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sulaiman

sulaiman

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  • @skylerbound said:

    So I had a match where two ppl did absolutely nothing. I got 9 hooks, with only 3 gens done. Instead of then unhooking the Meg that did the 3 gens herself, going down twice saving them. I assumed theyd save her, even went across the map. Nope nada. They got hatch with a key from a chest with no plunders. I took this as a forfeit from them and as a win. I just feel hella bad for the Meg that did all the work.

    had another match similar where the survivors 3 gen’d themselves badly. They were super immersed but I managed to kill 2 with 10 hooks... and as I went too hook the second one the last two escaped. No plunders again.

    how do you take key escapes?

    A key escape, to me (used to play both sides, but play solo survivor only atm), is a win for the killer (if one or two escape). You survived, but you still lost.

    If 3 or for escape via hatch, that means they have done most or all of their objective, then its a win for the survivors. 3e happens a lot at the moment, because spawn rate for keys is very high, while at the same time camping and tunneling is really rampant among killers.

  • @Canas said:

    I'm not joking when I'm saying that every second match I've had these past couple of weeks featured a survivor finding a key just to open the hatch with it. These screwed up spawn-rates are literally breaking the game in favor of survivors.

    There needs to be a fix immediately along with a proper rework to this broken mechanic. You've done it to moris, now do it with keys.

    What, to you, is using a key, if using it to get out is abusing it?

    That the spawn rate in chests is too high, i agree with.

  • While i dont believe the "rank means nothing" attitude, rank is no measurement for skill in this game. A lot of players have no skill or game sense at all, and still are in red ranks, because the embleme system works it out in the long run. On the other side, through deranking every month, even highly skilled players can have a low rank, depending on how often they play. So it means nothing.

    But sitll, being able to loop a killer for 5 gens shows the skill difference, because the killer wasn´t able to get you, even through bloodlust, and wasn´t experienced enough to just drop the chase.

  • No i dont, because it happens to often that you make such commitment to the team and they just let you die.

    I had a game where i found a key in a chest, was working with another guy on a gen, and when the killer came, i run in a way he saw me first so he chases me. The chase went on for 3 gens, then i got hooked.

    the other survivors (which were an swf) gathered around my hook, waited till i died, and took my key. Yes, thats soo much fun.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/246646/last-survivor-1st-hook

    I play with many people like you. Help other suvs and make the killer chase you, don’t finish the game with 0 hooks.

    The thing is, if you do that, you tank a hit and take over the chase, then get downed and then die on first hook, how is that any better? Because that happens a lot in solo queue as well. Thats why i stopped doing it.

  • I agree, you have nothing left to do, and camping is the last thing to do.

    However, the guys that leave the hook, knowingly they might lose the kill, they take defeat with grace, and come off as good sportsmen, while the ones defending the hook to the last just seem sweaty and bad losers. (dont get me wrong, when i still played killer and that happened to me, i used to camp that hook!)

    However, even with those guys, i died on my first hook time and again, because in solo queue, your teammates might not care enough to save you from your first hook against a non-camping killer.

  • @TheArbiter said:

    Yeah this seems like more the exception than the rule. I feel like most players don't even actually know it is currently bugged and as such have no reason to equip it.

    I think that is a wrong conclusion. I do know it is bugged, and i still have no reason to equip it.

  • @Mandy said:

    you won't have the ability to turn it off no. You can still report people for chat offences, as we will see the actual words used, if you believe someone has used a bad slur against you or something.

    The other night, i wanted people to tell them what i saw using bond, but bond was censored.

    Its kind of strange to have an after game chat when you cant even use words that apply to this game, like perk names for example.

    Also, i wanted to call out someone for teabagging, because it is a rude insult, and i couldn´t do that too.

    Is that working as intended?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150595#Comment_2150595

    I care about fairness, which most people must not because they think hatch is the flawless gem of this game.

    Its funny when people care about fairness but only adress the one point thats unfair and ignore the rest that might be working for them.

  • @[Deleted User] said:

    they tested it again few months ago i think

    they are just a slow company but some day we will have it

    Well, i actually belive they have no clue how to make a good matchmaking, because they have no clue how to rate player behaviour in the game. Because its not just the actions you do, its the actions compared to everything else.

