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darktrix

darktrix

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darktrix
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  • Yeah some players go for dull totems, I even do it often. But unless I'm hunting for hexes it doesn't help me escape nor do anything for emblems. It is acceptable risk to just do gens, then look for noed later (if it even exists) as it will be easier to find.

    I will even leave dull totems alone when it is near end game in case it becomes hex, so I can check them later, cause I usually have no idea if others got the rest or how many are actually left.

  • Totems have been recognized as a second objective for a long time and changing all noed tiers to exposed only hurts solo queue (again). SWF know when all the totems are broken and can be organized going about it, while if solo there's not even a totem left count on the hud. Unless each solo personally scours the map for evidence of destroyed totems you are never sure of getting them all until it is too late. That's a lot of time for a class of survivors who do not play optimally to begin with.

    That and using up time not related to the prime objective of escaping for a perk the killer may or may not have is a suck (excuse me lazy) secondary objective anyway.

    The true secondary objective is making hook saves, but that's up to killers if they want to shut that down.

  • @ForsakenLemon said:

    @akbays35 said:

    @ForsakenLemon said:
    Also yeah, I like killer more now because the scales are tipping more towards killer, it feels more rewarding, especially with 4 BBQ stacks and my event hooks, I get like 80k per game. I dont find survivor that fun anymore unless I let my survivor rank go to rank 15 so I dont have to try

    well you just answered your own question of why killer lobbies taking so long.

    But by default there is more survivors out there than killers

    Are you sure? I mean yes you need more survivors to start a match, but anyone can play either side. Just because you need more slots to fill for survivor doesn't mean players are queuing more often survivor than killer. You also need 4 survivors to every one killer, anything less than a 4:1 ratio won't cut it. So far, I haven't seen any stats from devs as to the number of people that queue up as survivor vs. killer on any given day. You would think they would have that information though.

  • Sorry man, the way things are going you're going to have 4 man SWF or nothing.

  • @Whisky_Glass said:
    It's fine as it is right now, i don't want that perk to encourage survivors even more to unhook me in front of the killer. Instead, i would like them to buff bps from other kind of actions or change the bps earned by unhooking to something like this:
    Hook rescue: 500
    Safe hook rescue: 1000
    Could be even 250 - 1250 because it's the safe hook rescue what really matters.

    Yeah.
    I personally hate WGLF because it promotes bad survivor plays. I would resent it even more if they got better rewards for those bad plays.

  • The most ironic thing in my experience with DC's is that it is usually killer mains playing survivor who are the biggest offenders.

  • According to trivia section of 'official' wiki on the perk:
    'Thrown pebbles do not collide with walls and objects such as Lockers IconHelp lockers.png, and hence will only create noise notifications upon colliding with the ground or floor.'

  • @Rebel_Raven said:

    @powerbats said:

    @traviszenryo said:

    @SadonicShadow said:
    Exit gates from start to finish take 20 seconds to open. Sounds like the gate was already partially done with the open sequence.

    i actually asked the survivor after, he and no one else had touched it and he apologized for being toxic

    Well if they had Hope or any other perk that speeds up actions then it would've opened quicker, not including another person having such a perk.

    Wait, Hope does that?

    Hope only adds haste which - 'Character's movement speed is enhanced. ' It does nothing to open the exit gates faster.

    Edit: But...it can get you to the gate faster.

  • @Gurpsmeister said:
    So just some background. I'm a survivor main, yes I claudette and yes I'll lick bricks to hide sometimes! What I try to not do is but dance and taunt a killer though and I especially hate the idea of snapping off against a killer at the end of a game. If he got me, good match! HOpefully I learn and do better next time. If I got away, also good match!

    Tonight I've been trying killer out and wow, I now understand what Killers mean by survivors ruin games. We're awful. I can't imagine wanting to keep playing this game as a killer. It has nothing to do with being looped or juked, I suck as a killer and expect it. What I mean is at the end in the chat, the sheer salt when someone dies or taunts, EZ you suck etc etc.

    We're just awful.

    Speak for yourself, I and many other don't do that.

  • Devs haven't figured out how to make people want to play survivor yet, but when they do this whole lobby problem will be fixed. You might have thousands of players on, but if 80% of them are not queuing as survivor, bunch of killers are gonna wait.

  • Maybe give up your insta downs and they'll give up their insta heals.

  • @MhhBurgers said:

    @Wolf74 said:
    Erm… how is "tunneling" anything that affects "healing"?
    You guys here complain about the increased healing time and getting tunneled… #########?
    If you get tunneled and chased, you never get the chance to get healed anyway, so where is the difference to pre patch?

