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tyantlmumagjiaonuha

tyantlmumagjiaonuha

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  • There is no reason not to use it, as it is practically the fifth or later park slot, and it contributes to the comfort of the game as much as the HUD indicator does.

  • Pressure distribution is just a "this is how we want it" that survivor mains want it to be. Unfortunately, in the current game balance and design, the killer's optimal solution is to promptly camp or tunnel one person out of the game early and create a 1vs3 situation.

  • A bug has been fixed that caused the distance between the survivor and the window to be less than expected when the survivor jumped over the window, making it more difficult to hit through the window than in the past.

  • Think about it from the opposite perspective: do you enjoy the killer plays that are ruining your gaming experience with DS, OtR, and the silent stun grenades of bugs that are being exploited because they won't be fixed?

  • I remember being disappointed when the roadmap mentioned changes to Wesker and Demogorgon, but the negatives of the nerfs to their abilities and add-ons were greater than what was actually gained.

  • DS is still a game-defining strength when it comes down to it, and it's not uncommon to bring more than one in a single game, but perhaps we're talking about different games?

  • It doesn't make any sound and sometimes it penetrates even when facing the wall. When will this condition be corrected?

  • Will Crouch Tech remain a cool technique as well as the bug where the flash grenade at the beginning of each match for each survivor is silent or Ada keeps Iron Will in her base kit?

  • It's a tough map for killers who have to destroy one-way pallets to chase, and for those who don't, it's an easy map to do because there are few windows.

    That being said, due to the problems inherent in indoor maps where the scratches are scattered or not attached and don't function properly, you can suddenly lose them at a parting of the ways because they break off and you lose them. ......

  • It is very strange because lock-in is a common strategy in Asia, but when I watch videos of distributors on Western servers, they are knocked out with no resistance. Why are there so many players who are unresisting against killers and their perks that require countermeasures, such as Chucky, Skull Merchant, and even Alien and Sadako?

  • The snare has a distinct strength and weakness depending on the map, but if you have good aim, you can take advantage of it. In other words, it feels like an artist.

    I don't understand at all what the palette was thinking in making this spec. There is no reason to get close to it since it is clearly distinguishable from the survivor's point of view, and even if you had to get close to it, there is no reason to use it on Freddy's side since you can do a killer stun if you take him down properly. Providing a pseudo palette to the survivor on your own is just an act of defeat.

  • The act of hanging a survivor on the hook has become the key to getting DS or OtR used, and the gen regression perk associated with hooking has been weakening over the past few years.

    Also, the hook stage time has been increased by a total of 20 seconds, and with perks that manipulate the hook count, there is almost no incentive to hang a survivor on the hook by bringing him down.

    The inability to protect hooks and gen, the addition of base kit buffs to survivors to prevent them from camping tunnel as much as possible, and the neglect of OtR have resulted in the current slugging meta that continues to severely limit killer play.

  • @ThatRyanB said:

    Hopping in to provide a little context on this, the team has been closely monitoring The Houndmaster's performance and determined that Knotted Rope posed a potential balancing risk when paired with certain perks and addons. They're currently re-evaluating this addon and plan to revisit it in 2025, but ultimately wanted to ensure that heading into the holidays, the risk of an over-tuned combo was minimized.

    We know larger balancing changes like this can be frustrating, but we appreciate your patience as at the end of the day, we want to ensure there's a solid balance between having fun as the Killer and playing against the Killer.

    I think there are add-ons on both sides of the killer survivor that need more attention (especially the survivor that can use a total of 8 frames).

    Why leave out the Cenobite's Very Rare add-on? Survivors are frustrated, remember?

    And what about Michael? Isn't it broken that one person can still exit the game instantly when the numbers are nerfed?

    Why are Insta-heal, tourniquets and gears allowed? I take them every game because they are so effective for the cost, even for playing Survivor myself, and I see at least two every game when I play Killer.

  • @Hex_Ignored said:

    Even for the average pub swfs it's difficult to counter this as the time required to simply cleanse one totem is more than half of a gen. For soloq it's nearly impossible. This buff literally reintroduce the same problem that old undying had. Totems are becoming essentially unbreakable unless the entire team is throwing the game to focus solely on totem cleansing.

    Totem cleansing builds are on the rise to counter the meta. If its handlers are dealt with, the entire game is balanced against it because it can be destroyed with no problem. The problem is that survivors who have become the top meta and are not aware of it are still lurking in online matches.

