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thesuicidefox

thesuicidefox

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  • @Kebek said:

    @thesuicidefox said:

    @Kebek said:
    I doubt that NOED can fully carry killers to high ranks. Maybe when they face eaqully bad survivors but if they suck even NOED won't save them. I personally wouldn't mind one bit if DS and NOED were removed but losing NOED would actually suck since it's main core of endgame builds which are quite fun. Not like DS which is tottaly BS and works all game without any downside (having only 1 use isn't a downside).

    I hope that next chapter will finally do something about both (mainly DS). But knowing the devs it will take another 2 years before some impactful changes happens with DS or NOED.

    I agree DS is by far the worst perk in the game in terms of fairness, mainly because multiple survivors can use it. You can play around an obsession DS, but not around non-obsession DS.

    I think a good solution to NOED, without actually changing it, would be to give it some sort of "tell" that gives away the killer has NOED before end game. Like I said above I run NOED on my Trapper to counter gen rush games, and I would be more than happy to let survivors know I am strapped JUST so they take the time to slow down and do totems. If the game lasts more time and I don't get my NOED I'm totally fine with that because that's really what I want.

    Maybe some kind of noise notification that would randomly happens once per game after survivors pop a gen. It would make it so that survivors who are observant to their surroundings could know when to do totems. Problem might be that killer would be unable to defend his totems so it might need to add auras for unlit totems for killers.

    I think it should be subtle. I said in previous posts that when you kick a gen as killer the sparks are red for like 10 seconds. It's a very small thing, but astute survivors would see it and know "NOED". But at the same time it's low key enough that even though survivors might not notice. Plus as killer you could avoid the tell by not kicking gens, which is detrimental to your goals but let's you hide the fact you have NOED so it's a trade-off. And still those astute survivors could notice you never kick a gen and might realize "NOED" still.

  • I want to see a new survivor obsession perk. Something useful, maybe powerful, but with a catch because you are an obsession. Not like DS though, or even like OOO, more like SS but... actually useful.

    I would also love to see a survivor perk that would be sort like like a reverse Dying Light. Something that says "if you kill this player, the other survivors get buffed." It would do nothing directly to the survivor using it, but indirectly it makes it so killer would refrain from killing them for a time which is still a benefit. And it shouldn't be like a repair boost or anything, I'm tired of that stuff, maybe instead the other survivors get a movement speed boost or get some aura information of some kind. Maybe even they just get more time on the hook, IDK, just not the usual "you do gens faster DERRRR".

    As killer I'm not sure what perks I want. I like using Shadowborn and Stridor because they are fun tracking perks that don't do auras, so maybe more stuff like that though can't think what it could be.

  • @Kebek said:
    I doubt that NOED can fully carry killers to high ranks. Maybe when they face eaqully bad survivors but if they suck even NOED won't save them. I personally wouldn't mind one bit if DS and NOED were removed but losing NOED would actually suck since it's main core of endgame builds which are quite fun. Not like DS which is tottaly BS and works all game without any downside (having only 1 use isn't a downside).

    I hope that next chapter will finally do something about both (mainly DS). But knowing the devs it will take another 2 years before some impactful changes happens with DS or NOED.

    I agree DS is by far the worst perk in the game in terms of fairness, mainly because multiple survivors can use it. You can play around an obsession DS, but not around non-obsession DS.

    I think a good solution to NOED, without actually changing it, would be to give it some sort of "tell" that gives away the killer has NOED before end game. Like I said above I run NOED on my Trapper to counter gen rush games, and I would be more than happy to let survivors know I am strapped JUST so they take the time to slow down and do totems. If the game lasts more time and I don't get my NOED I'm totally fine with that because that's really what I want.

  • @HavelmomDaS1 said:
    thesuicidefox said:

    PS: To add to my previous post, True also uses Ruin on almost every killer he plays, which you could argue is as much of a crutch perk as NOED, only for early game instead of late game. Plus, just like NOED, it's only effective against bad survivors. Good survivors do gens and hit great skill checks, or find the totem in the first 60 seconds of the game. IMO Ruin is really lame and boring as survivor, and it can make the difference between escaping through the gate and playing for hatch. It probably helps killers get kills as much as NOED does just because it gives killers time to go around and catch everyone.

