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thesuicidefox

thesuicidefox

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  • I stealth all the time, frequently walk away with gold Evader. The trick?

    SPINE CHILL

    This perk is absolutely necessary if you want to play stealthy because it let's you know when you are being watched. On a gen and suddenly it lights up? Killer is coming to that gen. Going for an unhook but see it lights up as you approach and doesn't go off? Killer is waiting by that hook. Trying to open a gate without being seen because NOED and Spine Chill lights up? Killer is coming to that gate. Any time you are doing something and Spine Chill procs and stays proc'd, the killer is coming to your position. If you react within the first second of it triggering you can easily just walk away from whatever and hide. It also let's you know when the killer loses you in a chase. When you are being chased it will always be lit. If it's not lit then technically the killer doesn't see you so you can just walk or crouch away. I've baited so many killers to think I'm going to run a loop, only to just simply WALK away, completely away, by keeping my eyes on Spine Chill to know I can't be seen.

    It is entirely doable and I constantly stealth killers all game. It's not easy, on Game it's honestly impossible, but you can do it.

  • @lyric said:
    Sorry if this is jumbled I’m doing speech text while driving.

    Really? C'mon bro put the phone down and focus on the road. I've had 2 fatal school bus crashes in my state this month, you could end up killing someone.

  • I was thinking this the other day. But the problem with a 1v3 is that it makes camping/tunneling that much more effective and easy, when it's already quite effective and easy to begin with. You'd have to really adjust gen and hook timers to rebalance it.

  • @Outland said:
    in game communication, would just get ignored and people will still use discord to have private conversations. So its an absolute waste of time putting it in. I agree with the speed bump though, only hag should get increased to the same as trapper.

    The point is that communication happens anyway, yet the devs pretend like it doesn't when they create perks or killer abilities. Like if you just assume that people aren't communicating, Pig's crouch seem like an AMAZING ability. But the moment you throw communication into the mix, it becomes utterly worthless most of the time. Planning for the communication could avoid pitfalls like this, Pig could have gotten a much more powerful ability if designers built it around the idea people can communicate with each other.

  • Speed boost won't solve camping because players still have no incentive to leave. In fact it just makes it easier to do, and it's already easy AF. It would just make it worse.

    I do agree they should add an actual voice chat to the game, then re-balance the game around that fact. It's honestly quite silly to not include it and just assume it's not a thing when it totally is.

    What the game actually needs is something to offset the ratio of survivors hooked to generators completed. If you do gens faster than the killer can get hooks, then gen progress slows down more as the discrepancy becomes greater. If the killer gets more hooks (or hook time rather) than survivors completed gens then hook progress slows down. If survivors are hooked at a reasonable pace to generators being completed, nothing changes. The ratio itself is up for debate and testing, I would say that 1 gen = 2 hooks (on different survivors). That would mean at a standard pace, every survivor is on death hook when there is 1 gen left to complete. Oh and the ratio should also effect the gates, meaning that if they finish the gen and no one died the gates take longer to open. If at least 1 person died and the gen is completed, gates open at normal speed.

    This would slow down games that go too fast and give the killer opportunities to make up the time AND it would deter camping/tunneling as the superior strategy because doing that just means you end up having to wait longer and longer, to the point you are better off leaving the hook to find another victim. Gen rush and camping are punished, or at least not rewarded as heavily as they are now.

  • @Outland said:

    @thesuicidefox said:

    @Outland said:
    The Killer has hit you once and you are hurt, and vulnerable, the other guy is hurt and has a sort of shield on him that allows him to ignore a hit. That would make the other guy the HARDER target. One more hit you are down and two more hits to down the other guy.

    The only part you got right is that the guy I just saved is a less optimal target, and where you are wrong is that THE KILLER STILL GOES AFTER THEM. They should chase me, but they don't, and this is my point. This is what I talk about when killers tunnel, they ignore obvious opportunities to get more survivors but they never take them.

    Maybe read my posts again because you clearly don't understand my argument.

    I read your post, you should try reading it as someone who plays both sides. It is in the Killers favour to KILL someone outright , and do it quickly. Allowing 4 survivors to run around unchecked is not smart play. The only way the Killer should be chasing you is if they have "Make Your Choice" on. Otherwise its smart play to tunnel the already hooked guy. The only people it doesn't make sense to are you survivors who think that the Killer is obligated to chase and hook everyone twice before they start killing people.

    dood I do not disagree with the fact camping/tunneling is the optimal strat. What I'm saying is that it is TOO EASY and gives TOO MUCH REWARD, and that is a huge problem.

    If you look at any game worth playing on a competitive level (which optimal play basically is), you'd notice some things about defensive tactics. First thing is that NO ONE LIKES DEFENSIVE TACTICS. Most game communities frown on this type of play because it ruins the spirit of the game and is very frustrating to deal with. Shooting games hate campers. FGC hates turtling. No where in gaming are defensive tactics seen as good. BUT in the competitive games, players also understand that these tactics are sometimes necessary (though if you are engaging in them that's usually a sign you are losing not winning). There is also the factor of skill input versus reward output. If skill input is very low (ie. it's easy) then the reward output is usually very low. This is where most general defensive tactics in games fall, again if you are doing it that means you are probably losing. But the reward output can also be high so long as the skill input is very high. Overwatch is a good example of this when you are the team on defense, as it is generally the more difficult position to be in and only teams with high skill can successfully defend the point (or at the very least, if they can defend the point with more skill than the opponent did on defense they stand a higher chance of winning).

    But in DBD a killer can camp/tunnel (which is easy) which just so happens to also be the superior strategy. Not only are you putting in very little effort you are getting a rather significant reward. Either the reward needs to be less, or the skill needs to be more.

  • It's pronounce "We're All Gonna Die Together".

  • @BadMrFrosty said:
    I realize that tinkerer is one of those perks that's either useless or amazing depending on the killer. That said, this rework is awful, and there is no real reason to even consider using tinkerer on any non-mobile killer. 8 seconds reduced terror radius when they're about to pop a gen? Uhhh.. ok, I guess. The notification is nice and all, but I can only see nurse/billy even thinking about using this version. Every other killer probably won't have any use for it.

