ich_häng_mal_rum
ich_häng_mal_rum
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- ich_häng_mal_rum
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I love to play trapper and hag, so in all my games the first 2-3 gens pops before I have my first hook and I still get 2-4 kills. Or with my plague I use lethal pursuer, see all four survivors spawn together and go there and infect 2-3 of them and chase the fourth one... it’s a dream <3
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If a killer commit to a 5 minutes chase the gens are already finished and he should learn, when to quit a chase^^
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Nice, you complain about genrush while you don’t use pop or something and camp... interesting. Maybe the gens fly in your games cause you don’t try to defend them and stay near the hook.
I really like if killer prefer bbq (for bloodpoints) and than tunnel and camp cause the evil survivors can do their gens.
But the point is you expect gens should go slower, cause you don’t want use a slowdown perk but survivor should use a perkslot to have a better chance against tunnling...
I‘m happy that you agree in one thing before :)
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For example, the DS timer could stop during the chase so it would be more an anti-tunnel-perk.
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I wrote you my opinion about genspeed in another post, so you know it.
The only problem is the survivor spawn at the begin of a trail. This have to be adjust. But unlike anti-tunnel-perks, the killer can do something against genrush with its perks: ruin, undying, pop, surge, corrupt intervention and so on. DS only gives the survivor a few more seconds of chase, but that's it against a reasonably capable killer
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I’m not complaining I ask just for your opinions. I would say I‘m very competent in chases and I really like to interact with the killer, so I don’t need your „friendly“ tip.
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I‘m not interested in a free escape and btw I play both.
I just ask for your real opinion about ds and bt, do you think it prevents a survivor to get hard tunneled out of the match during the first two minutes?
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I prefer this one gen instead of find one survivor and the other three pop 3 gens during I‘m in my first chase. And btw on killer with lower mobility it’s nice to use corrupt intervention ;)
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All 4 survivor spawn together is the best situation you can get.
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as I said, just cause of bad survivor spawns or he doesn’t presure gens
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There are only two reason for genrushing:
- survivor spawn all separate
- killer play without pop, ruin or corrupt intervention
If the killer focus only one player (tunnel, camp or commit to a long chase) so the other survivors can easily do gens... that’s a bad play of the killer and surely sometimes a bad powerdesign (low tier killer)
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Or they can use lithe, bl or 99sb for the same effect midchase.
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I think you make some good points in your post. Most interesting to me is the spawn issue, which I also think should be urgently revised. It's a bit weird that for example the offerings weren't swapped, since it's not desirable for a killer to start all survivors separately from each other, just as vice versa that survivors shouldn't start all together.
The t-bagging I personally find uninteresting, as well as click click with flashlights or the like. The fact is that these survivors do nothing, have no real impact on the game and thus actually support the killer.
The only thing I really see different is your "solution" for tunneling and camping. The one who had virtually no chance to simply give some kind of pain compensation in the form of bloodpoints, I think is the wrong way, because it changes neither the game mechanics nor the fun factor. It would simply be a kind of pain money.
I'm in favor of an approach that gives the survivors realistic counters that give them an opportunity in such cases and really bring something. For example, why not increase the ds stun so the survivor can get away and maybe hide?
Overall, I think it's time to review various game mechanics and change them if necessary. And preferably in open exchange with the community.
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To be clear, I play survivors and killers, so I am very familiar with both sides. Of course, it can be tactically correct to camp or tunnel, especially in the endgame.
However, there is talk of survivors abusing game mechanics, and that is exactly the point: currently, many killers abuse tunneling from the first hook or facecamping the first survivor to secure a kill quickly.
I don't want to punish killers across the board, I want survivors to have a fair chance to participate in the game for more than two minutes.
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My point is to make it clear that not everything that follows the rules is fun for both sides at the same time. I think it is elementary for the game that there should be a reasonable counter to all situations, tactics and perks, and I find it more than a pity that in topics such as tunnels and facecamping bubba has done virtually nothing to date. Maybe it's time to look not only at numbers and statistics, because they are not really meaningful in terms of fun in the game.
I'm not talking about punishing killers who use such strategies, but more about giving the survivors a proper counterplay in the form of perks to at least have a chance to participate in the game reasonably in these cases.
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I think everyone agrees that tunneling is the most effective way for the killer to quickly take a survivor out of the game, but at the same time it is the most frustrating situation for the survivor because he is simply down in one hit.
And we all know that neither BT nor DS can really stop the killer.
Just because something is within the rules doesn't mean it doesn't take the fun out of the game for the other side! Why doesn't DS activate twice, after all you can be tunneled twice or why isn't the stun for example 8 seconds, so that the survivor really has a chance to make distance or hide...? Or why does it deactivate when you get tunneled but manage to stall the killer longer???