    I love True but really if you play the game as much as him you should just accept things like Ruin and NOED, and even DS as just part of the game. As a survivor main that plays a LOT of killer, really the only perk that needs a serious rework is DS and only because non-obsessions can use it which is really what makes it so damn powerful. You can counter play DS against the obsession, you can't against non-obsessions.

    Dude, what are you talking about ?? It's not about tru3, or ruin or noed FFS! It's about the horrible ranking system which is making solo Q frustrating, move on with your hate somewhere else lol. I could link the video of Noob3 aswell who was running a pig for several minutes and the teammate didn't repair the last gen..

    I was making the point that he was complaining about NOED when he runs Ruin all the time as killer and Self Care all the time as survivor. Just saying it's hypocritical as you could argue that you get boosted killers/survs from those perks as well as NOED and DS.

  • @SIlentCetra said:
    I have suspected the matchmaking is [BAD WORD]. I'm rank 17, and have ended up with much higher ranked killers/servs in my games. And in those moments, I feel like I may as well give up. As a new player, I have no counterplay to those who have made their way into high ranks. I literally don't know what to do to stop them because I haven't scraped my way that high yet. It is VERY deflating when it happens.

    Yes. This is another thing I see a lot. I get yellow/white ranks in my killer games often. IDK if they are in an SWF group, but it seems like they are not. And they get completely destroyed, I feel so bad about it when I see their ranks at the end of the game. I'll even go out of my way to give freebies to those few really BAD survivors if I'm winning by a large margin and can afford it, but they still die fast. As survivor too it happens. I was in a 2 man with one of my friends that I killed in the game mentioned in the OP. Both of us are red ranks. We sat in a lobby FOREVER and when we finally got a game it was against a yellow rank (14 or something) Huntress that stood absolutely no chance of catching either of us. It's unfair, we weren't even in an SWF with low ranks either. We found her Lullaby, she chased us for ages, we rushed like 3 gens at the start just between the 2 of us, then we took out her NOED super quick before she even hit anyone. I don't get how good survivors can derank just to play against killers like this. It's not at all challenging and just pure bullying. Makes me sick to think people do that.

  • I feel like Nurse or Spirit already sort of fit that theme, but it would be a cool idea to explore.

  • PS: To add to my previous post, True also uses Ruin on almost every killer he plays, which you could argue is as much of a crutch perk as NOED, only for early game instead of late game. Plus, just like NOED, it's only effective against bad survivors. Good survivors do gens and hit great skill checks, or find the totem in the first 60 seconds of the game. IMO Ruin is really lame and boring as survivor, and it can make the difference between escaping through the gate and playing for hatch. It probably helps killers get kills as much as NOED does just because it gives killers time to go around and catch everyone.

    I love True but really if you play the game as much as him you should just accept things like Ruin and NOED, and even DS as just part of the game. As a survivor main that plays a LOT of killer, really the only perk that needs a serious rework is DS and only because non-obsessions can use it which is really what makes it so damn powerful. You can counter play DS against the obsession, you can't against non-obsessions.

  • @Aven_Fallen said:
    The sad thing is that some people really justify NOED to have something against "Gen Rush" (still a stupid term), but this is a prime example of a Killer messing up. I even watched the VOD of the Killer and he knew that he would be screwed at this loop, and in the end he got rewarded, even though he was totally aware that the Survivors will finish all Gens before he might get tru3.

    The thing is, this is a VERY fine line. You can be a really good killer, with Ruin, and still get gen rushed like crazy where 3 gens pop in your first chase (or 2 gens and Ruin), simply because survivors can bring toolboxes and gang up on gens to pound them out in half the time. But then yea, there are times like the video where the killer clearly isn't very good and/or makes huge mistakes only to be rewarded at the end with NOED.