    Doing a gen when someone is hooked can be as right as it can be wrong, depending on the rest of the situation. Its hard to make an algorythm to evaluate that skill, so i think it just will be ignored by the devs, and you have a matchmaking system like the emblem system, that rewards for static things, ignoring a lot of other contributing factors.

    And while they say their system is reliable on predicting the outcome, the question is still what they aim for.

    The goal on avarage is 2 kills 2 escape, we know that.

    However, one way to achive it would be by placing a killer with 2 survivors above his skill level, and 2 below. While 2 survivors can outplay him, 2 others cant, and that might just result in a 2k 2e. However, that leads to unsatifactory games, since the good players can never really depend on the other 2, even if all escape, or none does (depending on who is found first, and how many time a killer has to spend in chases and such).

    We all asume that a balanced match would be if all players are at the same skill level, but that still might not be the goal the devs aim for in matchmaking.

  • Well, first of, if you were able to loop him for 5 gens, then i would argue that you and your team were carried by bad matchmaking, because obviously there was a high skill difference.

    Then, if all gens are done, there is nothing left he can do, so of course he camps. And, since you spent most of the game together, you can stay together in the end.

    You won easy, and he managed to secure his one kill. Move on.

  • Always asume she is just standing still when you choose your way (as in "never run up to her"). As long as you have line of sight, move away from her, and into los-breakers. as soon as she lost line of sight, you try to juke her in a wide arch (no running there).

    Most spirits will try the "stand still fake", when you drop pallets early, which you deny them by moving away. After that, they have to use their power to keep up with you. They use the best projected path you might have taken when los broke, so if you juke them (idealy near a running gen or a fireplace) and go into the direction they came from (again, in an outward arc because of stridor and the fact they most likly try to shortcut your path) they might have already lost you.

    However, on reworked maps it becomes harder, because the stealth element and thus the places you could have gone were nerfed, so a lot depends on which map you got and on which part you are.

    In my experience, it works on about 80% of spirits (with stridor), but on the good ones it will only work once, if at all.

    If you are in a close chase, you have to take guesses how the spirit might move around a loop, and here you have the 50% gamble the killer normaly has. Spirit just turns the guessing on you instead of the killer.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141038#Comment_2141038

    Would be weird to lose you mid chase (unless you have the new lucky break + iron will), but as long as you give me chase i have no problem.

    I also understand hiding when you re death hook, but man, i cant emphatize with the survivors that sit on gens, hide and escape with 13k points...

    I understand fun like humor, is very subjective, but this is just braindead gameplay.

    I often get the most bp, including the killer, not only survivor. And yes, i run iron will, and i will test the new lucky break.

    I like that playstyle, but the use of stretched resolution and color/brightness filters make this approch less and less viable. But for me, in the end i will just stop playing the game, because i dont like the looping approach.

  • @Karao_Ke said:

    I really like this idea because it'll add more depth to the survivors even if it's just by a little bit.

    The argument that the passive strengths would be useless is a pointless one for the reason being that is literally the point. You don't want it to be OP but instead just a small buff.

    No, i dont want a small buff, i want to have a unique feeling when playing a certain charakter.

  • I think those effects are too marginal to do anything. I would rather like that the specific character perks they have have a stronger effect on the character they originated on. Like Botany knowledge gives a 33% boost, but on Claudette its 44% or something.

  • @dadadadadada said:

    https://forum.deadbydaylight.com/en/discussion/245485/why-do-killer-only-user-hate-stealthy-playstyles

    Its just because most of the time the last 2 survivor will hide whitout touching a gen but if it was not of that i think its mostly the other survivor who hate that playstyle

    A lot of killers claim they hate that situation, but as someone who was often in the last 2 survivor situation: you do a gen (as you should) and you are the one getting killed, because no matter how much killer say they hate it, they enforce it by killing the guy they found on a gen.

  • @xEzekanarioX said:

    Playing stealthy only shows how bad and scared you are from the killer. Do you feel is fair escaping without having any contact with the killer?

    If you want to play hide and seek go out with your imaginary friends.

    I also camp that type of person if i find him.

    Thats why we hide, so you dont find us.

    Also, to be fair, a lot of killers camp anyway. You do it for a person playing stealthy, the next one for the survivor being a david, the third one for bringing a key/toolbox, and the next one because he got looped.

    In they end, if they camp for any of those "priciples", then they camp anyway if they are losing.

