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eurotophobia

eurotophobia

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eurotophobia
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  • Also, to illustrate my point about how for me, and maybe for others also, it isn't always about killing all or--in this case--even ANY survivors. I just saw this in OhTofu's upload. He tried to make a stealth build for Demo and it failed spectacularly. So I took this screenshot. Put into perspective, he still got brutal killer and scored high despite ALL survivors escaping. I don't see how anyone could see that as a loss.

    Screenshot_20200814-130632.jpg Screenshot_20200814-130706.jpg


  • But they can't file out without the killer being able to stop them. Honestly, I don't believe that survivors are getting out played when the hatch spawns. Unless it's a situation of 4 or 5 generators still left to be done, and there's one survivor left. All other conditions still has to be earned. 4 generators need to be done before the hatch spawns for 3 survivors. They earned that hatch. (I know some people will say they just genrushed, that takes no effort. Be that as it may, they still needed to meet that initial condition before it spawns)


    And with the hatch closing after each survivor, it means a downed survivor can't escape through an open hatch, too. If a killer allows a train of survivors to escape via the hatch after the process itself is slowed down in a similar manner as I proposed, he kinda clowned himself on that. I'm no red rank, but I am a higher rank on killer than I am on survivor and I see no issue with people getting out by hatch. Just different priorities, I guess.

  • The only solution I can imagine is if VoIP is implemented in the game, in a limited fashion. That is, players can hear each other only when they're close and the killer can hear it too if he's also nearby. That aside, I think it's pointless. I never understood all the hate for SWF. Even in such matches, the killer still comes out with multiple kills more often than not.


    People say the survivors complain a lot, but the fact that killer players are saying they'd dodge lobbies only emphasize the fact that they're much more interested in stacking games in their favor than in actual balance.


    If the killer gets to see when players are in a group so he can spec for said group then the survivors should know who the killer is in the lobby, so they can spec for that killer. If you think that's unfair, I completely agree. It's the same point, though. If you can spec for the upcoming match because you know what you're in for, it defeats the purpose of the game.


    But while we're on this topic, memento moris and allowing survivors to bleed to death should have BP penalties. In the case of moris, they shouldn't grant points at all for kills. My justification is lore. The killer's objective is to hook survivors to summon the entity and sacrifice survivors. Killing them bypasses the whole "sacrifice to the entity" aspect of the game. So they shouldn't receive points.


    That way, killers can continue to use moris, there's just a trade off. In that respect, hatch escapes when the gates aren't powered should have BP penalties, too.

  • Thanks, guys. I absolutely didn't even realize that the description says "When injured," for some reason my eyes just skipped over that.

  • https://youtu.be/IgEjbYjADO4

    I figured you guys would know this but... Dead Hard for me is never active unless I get hit first. Glitch? Or feature? See video. It's always like this and I'm getting pretty frustrated. Also look at that lag.