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fluffybunny

fluffybunny

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  • @Master said:

    @Vietfox said:

    @fluffybunny said:

    @Master said:
    @fluffybunny
    Deleted comment? So what, guess you cant find such an example anymore :wink:

    Nah, I went to edit it. It has to check it first or whatever.
    Give it a second

    Write the comment again. I've gotten the same message several times and never gets posted.

    Yeah its because a mod has to go through it and approve it, but there are not enough mods to do that. One of my edited posts never made it through the approving process :lol:

    Awe, it was a long post. Is there a way to check your past comments, regardless of if they're being approved?

  • @Master said:

    @fluffybunny said:

    @Master said:

    @fluffybunny said:

    @Mrrgle_the_Mediocre said:

    @fluffybunny said:

    @Mrrgle_the_Mediocre said:
    TUNNELING
    ISN'T
    A
    THING

    It's more commonly known as COMMON SENSE! Maybe he's chasing you because all the time because you're terrible at hiding and/or running, huh? You're the injured one, the others aren't, why would he go after them? You're closer to death on the hook! So why, WHY would he go after anyone else? Also, I nicked this example from someone a while back, it's a pretty neat example;
    If there were two generators very near each other and one of them was 50% done and regressing, and the other generator is 0% done, which one would you work on?
    If you said the 50% generator, congratulations, you "tunneled."

    Yes, because it's common sense to follow someone for five gens instead of switching targets. Tunneling is a thing whether you want to admit it or not. Killers will often overlook an easy hit and an easy kill to go after what they've been chasing the whole time. I've seen it done even without them being the obsession. What OP was referring to is more of an etiquette related to tunneling, though. You're facing people who are trying to gain points and have fun in the game. Not NPC generators to M1 and occasionally press Space bar on. While you may see it as 1 vs 4, the 4 of them aren't earning points as a unit. While someone farming or camping them affects their score, it isn't necessarily their fault. I've had killers camp and tunnel me, then thank me for not being toxic in the next screen over. You're also picking an easy target, which isn't a show of skill. It isn't impressive. I think killers need a buff to address a team better, but also a penalty for doing lazy behaviors (as it'd be rough to play survivors if there wasn't one; killers would tunnel and camp regardless).

    @Jgrimm2001 said:
    You're about to tell me. that if i get chased all round, downed and hooked a few times and get face camped and i die because i'm the obessession, that im going to de-pip? Where is the fairness in that?

    As obsession, it's super important to not get caught. Especially if you're without an obsession perk. Avoid it if you can. If the killer has dying light or remember me, they'll often camp or tunnel the obsession. If you're not that great in a chase, learn. It's part of the game. Kate has a perk that will help you locate pallets and you can also watch tips and tricks videos. If you have friends in the game who are better at it than you, you can also ask them to help you learn the ropes in KYF. Alternatively, maybe look at your perks. Premonition and Spine Chill help if you're found right away too often. Urban Evasion will help you sneak away fast and sometimes killers don't notice things closer to the ground. Quick and Quiet is good for jumping through something and losing them if they happened to have broken eyesight with you. Iron Will will make you quiet when you're hurt and Bond will let you know where your friends are. I would say experiment until you find what helps you or what fits your play style.

    I guess I can see where you're coming from, but I can't stand it when somebody screams about tunneling when all that happened was them getting hit immediately off the hook. You mentioned getting an easy hit/kill, and if you're by the hook or a few yards from the hook as Huntress, the person getting off the hook is the easiest person to hit.

    Now, the killer following one person and one person only the whole round, I suppose that would be tunneling, though I've never encountered it myself so it would just be an in-theory thing, though I suppose if people are complaining about it I guess it does happen. It's similar to how I think camping is fine unless they do it when there's 2-5 generators and/or on first few hooks. It's just... dude, what are you doing, you're doing no one a favor, not even yourself. So I can see your point.

    I just hate it when people yell at the killer after hitting someone who just got unhooked.

    The issue is that the survivor (if hit straight from the hook) isn't really given a chance and a lot of it is in the hands of the person taking them off. If someone decides that their stacks are more important than you living the match, it's unfortunate for you. You're unlikely to get any points unless you were able to do stuff before being caught. I've had someone in a survivor match do that, but I've also had survivors unhook right behind me when I was right nearby. They didn't even have bt. If a survivor is tunneled all game, the most they can get is the points from before they were tunneled and 8k if they get enough pallet stuns and run the killer around enough. I just think killers should be buffed to the point where they don't need to do that, but camping and tunneling shouldn't be rewarded if that's the case. It'd be too easy. I've had too many killers tell me it was the easiest way to get pips and that should be changed imo.

    If a survivor only gets point from being chased, then I guess he only pallet looped and didnt manage to lose the killer. (yes thats what the game is about actually)
    And you shouldnt blame the killer for tunneling, as you said its mainly the unhookers fault for unhooking you next to the killer

    Truetalent had a nice idea: He suggested to introduce debuffs on the survivors (gen debuff e.g.) if the killer hooks a new survivor, unfortunately that idea was thrown in the trash by survivor mains, so we will stick to tunneling being the most efficient way to play.

    When people farm like that, it's kind of expected. I'm talking about when a killer camps, he often tunnels, too. Him camping is wasting so much of his time and so is his tunneling, but it also keeps the person away from doing gens or going for saves. Oftentimes, the person doesn't get a lot of points, either. I'm typically fine. I'm not toxic, so most of my solo games go well unless I somehow get with a SWF. Honestly, that can be annoying. I've literally had games where I was like "Why'd he camp me?" and went to see everyone else chain blinding the killer. Since I'm solo quite often, I do my best to avoid being caught. You're lucky to get off without going into stage two when you're by yourself. That is if the killer doesn't decide to camp.

    There needs to be a buff or reward for hooking different survivors or not going after the unhooked person (tunneling). While some people are empathetic, not everyone is and not every killer dabbles in survivor. It is admittedly quite easy to camp and tunnel and people naturally go towards the easier option if not given a reason not to.

    I know it sucks to play with a SWF, sometimes I even lobby dodge them when i play survivor..... kinda sad actually.

    There have been several ideas how to reward hooking different survivors, truetalent suggested e.g. to give survivors debuffs (gen debuff e.g.) if the killer gets a fresh hook. But you know how survivor mains react to such ideas.....