    Also, playing stealthy doesnt mean we have no contact. We can be in a chase, but that doesnt have to end with a hook, because as we turn a corner, i am just gone, and sneak away while you are looking for my hiding place.

  • Most of them. The thing is, i dont even know what else to do with the shards, i currently have a little more than 100k of them.

    But i usually dont care about killer cosmetics, since you can´t the them yourself anyway, and the only interesting cosmetics for the survivors i play i either already got or are not availible with shards.

    But i cant even give them away. I would like to be able to award some shards to killers and survivors after the game (only players you are not in an swf with together).

    1. Matchmaking. A good matchmaking system that prioritize game balance before queue times would go a long way for killer and survivor satisfaciton.
    2. seperate SWF from solo queue and balance them both seperatly.
    3. Bugs.
  • I am not sure if that is not a balance approach, to be honest.

    Devs aim at a 2k 2 escape, and technically, if you have 2 survivors that can outplay the killer and 2 who cant, that might be the result.

    It happens so often in solo queue, its hard to belive its unintentional.

  • Fair, maybe. But most complains are about balance, not fairness.

  • I like the stealth approach in this game, and that has a name. Claudette.

    Small, quiet, and if you prestige her she comes with a camoflage outfit.

    I also do it with Jeff (he is my swf-guy, but i stopped playing swf), but Claudette is way esier.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139651#Comment_2139651

    The emblem system is such a joke people like you get to red ranks.

    Bold statement for someone that knows next to nothing about me, my playstyle or my competences.

    But personal attacks are soo much easier than arguments, especially for people that are not used to thinking.

  • @crowbarman said:

    3 swf escape with 2 keys at different times.

    But it's not a problem so we will take our time, you know, and fix it sometime in the next few years.

    I had a game like that. It was easy, too, because the killer decided to camp the first person he downed, so we could finish some gens, and then as we unhooked them with 3 survivors (while being in a solo queue, mind you, although i dont know for the rest), he choose to tunnel the guy out. At that point we just had to find the hatch.

    Nice how keys counter those playstyles.

  • @landromat said:

    Just simple ping command so you can tell your teammates where is killer, totems, gens, items or other stuff, Make it so you can ping what you're doing Like im doing a gen! This will almost completely erase difference between solo queue and SWF And then we can start real balancing

    Thoughts?

    It doesnt erase the difference, because no amount of pinging will make your solo teammates reliable. It doesnt make them take a hit for you, no matter how usefull it would be, it doesnt make them heal you, if they want to use you as a meatshield, and it doesnt make you unhook you when they hatchcamp. So no, it does erace the information difference between solo and swf, but that is not the only difference, and it should not be balanced around swf, no matter how much information buffs there are.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137873#Comment_2137873

    All of the rarely complained about killers.

    Trapper

    Wraith

    Billy

    Huntress

    Myers

    Pig

    Plague

    Oni

    Blight

    Hmm, funny, i see complains about Huntress and her iri heads, tombstone myers and blight all the time. And Billy was complained about before its nerf, and now i almost never see a billy in game, so sure there are no complains about him anymore.

    Truth is, survivors often complain about strong killers, and you can see it by the timing. They complain mostly about nurse, and as soon as a nerf was announced, the complains about bill started. Its just a chain, survivors just go on to the next strongest killer once one is nerfed.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137355#Comment_2137355

    It isn't gutted. It is working how it always should have.

    If you are doing gens, you aren't being tunneled. If you are healing people, you aren't being tunneled. If you are unhooking people, still not being tunneled.

    The issue you are describing is caused by Survivors hearing "DS nerf" and immediately removing it from their builds.

    Can you explain why it then only works if you are tunneled once, but not if you are tunneled again? Why should an anti-tunnel-perk work only once? Killer perks dont work just once if they are narrow, do they?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137898#Comment_2137898

    It was explicitly stated by a mod that this should not be reported as it is definitely not bannable.

    https://forum.deadbydaylight.com/en/discussion/comment/2137972#Comment_2137972

    yeah this should be the way to go.

    Ok, then i should go exploiting it a little myself. Thanks for the info.


  • @Opex said:

    I think they should just honestly remove the hatch completely from the game. Before anyone calls me a Killer main I want to clarify I play booth sides, and I just want the game to be balanced for booth sides which is clearly not the case with the hatch.