    It should be really powerful for 3 gen lockdown builds.

  • @Outland said:
    The Killer has hit you once and you are hurt, and vulnerable, the other guy is hurt and has a sort of shield on him that allows him to ignore a hit. That would make the other guy the HARDER target. One more hit you are down and two more hits to down the other guy.

    The only part you got right is that the guy I just saved is a less optimal target, and where you are wrong is that THE KILLER STILL GOES AFTER THEM. They should chase me, but they don't, and this is my point. This is what I talk about when killers tunnel, they ignore obvious opportunities to get more survivors but they never take them.

    Maybe read my posts again because you clearly don't understand my argument.

  • There is only 1 pip for rank 1 so if you ever get a depip you immediately drop to rank 2.

  • I am not of fan of the way you get shards now. Yes you get a lot more each time, BUT it comes with the catch that each payout is more and more spaced out, since it takes a bit more XP to level up each time. IDK if anyone plays Gears 4, but it's similar to the earning rate in that game. There is was a HUGE problem because once you reach re-up 10, it takes FOREVER to level up just once (and you earn credits for each level you reach, just like DBD now). For comparision sake, let me point out that the XP needed to get from re-up 10 to re-up 11 is ALMOST as much as it takes to get from re-up 0 (literally a new account) to re-up 10. YES THAT'S RIGHT. The scaling made it so that eventually a single re-up takes longer than all the 10 before it. I see the same sort of problem happening here, because as you get higher and higher level (IDK if there is a prestige with player level or not) it takes longer and longer to get to the NEXT level, and thus the rate at which you get shards becomes slower and slower. To a point that it would be a serious grind for anyone who puts 1000 hours into the new leveling system to get even a single measly 150 shard payout.

    Now one could argue that unlike Gears 4 there is a finite limit to items available with shards, and you don't run the risk of spending shards and not getting a new item (as you buy the item directly with the currency, in Gears 4 you have to basically use creds on loot boxes and hope you get what you want and not dupes). That means that, eventually, with enough playtime, everyone can get every customization in the game, and even though the shard earn rate gets lower, by that point you would have nothing to spend the shards on. However this only remains true if there is a finite number of items to get. If BHVR keeps adding stuff then it's going to become harder and harder to earn everything via shards, eventually reaching a tipping point where it would be impossible to get every item in a reasonable timeframe.

    So to that end, I would like to request that on top of the per level shard earnings we also get shards the old way, by finishing games (and up to a max of 10). That way, once I reach level 1 billion or whatever and it takes 999 trillion XP to level up I can still earn shards, even if that means I have to play 100 games to get 1000 shards that's still do-able.

  • The old effect is completely gone, which I'm happy for because the perk is absolutely useless on most killers, and the ones it is useful it completely breaks the game and makes their power OP. Specifically Billy insta-saw and Huntress insta-hatchets are the big problems.

    The new Tinkerer will actually probably be a very good all around perk. It tells you when a gen is 90% complete, or 8 seconds from completion (by 1 surv with no speed buffs). Combo this perk with Thanatophobia and 1 injured person adds 6 seconds, meaning you now get a notification 14 seconds before the gen pops. With all 4 injured this can give you a full 20 seconds to get to that gen and stop progress. If you have Dying Light active, that's a flat 16.6 seconds added for 24.6 seconds. Stacked with TP you can potentially get a notification 30 seconds before the gen is done if obs is dead and 1 surv is injured. It will be very powerful.

  • I have an X. When I switched from my original console to the X I noticed a huge improvement to the game, however it is important to note my original Xbox was an ORIGINAL v1 (not launch day but next batch). The power brick and hard drives were failing, so I had issues with other games too.

    Since 2.0.0 it is better but not noticeably. Huntress throws don't hitch the game as much as I remember (though playing on the X resolved this a lot too). Playing as survivor on some maps I do notice an improved framerate especially when the fog is thick. The game still hitches when notifications/UI pop up on the screen or when something happens like a gen pops or someone gets hooked. Not huge but I can still see the frame drop even if it's slight.

    IMO BHVR still have a long way to go to optimize the game for console. UI is the biggest culprit in frame drops, because every time a status effect or hex or perk effect UI shows up on the screen the game hitches quite noticeably. And they keep adding more screen clutter each patch it's only gotten worse.

    And I have a friend with a standard Xbox that plays Nurse say he noticed the game ran much smoother and his blinks don't jitter as much. I don't play Nurse so I can't comment. I do play Huntress and she feels better than before.

  • @Shipthebread said:

    @Mc_Harty said:
    @Shipthebread outta curiosity, has Marth really taken this lost that hard?

    Haven't watch his streams in a while so I'm outta of the loop.

    I wouldn't say so, but he clearly has been bitter and resentful and acting like he has been wronged. Which to me shows poor sportsmanship, if you ever played sports in your life, you know sometimes calls don't go your way and things happen but you need to get up wipe the dirt off and move ahead, what happened has happened. To keep talking about it etc.. I find it's in poor taste.

    He got all defensive when I told him that he ######### up by not letting the ref enforce the hatch standoff rule. Then he tries to give me every BS excuse in the book for why he lost. I ran tournaments for almost 10 years. You can't pull a fast one on me. He made a very amateur mistake, one that no professional gamer would EVER make, and he got all pissy when I told him that.

    I'm going to put this next part in bold so anyone reading that has never been in a video game tournament understands:

    If a stalemate situation exists in the game, and there is a rule regarding such a situation, when the stalemate occurs YOU DO NOTHING. You sit there and wait for the ref to make a ruling. YOU DO NOT DO WHAT MARTH DID AND ASSUME THAT THE GAME IS OVER AND THE RULE WILL GIVE YOU THE WIN. Even if you are right, that is not your call to make.

    You are a player, not a ref. I've seen people lose in almost the exact same way as Marth many many times. Why do they lose? Because they don't let the ref make the call. They keep playing, and in real video game tournaments that's seen as a live action. In baseball, the pitcher doesn't get to call his own strikes. EVEN IF IT IS CLEARLY 100% NO DOUBT A ######### STRIKE, only the ref can actually call it a strike.