    I think the biggest indicator of a bad killer with NOED is that those killers tend to get that first hook with NOED then camp it really hard and slug everyone. That is exceptionally lame. But then there are games where you are playing fair AND doing well as killer, but survivors just do gens really fast. I run NOED on my Trapper and most games I can 3k/4k before end game, only maybe 1 in 5 will get to end game such that I really need NOED to keep some pressure. But I won't camp the hooks (unless it was a toxic survivor then maybe ) and I'll usually give hatch away freely to a surv in groups that don't have an obsession and played well (or I abused over the course of the game and felt bad).

    IMO gens repair speed should have some sort of limit. 50 seconds should be the absolute fastest you can ever do a gen, and maybe let it go by faster when survivors are dead. That would make NOED less necessary and might even open the door to balance it so that it's not as big of a crutch for bad killers.

  • I learned... that NOED procs on hatchets. Was this always a thing?

    Also Tru3 uses Self Care all the time which is IMO the biggest survivor crutch in the game. DS is cheesey but at least it only has 1 use. SC has infinite uses and makes getting injured so trivial. If you ask me, if it weren't in the game you would PROBABLY see a lot fewer "bad" survivors at high ranks. Playing the whole game injured makes survivor a lot harder.

  • @pemberley said:
    The one huge flaw with him that flabbergasts me how anyone thought was okay is how experienced survivors just ignore Freddy when being put to sleep. They just keep breaking totems and chug gens and wake people up and literally body block Freddy from picking up a survivor being healed off the ground. Like excuse me? I am your worst nightmare, the only thing you should be able to do is run away, not gain 15% progress on a gen because I slept all 3 of you. 

    WELCOME TO MY NIGHTMARE....

    counts to 7

    BIT... oh you finished the thing...

  • @Zarathos said:
    Balanced landing whilst situational opens up so many obnoxious loops houses drop down points the game, haddonfield map with bl is devastatingly powerful. 

    I mean DH and Lithe are situational too if you want to get technical. And every map has at least 1 drop down point. The only map you don't want to get with BL is Shelter Woods because the only drop down points are basement steps and the tree (which is unreliable BTW). But it makes a HUGE difference on some maps like Haddonfield or Game.

  • @fluffybunny said:
    Somehow that doesn't sound um... "good."

    Yes, it was quite evil 😈 plus risking friendships and all. WORTH IT

  • If the killer mori spams for a few seconds I don't think it's BM. Only when they do it for a LONG time is it BM.

  • What I hate more is the killers that message you before the game "help me get my Skilled Huntress/Evil Incarnate". No, it's called an achievement stop asking for handouts. Boosting an achievement means you didn't actually achieve anything. This is besides the fact that achievements are stupid and you shouldn't play games just to get 100% achievements. You should play the game to have fun, as so many people like to put it.

  • @yes said:
    I don't get why they removed them. Just because they kept popping up didn't mean you had to remove them entirely, you could've reworked the bloodweb.

    It was removed because it was bugged in the blood web.

    Honestly I don't see why you would want them to be ultra rare again. It would mean spending that much more in BP, not just for the perks but to get you blood web far enough for them to show up.

  • @DemonDaddy said:
    Would love another strategic killer. I just hope its not another that requires giving up pressure for a chance in the endgame. I love trapper but giving up 2 gens to establish my power's kill zone is a hazardous plan.

    That's just something you have to deal with as Trapper IMO. If you want to avoid it use Ruin, but that's a risk at high ranks. As long as you put down good traps and catch someone by the time that second gen is done you can snowball REALLY hard with Trapper. Just 1 trap can change the whole game.

  • You could do that, but procedural generation is a thing. Sometimes a particular window is open, sometimes it's not, that sort of thing. I don't see it being of any benefit honestly.

  • Balanced Landing
    Dead Hard
    Lithe
    Sprint Burst (best exhaustion perk for newbies though)

    I don't consider Adrenaline to be an exhaustion perk. It gives you a speed boost and causes exhaustion, but it's primary purpose is to heal you when the gates power.

  • Firecracker AND Party Starter.

