer a free one hit auto kill when the gates open without needing a perk. Sound fair to you?

    Noed is completely fair compared to Adrenaline, bleeding out on top of the hatch due to a long ass animation really doesn't seem fair. That animation is so long I got hit twice while on top of the hatch and snagged before the just the animation even finished, there is even a second delay after the animation on top of it.

  • @Whispers23 said:
    The animation of the sacrifice has to finish before the hatch opens.

    I just think if I'm downed and the other survivor is hooked, the hatch should just open. I've had the same issue happen a dozen times when a killer slugs me, goes for my teammate, I crawl halfway across the map then die on the hatch from the killer coming back after hooking with that 5 second window, or just dying from bleedout timer. That or just give me an option to die so I'm not giving the killer extra points for just making me wait a minute to die.

    Edit: Also why does the death animation have to be so long, killers have a boosted hook time and hook vacuum so they have 2-3 seconds shaved off while survivors still have to wait for a long animation to just leave and find another game. I really don't understand why it seems intentionally prolonged.

  • Tapp and Adam, I see them once every 20 matches. I think the top 2 survivors i see is nea and claudette, next are meg, dwight and david, then min and laurie and ace, then bill, quentin, and kate, and adam and tapp last.

  • Only nerf hag needs is that stupid camera jerk that happens when triggering a trap.

  • ugh this survey triggered me so hard, I never seen this much toxicity in this community before.

  • I guess you could say it was Dead by Dwight?

  • @Poweas said:
    This is in killers because some will have played her and understand her power. She mindgames the hell out of me and not even Nurse is that hard to counter. How do you defeat her power my chases against her are 40 seconds long which is decent but small compared to me vs any other killer except Nurse and Trapper. And onto Trapper, how do you counter him. He's always got traps at the small loops that you wouldn't expect and in chase I get crushed. Please help lol.

    With Spirit you have to gen rush, she can usually cut you off or follow you really close if you're looping, best hope is if you have Dance With Me and use it to hide your scratch marks or use Urban Evasion to backtrack without colliding into her pretty much stealth perks are your only option since she can actually outrun most exhaustion perks with her add ons. You could use quick and quiet on a locker and juke her that way if she's charging.
    Trapper is hard countered by Small game and sabotage but it takes forever, it pretty much tells you where a trap is within 15 feet, best thing is to just avoid his traps and leave them there so you don't alert him back to where you are unless he's already in a chase and just watch where you're running.

  • Running a blind corner with Leatherface with your chainsaw revved and hit 3 survivors.

  • did the survivor look like this?

  • I think there should be a perk that gives you 0 tr when you hook a survivor, but I think that would be a nice add on for tinkerer.

  • @nomorevideos said:

    @akbays35 said:
    Before they nerf Noed, they should nerf Adrenaline, that perk is broken and killers have no counter to it.

    Literally just run up to them and smack them again? And hey, just run NOED right? It's only gonna be 1 smack then. Perfect balance.
    I don't run Adrenaline myself since it's a situational perk that half the time doesn't even help you or come in handy. Overshadowed by the other exhaustion perks. Unless you're "optimal survivors" with your friends and try to specifically abuse the heal, it's not as easy to take advantage of it.

    Adrenaline refreshes their exhaustion, makes them move faster, and recovers them from any debuff they had on them, imagine being a clown, doc, freddy, or huntress and your ability just got wasted mid chase from one perk. At rank one this perk is run more than ds and gets more usage. Not only that the guy you had hook just gains an instaheal.

  • Before they nerf Noed, they should nerf Adrenaline, that perk is broken and killers have no counter to it.

  • @alivebydeadight said:

    @akbays35 said:
    Ironically been playing Freddy all day am I the only one who thinks tinkerer is good on him?

    situational as hell but it would be amazing

    Freddy really needs a sneak factor and a detection perk with his endgame build. I usually run Remember Me, Noed/Bloodwarden, Nurses Calling, and Tinkerer.

  • Ironically been playing Freddy all day am I the only one who thinks tinkerer is good on him?

  • With as many survivors running adrenaline, NOED is perfectly balanced and actually adds suspense and makes any killer a threat.

  • This game has actually doubled it's peak player base by the last 3 months and has 2k more active players throughout the day it's also one of the top 20 most purchased games on Steam. The only competition it might have going for it is Last Year but that game looks impossible to balance for killers.

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