    Marth doesn't want to own up to the fact he made the most nooby mistake people make in eSports, and that's self-officiating. It doesn't matter what the rule says, if he continued playing before the refs made a call that's means anything that happens is a result.

  • IMO Insidious is a cancer perk because most if not all killers will use it to sit by a hook. It encourages ######### playstyles.

    Also no good survivor falls for Insidious. Every killer makes a distinct breathing noise and there are no actual good hiding spots where you can't be seen from a different angle. I mean if I can tell a Wraith is standing somewhere invisible, or if I can hear the Pig walking around crouched, what chance do you think any other killer has of being stealthy?

  • @MagV3 said:
    Lol... If a killer doesn't play that way then he losses pretty hard. You say you play killer, yet it doesn't sound like it. Every game is stressful to the max, meanwhile as survivor you're like, yea whatever I'm going to chill. The game for killers is literally heartbeat pumping 90% towards the limit, with every second ticking down and you feeling the momentum slip away. Its a stressful role and the tunnel has to happen or you lose your momentum and then you get bullied by the nonsense. You want the killer to give you each 3 hooks which is 12 lives or 16 if you include DS... Yea wonder if they'd ever win.

    I do play plenty killer. In fact up until last month I was a Freddy main, and I've been as high as rank 7 killer. I KNOW how annoying the game can be for killers. And guess what? I still don't tunnel or camp hooks. I leave to find another survivor. I take the risk. Sometimes it pays off, sometimes it doesn't. Sometimes I get kills, sometimes I don't. And with emblems being easy AF to earn as killer, I've had many games where I pip without actually killing anyone (just like I can pip as survivor even if I die).

    Killers have no excuse to tunnel except that they are bad and cannot get pips/kills any other way. The game being frustrating is no reason to play like complete ass because you are desperate. And playing Freddy is absolutely frustrating, especially when the gates are opened and you hook someone knowing they will just get immediately unhooked and will probably make it out the door before you can get them again. That sucks, but I don't deserve the kills because I played poorly and made a lot of mistakes. I can accept that.

    Not to mention, if you look at GOOD killers like Marth and True they consistently will body 4 man SWF teams without camping or tunneling. They do what you are supposed to do as killer; keep survivors busy with map pressure. They don't just take the easy way (which True himself says it is, go watch the video) because they aren't scrub killers.

    @Brenon1106 said:
    Hope you don't mind my exception. But Freddy is basically required to tunnel because of his low defensive abilities. For any other killer, just do gens you will be able to do 4 gens within the time your teammate dies assuming 3 survivors r on gens and the teammate struggles but doesn't attempt.

    Like I said above I play Freddy, I know the plight. The fact he has "low defensive abilities" means he actually SHOULD NOT tunnel/camp. I only ever tunnel/camp if I use Dying Light, and sometimes Remember Me if I find the obsession late in the game. Otherwise I hook someone, look at my BBQ and go away from the hook, because you can't defend it. I see Freddy's tunnel all the time and they end up losing because it's not actually the best way to play him. You have to know how to juggle multiple survivors in DW as Freddy to be most effective. You have to know how to move around the map to not give away you exact location (that means walking in the empty rows between corn if/when possible).

  • Hindered is a universal status effect. It slows you down to 85%, and his add-on adds another 5%. It's the same as Hindered from anything else, except it's built into his power.

  • Only thing Pig needs is for the roar to be moved towards the startup animation of the lunge and not occur during the channelling. Also Huntresss Lullaby should affect boxes. Outside of that she is a good killer, the devs just need to fix looping.

  • @marshmallowking said:
    Ok.  I think I see a clearer picture of your argument, you want what you define as skill (something that is in fact a personal idea as to what skill is) and you want everyone to play in a way you prescribe and they better have fun because you have removed all aspects of the game that would be tilting (I hope that extends into auto aim and frame rates because those things personally tilt me more then game mechanics that have pre existing game mechanic counters). If this is incorrect please define more clearly so that the discussion can be more productive then us talking about things the other has not talked about.

    This is where you are wrong. You can quantify skill. You can compare the amount of skill needed to achieve A to the skill needed to achieve B. If A takes more skill than B but B is more effective/rewarding, then more people will do B and be labeled as better than players that do A by the game.

    If a character in a fighting game had a move that could take down your entire life bar, would you define it as skill that they could do a single fireball input and win? Even if it can be beaten by picking another character or playing in a very specific way, and that choice does not even consistently work? That's basically what this is.

    Look you can pretend camping/tunneling takes skill all you want but the fact is it doesn't. Anyone can chase 1 person and eventually catch them if they were that determined. As far as counter strategies, the only option you have when a killer does this is do gens. That's it, and it actually does nothing to stop the guy from dying so you still lose the benevolence points. If even 1 other survivor takes the bait, or even just gets caught late game, you simply will not pip unless you did 3 gens by yourself. Killers are abusing this, forcing players to safety or depip by preventing them from making saves.

    The only possible reason I can see players defending this is that they use it themselves and cannot get a kill otherwise. You defend it because you know it's easy and effective and you don't want that to go away. No one ever wants their character nerfed in Overwatch but guess what, the character has some broken mechanics that allow for easy and effective tactics. DBD needs the devs to actually address camping/tunneling, and then looping/SWF on survivors side. I don't know exactly how they can do it, but I am saying they just need to find a way to make it not so rewarding to do, however that comes about. It can stay an easy tactic, easy tactics are a thing in games, it just shouldn't also be the most effective because that combo is a problem.

  • @Tsukirose31 said:
    A few times I played killer I had survivors messaging me doing the same thing.  I consider it cheating so I told them no.  There's nothing really that can be done on game side for this.  You just have to hope the killer you're up against doesn't want to win the game through cheats.  

    Yea I've joined rooms and then got a message from the killer that just says "farm". I just leave and find another room. I also get party invites from other survivors, which I usually ignore. Funny part is the one that sent the inv almost always gets caught and hook first 30 seconds of the game.