    It might be easy to camp, but its a really bad strategy that only works against bad survivors.
    Tunneling is just the most effective way to play the game and has to do nothing with "easy" because when tunneling you just target a single survivor before the other ones, you have to chase him anyway

    I know how I play. Even when I play with a friend, I try to save the "randoms" and stuff, but so many don't care. They only care about the buds they're playing with. I've literally had people leave after the doors were open and I was on the hook and that was after I safely saved them twice, sooo. Pretty sure they were swf, would be surprised if they weren't. I care if the randoms get killed or get out. A lot who play in swf don't, though, and I'm aware of that.

    I would be considered a survivor main. I would do both, but they bully me. QQ I'll probably main both once I get better... and once they get bbq and chill on the shop. That would be niiice. I think that sounds like a good idea. I'm willing to try things if it means for a good outcome. Might as well, right?

    Yeah, it's bad if the survivors know what's up, but a lot of times they don't. I think the emblem system encourages poor plays, too. If you don't go for saves, you get a black pip. When you're talking about tunneling, are you talking about going after the same survivor or switching them after the person gets off the hook? Like for instance there's players A B C and D. When you tunnel, are you going after B after B gets off the hook or are you referring to going after C while B is getting off the hook and downing C? I don't really consider the second tunneling. I honestly switch targets if the chase goes on too long, but that's because I'm a newbie and I'll legit lose people lol.

  • @Master said:
    @fluffybunny
    Deleted comment? So what, guess you cant find such an example anymore :wink:

    Nah, I went to edit it. It has to check it first or whatever.
    Give it a second

  • @Master said:

    @fluffybunny said:

    @Mrrgle_the_Mediocre said:

    @fluffybunny said:

    @Mrrgle_the_Mediocre said:
    TUNNELING
    ISN'T
    A
    THING

    It's more commonly known as COMMON SENSE! Maybe he's chasing you because all the time because you're terrible at hiding and/or running, huh? You're the injured one, the others aren't, why would he go after them? You're closer to death on the hook! So why, WHY would he go after anyone else? Also, I nicked this example from someone a while back, it's a pretty neat example;
    If there were two generators very near each other and one of them was 50% done and regressing, and the other generator is 0% done, which one would you work on?
    If you said the 50% generator, congratulations, you "tunneled."

    Yes, because it's common sense to follow someone for five gens instead of switching targets. Tunneling is a thing whether you want to admit it or not. Killers will often overlook an easy hit and an easy kill to go after what they've been chasing the whole time. I've seen it done even without them being the obsession. What OP was referring to is more of an etiquette related to tunneling, though. You're facing people who are trying to gain points and have fun in the game. Not NPC generators to M1 and occasionally press Space bar on. While you may see it as 1 vs 4, the 4 of them aren't earning points as a unit. While someone farming or camping them affects their score, it isn't necessarily their fault. I've had killers camp and tunnel me, then thank me for not being toxic in the next screen over. You're also picking an easy target, which isn't a show of skill. It isn't impressive. I think killers need a buff to address a team better, but also a penalty for doing lazy behaviors (as it'd be rough to play survivors if there wasn't one; killers would tunnel and camp regardless).

    @Jgrimm2001 said:
    You're about to tell me. that if i get chased all round, downed and hooked a few times and get face camped and i die because i'm the obessession, that im going to de-pip? Where is the fairness in that?

    As obsession, it's super important to not get caught. Especially if you're without an obsession perk. Avoid it if you can. If the killer has dying light or remember me, they'll often camp or tunnel the obsession. If you're not that great in a chase, learn. It's part of the game. Kate has a perk that will help you locate pallets and you can also watch tips and tricks videos. If you have friends in the game who are better at it than you, you can also ask them to help you learn the ropes in KYF. Alternatively, maybe look at your perks. Premonition and Spine Chill help if you're found right away too often. Urban Evasion will help you sneak away fast and sometimes killers don't notice things closer to the ground. Quick and Quiet is good for jumping through something and losing them if they happened to have broken eyesight with you. Iron Will will make you quiet when you're hurt and Bond will let you know where your friends are. I would say experiment until you find what helps you or what fits your play style.

    I guess I can see where you're coming from, but I can't stand it when somebody screams about tunneling when all that happened was them getting hit immediately off the hook. You mentioned getting an easy hit/kill, and if you're by the hook or a few yards from the hook as Huntress, the person getting off the hook is the easiest person to hit.

    Now, the killer following one person and one person only the whole round, I suppose that would be tunneling, though I've never encountered it myself so it would just be an in-theory thing, though I suppose if people are complaining about it I guess it does happen. It's similar to how I think camping is fine unless they do it when there's 2-5 generators and/or on first few hooks. It's just... dude, what are you doing, you're doing no one a favor, not even yourself. So I can see your point.

    I just hate it when people yell at the killer after hitting someone who just got unhooked.

    The issue is that the survivor (if hit straight from the hook) isn't really given a chance and a lot of it is in the hands of the person taking them off. If someone decides that their stacks are more important than you living the match, it's unfortunate for you. You're unlikely to get any points unless you were able to do stuff before being caught. I've had someone in a survivor match do that, but I've also had survivors unhook right behind me when I was right nearby. They didn't even have bt. If a survivor is tunneled all game, the most they can get is the points from before they were tunneled and 8k if they get enough pallet stuns and run the killer around enough. I just think killers should be buffed to the point where they don't need to do that, but camping and tunneling shouldn't be rewarded if that's the case. It'd be too easy. I've had too many killers tell me it was the easiest way to get pips and that should be changed imo.

    If a survivor only gets point from being chased, then I guess he only pallet looped and didnt manage to lose the killer. (yes thats what the game is about actually)
    And you shouldnt blame the killer for tunneling, as you said its mainly the unhookers fault for unhooking you next to the killer

    Truetalent had a nice idea: He suggested to introduce debuffs on the survivors (gen debuff e.g.) if the killer hooks a new survivor, unfortunately that idea was thrown in the trash by survivor mains, so we will stick to tunneling being the most efficient way to play.

    When people farm like that, it's kind of expected. I'm talking about when a killer camps, he often tunnels, too. Him camping is wasting so much of his time and so is his tunneling, but it also keeps the person away from doing gens or going for saves. Oftentimes, the person doesn't get a lot of points, either. I'm typically fine. I'm not toxic, so most of my solo games go well unless I somehow get with a SWF. Honestly, that can be annoying. I've literally had games where I was like "Why'd he camp me?" and went to see everyone else chain blinding the killer. Since I'm solo quite often, I do my best to avoid being caught. You're lucky to get off without going into stage two when you're by yourself. That is if the killer doesn't decide to camp.