    Yea I found this out playing Hag one day. Chase a survivor to a pallet where I had a trap on the other side. They dropped the party starter as I faked breaking the pallet. It blinded me and then they ran but I could teleport. When my vision came back I saw my trap was gone.

    I wouldn't recommend using them to disable traps though. It's a one time use, better for blinding/stunning the killer. Though I guess if you are desperate to destroy a trap it could work.

  • Freddy is a lot of fun, though he is a weak killer and it's easy to get bullied if you have a weak build on top of that (or just bad luck sometimes). I think he is fun to go against most of the time, but it depends on how tunnely the Freddy is.

    Legion I haven't played much, but as a survivor I don't find it very fun to go against. It's almost impossible to avoid Frenzy hits, and a lot of Legion's tend to be boosted IMO, so they camp/tunnel a lot more than a normal high rank killer.

  • I'm assuming you mean Pig's add-on, Tampered Timer?

    So the best add-ons to pair with it are Jigsaw's Annotated Plan (the purple add-on which adds 1 box at no cost) and Crate of Gears (slows down box search time a lot).

    For perks you can really kind of use anything you want, meta builds like BBQ/Nurse's/Ruin are just fine. But if you want to get trap kills then you could do something like Iron Grasp, Agitation, Mad Grit then when you catch the guy with a trap carry them as far away from the boxes as you can and let them drop reset. If you are running TT with either of the 2 add-ons I mention above then survs have to optimize their path very well to get all the boxes before the timer goes off. If you, as killer, mess up that optimization by carrying them away from the boxes, and they end up needing to search 3 or 4 boxes, you will almost definitely get a trap kill.

    It's a huge risk though, I would say just stick to a meta build or build you like and let the add-ons do the work for you.

  • I found it definitely better than before. Survivors generally ignore crows so it can work really well for you.

    That said, on most maps there aren't enough crows AND the few crows there are you can usually see fly away when you are close enough anyway (telling you a survivor is there). On top of that, for a map like Lery's where there are tons of crows, Spies is actually SUPER obnoxious. It's just constant explosions and it's like "dude I know where the survivor is STFU stupid birds".

  • When I started I thought the maps were WAY bigger than they actually are, and way more randomized with procedural generation. Once I learned the game, especially after playing killer, I realized how tiny and predictable the maps actually are.

  • @mistressdiana said:
    because we may have voice coms but its way easier to see it on the screen.

    The usual conversation...
    in chase "I just ran past Ruin"
    "Ok where?"
    "It's over here"
    "Where is over here?"
    "IDK by some trees or something"
    SMH

    OR

    "Killer is chasing me"
    "Okay I'm on a gen"
    not looking behind them, just running forward constantly "He is still on me"
    "HOLY #########!"
    "What?"
    "I just got grabbed off the gen. ######### YOU SAID HE WAS CHASING YOU!"

    OR

    in basement
    "He left me, you can come save now"
    "Okay I'm coming"
    steps in trap
    "Oh BTW he put a trap on the stairs"

  • I'm rank 1 surv and killer. I play Spirit, Trapper, Hag, Freddy, Huntress, Nurse, Billy, and Pig (generally in that order). Probably play surv 3-4 times as much as I play killer, but I still play a lot of killer. I get annoyed as killer not when I lose a game but when survivors do lame stuff and make the game easy, like DC or kill themselves on the hook. It sucks when they do that as survivor too, but at least then it makes the game a bit tougher and more exciting. As killer it makes the game easier and I end up just feeling bad for the other survivors.

  • @NuclearBurrito2 said:

    @thesuicidefox said:
    1) Stealth already exists in the game and it's quite powerful IF you know how to actually do it.
    2) As killer, stealth is very boring and frustrating to deal with. When you walk around and feel like you are alone on the map the game is really dull.
    3) As survivor, the game is way more fun when you get chased. Stealth has it's place but it should definitely not be the emphasis of the game.