  • @holywhitetrash said:
    tunneling and camping arent the same thing
    camping is when the killer never leaves the person on the hook which is also not the same as looking for the survivors the killer knows are near the hook.

    if a survivor is getting camped and the other survivors decide to "save them" instead of doing gens then it is their fault that the killer got rewarded. if the survivors just do the gens and leave that guy to die the killer will probably depip

    tunneling is when the killer is given more than one option to chase he always goes with the people who have been hooked, because dead players cant do gens

    if a killer puts someone on the hook does his patrol and comes back to the hook in time to find you unhooking a survivor then it only makes sense to down the person who only has 2 hooks at most left

    you wouldn't get mad at CS player for AWPing some dude in the first 30 seconds, dont get mad at the KILLER for removing an opposing player from the game

    They fall into the same category as "easy to do and highly rewarding", which by the way no one seems to be refuting (especially after I posted a video of TrueTalent saying exactly that). Camping is obviously a defensive tactic, but so is tunneling in that you aren't expanding your influence of the game as much as you are trying to preserve what you already have. You explain these things to me like I don't know what I'm talking about. Dude read some of my other posts. If you, as killer, go away and just happen to come back to see the guy that just unhooked, yea bad luck. I'm not talking about that. I'm talking about a killer hooking someone, and either refusing to leave or leaving only to ALWAYS immediately come back for that guy. It is very clear when events play out naturally and the dude just has bad luck (or makes dumb mistakes, eg. runs to the killer after the unhook) and when a killer if clearly camping/tunneling.

  • On Xbox I just block the person (which decreases the chance you run into them again, not guaranteed though), report them through Xbox for cheating or unsporting (leaving a note to explain they were helping the other team win), then report them through the like/dislike button in DBD's endgame screen as a farmer.

    Then when I join a lobby I check everyone's profile. If I have you blocked already I leave the room and find another. Doesn't really help to stop playing against toxic killers since you can't see them until the end, but that's the best you can do. If you are on PS4 though IDK what report options you have.

    Only thing I will say is DO NOT MESSAGE THESE PEOPLE. At least not on Xbox because they can report you for communications. Just block/report and move on.

  • @marshmallowking said:
    I saw that, which is why this thread is so silly to me (entertaining but...)

     As far as I can tell op is advocating for no gameplay that is not what they consider to be skilled game play, something I believe to be subjective and only based on a personal emotional response.  

    The quantifiable way of winning is either through pips or through killing in the eyes of a large majority of the killer base. that’s what he wants changed based on a personal preference how “fun” is measured for them.  

    Any repetitive action or circumstance is boring and less “fun” eventually even any viable changes this thread could come up with would end up stale. These changes would most likely come from nerfs in the meta and buffs in the non meta (something that is already happening like it or not) or a complete overhaul to the game mechanics as a whole. A new mode of gameplay wouldn’t even solve this issue but I advocate for this option (never know when a not so interesting defense building FPS will blow up into a immensely successful BR with building) 

    i think both both of our points @Zanfer is that the arguement itself is invalid because it’s unquantifiable, intangible and inconsistent.

    You can totally quantify fun. It's called a Likert scale and is used in actual game research. It's been done, just look it up. But you don't even need that for this game really all you need to do is look at the comments after games, or on the forums, or on YT, or on your Steam profile. If people are didn't have fun there is a high chance they will be toxic. Then that attitude carries over to the next game and the next. After a while even games that would have been fun won't be because you are so tilted. And this toxicity grows because of the amount of bullshit each side can do to the other. Take that BS away and people would have less reason to be toxic, which invariably means that people are having more fun with the game. Granted there will be some people that are toxic anyway, but the point here is to reduce the instances of the game itself causing the toxicity. No survivor likes camping and tunneling. No killer likes looping and SWF flashlight abusers. Why you guys fight to keep this garbage is beyond me.

    As far as skill you can also quantify that very easily. How fast does the killer catch you? How much map pressure do they apply? Do they keep you all engaged in something other than gen repair? When a killer can just put the first person on a hook and wait, even if the other survivors rush, that killer got a kill with little to no skill. It's honestly not hard to catch 1 person in an entire game. Chase them long enough, without them actually getting away, and you will catch them eventually. Winning itself does not equal skill when you use tactics that are outright easy and highly rewarding. IDK if you are aware of Akuma in the old SF series, but when he originally appeared as a playable character he was so far and above every other character in the game he ended up being banned at tournaments. Pick Akuma and you win, does that mean it takes skill to play him? Not really because he wins by using very easy and highly rewarding tactics. Chasing 1 person and sitting by the hook to kill them takes no skill, or at the very least significantly less skill than chasing/hooking multiple survivors, yet the game rewards the former more than the latter. You can't deny that.

    The fact people like you are so ready to accept this kind of nonsense as acceptable behavior is part of the reason it still exists. People like you defending it as if it should be a valid tactic, when all it does is promote toxicity while letting less skilled players get more wins/pips that they rightfully should. Camping/tunneling does not belong in the game, period. You should not be rewarded as killer for these tactics, at least not so much that it supersedes the need to go out and actually do something to earn your rank.

    No game worth it's salt as an eSport allows defensive strategies to be superior to offensive ones, because defensive strats are not only much easier to do but ruin the spirit of the game in the process. It's why FPS players hate campers, and why FGC hates turtling, because play defensively is a very easy thing to do and playing against it is a chore, not entertainment. Really go find me any legit eSport game where the superior tactics are defensive. You won't because those games nerfed those tactics so they aren't viable (at least not as a primary strategy). If you get put into a defensive position in any serious competitive game that's usually a sign that you are losing, not winning.

  • @Zanfer said:
    This topic in this thread is about someone not having fun in dbd cause killers tunnel. You can't really do anything against a killer who wants someone dead cause they will do anything to an extent to kill. Even though like you said that it is not the best tatic to use, not everyone who plays this game is an optimal player and there is no way around it. What you are talking about are things that are deep woven into the game and no reason to complain about them unless you just don't like the game.

    Bullshit. Killers do not need to camp/tunnel to get kills, just like survivors don't need looping to escape a chase. You can play this game without doing either and be successful. The problem is the game heavily rewards this nonsense, to the point that it becomes the superior strategy and thus most players end up doing it because it works better (along with being easy, it's quite obvious why these are problems). The mechanics can be fixed and the rewards adjusted so that they are no longer optimal, thus requiring players to have SKILL in order to succeed.