    There needs to be a buff or reward for hooking different survivors or not going after the unhooked person (tunneling). While some people are empathetic, not everyone is and not every killer dabbles in survivor. It is admittedly quite easy to camp and tunnel and people naturally go towards the easier option if not given a reason not to.

  • It isn't all that great. It's only good for when you'll likely not need it. Honestly if it had stacks related to how many were left, it'd probably be better. Similar to how SS works.

  • @Master said:

    @fluffybunny said:

    @Orion said:

    @fluffybunny said:

    @Orion said:

    @fluffybunny said:
    Something should be done about face camping, but this idea can probably be exploited or come off too strong. Honestly, if you affect their points and their pips, they'd probably slow down on the camps.

    Also, camping is a weak and boring strat (tunneling is quite dumb, too). I think killers should get like style points (towards blood points and pips) for how they kill. Like they lose points if the method is easy (e.i. face camps, tunnels) and gain points for switching targets and not going back immediately. Camping really does ruin it for one side, though, and most of the time it isn't even deserved. It should be an active decision to punish at a cost rather than just be the easy way out. Also, more game modes would be fun. w

    TL;DR version - "Killers playing efficiently is boring, and they should be punished for it."

    10/10 Survivor logic right there. When can Survivors start being punished for working on generators that have already been partially repaired?

    TL;DR - "Killers camping is lazy and you should get additional points for not afking in front of someone or for changing it up"

    Didn't know people needed a tl;dr for a paragraph, but there you go. When I play killer, I don't camp or tunnel. It's more fun that way tbh. That way I don't feel like I'm targeting one person.

    No, you literally said Killers should be punished for not playing how you believe is fun.

    Just for the record, in case you didn't realize, this is a PvP game. The Killer is not there to amuse you; he's the opposing team.

    Just for the record, in case you didn't realize, this is a PvP game. Meaning, you're not playing against robots. You cheat, it's wrong, right? Tunneling and camping makes the game an awful experience for everyone but the killer evidently. I personally find it boring, but you seem to like it. It sucks for survivors, though. Have some empathy. Survivors have the right to want to have fun in a game they've payed to play, too. Like I've said in other posts, I would be up for killers getting a massive buff if they could stop the camping and the tunneling. Make it viable to go after the healthy one, rather than the hurt one. Maybe patrol the gens instead of the one on the hook. Make the gens naturally go slower if the killer is nearby or something. This game takes both survivors and killers and just because you find it "fun" doesn't mean it's correct or "fun" for everyone. I'm sure the toxic survivors who say stuff like "EZ" and cuss you out for being bad or make fun of you also finds that fun, but that's not very nice. I'm sure the people who cheat also find that fun, but that isn't right.

    I play survivor too. I am fine being camped because I know that my team can escape then
    Only tunneling feels bad, but well.

    As killer I wont tunnel survivors if the survivors dont tunnel gens. Thats only a fair compromise, do you agree?
    If survivors tunnel gens however, they dont leave me enough time to 2 hook everyone before I start killing, so I switch my game strategy to tunneling in order to become more time efficient

    I'm fine with camping on certain conditions. Otherwise, it annoys me. I dislike when it happens at the start of the match or before I get much points. I understand when it happens if someone's being toxic and they're camping for that, that's fine. The issue is that camping is quite easy and even rewarding. You may need to find someone first, but you can basically just afk around them and someone is likely going to try to go for the save. They want their points and their friend off the hook.

    I don't mean to be rude, but is English your second language? I believe you mean to say "survivors rush gens" not tunnel. I can understand that sentiment and something should be done to make the process a bit more complex. Like, maybe having to fetch something for the generator, too. Gen rushing typically happens because of a lack of pressure on the field, but there's bound to be some off while you're chasing. If one doesn't camp, they'll switch targets to someone else and that's three people doing something else (assuming someone's going for the save). If you don't tunnel, you'll hopefully just get the current person you're chasing down. If you happen to run into the other person again, I don't really think that's tunneling unless you actually go out looking for them. I think that's kinda hard to say it happened for sure, though.

  • @Master said:

    @fluffybunny said:

    @Orion said:

    @fluffybunny said:
    Something should be done about face camping, but this idea can probably be exploited or come off too strong. Honestly, if you affect their points and their pips, they'd probably slow down on the camps.

    Also, camping is a weak and boring strat (tunneling is quite dumb, too). I think killers should get like style points (towards blood points and pips) for how they kill. Like they lose points if the method is easy (e.i. face camps, tunnels) and gain points for switching targets and not going back immediately. Camping really does ruin it for one side, though, and most of the time it isn't even deserved. It should be an active decision to punish at a cost rather than just be the easy way out. Also, more game modes would be fun. w

    TL;DR version - "Killers playing efficiently is boring, and they should be punished for it."

    10/10 Survivor logic right there. When can Survivors start being punished for working on generators that have already been partially repaired?

    TL;DR - "Killers camping is lazy and you should get additional points for not afking in front of someone or for changing it up"

    Didn't know people needed a tl;dr for a paragraph, but there you go. When I play killer, I don't camp or tunnel. It's more fun that way tbh. That way I don't feel like I'm targeting one person.

    When you play killer? You mean once per week for dailies at rank 20?
    Yeah at those ranks you can play fine without tunneling

    I face plenty of people who do fine without tunneling or camping. I also have watched plenty of people who don't need to resort to camping and tunneling to get kills or wins. My current rank is supposedly reflective of my skill level. I'm not all that great at tracking yet, but I'm still learning. I feel if I camped, that would take away from learning, though, and give me an easy way out. I feel bad when I play survivor, but also when I play killer when one person is tunneled. As I said to someone else, it's like you've decided that person isn't going to have a fun round that game. Like you're targeting them. I've also had games where I was tunneled and camped 'cause someone else was toxic. Okay? You're taking it out on the wrong person. Just saying.

  • If they're far away, it's always worth a check. The killer may not be camping or hard patrolling the person, so you may be able to get them off the hook and heal them up. It's easier to get gens done with more people and when you have less people, it becomes more dire. It also sucks to go into stage two while not being camped 'cause none of your team bothered to come for you.