    1) Clearly not enough given how the chase ends up being the primary means of defense when it should be secondary at most and more likely a last resort.
    2) As a Killer main I highly disagree. I prefer tracking gameplay to chasing gameplay. An extended chase gets frustrating far faster than an extended search while shorter more decisive chases are extremely satisfying and having a more stealth focused game solves many if not most of the balance issues with the killers
    3) As a Killer main it's not really easy to say for sure. But there are other people on this thread who have already stated their preference towards stealth as a survivor.

    1) Because when you find them it's going to be a chase anyway. It's not a last resort, IT IS THE CORE DESIGN OF THE GAME. Literally everything in the game is based on loops and mind games, which is what a chase basically is. Every tile has been built over time to minimize abusive loops but at the same time give survivors tools to escape.
    2) Then you probably shouldn't play killer. Or even play the game. Because again chase is part of the core design of the game. Also I question how much of a "killer main" you are because any killer worth their survivor salt knows how annoying it is to be looking for a p3 Claud with Urban on Coldwind or Macmil maps. Or how frustrating heavy fog is.
    3) Survivors prefer stealth because it's easier than a chase. Stealth just means the killer doesn't see you and is basically no threat to you. A chase means you can die, and truth be told 90% of survivors suck hard in a chase. The 10% that know how to get chased are the ones people complain about.

    Stealth is 100% viable if you know what you are doing, but most survivors don't really understand how to do it properly. They think hiding in a corner, or crouch walking through an open field in the distance is stealth. Good killers will know where to look and will see you. I catch people doing this BS all the time and they think I don't see them. There is also sound of grass/footsteps, scratches, crows... there are a lot of things that give away your position that, if you don't play killer, you probably won't realize are giving you away. To play stealthy you have to KNOW what a killer sees and hears, and KNOW how a killer thinks. Breaking line of sight and staying quiet when the killer is within a certain distance is how you properly stealth, not hiding in a bush somewhere.

  • @Nickenzie said:
    AlwaysInAGoodShape said:

    2:10 a 96.25% movement-speed killer walks up to you and hits you. This is the only time you got hit.

    There might be an issue, but I'm not sure how this video exemplifies it.

    (By the title I'm assuming it's about the nurse, not the DC)

    How do you get hit by a M1 Nurse? Isn't the survivor's movement speed 100%?

    He was on a gen and committed to finishing it and/or just wasn't paying attention because the Nurse was bad so he didn't feel he needed to care. And no she wasn't at all close enough to grab him just swing and BARELY hit him.

  • I think it will get better when the event ends. Seems like killers don't want to play because it's a lot of gen rush and SWF groups. Though not like that isn't the norm on Xbox anyway...

  • @Tsulan said:
    Traffic light killer confirmed!

    Prepare for the scariest game of red light green light you ever played!

  • Vigo perhaps? I heard that he/she is supposed to be some sort of witch doctor.

    EDIT: Maybe my prayers have been answered by the Entity and we are getting CHUCKY !!!!! He does voodoo after all. AND there is a new Child's Play reboot coming, though from the looks of it Chucky is some sort of psycho AI doll and not a serial killer voodoo doll.

  • 1) Stealth already exists in the game and it's quite powerful IF you know how to actually do it.
    2) As killer, stealth is very boring and frustrating to deal with. When you walk around and feel like you are alone on the map the game is really dull.
    3) As survivor, the game is way more fun when you get chased. Stealth has it's place but it should definitely not be the emphasis of the game.

  • @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @BunnyTheHutt said:
    
    Somehow for the event the hitboxes are even worse. I will be over a window, running, and still get hit from the other side.
    
    Sometimes the killer will be looking a different direction completely and still hit you. Really makes playing survivor a chore instead of fun. Hitboxes need  too be fixed.
    
    
    
    Play killer, you will get really frustrated with the new pallet system and when you get autoaimed into stuff
    

    What's that new pallet thing? I honestly havent noticed about it

    You are autoaimed towards the standing pallet.

    Either that or if the survivor drops it, you are magically pushed back in slow motion and denied your hit through the pallet that was possible before.