  • I think the most serious thing for M1 killers is to trigger OtR or DS rather than WoO. For killers who spend a lot of time per chase, even one of these can tilt the game significantly, unlike nurses and brights.

  • @SidneysBane1996 said:

    Maybe the game is no longer for you. The Devs have basically all but confirmed they want to make it easier for Killer and harder for Survivor to make it MORE casual. The idea is to get Survivors more used to the idea of losing as the victims in a horror movie more often, and Killers more used to being able to push through and win as the antagonists in the horror movie more often. If you're frankly not down for that, I suggest you return to those other games, because that's how the game is now and probably was always intended to be.

    Are you playing the exact opposite game? Killers are subject to various restrictions imposed by gen kick counts and AFC, and delayed perks have been weakened across the board, reducing the scope of play and increasing the number of matches where you have to camp and tunnel to get kills.

    Survivors, on the other hand, no longer have to bring in perks for specific uses due to base kit BT and HUD visibility, allowing them to experiment with different builds.

  • This is the worst design to further widen the gap between SoloQ and PT, so it was never a park that should have been created in the first place. Naturally, it is designated as prohibited in the competition scene without question.

  • Compared to Bright, Chucky's normal performance, special abilities, and everything else is terrible. The former should be nerfed and Chucky is a killer that should be buffed from various angles.

  • Of course we need to take measures against cheaters, but if the penalties are not made heavier, soloQ will not be able to be played properly because there will be more and more people giving up and disconnecting. In the last few days, I have only been able to play properly in PTs where I have a guarantee that other teammates will not give up.

  • Too many survivors give up even on the Asian servers, and the devastation for players playing on the Western servers is probably even worse. There is a world of difference between 3-4PT and soloQ escape rates, and the official stats on kill rates and escape rates are not believable at all.

  • This is a very powerful perk for survivor teams because it gives them more time to kick the first one out of the game. It is also useful in the sense that it makes a strong perk even stronger, as it is even stronger if you have Off-Record, DH, etc.

  • This numerical adjustment (and implemented directly without going through the PTB!)is ridiculous and should be fixed, but I do think that the totem perk, which is so unstable and not consistent in strength, should be revisited in the system or something. There are too many totems with too many dumb spawn positions.

  • The killer's quality of life is not taken into account with the implementation of the perk to operate the hook stage. The Survivor's Rulebook says as much.

  • This bug has been going on since at least the middle of Halloween event 2024. It has been reported to management, but since the survivors seem to be getting away with it, it is considered not a problem. nothing has changed since around 2018, a stance that has not changed.

  • @Firellius said:

    No. Stop making survivors use up all their perk slots to fix the game being broken.

    Are you talking about a specific group of killers that had to devote the majority of their parks to gen-related activities because gen regression parks were weakened across the board and a cap was placed on the number of gen kicks?

  • You don't think Wesker and Demogorgon will end up with that level of revision, do you? There is no way this is the end of the story after writing the name as a major update.

  • How many killer behaviors remain for you to enjoy the game?

    If you want to play a game where opposing camps with conflicting interests can enjoy each other's company, I suggest you start a TRPG or something similar rather than a PvP game.

  • In this environment, it is difficult to get one to leave early in the tunnel, so the killer that can end the chase immediately and keep the survivor hanging on the hook or is better suited for slugging survives. In other words, the Nurse, the Bright, and the Twins.

  • All I can say is, practice chasing with Window.

    If you don't like Franklin, hook up a VC with a friend and say, "Keep your items around the middle gen!"and you can almost ruin one killer perk just by saying.

    The only way to deal with knockouts is to lock in before you go down. That way other survivors can see your aura as you are carried by the killer and can figure out where you went down. Or call a friend on VC.

  • I believe we will see more survivors making noise in front of hatches and gates than ever before, which is not even unusual even in the current situation.

  • Consistently give survivors a better quality of play environment and during killer play it gives the survivor a base kit buff of the same or more if one is improved. If and when a hook stage display is added to the killer side, it may make survivor play even more comfortable.

  • 4% (actually higher?)I don't think slugging is justified considering that you can get away with it and then face DS,OtR.

  • 4% (actually higher?)I don't think slugging is justified considering that you can get away with it and then face DS,OtR.

  • For now, the bug where stun grenades can be thrown silently (when will it be fixed?)and at least fix the Ada bug with the base kit Iron Will?

  • Scratch colors are easier to see, but the scatter is still a mess.

    When playing Killer on an indoor map, it is commonplace to see survivors stretching several meters in a different direction than the corner they turned, and on a map with an up-and-down floor structure, sometimes a scratch of a survivor running on a different floor will appear in front of you.