    I've let myself get caught to get someone off the hook while they're being camped. Sometimes a trade is a good option, especially if the person has no hooks left and you are on your first. I've gone down for people before. Sometimes it can't be helped, though. I've tried getting people off when they're being camped or were being patrolled. Sometimes it works. Sometimes it doesn't. I prefer when allies "farm" me before I enter stage two. I'll try to run the killer around if they're patrolling. If they're camping harder, bt is needed, though. It's basically to waste time. Then another "farm" if I'm still being camped before the struggling phase ends entirely. It honestly kinda stinks when you enter stage two, though and the person comes over to farm you immediately after. It's like, don't.

  • @FayeZahara said:
    Why do we lose our items feels like a cruel punishment to survivors. I have been trying more survivor games lately and sucks when lose all your items when they decided to quit at start.

    You should probably edit your post to mention what platform it's on.

  • @Mister_Holdout said:
    Yeah, whenever I hear about these things it does bother me.

    Sometimes I feel tempted to derank my Nurse to rank 20.

    Then if I come across these survivors I can totally trash them.

    I'll go easy on the real rank 20s by letting them get enough points to pip.

    When I was first starting out as survivor, the killers I ran into who weren't at my skill level was very nice and fair. It's like the complete opposite with killer.

  • I've heard people say that it would be too hard for the newer player in the group if the ranking went by the highest rank, but that's to be expected. If it's truly an issue, show them how to play first or wait for them to get to your rank skill-wise. They could play solo ques or play with friends who are newbies like them. This would be to help curve some abuse killers experience and I think that's more important than someone in a swf group finding the match easy enough.

  • @Tsulan said:
    Don´t expect anything soon. Devs justified several killer nerfs with "it´s not fun for survivors" while i´m still waiting for a "it´s not fun for killers" comment other than "just play survivor or civ" from a dev.

    Yeah, I know, but I can still hope they may see the thread and consider it. Not only is averaging out the levels like that not fair to newbies, but it's also not fair to higher ranks, too. A rank 1 shouldn't get into a match with a lower rank because their friends with a lower rank. A survivor shouldn't be able to get an easy path to rank 1 because they're playing with newbie friends and getting a killer that is easier for them to face.

    I think it would be fair to have the killer's rank match the highest rank if someone is within a swf.

  • I think limiting swf perks would be fun, but I don't agree with your second point. Kindred would be immensely helpful for solo play. If you play with friends, you could tell them no one is going for you. You can't do that with solo play. I've had games where I died on first hook 'cause no one came.

    @UltraX What special perks do you get from prestiging? I haven't gotten any. D:

  • There should also be priority to heal another person, rather than yourself.

  • If someone screwed me over, I'll hope the killer gets them, too, tbh.

  • I wear the death garden mask and I only get face camped when I'm playing with toxic friends.

  • A lot of survivors who tell newbies stuff are no where to be seen. Some of the killers weren't bad people before they came to this world. The Wraith, for instance. He could have started off as a survivor and got corrupted with all the death, becoming a killer. I don't think it's referring to getting two people, but explaining why some recognizable survivor names aren't present in the roaster.

  • Because death isn't an escape. It doesn't matter how that death happens.

  • @minsc said:
    Pretty sure they don't want you to body block that's why there's a ways to report body blocking because it's abusive to mechanics of the game play look in the report option you'll see it

    Body blocking is for prolonging the game. For instance, a killer keeps you in a corner until you d/c or a teammate purposefully gets in the way and blocks your way, downing you. It isn't in reference to that.

  • @DarkGGhost said:
    When the new chapter come out don't play any killer for 1-2 weeks. I know is to much but this is the only way devs will hear us and start giving buff to the killers too. The reazon is if the 70% of killer stop playing so the 70% of surrs can't play the game.

    Yes, because the mid-chapter update didn't have killer updates and had buffs for survivors. They should be doing them together, but it appears every other update is killer and the same goes for survivor. Besides, they need to check some of the buffs out in PTB first and if it proves too bad there, they'll scrap or change it.

  • @FayeZahara said:
    Why do we lose our items feels like a cruel punishment to survivors. I have been trying more survivor games lately and sucks when lose all your items when they decided to quit at start.

    You lose offerings, but you don't lose items. So, if you use a cake, it sucks, but you still keep your nice toolbox.

  • Are we talking about them teabagging and pointing or just staying within the gates? Sometimes I'll stay in the gate just in case they want more points (from hits/etc.) or have a daily to get a certain kind of hit. I don't if they camped or tunneled, though. I know some survivors use teabagging to talk. Like when another survivor goes up to the survivor, they teabag to say hello or to say thank you.

  • Totems honestly need better hiding spots. I was also thinking it could be better if it wouldn't always benefit the survivors to cleanse them.

  • @Rush_b_naked said:
    good. Better a dead game as a pure toxic cancer BS !

    If you truly feel that, then just stop playing.
    SWF is massive and some people will only play SWF.
    And just because they're SWF, doesn't mean they will be toxic or even good.

  • @Orion said:

    @fluffybunny said:

    @Orion said:

    @fluffybunny said:
    Something should be done about face camping, but this idea can probably be exploited or come off too strong. Honestly, if you affect their points and their pips, they'd probably slow down on the camps.

    Also, camping is a weak and boring strat (tunneling is quite dumb, too). I think killers should get like style points (towards blood points and pips) for how they kill. Like they lose points if the method is easy (e.i. face camps, tunnels) and gain points for switching targets and not going back immediately. Camping really does ruin it for one side, though, and most of the time it isn't even deserved. It should be an active decision to punish at a cost rather than just be the easy way out. Also, more game modes would be fun. w

    TL;DR version - "Killers playing efficiently is boring, and they should be punished for it."

    10/10 Survivor logic right there. When can Survivors start being punished for working on generators that have already been partially repaired?

    TL;DR - "Killers camping is lazy and you should get additional points for not afking in front of someone or for changing it up"

    Didn't know people needed a tl;dr for a paragraph, but there you go. When I play killer, I don't camp or tunnel. It's more fun that way tbh. That way I don't feel like I'm targeting one person.

    No, you literally said Killers should be punished for not playing how you believe is fun.

    Just for the record, in case you didn't realize, this is a PvP game. The Killer is not there to amuse you; he's the opposing team.

    Just for the record, in case you didn't realize, this is a PvP game. Meaning, you're not playing against robots. You cheat, it's wrong, right? Tunneling and camping makes the game an awful experience for everyone but the killer evidently. I personally find it boring, but you seem to like it. It sucks for survivors, though. Have some empathy. Survivors have the right to want to have fun in a game they've payed to play, too. Like I've said in other posts, I would be up for killers getting a massive buff if they could stop the camping and the tunneling. Make it viable to go after the healthy one, rather than the hurt one. Maybe patrol the gens instead of the one on the hook. Make the gens naturally go slower if the killer is nearby or something. This game takes both survivors and killers and just because you find it "fun" doesn't mean it's correct or "fun" for everyone. I'm sure the toxic survivors who say stuff like "EZ" and cuss you out for being bad or make fun of you also finds that fun, but that's not very nice. I'm sure the people who cheat also find that fun, but that isn't right.