    Just an example of one of the multiple shadow nerfs that the devs never mention

    Maybe it's a Pc bug, I dont have any problems on Ps4

    Not on Xbox either. I never seem to get this "auto aim" bug people keep saying.

  • @Paddy4583 said:
    The whole point of a survivor is to do gens and get the hell out of dodge. It’s just not a good idea. One hit killers with a mori offering can do what you’re suggesting the whole game and they will still camp and tunnel.

    Hence why mori offerings disable RAGE.

    Most survivors don’t want to play a game of hide and seek while they wait for some timer to deplete so they can’t be downed, who needs that when The HEX for this already exists, because that’s pretty much your idea a built in HEX that already exists, with rules that stop killers playing how they choose, with a pretty pitiful pay off.

    The killer doesn't get a one shot, just the ability to mori and ONLY IF the survivor did enough gens to be affected. If survivors spend time being immersed then they aren't spending time doing gens. That gives the killer a chance to catch more survivors, which is the ultimate goal here. If they hide the whole time and the killer never finds anyone, it's still a bit of a win for killer because the game slowed down.

  • @Paddy4583 said:
    Huh? Why would the survivors care if the killer loses rage, it doesn’t make sense, seems like the killer gets punished for their objective and survivors reward the killer for doing theirs.

    Id camp the hook and let the rage build if they are doing gens, and if they aren’t doing gens I still win, and if they swarm the hook I still win. The only way this seems to be of any use is if no hooks get made and the gens are done and at best you get to Mori one survivor, I don’t get how this would stop anything you’ve suggested it would stop

    If killer loses RAGE then they can't mori you and thus it isn't even a factor in the game. If you kill someone via camping/tunneling, RAGE is disabled for the rest of the game.

    You don't seem to understand. If you get a hook you lose some RAGE, which gives survivors the opportunity to complete more gens. RAGE also tics down over time, so if they decide to not do gens and swarm the hook then you are also indirectly losing RAGE because it tics down and they aren't doing gens to replenish it. You also don't get to mori just any survivor, only the ones that contributed to completing gens. So one counter play tactic would be to designate one survivor as the rescuer and they do no gens. If we assume the first person you catch didn't do any gens either and was just chased from near the start of the game, then you can only use RAGE on 2 survivors. If they rush gens and give you RAGE you have to go out and find one of the 2 survivors that did gens, meaning you can't just camp. And because RAGE basically requires 3 gens to pop very close together, if they hide and you lose RAGE then that's it you won't get it back. On top of the fact that if you catch/hook the non-gen rushers you also lose RAGE.

  • TBH I have very poor memory from the massive concussions I've suffered...
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    ...from being hit by pallets.....
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    ... and being whacked in the face with blunt objects like hammers and stuff...
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    ...and from banging my head against my keyboard in order to reply to people on the forums.
    🤕

  • @Paddy4583 said:
     Why not camp the first hook and either they come to you and do no gens or they do gens and you get to mori them, yeah seems like a really good plan to stop nothing 

    If the guy dies on hook you lose RAGE completely. They can do 2 gens then have to make a save. If they want to keep going they simply need to wait. Plus you lose RAGE faster when you get hooks, which means they can do more gens sooner.

  • @Bravo0413 said:
    Reading this only reminds me of Jason in F13.... if that's where you got this idea please go back to playing that... I know that game just released a patch buffing Jason soo 

    Never played the game. Honestly do not care for it.

  • @AlwaysInAGoodShape said:
    Here is a problem in measuring contribution of completed generators: What if a completed generator has previously regressed?

    AFAIK the Lightbringer emblem already kind of works this way. Maybe I'm wrong, but I'm pretty sure that if you do work on a gen that is later regressed you lose those points. So in a way RAGE could be tied to the emblem in some way, at least for tracking the generator progress.

    But you also have to consider that RAGE only counts completed gens. If that is the case, then it would only count progress you contributed to completing that gen. So if you technically do enough on gens that aren't finished, even if RAGE is triggered, you would be unaffected anyway until those gens are also completed.