    BVHR seems more concerned with minor band-aid changes instead of actually addressing the core issues of the game.

  • https://www.youtube.com/watch?v=h8Fa6XdNEV8

    Straight from the horse's mouth. True says himself that camping is "easy mode". A lot of killer mains seem to be under the impression I don't know what the killer is doing. I do. He is playing more optimally with less risk. What I am saying is that you should not reward killers that play like this and ONLY like this, because it promotes unhealthy gameplay, and is outright abuse of game mechanics. And in case you missed before, YES, looping is also abuse of game mechanics and should be fixed.

    None of this type of bull ######### should be acceptable in the game.

    This is also why I respect True as a killer. Besides being pretty damn good he doesn't resort to easy tactics straight off the bat. If pushed to it, by a toxic survivor or SWF, or just a bad game, yes he does it and I don't fault him. But he also takes a LOT more risk than most killers would ever take and still comes out on top because he's actually a good killer. He takes those chances because they pay off. These players that do nothing but camp/tunnel do none of that. They just follow a formula that's almost guaranteed to benefit them. No skill involved here.

  • @Brady said:
    Hold on, are Killers really calling tunneling a valid tactic then going on about how pallet looping takes no skill?

    Let us spill the tea folks.

    I would like a lengthy explanation on how skill is provided from wacking an injured survivor unhooked less than 12m away from you. From my experience play as a Killer, unless the survivor is hooked right infront of you, there's is no reason to chase them back down again and ignoring every single survivor in your path just to kill off one. Many of skillful Killers I've played against optimize switching targets and usually down and hook them, causing more of a stop to the progression of the game. Not to mention, multiple hooks on multiple survivors scream skill more than multiple hooks on only one survivor or vice versa (Multiple survivors hooked once).

    "But... they are the easier target. Why wouldn't I go after them?" Here's your answer: Assuming they have Self Care, that is time that a generator is not being worked on. Time that if you're skilled enough, they get on a generator and the other survivor should about to be hooked. And the process should continue on.

    Why do you all whine victim? It's established that tunneling, camping, and looping are all effortless tactics. The worst part is you ALL defend them and whine about them at the same time. Both parties want easy games and you guys are getting selfish, rude, and greedy about it. 4 BNPs = No skill, Tunneling an injured survivor = poor skill, looping around 5 pallets after another = less skill. Stop defending these poor tactics because they have great results.

    And Survivors are really guilty for it, but it's more present with Killers of the fact that you guys complain about survivors tactics and abilities and go on to defend your effortless ones. You guys attack people who are 50/50 Survivor and Killer, and this entire forum is just complaining about complaining about the people complaining.

    Thank you for this post. This is the kind of reasoning we need around here. I agree too that looping is a problem! Wow, a survivor main agrees looping is bad?! Yes it's dumb and doesn't take skill to run in a circle. Know what takes skill as a survivor. Actually escaping a chase. Not just running from window to window to pallet to pallet. Now I'm not saying I don't run to windows and pallets as survivor, I totally do. Just that once I throw the pallet or hop the window I'm looking to escape the chase, not keep the loop going.

  • @Lowbei said:
    stop crying

    LOL no you don't get to tell me how to be a forumer. Maybe you should just stop reading.

    PS. If you think that argument sounds dumb, that's basically how your argument looks to me ;)

  • @Zanfer said:

    @thesuicidefox said:

    @Orion said:
    So don't save the guy. Not every Survivor is going to live every game, and the Killer is supposed to be able to stop you from unhooking.

    It is every game though. That's what you don't get, EVERY GAME I have to just let someone die on the hook. If the guy ends up dying by the end of the trial I don't care. I've left survivors to bleed out for 2 minutes so I can take the hatch. I get this part of the game. What I'm saying is that killers should not be able to just get easy kills because they don't have enough brains cells to rub together to actually get some skill in the game.

    So you say you have to let the survivor die when you want to save them which is a bummer to you. Than you say right after that you don't care that they die at the end? That kind of goes against what you have been saying. (I'm not referring to your whole "everyone has to have fun argument that you have been talking about..") Not everyone will live like @Orion has said multiple times.

    Also since you keep referring to this "everyone should be having fun", how are you measuring levels of fun times? Do you ask every single person in your matches "Have you been having fun game" If you aren't than clearly you are assuming that these players are not having a fun time. If you are not having a good time than don't spread negativity in this way cause it doesn't make any sense.. @Lowbei @RemoveSWF @Orion @EpicFailTryHard

    I don't want the survivor to die because that means it will be a really ######### game. It means I'm going to have probably let someone else die too, and it means I'll be racing the other survivors to do gens. It means if I make a single mistake against the killer I'm dead. I don't care if they die if it was a good game and I have a chance to escape. I do care if they die and then the rest of the game is just a chore because I'm literally just doing skill checks for the next 3 minutes until I can escape. There is just nothing fun about playing against this very common and rather easy tactic. Death, escape, pip, no pip, he dies, you die, I die. I want a good game that doesn't feel like something I'm just stuck dealing with for the next X minutes until I escape or die.

  • @Orion said:
    So don't save the guy. Not every Survivor is going to live every game, and the Killer is supposed to be able to stop you from unhooking.

    It is every game though. That's what you don't get, EVERY GAME I have to just let someone die on the hook. If the guy ends up dying by the end of the trial I don't care. I've left survivors to bleed out for 2 minutes so I can take the hatch. I get this part of the game. What I'm saying is that killers should not be able to just get easy kills because they don't have enough brains cells to rub together to actually get some skill in the game.

  • @Zanfer said:
    Well than how did that survivor get on the hook in the first place. They most likely made a mistake to get in that situation which means that the killer took that opportunity to capitalize on the survivors mistake. If that survivor was actually decent maybe he wouldn't have been caught out by the killer and not on the hook. Now would it be a fun game for the killer to not get any hooks at all and just chase people around loops the entire game? Cause that is what I think of when I think of a bad killer. A killer who can't actually kill people.

    No and this is the problem with all your arguments in the first place. They assume I don't want the killer to have a good game either.