  • @Mrrgle_the_Mediocre said:

    @fluffybunny said:

    @Mrrgle_the_Mediocre said:
    TUNNELING
    ISN'T
    A
    THING

    It's more commonly known as COMMON SENSE! Maybe he's chasing you because all the time because you're terrible at hiding and/or running, huh? You're the injured one, the others aren't, why would he go after them? You're closer to death on the hook! So why, WHY would he go after anyone else? Also, I nicked this example from someone a while back, it's a pretty neat example;
    If there were two generators very near each other and one of them was 50% done and regressing, and the other generator is 0% done, which one would you work on?
    If you said the 50% generator, congratulations, you "tunneled."

    Yes, because it's common sense to follow someone for five gens instead of switching targets. Tunneling is a thing whether you want to admit it or not. Killers will often overlook an easy hit and an easy kill to go after what they've been chasing the whole time. I've seen it done even without them being the obsession. What OP was referring to is more of an etiquette related to tunneling, though. You're facing people who are trying to gain points and have fun in the game. Not NPC generators to M1 and occasionally press Space bar on. While you may see it as 1 vs 4, the 4 of them aren't earning points as a unit. While someone farming or camping them affects their score, it isn't necessarily their fault. I've had killers camp and tunnel me, then thank me for not being toxic in the next screen over. You're also picking an easy target, which isn't a show of skill. It isn't impressive. I think killers need a buff to address a team better, but also a penalty for doing lazy behaviors (as it'd be rough to play survivors if there wasn't one; killers would tunnel and camp regardless).

    @Jgrimm2001 said:
    You're about to tell me. that if i get chased all round, downed and hooked a few times and get face camped and i die because i'm the obessession, that im going to de-pip? Where is the fairness in that?

    As obsession, it's super important to not get caught. Especially if you're without an obsession perk. Avoid it if you can. If the killer has dying light or remember me, they'll often camp or tunnel the obsession. If you're not that great in a chase, learn. It's part of the game. Kate has a perk that will help you locate pallets and you can also watch tips and tricks videos. If you have friends in the game who are better at it than you, you can also ask them to help you learn the ropes in KYF. Alternatively, maybe look at your perks. Premonition and Spine Chill help if you're found right away too often. Urban Evasion will help you sneak away fast and sometimes killers don't notice things closer to the ground. Quick and Quiet is good for jumping through something and losing them if they happened to have broken eyesight with you. Iron Will will make you quiet when you're hurt and Bond will let you know where your friends are. I would say experiment until you find what helps you or what fits your play style.

    I guess I can see where you're coming from, but I can't stand it when somebody screams about tunneling when all that happened was them getting hit immediately off the hook. You mentioned getting an easy hit/kill, and if you're by the hook or a few yards from the hook as Huntress, the person getting off the hook is the easiest person to hit.

    Now, the killer following one person and one person only the whole round, I suppose that would be tunneling, though I've never encountered it myself so it would just be an in-theory thing, though I suppose if people are complaining about it I guess it does happen. It's similar to how I think camping is fine unless they do it when there's 2-5 generators and/or on first few hooks. It's just... dude, what are you doing, you're doing no one a favor, not even yourself. So I can see your point.

    I just hate it when people yell at the killer after hitting someone who just got unhooked.

    The issue is that the survivor (if hit straight from the hook) isn't really given a chance and a lot of it is in the hands of the person taking them off. If someone decides that their stacks are more important than you living the match, it's unfortunate for you. You're unlikely to get any points unless you were able to do stuff before being caught. I've had someone in a survivor match do that, but I've also had survivors unhook right behind me when I was right nearby. They didn't even have bt. If a survivor is tunneled all game, the most they can get is the points from before they were tunneled and 8k if they get enough pallet stuns and run the killer around enough. I just think killers should be buffed to the point where they don't need to do that, but camping and tunneling shouldn't be rewarded if that's the case. It'd be too easy. I've had too many killers tell me it was the easiest way to get pips and that should be changed imo.

  • @Chrona said:

    @fluffybunny said:

    @Chrona said:

    @akbays35 said:

    @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    I feel like Self Care allows for more bodyblocking and toxic behavior from survivors since it's so versatile. Plus, no one grabs empathy and it has the largest aura read of any perk.

    One, no, it's a very standard perk for solo players. Unlike SWF, you can't meet up with people, unless you get lucky. Secondly, there's no point in having a perk that does the same thing (but weaker) than an item. It would be like the sabotage perk. It's already slower, and has more skillchecks than using a toolkit (just like selfcare/medkit). The difference is that sabotage is unlimited, but slower and slightly more difficult, and the item is limited in nature. The changes here basically makes the perk into an item....that takes a perk slot. The entire purpose of it is to be unlimited. Doubly so when someone else could heal you at a faster speed, as a regular action.

    And I run empathy when I play solo. It lets me know when the killer is chasing someone (after they get hit), and if they manage to get away but don't have healing, I can head to them.

    You can meet up with people in solo play. A perk called bond helps with that. It's a Dwight teachable. Self Care is a crutch for a reason. People use it while they're getting chased to get another hit in. They use it when they can't find an ally or when they're by themselves in a pinch. It's quite strong, really. I would say that more frequent skill checks would counter Freddy even harder. Having a limit would be good. Like once or twice fully healed if that can even be implemented. Otherwise, incorporating stacks that the survivor can use to heal themselves could also work. If they stop the action, it gets rid of a stack as to discourage them from using it while looping.

    This is true, but you know what I mean. I've played entire matches as a survivor without seeing another survivor. It happens.

    Having a limit would make the perk objectively terrible. Why would I take a perk that is simply worse than an item? A yellow basic medkit would be objectively better if the limit was 2. Yes, if I die, I lose it, and it's weak to franklin's demise, but it would still be better. It would have more charges, and be faster.

    Now, something that makes it go slower the more times you use it? That could be fair, and still maintain the integrity of the perk. For example, it starts at regular speed, but each time it is used to successfully heal, it gains a token. For each token it has, self heal takes 25% or something longer, capping at 4 tokens or so. This means that it is still very valuable, but it ends up taking a very long time if you take a lot of hits.