It's really cheap to argue that changes to the tunnel theme (same goes for camping) are abused by the survivors, so the conclusion of the devs is "then let killers continue to use these game mechanics, even if partly the survivors are deprived of the fun of the game"....
in my opinion, it is the task of the devs (in the best case in exchange with the community) to look at these mechanisms, and to find a reasonable solution.
Or maybe you should be tunneled away five matches in a row in your game... and then tell us again: „hey, it’s the game rule“
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I think first it's a good move to 99ing the exitgate when no one is being chased there right now. But I think it's usually important that the person also stays at the exit and observes the situation, so that he can open if necessary and still then take a hit.
As a survivor, there is hardly anything more frustrating than coming to an exit gate injured and chased, and then dying just because no one is there to open it.
It's a little different when someone has just been hung up. Then it can make sense, depending on how many survivors are still in the game, to open the exitgate before the rescue.
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Mapofferings have a great impact on the game and are quite powerful. On the survivor side the whole team is usually prepared accordingly, for example with balanced landing on Haddonfield or on the killer side Doctor, Legion or T1 Myers on an Indoormap. The side with the offering is usually hard to beat.
Personally, I actually only use an offering after I've been on the same map several times and just finally want to play a different one.
The idea to increase the rarity I find very good, on the one hand that would mean less per boodweb, so you can also bypass them easier if you do not want them and on the other hand mapofferings are also too strong, as that you have them too much on each character.
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It‘s the same weird gameplay... I like balanced matches with killer interaction, unhooking, healing, gens... so that I have the feeling every player in the game have a funtime, earn enough bloodpoints and can enjoy the game, no matter if I escape or kill all survivors.
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Everybody should play how he/she likes... But I don’t get it, why some killer are more interested in a 4k even if they kill every survivor on first hook and finish the game with 16k bloodpoints in 3 minutes, instead of playing more relaxed an Max out the bloodpoints... It’s just a thing of mindset. Personally I prefer this way, although I get sometimes only 1 or 2 kills.
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I rarely drop cakes, cause on every event there are trash tryharder who only wants to ruin the events for survivors.
Sometimes I use them when I play swf.
But at the moment I mostly level up my killers, because they get more cakes in their bloodwebs. To level survivor gives you maybe one cake in 2,3 bloodwebs, that’s poor...
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That should not be the focus either. I was much more interested in expressing that such an icon quickly serves as a template for comparison and tempts everyone else to scream for improvements. And at this point, a comparison is of course understandable.
As I said, in general I agree with you about and I think it is very important for the fun of the game that there are different skills with their strengths and weaknesses.
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i like your point of view and agree in the most parts. I think the only big issue is when you compare other killers with nurse, cause it’s hard to find any weaknesses on her. You can just say she is difficult to learn but then comes the point she overperformce... yesterday I had two games in a row against a rank 1 nurse, both with more than 5000 hours and although I think I’m competent in chases, both matches ends in 2-4 min with 5 gens left. So, it’s true that you can’t compare the different killerstrengh in multiple scenarios, but on a really good nurse you have all together in one killer: chasepotential in every situation, mappresure, anti loop/juke mechanics, snowballing... in my eyes it’s normal to ask for killerbuffs, when you see this one killer, which has all.
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I think just survival is hard to max out, cause you get points in this category only with deliverance, ds, selfcareing and escape. If you die you earn maybe 1k-2k bloodpoints there... the other categories are only difficult if the killer is to strong in the trail or he‘s to bad and doesn’t hit or hook survivor, cause then there is nothing to do...
It would be nice if you earn more points in the survival category for example for the skillchecks on second hook, or points for win a chase (in my eyes it’s part of survival), or take a hit for a mates who is on deathhook.
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Old Billy was absolute fine, fun to play and play against 😢
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@Orion The killer is faster than survivors and every killer has his own special ability and a lot of different addons. And the killer has the advantage to see survivors in the lobby, so he can look for items, swf, check profils and he has the choice to dodge a lobby. In game the killer chose the way, the trail should go, with tactics like 3genig, slug, camp, tunnel.... All this are part of a asymmetrical game. And on top there are a lot of strong killerperks, which have a huge impact on the game.
So I don’t get why a few perks shouldn’t counter or override some killerperks. And that you said distortion would be op without stacks, is a joke. You can easily hide your aura against all auraperks or a good trapper or hag mostly doesn’t use something like bbq. Maybe a hag nurses, but she doesn’t leave her area so it’s not the best choice on her.
I think it’s important to have on both sides elements to counter parts of the other side.