    If a guy gets hooked he made a mistake. Sure, but that one mistake now he's dead. You see the extreme here? Do you see why that's a problem? No to mention the fact that by going down other survivors (me) are now going to STOP GENS to go unhook/heal this guy. Killer catching someone can capitalize on the mistake PLENTY without camp/tunnels.

    It's almost like everyone in this thread defending killers absurd and obvious skillless behavior don't grasp the simple concept that I want the game to be fun for everyone, and that these tactics shouldn't be the go-to for every killer. It's one thing to be forced into a position to camp/tunnel, and it's another to just do it because it's easy and THAT IS WHAT MOST KILLERS DO BECAUSE THEY DO NOT HAVE ANY SKILL.

  • @Lowbei said:
    thesuicidefox said:

    @Zanfer said:

    You have to adapt and play differently against killers.. that is the point of the game

    OH PLEASE TELL ME WHAT ELSE CAN I DO? 

    ok

    Ok sooooooo..... no really how do I save the guy when the killer is RIGHT THERE. Borrowed Time really only ensure that I don't get the farming penalty. My options are A- leave the guy to die and do gens, B- save the guy and he gets tunneled and die faster. Hmmm yea so much skill involve in either of those.

    Pretty good memes so far

  • @Orion said:

    @thesuicidefox said:

    @Cetren said:
    Even in the event that you "handicap" yourself for a fun game as survivor, the killer taking the hit on you STILL puts him at a disadvantage. You get a speed boost, and they're slowed to a crawl for the wiping animation. By the time that's over, you will he far away due to a combination of you getting a boost while the killer gets slower, and the killers diverted attention means the other survivor will gain a lot of distance as well. So he's still in a WORSE position than if he hits the other guy down. If you hate tunneling that much, run borrowed time. Then the killer doesn't get an advantage for hitting the other survivor, because they couldve hit you and been in the same position.

    Dude, hook is 20m away, I'm right there in front of them, injured. No it's not a disadvantage because you will still get me faster than the other dude. I have been in this situation MANY TIMES, where I was clearly CLEARLY the easier, more optimal target. BUT NOPE let's go back to the hook and look for that guy, wasting 30 seconds just to re-acquire the target. This is why I say bad killers camp/tunnel because the good killers will come after me, and will (most likely) catch and hook me. They know that I'm the optimal target.

    If you're right in front of the Killer, you're in melee range. I think we both know this is not true. Assuming you're 10 m away from the Killer, here's how long he wastes to put you down, and that's assuming you run in a straight line:

    Sprint Burst for 3 seconds. You have moved 18 m. In those 3 seconds, the Killer has moved 13.8 m. In total, the distance between you two has actually increased to 14.2 m (roughly a 40% increase).
    After 12 seconds, you have moved 48 m. In those 12 seconds, the Killer has moved 55.2 m. The distance between you two has decreased to 7 m (70% of where we started, but only after 15 seconds).
    Bloodlust I has kicked in. After an additional 8.75 seconds, the Killer has finally caught up with you.
    In total, it took almost 25 seconds just to catch a single injured Survivor who was 10 m away, running in a straight line. This Survivor will then take 2 minutes to die on a hook, compared to the other one's 60 seconds (at best).

    However, we all know that Survivors do not run in a straight line. They loop and loop and loop and loop, wasting absurd amounts of the Killers' time. So, the next time you wonder why the Killer is going after the weakest link, I hope you take into consideration what I said here.

    You clearly don't understand my problem here. Hook is farther away than me in relation to the killer (actual distance is irrelevant I threw out a number to show that 'hook far, me close'). I'm already injured. Killer still decides to 180 and go back to the hook, when he could have gotten me SIGNIFICANTLY faster.

  • @Zanfer said:

    @thesuicidefox said:

    @Zanfer said:
    You have to adapt and play differently against killers.. that is the point of the game

    OH PLEASE TELL ME WHAT ELSE CAN I DO? Please because when the killer tunnels/camps there is no "adapting". There is "go do gens because you can't ever save this person". Adapting to a killer would require some actual skill on the killers part for me to play around. But when they are bad, they just sit by the hook. I have no options but gens and hiding. Wow, look at me go adapting to this amazing strategy.

    If you were a smart survivor you actually can take a hit for the person still being chased to put less pressure on him and more on the killer. Maybe you should respond to my longer post I had to say about similar situations..

    I did respond. It doesn't work. BBQ doesn't encourage killers to leave the hook like people say. Borrowed Time doesn't work because killers continue to chase the guy anyway. Taking a hit and drawing attention away doesn't work because they still just end up ignoring you. Then killers complain about gen rush, bro I'm only doing gens because you won't leave the hook. I'd be happy to stop doing a gen and go unhook/heal that guy if you'd leave.

    Dude I've been flat out slugged by a kill while they tunneled the guy I just unhooked. NO TELL ME AGAIN HOW I'M SUPPOSED TO SAVE THE GUY IF THE KILLER DOES NOT EVEN CARE ABOUT A FREE HOOK?!

  • @Zanfer said:

    @Cetren said:
    thesuicidefox said:

    @The_Manlet said:

    Only a handful of top tier killers such as Nurse and Hillbilly have the potential to play catch and release 12 times in a row. Most killers are weak, far weaker than competent survivors, and they need to eliminate a player as quickly as possible. Tunneling sucks but the game's balance mandates it.

    On the old system this would be an excuse, but killers can pip without killing a single survivor. I know I've done it. Not saying it was the most fun game, but they all got away and I still pipped.

    So give me another excuse because that doesn't fly anymore.

    Wait, quote "I don't care about the emblem or the BP... I want to have a fun game."

    Now keep that in mind and read what you just said.

    You're flat out contradicting yourself. You just want killers to handicap themselves for your enjoyment.

    Yupp exactly he just wants killers to not be killers..

    No I want the game to REWARD GOOD KILLERS, and PUNISH BAD KILLERS.

    Right now, because of how EASY it is to camp/tunnel someone, the game rewards bad killers. Like I said before you can tell a good killer from a bad killer when they chase you and how much map pressure they keep. I've played plenty of killers (not always Billy or Nurse) that are REALLY GOOD and do not camp/tunnel, yet still walk out of the game with 3k or 4k and likely a double pip.