    The ONLY reason to run self care over a medkit is because the perk is unlimited. Limit it, and it is functionally useless.

    You would take a perk rather than an item to not waste the item. The perk being unlimited isn't the only reason. It's so that it doesn't get hit out of your hands with frankies or so that you don't lose a med kit from using it up or dying with it. I don't think it would be useless if it's limited.

  • @Orion said:

    @fluffybunny said:
    Something should be done about face camping, but this idea can probably be exploited or come off too strong. Honestly, if you affect their points and their pips, they'd probably slow down on the camps.

    Also, camping is a weak and boring strat (tunneling is quite dumb, too). I think killers should get like style points (towards blood points and pips) for how they kill. Like they lose points if the method is easy (e.i. face camps, tunnels) and gain points for switching targets and not going back immediately. Camping really does ruin it for one side, though, and most of the time it isn't even deserved. It should be an active decision to punish at a cost rather than just be the easy way out. Also, more game modes would be fun. w

    TL;DR version - "Killers playing efficiently is boring, and they should be punished for it."

    10/10 Survivor logic right there. When can Survivors start being punished for working on generators that have already been partially repaired?

    TL;DR - "Killers camping is lazy and you should get additional points for not afking in front of someone or for changing it up"

    Didn't know people needed a tl;dr for a paragraph, but there you go. When I play killer, I don't camp or tunnel. It's more fun that way tbh. That way I don't feel like I'm targeting one person.

  • Something should be done about face camping, but this idea can probably be exploited or come off too strong. Honestly, if you affect their points and their pips, they'd probably slow down on the camps.

    Also, camping is a weak and boring strat (tunneling is quite dumb, too). I think killers should get like style points (towards blood points and pips) for how they kill. Like they lose points if the method is easy (e.i. face camps, tunnels) and gain points for switching targets and not going back immediately. Camping really does ruin it for one side, though, and most of the time it isn't even deserved. It should be an active decision to punish at a cost rather than just be the easy way out. Also, more game modes would be fun. w

  • Tunneling and camping isn't fun or inspired gameplay. It's boring and easy. It sucks for the person on the other end, too, especially if they get caught right away. I will say it does creates some hilarious situations, though, like when someone downed two of my allies (one with no mither) just to chase after me still lmao.

  • I'd say yes and no. Some killers need it, but it can turn around a game real quick if the survivors either don't get the totems or missed one. I've had a killer go from no kills to two/three real quick and they'd be playing rather poorly the whole match. I don't usually see it on good killers or players, though. @JackieEstacadoWhen That's a good comparison, but I doubt they'll nerf no-ed. They're nerfing survivor perks because they're supposed to be weaker, but no-ed has a work arounds, techinically.

  • If I'm solo, I aim for green, so below 100. With friends, I try for 200 or lower, but will go higher if we can't get anything lower. I did a match before where the ping was 300 before. I try to keep an eye out for weird spikes or fast timers, too.

  • @Chrona said:

    @akbays35 said:

    @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    I feel like Self Care allows for more bodyblocking and toxic behavior from survivors since it's so versatile. Plus, no one grabs empathy and it has the largest aura read of any perk.

    One, no, it's a very standard perk for solo players. Unlike SWF, you can't meet up with people, unless you get lucky. Secondly, there's no point in having a perk that does the same thing (but weaker) than an item. It would be like the sabotage perk. It's already slower, and has more skillchecks than using a toolkit (just like selfcare/medkit). The difference is that sabotage is unlimited, but slower and slightly more difficult, and the item is limited in nature. The changes here basically makes the perk into an item....that takes a perk slot. The entire purpose of it is to be unlimited. Doubly so when someone else could heal you at a faster speed, as a regular action.

    And I run empathy when I play solo. It lets me know when the killer is chasing someone (after they get hit), and if they manage to get away but don't have healing, I can head to them.

    You can meet up with people in solo play. A perk called bond helps with that. It's a Dwight teachable. Self Care is a crutch for a reason. People use it while they're getting chased to get another hit in. They use it when they can't find an ally or when they're by themselves in a pinch. It's quite strong, really. I would say that more frequent skill checks would counter Freddy even harder. Having a limit would be good. Like once or twice fully healed if that can even be implemented. Otherwise, incorporating stacks that the survivor can use to heal themselves could also work. If they stop the action, it gets rid of a stack as to discourage them from using it while looping.

  • @MineAntoiya said:
    Yay or Nay?

    Personally, after getting my ass handed to me by 2 flashlight Claudettes (Just 2...) while doing my best to look at walls, I see just how unfair it is. Of course I was running the standard NOED + Ruin. And the only reason I get a kill is due to that beautiful savior of a perk (Guess I'm a NOED "Noob" huh?) Why can't we get an honest look into how they're going to play instead of being downright lied to? Guess I'll always have to run Lightborn just in case.

    Pay attention to the names and avoid them or remember they do that. It's honestly crap. Why I don't do that. They probably are the type to d/c too, but never know. I've had Aces do that to me before and it sucks. They also like d-ranked to be in a lower rank, so I was being run around all match. :x It's the same with survivor, too. Survivors don't know someone's going to camp or tunnel until after match. I think blocking works after that point to avoid those people.

  • @Peasant said:
    TheLegendDyl4n1 said:

    @Peasant said:

    TheLegendDyl4n1 said:

    @popoles said:
    
    I am one of the killers who don't change their build based on items survivors have. I'll maybe throw in burn immunity to my wraith, but that's all.
    
    
    
    thats why i said 99% but thank you for making the game less toxic will you marry me nurse? im sorry about tagging your asylum.
    
    
    
    ". . . thank you for making the game less toxic . . ."
    

    "NEW TROLL TO THE KILLER WORKS 99% OF THE TIME!"

    Since you are lying about your loudout by last-second switching you are being toxic. Yet at the same time you wish for less toxicity. Can you not see the irony in your statement?

    well if i didn't have to last second switch from nothing to what i want to use like a flashlight every lobby cause the killer at rank 4 doesn't want to "deal with the toxic" then i wouldn't be suggesting this cause the ones that dont switch to light-born and or Franklin's and the only way to really fix this problem is to not allow the killer to see the survivors only the name

    The killer has every right to see survivors and prepare perks to counter them. They have to kill 4 players who each have 3 lives, all within 5 minutes. Sometimes I run sabotage on Jake. The killer has every right to counter that with Hangman's as without them I don't even have a match.