    None, it's just survivor mains making things up. I actually tunnel far less now because that guy running off after the unhook will take ages to heal up, if I go for the other guy in a spot where I know I'll down him then it's worth more than going through 1 injured state.

    yeah but you're not the only killer - for every one of you there are five others who do the opposite.

  • No mither is crippling enough and they play the injured music on top of it? That's not right.

  • Just favors swf again.

  • @pemberley said:
    darktrix said:

    Always beware the 'friendly' killer that brings a mori.

    If I see a friendly killer bring a mori I’m going to cozy right up to them because getting moried is cool and too many survivors see a mori and dc and it’s easy enough to get 5000 survived points vs actually killing a survivor. 

    lol, what? You trying to spin this unrelated subject into another killer is hard survivor is easy? You are welcomed to get mori'ed every game then, you have fun.

  • Basically yeah - need to gen rush harder now.

  • @Wraff said:
    Why does the Urban Immersion Claudette who just sat around Holding M1 on a Generator's all game. Get more points then the Survivor who actually interacts and runs around the with the Killer?

    Shouldnt it be High Risk = High Reward?

    Well the one getting chased is getting evader, maybe, but risking unbroken and obviously not getting any lightbringer. When they are downed and put on the hook - it's not them who will be getting altruism either. So yeah, interacting with the killer sucks for points - a looping god could probably do okay with pallet slams and boldness, but even then. That is apparently what the devs want.

  • Always beware the 'friendly' killer that brings a mori.

  • I find myself running SC with Botany and sometimes bringing a brown medkit with some bandages - and waving away people who get me off the hook cause I can opt to heal myself much faster than they could if I medkit and just slightly slower if I self care, but it gets them back to doing gens and stuff faster than wasting time healing me.

    How's that for adapting?

  • @Wolf74 said:

    @darktrix said:

    @The_Crusader said:
    Wolf74 said:

    @The_Crusader said:

    I know its beating a dead horse but decisive strike really is the most broken thing in any game ever.

    Actually no… that spot goes to Self Care.

    The key deserves a spot too. Instant win button mid game.

    We'll give up our instant win keys when you give up your instant win ebony mori.

    Tell me again please, how is hooking someone once and down him again an "insta win"?

    When you tell me how doing enough gens to enables the hatch to appear to however remaining survivors are left is an instant win. I won't say anymore to derail this thread.

  • @The_Crusader said:
    Wolf74 said:

    @The_Crusader said:

    I know its beating a dead horse but decisive strike really is the most broken thing in any game ever.

    Actually no… that spot goes to Self Care.

    The key deserves a spot too. Instant win button mid game.

    We'll give up our instant win keys when you give up your instant win ebony mori.

  • @PigMainBigBrain said:

    @Countfunkular said:
    I'm sorry but can someone please explain to me why it is some people still want shape-shifting killers. Seriously, I don't get it why would you want a particular killer that's main Power is useless if they're dealing with a group of Survive with friends.

    No I won't lie the concept is pretty cool but the execution is flawed in more ways than one.
    1. You have to have another power on top of already being able to shape-shift.
    2. How in God's name would you control your power to change into another Survivor of your choice. 
    3. Surprise won't mean much once they figure out what you are.

    I'm sorry but I don't get it...care to explain

    People overestimate survive with friends groups..... dude.... its not rocket science, its just humans.
    Humans are predictable. The main strength of survive with friends is communication. Even if they are playing the same game if you give the killer the power to make survivors second guess their communication you can easily pull off a killer who shape shifts by forcing survivors to separate with 1 power, then shape shifting with the other half of the power. Creating a penalty for being close together.

    There are 4 survivors all separated, if 1 person says Hey Jake is this you? By the time you have time to react it will be too late assuming you allow the killer to burst out of the clone and attack.
    And assuming you escape the vision of the killer and can report the killers position, you have to go through the thought pattern of looking at who you SUSPECT is the fake, then asking "Hey jake is that you?" Then communicating to the team that you see a clone in X position. <--- Considering that information, as long as the killer has a power that makes working together as a group within close proximity of each other impossible, that killer can morph again before getting to the next target, thus making you have to recommunicate with your team and ask yet again "HEY DONNA IS THAT YOU?".

    And even considering all of that lets assume that SWF group says screw the call outs and checks to see if that cloned person is their team mate and just completely run from each other and stay away from each other, that means "YOU HAVE AN ENTIRE TEAM OF SURVIVE WITH FRIENDS PLAYERS PLAYING WITHOUT TEAMWORK" No more than 1 person on a gen, no more than 1 person going to save on a hook, NO MORE GOING NEAR OTHER SURVIVORS OUT OF FEAR IT COULD BE THE KILLER! <-------- THATS 1000 TIMES BETTER THAN RUIN!!!!