  • @Zanfer said:
    You have to adapt and play differently against killers.. that is the point of the game

    OH PLEASE TELL ME WHAT ELSE CAN I DO? Please because when the killer tunnels/camps there is no "adapting". There is "go do gens because you can't ever save this person". Adapting to a killer would require some actual skill on the killers part for me to play around. But when they are bad, they just sit by the hook. I have no options but gens and hiding. Wow, look at me go adapting to this amazing strategy.

  • @Lowbei said:
    no you didnt. you died. cried about it. then came to the forum to rage.

    git gud and stop whining.

    LOL no actually I played like 10 games in a row against killers that did nothing but tunnel/camp the first guy where I have no way to actually save this guy without killing him faster, so I went and did gens for 2 minutes. Then another guy gets caught as the gates are powered, but nope! Can't save him either. Guess I'm just playing Repair Sim 2018. Didn't actually die that much to it, it's actually because OTHER PLAYERS are dying and there is NOTHING I can do about it. Oh and also the fact I have to eat the lovely -10 because the killer wants to be a jerk.That's fun too.

    Good job assuming though. Know what they say about assuming right?

  • @Cetren said:
    Even in the event that you "handicap" yourself for a fun game as survivor, the killer taking the hit on you STILL puts him at a disadvantage. You get a speed boost, and they're slowed to a crawl for the wiping animation. By the time that's over, you will he far away due to a combination of you getting a boost while the killer gets slower, and the killers diverted attention means the other survivor will gain a lot of distance as well. So he's still in a WORSE position than if he hits the other guy down. If you hate tunneling that much, run borrowed time. Then the killer doesn't get an advantage for hitting the other survivor, because they couldve hit you and been in the same position.

    Dude, hook is 20m away, I'm right there in front of them, injured. No it's not a disadvantage because you will still get me faster than the other dude. I have been in this situation MANY TIMES, where I was clearly CLEARLY the easier, more optimal target. BUT NOPE let's go back to the hook and look for that guy, wasting 30 seconds just to re-acquire the target. This is why I say bad killers camp/tunnel because the good killers will come after me, and will (most likely) catch and hook me. They know that I'm the optimal target.

  • @The_Manlet said:
    The game is fundamentally set up in such a way that it isn't possible for everyone to have fun. If you died, you probably got tunneled, depipped, got almost no points and generally didn't have fun. If the killer didn't kill anyone, then he obviously isn't going to have fun because he wasn't a threat at any point in the match.

    FALSE

    I just had a game against a Myers that (thank Jebus) didn't camp hooks or tunnel (he did sort of at the start but it looked like it was to get EW3 because he downed the hooked guy and left them to chase/down/hook another guy first). He got a 3k, I was the only one to escape (he got 2 hooks on me BTW). No doubt he pipped that game (we had 1 gen left). This is an example of a fun game, and even if he got me (it was kinda 50/50 near the end anyway, I was lucky) I still would have had fun (and if I died I still would have pipped).

    Granted we weren't entirely optimal, but I've been saying that the game does need to be rebalanced so killers have a FAIR amount of time. Just like I'm saying that every survivor should have a FAIR chance to be saved from the hook.

  • @RemoveSWF said:

    @thesuicidefox said:
    The only common dinominator for tunnel/camp and not is the killer ACTUALLY being good. Bad killers consistently tunnel/camp. Good killers do not.

    To understand who is good at the game you have to understand what winning is

    SNIP

    No to understand who is good at the game you get chased by them. Good killers catch you quickly, or make the chase REALLY hard. Bad killers swing and miss constantly, get 360'd very easy, or just flat out lose you. I can tell how good a killer is but how well they chase me and keep map pressure. Being good at the game doesn't mean you always win. It means you know how to win. There is a difference.

    Bad killers put someone on the hook and either flat out stay there or "patrol" by walking to look at the nearest gen but immediately come right back. Bad killers will also refuse to chase someone that is clearly an easier target the moment someone gets unhooked, because instead of finishing that chase for another hook they decide to let them go an go back to the hooked guy. Sometimes even choosing to chase them after they are fully healed.

    You can tell what survivors and killers have skill in the game by how they play. I've seen great killers "lose" a game, but they were still a really good killer. Maybe things didn't quite work out in their favor or they made a bad play at a critical time.

  • @Cetren said:>
    Wait, quote "I don't care about the emblem or the BP... I want to have a fun game."

    Now keep that in mind and read what you just said.

    You're flat out contradicting yourself. You just want killers to handicap themselves for your enjoyment.

    There is nothing contradictory about it dude, because a fun game is one where everyone has fun and doesn't need to grind against pure nonsense tactics. You can kill everyone and not camp hooks if you are actually a good killer. You seem to be missing that point. Also the fact I let killers get free hits so they chase me preeeeettttty much means I'm handicapping myself. And sometimes when killer takes the bait I have escaped. Sometimes I don't and they hook me. But if you are seriously going to play the "I'm handicapping myself card" note that I literally throw myself at killers because I want them to not tunnel. I'm giving them the hit and the chase to show them it's not necessary.

    @Lowbei said:
    Yet another cry thread from bad survivors who cant handle valid tactics.

    Yet another idiot that doesn't read! Guess you missed the part where I said I pip/double pip/escape from these killers just fine. BUT THAT DOES NOT MEAN THE GAME WAS FUN TO PLAY. In fact it makes me want to delete it from my HDD and go to something else because it's, again NOT FUN

  • @The_Manlet said:
    Only a handful of top tier killers such as Nurse and Hillbilly have the potential to play catch and release 12 times in a row. Most killers are weak, far weaker than competent survivors, and they need to eliminate a player as quickly as possible. Tunneling sucks but the game's balance mandates it.

    On the old system this would be an excuse, but killers can pip without killing a single survivor. I know I've done it. Not saying it was the most fun game, but they all got away and I still pipped.

    So give me another excuse because that doesn't fly anymore.