    The killer plays better and kills all survivors before they finish the gens, clear win / 4k for the killer... right? No, the last survivor can escape for... for what? For playing bad and losing against the killer? You can't even do anything against it, slug for the 4k? They will just wait until their mate bleeds out on the floor. You find the hatch first? If you have bad exits / a large map they can just escape through that. They bring a key and you kill the person with the key? They just pick it up. You kill 3 survivors before they can finish enough gens for the hatch to spawn? It spawns anyways if only one is alive, no matter if they finished enough gens or not. You close the hatch? They open it again. They don't bring a key? There are 3 chests on each map and in most cases they just get a key from one of these chests. I think you can understand what I am talking about, the killer cant do anything about a key.

    Also interesting that Mori got nerfed (which is good) but keys didn't, I can exactly remember how a dev (I think it was Peanits, I might be wrong though) said that they work on Mori AND keys. It's just obvious that the dev's are rank 15 - 10 survivor mains that have no clue about their game and just wont get it balanced after 5 years.

    Most killer's like Trapper, Deathslinger, Clown have good abilities, the only problem they got is the map pressure. And instead of reworking every single killer one by one the only thing you have to do is make gens slower and your game is already much more balanced. But they wont do that, they even said they are NOT gonna change gen speeds... why????? Exactly, they are egoistic survivor mains that don't care about balance, if they were killer players survivors would have to suffer instead. It's so sad, out of all game developers I have ever seen BHVR is one of the worst. How can a $120 Million company with 700 dev's suck so much at game development? I probably can't do it better, but the difference is that I am not a game dev, those people at BHVR are.

    And what do you propose in cases where the killer doesnt kill them all? Where one suicides, or one dcs? Thats not nessecary something what the killer worked for, how would you deal with such situations, since you want it balanced for both sides?

    I used to play both sides, but play now solo survivor only, and i get a dc or hook suicide every second to third game, leaving the game very unbalanced. If it wasnt for the hatch, i would just run up to the killer to get killed myself. Its the hatch that keeps me playing.

    Also, tunneling has become very common since the ds nerf, and a hatch is a kind of compensation for that.

  • I had a game once as wraith, with a survivor that had teabagged all game, and was the last one, standing next to the hatch.

    The hatch was in a jungle gym, and he was looking into the wrong direction....did you know wraith can close the hatch while invisible?

  • I am not sure how the devs tick. Their goal is a 2k 2escape in theory, and one way to achive that would be to take 2 survivors that can outperform the killer and pair them with 2 survivors that can not. But if the killer decide to camp and tunnel out the first 2 survivors, then the last 2 might still have a hard match, and also its not really balanced, even though the balance the devs aim for might be achived.

  • Well, usually i am against bannings in this cases, because i only know about it through the forum, and lots of people dont.

    However, i would make a screenshot and report them, and let the devs decide how to handle it. Most likly, nothing will happen though, since before the bug there were swf doing exactly what that group is doing now.

  • @unsafepallet said:

    In my experiences, I've found the best way to stop the killer from hard tunneling is to just go down for the person getting tunneled. Assuming you're not on death hook yourself it's better to get yourself hooked than to let any of your teammates die.

    Most killers will end up picking you up if you give them a free down so use this to the team's advantage. They're also way more likely to pick you up if you've already been hooked.

    Just thought I'd post this cuz most people don't understand they should be doing in this situation and either A. try to distract the killer by being toxic or B. instantly abandon the person getting tunneled.

    Yeah, no. Because you know what happens? You get unhooked, and you are the one getting tunneled, and since i play solo survivor only, i know how much help you can expect from most "teammates". It took really time to learn that lesson, but after feeling betrayed by the team time and again after doing exactly things like you discribe, i usually dont to them anymore. Its not worth it.

  • Thats true, but it is different if it comes to the killer tunneling an injured guy who is on dead hook while 2 other healthy survivors nearby are still unhooked, and only 1 gen left to go.

    Sure, smart play against a camping killer, especially with instadown is the right thing to do. I, however, died several time on my first hook with the gates open vs a not camping killer, because none of the others cared to help. That doesnt make for a better experience, especially at the moment, where tunneling is met every second match.

  • @DragonMasterDarren said:

    how about instead of trying to balance something that is only broken by 3rd party software we buff Solos to be on the same level as SWF then buff killers accordingly?