    Bottom line, it needs testing. I'm just presenting the concept here.

  • @DocOctober said:

    @thesuicidefox said:

    @Acromio said:
    The debuff's always been there. It just didn't turn the bar red until the last patch.

    This.

    Also IIRC the 10% debuff is between both survivors, so when you have 2 on a gen it's actually 1.9 c/s not 1.8. That's why the bar turns blue when you are on the gen with someone using PT because it adds 10% for them, which negates the debuff, and why it turns yellow when you have more than one surv with PT because now you have more than 10% buff.

    No. The debuff is applied PER Survivor.

    The reason why there's no apparent debuff in the PT situation you're describing is because of the game rounding up an individual speed of 0.99 to 1.0

    Ok cool. There you go from the Wiki man himself.

  • @Master @AlwaysInAGoodShape The video is of a baby Nurse that can't catch anyone that DC's mid chase after only 2 gens are done on Game, which is a super strong map for Nurse. He got hit by a walking Nurse it looks like more to bait her to chase instead of him being bad or anything. IDK I could be wrong about that, but the post is definitely a troll.

    Maybe watch the video next time...

  • @Acromio said:
    The debuff's always been there. It just didn't turn the bar red until the last patch.

    This.

    Also IIRC the 10% debuff is between both survivors, so when you have 2 on a gen it's actually 1.9 c/s not 1.8. That's why the bar turns blue when you are on the gen with someone using PT because it adds 10% for them, which negates the debuff, and why it turns yellow when you have more than one surv with PT because now you have more than 10% buff.

  • @IamFran said:
    I'm not playing this game or another game for showing how many balls I have, I just want to have a fun time, if that time become frustrating instead fun, the game doesn't fulfil it's mission then. If I have a remote possibility of avoiding something frustrating and the game let me do it, I'll do it, dodging in this case. Anyway, I can agree with you and other survivors in that many killers dodge for ridiculous reasons such survivor outfits, survivor characters or nicks. in the case of the nicks the only exceptions for me is the people nicknamed "toxic whatever" or something simillar or the people which nickname start in "Hex:" because I have heard that they are a toxic survivor clan. I don't dodge for the outfit or the survivor, I dodge when I see more than two toolboxes, mor than one flashlight or both combined. for the reasons mentioned before in the thread by myself.

    To be entirely blunt, if you want to have fun with a video game play something that doesn't have online multiplayer. Like for real, you are playing against other human beings, not NPC's, and as such you have to accept that there will be some games that are "less fun" simply because you get beat. No one likes to lose, but when you basically say "losing isn't fun" then you should be playing another game. Civ 5 maybe IDK. To expect to win, and thus have "fun" all the time is pure lunacy. Literally EVERY multiplayer game can be not fun when you lose. It doesn't matter what it is. If you want to play multiplayer games just come to terms with losing as part of the game and you will end up having more fun than you think.

    Of couse you can point your "specific mistakes" when losing a game, the problem is most of the games those "specific mistakes" are haven't played nurse or billy in that game.

    This is another thing. Nurse and Billy might be the strongest killers in the game but they are NOT the only killers viable at rank 1. You can do plenty of work with other killers. Spirit, Huntress, and Hag are all top tier as well. Hell even Freddy can actually be a very strong killer if you know what you are doing. Not to say he isn't the weakest, but being the weakest killer =/= unplayable. It just means you have to work harder for your wins, or have solid builds/strats going into a game. I have 2 Freddy builds that literally no group has ever escaped, 4k's every time. Solo, SWF, doesn't matter. Why? Because they are strong builds and I stick to my strategy. Are they completely unbeatable? No there are still ways to beat them, but so far no group has succeeded in that. One group came very close but then it all fell apart once I got my momentum going.

    This mentality that "only Nurse/Billy can win at rank 1" is probably why killers dodge, because they are too inept in their own abilities to admit they aren't as good as they think. When they lose they get all pissy about it and blame the game, when in fact it will almost always be on them. Watch the video I posted earlier, it will explain a lot about what I'm talking about here.