    This is a joke, right? Sabotage typically wastes the survivor's time. 75% of the time when I run sabbo, it ends up saving no one since there's a hook just a few feet away and the killer is faster than me.

  • @TheLegendDyl4n1 said:
    all of you swf bring flashlight doesn't matter the rank of it and be in all very bright clothing then at the last second switch to another character that has no item and no bright clothing and most of the time the killer switch's to light-born or Franklins or even both and waste two perks since you have no items they are wasted even the wraith sometimes will waste his ultra rare addon that stops burn from flashlight. and due to the very bright clothing they might take of thier survivor finding perks since they will be thinking it will be easy to find you with the bright clothing. this is a awesome troll since it wastes the killers perk slots and or addons. i suggest all of you switch to Claudette with her darkest clothing. and in after game chat say press F to pay for respect

    ...Wait, people do that? LMAO. I've seen people switch from a character that had nothing to a character that had a flashlight, but never the opposite. I say play whatever perks you want, regardless of what items they have. Flashlight saves are a lot harder to pull off now, anyway. You're the one choosing to waste your perk slots on those perks, regardless of if they were decked out in flashlights or not.

  • @Mrrgle_the_Mediocre said:
    TUNNELING
    ISN'T
    A
    THING

    It's more commonly known as COMMON SENSE! Maybe he's chasing you because all the time because you're terrible at hiding and/or running, huh? You're the injured one, the others aren't, why would he go after them? You're closer to death on the hook! So why, WHY would he go after anyone else? Also, I nicked this example from someone a while back, it's a pretty neat example;
    If there were two generators very near each other and one of them was 50% done and regressing, and the other generator is 0% done, which one would you work on?
    If you said the 50% generator, congratulations, you "tunneled."

    Yes, because it's common sense to follow someone for five gens instead of switching targets. Tunneling is a thing whether you want to admit it or not. Killers will often overlook an easy hit and an easy kill to go after what they've been chasing the whole time. I've seen it done even without them being the obsession. What OP was referring to is more of an etiquette related to tunneling, though. You're facing people who are trying to gain points and have fun in the game. Not NPC generators to M1 and occasionally press Space bar on. While you may see it as 1 vs 4, the 4 of them aren't earning points as a unit. While someone farming or camping them affects their score, it isn't necessarily their fault. I've had killers camp and tunnel me, then thank me for not being toxic in the next screen over. You're also picking an easy target, which isn't a show of skill. It isn't impressive. I think killers need a buff to address a team better, but also a penalty for doing lazy behaviors (as it'd be rough to play survivors if there wasn't one; killers would tunnel and camp regardless).

    @Jgrimm2001 said:
    You're about to tell me. that if i get chased all round, downed and hooked a few times and get face camped and i die because i'm the obessession, that im going to de-pip? Where is the fairness in that?

    As obsession, it's super important to not get caught. Especially if you're without an obsession perk. Avoid it if you can. If the killer has dying light or remember me, they'll often camp or tunnel the obsession. If you're not that great in a chase, learn. It's part of the game. Kate has a perk that will help you locate pallets and you can also watch tips and tricks videos. If you have friends in the game who are better at it than you, you can also ask them to help you learn the ropes in KYF. Alternatively, maybe look at your perks. Premonition and Spine Chill help if you're found right away too often. Urban Evasion will help you sneak away fast and sometimes killers don't notice things closer to the ground. Quick and Quiet is good for jumping through something and losing them if they happened to have broken eyesight with you. Iron Will will make you quiet when you're hurt and Bond will let you know where your friends are. I would say experiment until you find what helps you or what fits your play style.

  • "Who are you playing as?" "Jake" "..."

    "Jake is with me. You know, the old Jake."

  • There could be a lot of major downsides to that perk. You can't be on the ground as long and I do believe killers actually do get points for bleed out, but it won't count for the pip. You're stronger together and at that point, you're better to lead him away from your other teammate if they're on hatch (or towards if they're being unhelpful and camping it) than to just bleed out sooner. If killer left you on the ground to go look for the other, that gives them the chance to go get you up and gens are a lot easier to finish if one person can distract for a certain amount of time.

  • The issue is that a lot of times they can't react to things they see coming because they have to do (as someone else put it) a little back flip before throwing it down and also have to be all the way at the end before they even get the option to throw it down. Hitting throw pallets is almost a sure fire way to get people now because the pallets won't even drop half the time. Being able to teleport to pallets is too much, but survivors should at least be able to use them while inside them.

  • @Wolf74 said:

    @fluffybunny said:

    Lmao, you guys are hilarious. No, it happens quite often. Why I don't bother with wards and as someone else had said, alt+f4 is a better protection than the actual "protection" item.

    So you didn't say that, huh?
    Some people really have a hard time grasping the concept of forums and scrolling back, right?

    I didn't realize referring to what someone said could be done to keep the item (that's obviously bad) is the same as doing that thing, but you're definitely right. It's definitely the same thing and scrolling back to read what was being said wouldn't have helped you at all in the slightest.

  • @Wolf74 said:

    @fluffybunny said:

    @theArashi said:
    Pretty much that:
    Last 100 games I have used that purple toolbox/medkit/flashlight with best addons to 99% and I escaped every time. On game 101 killer had FD and he made me lose that item even though I used ward.
    IT ISN'T FAIR.

    Lmao, you guys are hilarious. No, it happens quite often. Why I don't bother with wards and as someone else had said, alt+f4 is a better protection than the actual "protection" item. I don't get why the community isn't open to discussion. Generalization and assumptions don't help anything and as I've said before, the offering is supposed to protect the item, but gl getting it back from the Meg who decided its hers now. Try playing survivor sometimes instead of assuming all survivors are a certain way. Expand your horizon. We may be on "teams," but we're a community. I want things to be good for killers. Why wouldn't you want the opposite? We should strive to make it good for everyone.

    So you rather abuse an exploit to keep your item... Gotcha.

    Actually that's part of the problem, why the Devs came up with this band aid perk (FD).
    There are to many superrare items around, because people just DC to keep them and others pick them up and escape with it.
    There is an unintended and unhealthy amount of top notch items at the survivors disposal.
    Far more than regular bloodwebs should create.

    I never said I do that, but sure. Put words in my mouth. It definitely helps your argument.