    Because you cant do that. You can - maybe - give a lot of information swf groups have, but you can never make them care for a random teammember like swf do, and you can´t make them teamplayers. Hell, as of now you cant even stop them from frequently disconnecting, only reduce the disconnects due to timeout times.

    Its still a big difference if you are asked to take a hit for the dude you play nearly every game with and that does the same for you and to do it for a random you might not see ingame again, not knowing if he cares at all if you get hooked for covering him.

    Information is a big big issue what makes swf op, but its not the only one regarding power level/balance disparitys.

  • @piggygooik said:

    I've seen countless self-care users tell me that it's not that bad of a perk. I mean your right to an extent. ya, people make the argument that "it's like a regular heal since two people are wasting 16 seconds at once" which is right but that shows that it's like not putting on a perk at all.

    the thing that just hurts me the most is that there are so many perks and items that are so much better at healing you like

    inner strength: ya it limited but your not going to heal your self 5 times in one game by yourself

    bond: this perk is so much better and is so good in solo queue as well

    medkits: yes I know your only going to get 1-2 uses out of it but it's so much more efficient.

    Ok if you really devoted to such an overrated perk then try running at least running botany. I know resilience also has a heal speed increase but its so small it's almost nothing

    Just out of curiosity, can you explain how bond helps me in that situation. And keep in mind, i play in europe with a lot of russians in my game.

    If you dont know, they tend to not heal you, because a lot of killers go for the easier - already injured - target if they happen to work with you on a gen. And even after that gen is done, they just go on to the next, to take pressure of themself.

    How does bond help me with such things?

  • Thats why matchmaking needs to prioritize balance instead of queue times.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124597#Comment_2124597

    "because you cant balance around swf and solo at the same time"

    You could, actually, by giving solos more information to being them closer to swf. So don't even try that one.

    Well, we do have a hook counter now. I play only solo survivor. Do you know how many times a still unhooked survivor that wasnt me took a hit for one on deathhook in my games so far? Well, i could say none, but that wouldnt be true, there are a few people i met that did that. But the majority of survivors in solo queue does not. Will an swf do that? Usually, yes.

    I had several games where i died on first hook even though the killer wasnt camping, and even though i had kindred. Thats the reason i dont run kindred anymore, because a lot of people dont care. Will that happen in a swf group? I think not.

    And there is a lot more examples for that kind of behaviour. What kind of information would you buff to change that?

    Yes, i know it might be a regional thing, i play in europe and i have a lot of russian players in my game, and most of them are not...teamoriented if you dont happen to be a russian, at least in my experience. But still, the question stands.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124544#Comment_2124544

    3man SWFs wouldn't exist anymore.

    2man SWFs would have to have other 2man SWFs to play with.

    It splits the player base, causing longer queues for everyone. The reasoning the devs don't want to add other game modes is because of this splitting of the player base.

    So yes, it would kill the game

    Then the game is doomed anyway, because you cant balance around swf and solo at the same time, and yeah, it wont happen. So on long term, when both solo and killer base breaks away, the game is dead anyway.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122950#Comment_2122950

    Survivors completed all 5 gens, that's their primary objective.

    Killer could have had no hooks or even no downs, and then they suddenly one-shot everyone and it snowballs.

    NOED definitely rewards the killer for no investment. Sure survivors didn't manage to clear every single totem on the map, so they failed in that regard, but the two aren't mutually exclusive.

    Not hooking anyone before 5 gens are completed is a much bigger failing than only clearing 4 out of 5 totems.

    Meanwhile Devour Hope requires you to score hooks, and then requires you to not camp those hooks.

    Well, Noed and devour hope are kind of a mirror image.

    Devour hope rewards the killer for doing something extra.

    Noed punishes the survivor for not doing something extra.

    Survivor do have the same mechanics, like ds, that (now) only works if the killer is playing in a perticular playstyle, and punishes this,

    While Inner Strength or Proof thyself reward survivors for doing something.

    Why is it bad that the same metric is used for both sides?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124499#Comment_2124499

    Balance swf and solo seperately and give them two seperate queues and you kill the game.

    Why? And dont give me the "no killer would go against swf", because thats the point of both modes being balances seperatly.

    Also, i always red from killers that want some killers nerfed that they like the challange.

    Unless you think swf wont play anymore if they dont have an unfair advantage.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124377#Comment_2124377

    Solos shouldn't have to use items, perks, or add-ons to get information SWF get for free

    Wrong. Its the other way around. SWF shouldn´t get these information for free, while being balanced with solo in one game mode.