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@Orion I never said that survivor perks should override killerperks but I don’t get why it should be the other way. All you say is „it’s a asymmetrical game“ and that’s just no argument.
so it means in your logic disrortion shouldn’t hide the aura, inner strength should be affected by sloppy... is that your opinion??
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@Tsulan There are two answers...
- a lot of killers are to weak with there basekits
- some player want/expect always 4k and they don’t want the risk, to „loose“ a match or they are not interested in to get better on other killers.
And I think the correct answer is a mix of both PLUS a portion of get destroyed by survivors in other matches before
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@Orion I‘m open for a constructive discussion, but not discuss only for discuss...
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@Orion and I gave you 9 reasons why it’s mustn’t be
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@Tsulan maybe a few... but what’s the alternativ if every killer on red ranks runs pop or/and ruin and plays one of the top3 killer?
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@Orion I don’t care which perk top another one, I said only that there is no reason that it must be the killerperk. It’s just a cheap argument in posts before.
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@Tsulan genrush is only a problem for killers, that camp or tunnel, cause the other 2-3 survivors can do gens. And don’t get me wrong, I think it’s very boring to m1. I like to interact with the killer and I enjoy chases very much.
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Sorry but I really don’t get the point of this discussion. The changes have only an impact on a op-stridor-spirit so in my eyes it’s totally fine. All people who crying just want a free spirit win. And why shouldn’t a survivor perk top a killerperk? The killer has such a huge impact to the game, starts with the choice of the killer, lobbydodging, than the lobby to see items, check profils, swfs and in game to choose the tactic like 3gening, slug, camp, tunnel... so don’t ask for survivor nerfs and be ok-ish that the only killer who use stridor is overperforming with that and this have to be adressed for long time.
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Facecamping on first hook in my eyes isn’t a strategy, it’s just „hey, make sure the survs haven‘t fun“... and to complete these scenario with a facecamping bubba, he runs always noed too, so the survivors can maybe rush all gens but they can’t remove all totems too. So this games mostly ends with 2-3k or 4k, a depip for all, maybe 3000-8000 bloodpoints and frustrated people. That’s really fun 🙄
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@Dennis_van_eijk As survivor red rank, as killer purple, just because I play more survivor.
Maybe at the moment I see more facecamping bubbas cause of the event. It’s every year the same 🙄
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@Orion At first for facecamping (especially on first hook) is just unfun and a broken gamemechanic in my opinion, expect in the egc.
I asked for possible solutions, it shouldn’t have to be a perk. Maybe it could be bubba loose chainsaw charges near a hooked survivor, so there is a chance for a rescue...
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@Dennis_van_eijk Yesterday three matches
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The perktimer could pause if the killer is in chase
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@WaveyTrey But camaraderie changes nothing. It’s still impossible to go for a rescue and the same as „just do gens“.
I just really don’t like this helpless situation for the player on the hook and that a killer has this impact of a match to make the trail boring and unfun for all players just by standing near the hook
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@bjorksnas deliverance doesn‘t work, if the first person get facecamped on first hook
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I really like to play and play against bubba expect a facecamping bubba
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To be honest nobody runs stridor because it‘s a useless perk expect on spirit and than it becomes overpowered. So I‘m very happy about the change. But in my opinion they should make a change, that make stridor useful in another way for all killers, for example if a survivor starts healing, he screems or something...
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I like the new ds, but I think it do nothing against tunnling. In my opinion ist should activate twice and the timer should pause if you are in chase, cause it’s still tunnling and shouldn‘t get punished for run the killer for a while... and to be honest, the ds stun could be 1-3 sec longer
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I think the prices for cosmetics are to high.
A lot of people here prefer it, so the dlcs cheaper, but in my opinion the devs could earn more money with lower prices for cosmetics and can make dlcs more expensive. So the have to release dlcs with a higher quality with less bugs, otherwise the playerbase wouldn‘t buy it! And the content like maps or against a new killer you can play without buying the dlc.
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My favorite killer for 3gen is trapper. With a bag and honing stone addons, have all traps in the 3gen area is amazing. For perks I prefer:
- corrupte intervention
- dragons grip
- pop
- hunted grounds/ noed as backup or agitation or myc
But I think this setting works very well on hag, billy, bubba, shape, ghostface too.
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Don’t get me wrong, I think a DS change is needed too, but in a better way
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I‘m not sure, but coup de grace gives the killer a extra range for the lunges so it’s similar to dh: a small „jump“ forward. I try to imagine how will it work if a surv use dh and the killer his lunge... will this lunge hit? At the moment a survivor often goes down and is exhausted cause dh doesn’t work. And this situation will get more worse with coup de grace...
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During the rework they could make a „twins map“ in the ormond style, there is actual only one version, so why not? Just change the buildings and it’s fine