  • @Dwight_Fairfield said:

    Mikey main here. I haven't noticed this. What add ons are you using out of curiosity?

    Literally almost any combination. This is the uncomfortable death I felt after trying various builds in custom matches and diving into a few ranked matches.

  • Franklin should change it because it is very painful that the moment he faces a party that uses VC, the effect of reducing the amount of the gauge is practically gone. It is common to see the act of "mysteriously" placing medikits and toolboxes around the gen, etc. to make it a strategic base the moment someone attacks one of them after the match has started.

  • It has a BP bonus for survivors! Rare! I often have to wait 5 or 10 minutes to get in the queue, which is very frustrating. I think you may have set up the wrong camp.

  • Around 9pm on the Asian server, the Killer queue can get into the lobby in around 10 seconds, but the Survivor queue has to wait 5-10 minutes to get in. Of course, most of the time the BP bonus is attached to the killer camp that is short. Sometimes the Survivor side has a plus, but the queue wait time is still long for some reason.

  • This update was not limited to SM, but it showed that as long as there are players who refuse to play the game because they "don't like it" regardless of the actual strength of the killer, the survivor main argument is valid because of the large number of people and loud voices.

    Distortion has regained enough power to fight on the front lines of the meta again, and Quick Gambit, which gives better buff numbers to the entire party than Prove Thyself when used by players who can chase to some degree, was implemented as is.

  • @Doxie said:

    So new TOME ..150% survivor bonus so far 3 hours. Wait time for game is 7 min …most longer as only 3 survivors are in. Tell me again the role of survivor isnt becoming more and more unpopular to play. I just got Sable to level 4.… Not one party streamer, not one commodious toolbox. So now we are taking away add ons on see. That's smart

    Your statement is contradictory, a role that is given a BP bonus = a role that you want played with a small queue waiting list, yet you have a long wait time.

    In my experience, roles with BP bonuses have low wait times and roles with regular bonuses have long wait times because there are enough players.

  • After all, nothing was changed, so it is possible that Gen's speed will increase every time someone starts a chase in the future. In addition to making VCPT powerful again, which is easy to play in a role, the speed of the game will increase even faster just by bringing in someone who is confident in the chase, even if they are solo.

  • When it came to the 3gen long game, Portal Energy and Toolbox were supposed to be a way for survivors to break the stalemate in some way, but the logic that perks are ineffective if not worn (the community manager actually said this) base kit punished the killers.Now they are being punished.

    Killers are punished if they don't finish the match as quickly as possible, but that doesn't mean that tunnels and camping are also punished. This is why I enjoy playing Survivor these days, which is not punitive and allows me to play freely.

  • It sets another bad precedent that survivor players can weaken a killer, regardless of whether it is appropriate or not, if they raise their voices and walk out of a match or commit hook suicide. It's like when they removed hook grabs but implemented AFC.

  • The most shocking thing is that the perk that accelerates gen speed by 5% after seeing the aura of other survivors during a chase was not excluded during development and remained in the PTB. This is really bad after making even dead man switch useless.

  • Is it serious that starting a chase accelerates everyone's Gen speed by 5%? If all survivors bring this to the table, the GenRTA will accelerate even more. ,,

  • The current environment is boring, especially with the restrictions and punishments placed on various plays on the killer's side. There is always the danger of a stun grenade, flashlight, or sabotage if you try to hang on a hook, and even if you do hang, a survivor armed with DS, OTR, or babysitter will then take over the chase. On top of that, PoP and Painless numbers have been nerfed repeatedly, resulting in an environment where slugging is the most useful ever. Very boring both when playing Survivor and when playing Killer.

  • I don't want to play with players who have a ban history on both Killer Survivor, so the loss of the lobby feature is very troubling. It would be nice to be able to see the ban history of the killer from the survivor if possible.

  • The babysitter has been greatly enhanced as an anti-tunnel park, and it is now a useful meta-park to take about one or two of them, especially if you are a VCPT.

    Combined with the weakening of PoP and Painless, the result is that the disadvantages of hanging on hooks outweigh the advantages, and slugging has increased more than ever. Are you satisfied with this result?

  • If there is a 4% (there is a feeling of 20%) chance of getting off the hook and risking DS, DH or OtR being used to rebuild the game directly or escape from the hatch, it may be left for less than 4 minutes. The number of situations where there are more disadvantages than advantages to hanging in the hutches has increased recently, and the match time has been stretched out and not accumulated.

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