    But how do you make it so survivors separate from each other?
    Give the killer a secondary power that gives all survivors a heartbeat radius, and any survivors caught within another survivors heartbeat radius say 28 meters is exposed. <----- Forces all team mates to stay tf away from each other.

    And I have to say you underestimate humans - they will just come up with a subtle signal to each other, like point before you approach or do a 360 before you approach another member.

  • @XeroIdea said:
    Seeing as how the developers of this game think it's funny to take on the roll of a troll while implementing "fixes" into this most recent patch 2.3.0, I think I won't be playing for a while. This patch clearly favors the killers heavily this time around to the point that NOED on any tier is an instant down for survivors. In turn, making this game unplayable and overall not fun.

    Once the devs actually give a damn about their game, maybe but highly unlikely, will I come back and play. Until then, I got MHW to play, you know, a game where the devs care about the community. If that doesn't sound like shots fired, oh well.

    It's 2018, being a troll is pretty much 2013 and makes you look childish. Have fun if you decided to continue to play everybody else.

    MHW is pretty solid I mean it's no Civ 5 (:p) but yeah I'll probably switch to that.

  • @Tsulan said:
    Shape shifting or mindfucks. Not being able to trust other survivors. 

    Dude I play solo and I we already got that mistrust and it would be useless versus swf.

  • @Rex_Huin said:
    At that point the end game is so defined. Survivors open the gate before coming back for a rescue - they expect you to be camping.

    Often times in that situation Ill just leave the guy hooked and head for the gate. Ill often catch someone but after that anything could happen. Still it makes it a bit more fun.

    Also I also quite like the pathos if the guy who was hooked escapes and the guy who could have escaped gets caught. Maybe that's just me?

    That is a surprise when the killer keeps being a killer instead of a hostage taker even after the gates are open.

  • I'm giving the edge for botany - works all the time from start to finish without having any conditions and helps with medkits.

  • @Silas said:
    Hopefully Artifacts are rare cosmetics awarded in game.

    Survivors: While looting a chest, there's a slim chance of finding a cosmetic. If they do, they must escape in order to keep it.

    Killers: While searching a locker, there's a slim chance of finding a cosmetic. They must received Ruthless Killer victory to keep it. There's obviously more lockers than chests on a map, but if they were to just farm lockers then everyone would likely escape--hence no cosmetic. (;

    ... or somethin' like that

    I feel that would promote swf even more - cause they would have the highest chance of escaping and the highest chance of denying the killer cosmetics. Plus survivors having to compete for chests while the killer is wandering around looking for lockers instead of what he's supposed to be doing - I would think the huntress would be finding all the cosmetics, she's constantly opening lockers.

  • I can get lobbies instantly as survivor, just not full ones every time.

    Also main reason survivors dodge lobbies is bad ping (second is there is another survivor(s) they don't want to play with such as known DC'er) - I don't want the same high ping lobby keep popping up for me.

  • Just don't break the pallet.

  • Ah, the camp of shame.
    I think it follows the same rules regardless if the gates are open, but you are likely to have another survivor within that no go zone to stop the decay.

  • I don't think everyone has the same definition of what asymmetrical game means - some think it is power level, while what I found is it is just two sides that can play in drastically different ways. The term unbalanced is used but no reference to power levels (in some situations one side would have the advantage while it would be opposite in other situations) and I never found where it says one specific side is always stronger than the other.

    That said - 'balance' in regards to power level is going to be very tough if not impossible here in not only with drastically different ways to play but drastically different objectives to complete, not to mention killer is invulnerable while survivors can be eliminated and do not respawn.

  • Nea hogs all the really good cosmetics - spread some of that love around.

    Meg is my main and they definitely got the tomboy thing going with her. The Meg sleeveless shirts look good if it wasn't for the bling (street Meg, really? She doesn't even remotely scream that to me.) I do like her natural hair with the french braids framed in a ball cap - most of her other hairstyles just don't seem, Meg.

    And I would not mind seeing a soccer and volley ball uniform for her.

  • Once - then the *** camped me.

  • I disagree with it being trash. I've noticed other side benefits to it - such as telling you when pallets have been used up in an area before you get surprised by the lack of them late game and even exact killer location when one is broken. I do agree I would like to see a lower cooldown.

    Now current alert is trash. PTB alert sounds good - not op since the killer has to break things which becomes less useful as the trial goes on or if they happen to be chasing you.