    I don't think the item will remain in the match when you d/c to keep it, but I've never done that. Besides, what I was talking about is making items locked to a person/personal if they are knocked out with Frankies. I don't see how that's exploitable.
    "Unintended and unhealthy amount of top notch items" you mean like all the brown tool boxes and the increased skill check zone? You've leveled up a survivor before, right? It's just the same as killer. They get the same amount and they're buffing a lot of killer add-ons, while nerfing survivor's items and add-ons. What are you upset about?

  • @RSB said:

    @fluffybunny said:
    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    Yeah, so when survivors escape without having a Ward, they should lose their items and addons too, like killer, it would be fair, am I right? Or "fair" does not comes in the other way? And they should not be able to search chests for items, because killers can't get addons during the trial.

    I've said this before. I honestly think killers should keep their items if they don't "use" them. I've seen people suggest a low kill rate to be the measure, but a usage bar could also be implemented. They should also get the chance to find items in the match. Like maybe it could be connected to sacrificing? Random add-ons/items from different survivors.

  • @theArashi said:
    Pretty much that:
    Last 100 games I have used that purple toolbox/medkit/flashlight with best addons to 99% and I escaped every time. On game 101 killer had FD and he made me lose that item even though I used ward.
    IT ISN'T FAIR.

    Lmao, you guys are hilarious. No, it happens quite often. Why I don't bother with wards and as someone else had said, alt+f4 is a better protection than the actual "protection" item. I don't get why the community isn't open to discussion. Generalization and assumptions don't help anything and as I've said before, the offering is supposed to protect the item, but gl getting it back from the Meg who decided its hers now. Try playing survivor sometimes instead of assuming all survivors are a certain way. Expand your horizon. We may be on "teams," but we're a community. I want things to be good for killers. Why wouldn't you want the opposite? We should strive to make it good for everyone.

  • @raquelambersantiago said:
    Bottom line-I wont pip past level 16 anymore. I will intentionally derank if I have to stand in front of killer and let him hit me. Reasoning-The games are NOT fun NOR are they balanced beyond level 14, its just camping killers or hook rush survivors. Until its more balanced this new forced rank system sucks IMO...

    Deranking won't help you get away from the issues you're facing. Truly, they need to do something to address the hook rushing/farming and the camping, but that isn't done quite yet and you may need to consider sitting out until they do fix it. It may never happen. They've spoken about tweaking how people will get point so that farming is less rewarding, point-wise. There's at least that. Playing with randoms is kinda a nightmare right now, though, due to all the rage quits/early dcs and the hook rushing. Ruins the game for the rest of the team and can make for very quick games that aren't very much fun.

  • @Tombstone218 said:

    @fluffybunny said:
    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    Not only does that idea make the perk incredibly weak, but it doesn't even make sense in the context of the killer it's coming from. Franklin's Demise is based off of a scene in The Texas Chainsaw Massacre, in which a character named Franklin is brutally murdered by Leatherface, dropping the flashlight he was carrying as result. It's a direct tie to the movie in which Leatherface came, and a good perk. Is it really all that difficult to find your item later?

    The issue is when someone else takes the item when you have a white ward. Someone else suggested the item would go back to your inventory regardless (if you didn't use it up). I was also thinking it may be a good idea to like lock it to the character (like make it not visible and pick-up-able to others).

  • @Baphomett said:
    Killers get a safety net?  What is it and how do I get mine?

    Safety net, as in with items. It isn't that hard to follow. White Ward would imply it would protect the item, so you're free to test it and try it out without having to do kyf. That isn't the case, though, if the killer has Frankies. The survivor can't in anyway knock the killers add-ons to the ground and the killer won't have someone else come along and steal it. I wish the community was less triggered and more open to discussion tbh. No need to get defensive to change, ideas are welcome.

  • @akbays35 said:

    @fluffybunny said:
    Just keep trying. If you keep getting found right away and camped (and can't get pips or points), look at how you're playing and try to adjust. You're bound to have games where things go bad, but you won't always be the first to be caught and if you see the killer is camping, you have the choice to run off and do gens. Everyone has a play style they prefer. I would say get perks that go along with your play style nicely. The killer's supposed to be the stronger one. It's 4 vs 1.

    Don't listen to this guy, killers have up to 4 wall hacks they can use, territorial perogative, bbq chili, nurses calling, and bitter murmur. You are not safe and you never will be. Your team mates will be like drunk children in and Oj Simpson/Casey Anthony's household. Meanwhile your character will move like a clunky diabetic at best with the stamina of one, visual glitches will give away your position if you buy any cosmetics or new characters. All a killer has to do to pip, is get one of you guys, facecamp the hook, wait for the gens to pop, use noed to facecamp another survivor and the Devs support this playstyle becuase they gave survivors too many saving throws and too many clutch perks while making the killer have to wait ten seconds to do any sort of action. Otherwise DBD is a fun game if you know how to run in a circle and left click/spacebar occasionally.

    You won't be safe (unless the killer is tunneling and pretty bad). Never said teammates won't act like drunk children, either, but not always. Not sure what you're referring to when you say "killers have to wait ten seconds to do any sort of action".

  • @Chrona said:
    I feel like if they burnt a ward, they should get the item/addons back at the end of the match, regardless of what happens, as long as the item still has at least one charge left.

    A friend of mine was playing with me, and he used his first engineer's toolkit, and burnt a white ward to protect it and the addons he used. The killer ran FD, and he lost the item within a minute of the match starting. Personally, I feel like losing the item in match is enough, and it should be returned post match. (He survived, but was essentially punished for living by losing his item. Or would he have also lost it if he died? Either way, I feel like he should get it back. Otherwise, FD completely counters the white ward, which is....silly, since it's meant to be a safety net of "Oh, hey, try this out, get a feel for it")

    Oh, oh! Another idea, what if the item was locked on the ground? Or like it just vanishes and you get it back at the end of the match. Like someone couldn't pick it up if you brought a ward and you may keep it at the end. Yeah, it's supposed to be a "try this to get a feel for it" sort of thing, but FD as it is now counters it. So, survivors don't get a safety net, but killers do.

  • @Orion said:

    @fluffybunny said:
    They have a perk to counter the stun a pallet stun gives and if you get pallet stunned, it's 'cause you ran into the pallet. That's like saying a survivor should still get their flashlight save, despite starting the flash too early or too late.

    I'll assume you haven't read the suggestion, since I wasn't complaining about pallet stuns. Let me know when you read it.

    If you run into a pallet, isn't that a mistake on your part? Especially if you don't have a perk to counter the stun. Whether you literally said "pallet stun" or not doesn't matter. Point still stands.

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