  • @HatCreature said:
    So it sounds like a reward for bad play but ALSO a powerup when you get Genrushed. If you're having a hard time catching and hooking people and the Gens are going by fast you suddenly get the ability to Mori someone and that will slow down the game.

    This ability will have no effect if you as the Killer are actually doing a good job, you won't get Rage because you're constantly hooking and kicking Gens, no reason to be angry so no Mori. And this makes the Mori offerings relevant and still makes Rancor useable.

    I really like this, this will help out Killers SO much and it willalso let the Killer know who isn't pulling their weight, if they can't Mori a Survivor then they know that Survivor is not doing Gens and they aren't important. I would like this a lot, evn if they don't use it as a core mechanic, imagine this as a perk or a new Killer.

    Yes pretty much. And there are checks and balances in place to prevent killers from abusing it. Basically RAGE is only in effect when survivors want to gen rush. But at the same time, it doesn't physically stop them from gen rushing so if you are a ballsy survivor group you can gen rush and take the risk anyway.

    Basically it's a comeback mechanic for killer, as I feel like they are most in need of this. And it wouldn't really affect low rank survivors since they likely won't be doing gens fast enough to activate RAGE, and because killers at low ranks tend to kill people quick so they lose RAGE easily.

  • @Master said:
    I dont like this idea at all.
    Its the same as the emblem punishment for camping.

    Why are you punished for completing your objective?

    Fix the underlying core mechanics instead of introducing bandaid fix

    It's not punished for completing the objective. It's a risk for completing the objective. There is a difference. You can still gen rush, there is nothing stopping you, but there is a risk to doing it. And if you want to rush a gen and then avoid the killer for 100 seconds until RAGE is gone that is an option too.

    If the killer has someone hooked the meter tics faster, so if the killer is actually keeping up with survivors then RAGE has less of a presence. If they want to camp, well survivors have more freedom to rush gens. If they want to tunnel, well they likely can't use RAGE on the first guy they catch since that guy hasn't done gens. If they kill that guy they lose RAGE.

    I guess you could have it so that when killer gets a hook it takes away a flat amount from the RAGE meter instead of making it tic faster, but the idea is that if you are getting hooks as killer then you have less of a chance to activate RAGE and therefore there is less risk to survivors that focus on gens.

  • @IamFran said:
    Yeah, and a lot of them DC when see a Mori or are camped or even when they are the first hooked which is worse than dodging the lobby. Also, the problem of the 30 minutes queues you say are the low amount of killers which is caused by the same problems that make them dodge. It's the fish eating his own tail.

    The "problems" with dodging are killers have no balls. Period. I can understand the occasional dodge now and then, but there are way to many killers that just scum lobbies until they find one where they are confident they will win. It's disgusting. Maybe you wouldn't suck as killer if you actually challenged yourself from time to time. I've gone up against groups that I KNOW will be really hard, and I've been bodied in those situations, but 99% of the time I can point to specific mistakes I made that cost me the game. It's not DS, it's not Adren, it's not toolboxes, it's not gen rush, it's not SWF. IT WAS ME. Yea survivors can stack the odds in their favor, but killer's have pink mori which is literally the great equalizer. You put one on and now it almost doesn't matter what survivors do. If you are any sort of decent killer, you will get a 3k. Not to mention OP add-ons like infinite tier 3 Myers or pink hatchets or Billy/LF insta-saw. If you suspect it will be that hard of a game you have tools to level the playing field. If you choose not to use them then don't go crying about how SWF is broken or any of that bullshit.

    And to be clear, I'm not condoning survivor DC's. That shouldn't happen, but it doesn't excuse killers from cherry picking games either.

  • @BACKSTABBER said:
    This is not a reason to stop playing, just revealing some secrets... I know my Zen light helps me to keep a high vibration to prevent archons to suck off my soul~~

    Dude that can't be the only thing you are high on.

    I'm putting my money on meth.

  • Getting a killer that was a douchebag as a survivor when I'm killer. Save my mori's just for that.

    IT'S MUFFIN TIME BITCHES

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