  • @Jack11803 said:
    add WAY more line of sight breakers. Do some other stuff. Shrink killer hitbox. Basically, survivors are TOO WEAK at losing the killer, but TOO STRONG at distracting him

    This - even against a moderately competent killer with scratch marks and survivor painfully slow speed, losing a killer is tough. Thus they go to looping - cause if you cannot give them the slip, you may as well cost them time. Need less loops, more LOS breaking opportunities.

  • @Runiver said:
    Wouldn't make the perk viable for solo.
    Would make a nice trolling perk for SWF with Salty Lips & Up the Ante stacks with Slippery Meat.

    I'm not too fond of this idea.

    Yeah but not many are going to roll with that just to bet on a kobe at the expense of better perks.

  • Do you even get points for unhooking yourself? Seems like you should.
    I think BT ought to, make things interesting and a good story - even with all the luck, it is still pretty low chance.

  • It's a one shot perk - I think it just masks the survivor's true skill, like bbq and chili masks the killer's skill.

  • Would just be Killers vs. full SWF hit squads. Except now SWF get tangible rewards for it. They get data from games played already - and my confidence in them collecting better data simply because it's a tournament is not really high right now.

  • @Tsulan said:

    @SovererignKing said:
    Only thing I want is for Survivors to not be able to body block the hook prompt. If it’s “an exploit” of a game mechanic for Killers, it’s the same for Survivors.Give Killers the swivel hooks 

    Yeah, i never understood why they do different rules on the same issue.
    Or why a 50kg Claudette can body block a 150kg Trapper. He would kick her IRL and she wouldn´t be able to recover for the next 30 seconds.

    I always find it comical whenever petite little Min reaches up and hauls a shirtless David off the hook like it's nothing. I guess threat of death and adrenaline give you some super strength.

  • @Shelby said:
    In regards to the shirt clipping into the shorts, yes. However I can't really tell which head customization is in the first 2 pictures lol. We are indeed aware of most customization clipping issues. I'll enter an issue specifically for this one, and the other shorts clipping.

    Cheers,
    Shelby

    That's the point if you cannot tell - it's the long hair cosmetic clipping through her head. Also there's another minor one with the skirt and tie-up front, over her left buttock is some clipping. It becomes more obvious as she shifts in idle. Definitely puts me off purchasing any of those cosmetics, I just despise clipping so much.
    Cheers!

  • It's good for stealth and underrated imo, part of what I call my 'tech ninja' build.
    The sound deadening is awesome and the 50% prevent explosions has stopped me from revealing my position more often than not (going for those great skill checks with ruin).

    I use it along with SB, UE, and IW for doing dangerous gens...those in open, middle areas or places hard to see a killer coming. Because of it I prefer doing gens alone, cause a noisy repairer helping just negates that benefit.

  • As a solo I already don't trust my 'survivor buddies' - they are often more dangerous to me than the killer.

  • @Amanda55 said:
    Bring back the ability to mori any survivor without offerings. It would make survivors take the killer seriously again.

    And who exactly would want to subject themselves to that?

  • People need to stop assuming every survivor they see is part of some elite swf team with comms, we're not. I'd rather take that 1 in 4 chance of being camped while the others got gens done, than that 1 in 3 (or better) chance of getting targeted just because some rng potato I got stuck with in the trial is hooked. Likewise I don't want to penalize the strangers I play with if I happen to be that potato on the hook. Every trial I have to break any rhythm to counter bbq more so than any other perk in existence and that gets old.

    Stops camping? No, it justifies it if the killer doesn't see all auras they assume someone is close by and will camp/patrol even harder, or if they do see all auras. they get an idea if their hook is safe for awhile and about when they should wander back in time to greet the unhook. Basically what I hear when people say camping will happen more if bbq wasn't around, is that most killers are just bad at the job.

    tl;dr The big beef I have with bbq is it penalizes me for someone else's fail.

  • Strong tunnel = weak killer. With the exception of obsession perks which give the survivor at least some warning or facing an elite SWF who basically ask for this treatment, tunnelers generally want the easy elimination and are not very confident in their ability to down another survivor quickly. They'll rush back to the hook if not already there to get the survivor who is now an easy to find one shot, ignoring other available targets or generators popping all around them. Campers I don't even consider worthy of being a killer. You'll pip, sure, you'll get your BP, maybe even your 4K - but you'll never evolve into a skilled killer. Tunneling will be the only thing you are ever remembered for, if you are remembered at all.

    As a killer you decided to become a host for a lobby and invite other players to join you, not the other way around - they don't get the option to see who they are up against until it is too late. Like it or not, there are responsibilities that come with that.

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