    You just cant prevent it. Buffing solos is but one way. But since i like the lack of information in this game, i would rather have swf and solos seperated and balanced seperatly, because you can never buff solo so much that it has the same information and reliability as an swf-team.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123395#Comment_2123395

    "Nurse and Spirit are the only ones who have a chance at high ranks" correction, they're the only ones who can beat fully stacked, completely optimal tournament teams. I've faced one, one tournament team in my 3 years at rank 1 killer, and they weren't that bad. As Pyramid Head, without tunneling. 2k. Saying that only Nurse and Spirit can play at high ranks is flawed because the percentage of high rank survivors who are actually good is so unbelievably low that the chances of us getting Scooby Doo as a chapter are higher.

    But tthat is part of the point. When only a small percentage of high rank survivors are actually good, then it doesnt mean spirit is op. Because actually only a small percentage of spirit players is actually good.

    But with the ranking and matchmaking system, we might never know for sure.

    Yes, the good spirits most likly win, but so do the good nurses, and even the good hillbillys. The mediocre spirits won´t, if surviviors not just try to loop them.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124263#Comment_2124263

    Lord forebid there arnt 23 survivor sided maps in game

    Well, i would like maps balanced for both sides, but i can live with maps that are leaning to either side as long as its not too much, and as long as there are not too many maps leaning to only one side. 33% slightly favoring killer, 34% balanced, 33% favoring survivor? I am fine with whatever map i get.

    However, i am a stealth player, and the recent map reworks all nerfed stealth play. Autohaven have so much open space now with nowhere to hide if you try to juke the killer, and the stealth option on the game was also highly nerfed.

    However, the people complaining about the pallets just ignore the nerf the map got in this other regard. (and also the deathtraps unbroken breakable walls create)

    Something was taken, something was given, but if you only complain about what was taken and ignore the rest, then it is not about balance anymore.

    Also, trying do dismiss valid arguments by some random comment without any argument yourself is neither mature nor constructive.

    So i like to quote a german comidian: "Wenn man keine Ahnung hat, einfach mal die Fresse halten".

  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124387#Comment_2124387

    i actually run detectives hunch on some of my survivors but im just speaking for a lot of the playerbase.

    Yes, but why chose to speak for the stupid half?

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123775#Comment_2123775

    Yes they aren't...They're SIDE objectives the objective is to SURVIVE as a SURVIVOR and escape the trial Will opening chests let me escape? Nope cleansing totems will help me escape? Nope, Totems aren't THE objective lmao

    By that argument, it is totaly valid to not do gens (they dont help you survivor) and hide till all other survivors are dead and take the hatch.

    Yes, cleansing totems help you escape, because you won´t be hit by noed.

    Those are the both side that arise from your rather extreme point of view. I know which way i would like my teammates to play.

  • @[Deleted User] said:

    What about a small change to NOED that any survivor that's been hooked at least once is exposed, sure people will still argue about free kills or whatever but the killer would have to earn them & it can still be prevented or wiped out with the hex.

    l've seen people say that only those that never did a totem are exposed but 1 survivor could wipe out all 5 giving no teammate a chance.

    I don't have an issue with noed or devour from either side but if people felt noed was earned a little more perhaps it would be slightly better accepted & most killers want to hook everyone for BBQ anyway so most don't put in that much more effort while it might motivate those who are quite happy to wait for end game.

    Just a question, how would noed activate at all if all totems were cleansed?

  • Plz inform the devs! I think that has never before been suggested, has it?

    Surley not, or they would have fixed it long ago.

  • The stealth approach is not just hidding on the edge as soon as you here the killers terror radius. Its also not holding w in a chase, but break line of sight and juke the killer so he loses you. Thats what thrilling for me. But i am a survivor main anyway.

    I used to play killer, but i don´t like looping, because - for me - its the most boring part of the game. When i played killer i liked killers that mostly ignore loops on chases, mainly hag, with a little spirit sprinkled in. And sometimes no tr meyers/wraith.

  • Well, i am a solo survivor and i do totems on most maps. i do all totems i come across until 4 gens are done, and then i go hunt the last one (if the situation allows it). It usually works for me, but i have to admit, that the new game have..improved spawning spots, or at least i am not that familiar with them yet.

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