  • @Cetren said:
    Nobody cares a about taking your emblem down from iridescent to gold for a few measly chase points and a teabag party at the exit gates. Extend the game time, and I guarantee you will see killers spread out the pain more. You know, when time he hey have time enough to enjoy doing so without getting shat on.

    I don't care about the emblem or the BP is my point, I want to have a fun game. I don't disagree that the game needs to go on longer, but it's no excuse to play like a complete jerk every single game. When you defend this behavior you are basically saying the game should reward bad killers that play like cowards and refuse to try playing more aggressively.

  • @Orion said:
    Explain how to counter looping. Not mitigate its effects, but actually counter it.

    What survivors do to you doesn't change the fact that camping/tunneling is bull #########. Both sides need fixing, I'm not claiming otherwise. Killers don't ever seem to comprehend this though when a survivor brings up these problems. They just dismiss it and say "well you do X to me!" Doesn't make either of theme acceptable.

  • @RemoveSWF said:
    One stack on BBQ for every hooked survivor. If you tunnel one dude for the whole game, maybe you'll get two kills and few points. If you go for everybody, maybe you'll get four hooks, lots of points but zero kills.

    Except this doesn't actually happen. Most killers run BBQ, and there is no difference in tunneling/camping between those that have it and those that don't. Rank doesn't matter either. Rank 20, 15, 10, 5, 1. The only common dinominator for tunnel/camp and not is the killer ACTUALLY being good. Bad killers consistently tunnel/camp. Good killers do not. Bad killers barely 2k in the most unfun games ever. Good killers 3k or 4k and the game was actually fun to play.

    Also you can 1 or 2 hook everyone, with all 4 escaping, and still pip as killer. So needing to kill as a way to rank is not an excuse for your behavior anymore.

    BTW as far as "git gud" I'm rank 1 survivor. Like I said I escape and pip these games, but it's not fun. And I've been as high as rank 7 killer WITH FREDDY, so you can't tell me ######### about how unfair it can be for killer. I know how unfair it can be for killer, trust me. I still don't resort to playing like a punk at the start of every game because not every survivor is being a troll. I'll give them a chance to have a fun game and try to kill them all.

  • @Orion said:
    No, Killers will not play in a way that benefits you just so you're not punished for your mistakes. Adapt or die. Your choice.

    What mistake? That I want to save the guy and have an actual game? One were everyone gets chased, does some gens, maybe someone escapes. I've had games where I escaped Iri Unbroken through the gate, only because the killer REFUSED TO CHASE ME. Instead he just sat by the hook. I'm fine losing my Iri emblem if it means people play the game. I made no mistakes, I played perfectly. I pipped, or even double pipped. NONE OF THAT MATTERS BECAUSE IT WAS A ######### GAME. I'd rather get chased, hooked, have things come down to the wire. I want to have fun playing the game. Sitting there watching a killer just sit on the hook, knowing the only thing you can do is gens (even if you have BT killers don't seem to care), and just pressing a button all game to escape but forced to let at least 1 other survivor die is not fun.

    If you play like this I have no sympathy for you as a killer. I respect killers that don't camp/tunnel every hook, especially because those killers tend to ACTUALLY BE GOOD AT THE GAME AND GET 4k'S. Killers that tunnel/camp are 95% of the time absolute garbage at the game.

  • I don't think you needed to stay by the hook as much as you did. You got others injured and stuff, you should be committing to other chases. You could have ended the game much faster and without getting flashlighted as much if you went for them a few times when they were injured. But instead you decided to not leave the hook, so they healed and just started the nonsense over again. Not blaming you for camping, just making a point that good killers will take those chances. You probably could have even slugged all of them at one point which is almost a win minus DS.

  • I would suggest Kindred if you keep getting caught. Then you can punish killers that camp you. Also Iron Will and Sprint Burst will get you out of a lot of chases.

  • Spine Chill would be useless. Part of what makes it useful is countering stealth tactics. For example, say the killer decides to camp. Well any other killer has to run Insidious or it would be totally obvious they are there. Also the fact you can flat out see them gives them away. Wraith and Pig though can do this without fear of being found out (Pig less so because she can actually be seen, but I digress). With Spine Chill I can creep up behind a hook and see if the killer is watching. If it just stays lit, and it's a Wraith or a Pig, I know they are just sitting there waiting. Premonition is in the same category. I used to use it but now I run SC all the time because it's so incredibly useful to know when the killer is looking in your direction.

  • @ShrimpTwiggs said:
    These ideas are pretty neat!

    Thanks! I've added a few more, check 'em out.

  • @RagingRealm said:

    @thesuicidefox said:

    @RagingRealm said:
    Snatched would be complete bullshit for survivors in my opinion, however the other 3 don't seem like bad ideas.

    Well seeing as it's rather difficult to grab survivors out of actions I think it's fair. It's also very telegraphed to the survivors if they watch the killer check lockers, so it would deter that strategy of jumping into a locker to avoid a hit since you would not only be more likely to get caught but you are also giving the killer a one hit down. It's meant to force survivors off gens sooner rather than later as you approach, since they would rather stop doing the gen close to you to ensure you don't grab them and get a token. Also +40% range isn't that much considering you have to be almost right on top of the survivors to grab them anyway. It's like 1m range, so with the perk it's 1.4m. Not a huge difference, just enough to make it a tad easier to grab you.

    The grab range is not the part that is bullshit. I was talking about the tokens for one hit downs. Especially if you can one hit down a survivor that didn't even make the mistake of getting grabbed. If it was changed so that you only got a one hit down on the survivor you grabbed it would be great, but the way it is it would be complete bullshit to other survivors.

    Well the thing is getting these kinda of grabs as killer is rare. The perk is very telegraphed if you see someone get grabbed or are grabbed yourself. It's meant to reward killers that go for the more difficult play and punish survivors that take too much risk. It's meant to be hard to use but powerful if used right.

    Having only the range/speed increase isn't quite valuable to the killer, that's why it has a one hit down. There is also the fact that you use the tokens even on missed attacks, meaning if you can identify the perk (again easy to do) then you can play around it. I guess you could just limit it to 1 hit, and adjust the range/speed to be tier based, that could be more fair, but I feel like it would just make it harder to use effectively.

    Thanks for your input though.