killer_hugs
killer_hugs
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Every match is either the killer struggling to get a single hook or the survivors struggling to complete a generator. It's like the matchmaking is so heavy handed that if you fail to escape in the game with the 10,000 hour blight with 3 baby survivors it then puts you with 3 10,000 hour survivors and a baby killer. Just genuinely impressed at how bad it is ngl.2 comments 141 views last activity
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they went in the opposite direction of his rework? Meaning instead of reducing his movement speed and the amount of hits required they kept him at 4.6, added haste to his kit, have much more fluid/faster/smoother throwing, have far more ricochets, let every 3rd hit in a short period count as a double hit, far away hits count as double or even triple hits, but increase the amount of hits it takes2 comments 101 views last activity
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Like I get it, killers can slug to create pressure - but to make it your entire strategy of "i'm just not going to hook anyone the entire game and grind the team down" feels really stupid and not in the spirit of the game. Like why even have hooks if this strategy is going to be seemingly more effective? You see it with streamers especially going on these prolonged winstreaks doing the same nonse9 comments 141 views last activity
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Get a new with the same initials to reduce confusion especially between veteran and new players. For example, everyone calls Decisive Strike by its initials; DS. Currently its been renamed to Will to live. But wouldn't it be better if it was named something like Dirty Secret? Maintaining continuity in how we communicate about things in the game is important on some level.2 comments 82 views last activity
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I think this is the #1 problem with the game design. It's why people complain about tunneling. If 1 survivor dies early then the killer wins because the remaining survivors cannot advance the game. If survivors could advance the game then tunneling becomes far less of an issue. Too many games end this way. 1 survivor dies. The rest run around in a limbo waiting to die doing nothing but waiti45 comments 173 views last activity
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We all know it. Objects break pinhead's chains. The logic is already in the game. Thus they could make Ghoul's power work the same way and this I don't understand. Instead we get survivors frequently being injured from behind walls, it's frustrating and genuinely feels unfair to play against. (And that's on top of how unfair his kit feels in all the other ways).4 comments 91 views last activity
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It would be really cool if the end game match screen displayed other information rather than just blood points. In fact it's not a terrible idea if blood points were just averaged for the entire team. It may even promote better gameplay in some regard if players didn't have to worry about competing for unhooks etc. But in terms of end-game match information imagine if we could see 5 points of i0 comments 11 views last activity
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I get the sense that console players aren't very competitive. Like if you're a PC killer being matched against console survivors you're likely going to have an easy match. Anecdotally, it feels true anyway. And a lot of people dodge lobbies for this reason. But there are other reasons to dodge lobbies. As a Steam user I feel like most of the hackers I've encountered are globes (epic store use6 comments 241 views last activity
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Alright, so we've all been in a situation where a survivor on the team is just basically trolling (or playing poorly) by doing early unhooks. Not just "safe" early unhooks, but unhooks right in front of the killer's face, and this can lead to the unhooked survivor being tunneled. It also works in the end-game as well, you take a fresh hooked survivor off the hook in front of the killer's face it1 comments 31 views last activity
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a few updates ago the hook spawns in the game changed so that sometimes they're angled towards nearby walls. what this means isn't just that sometimes killers have difficulty hooking survivors, but that killers themselves can sit in 1 spot at these hooks and prevent the survivor from being unhooked with no possibility of other survivors performing the unhook action. please fix, thank you1 comments 32 views last activity
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So this would work like something preemptive survivors can do where they make a "blood offering" at a hook (basement hook if you want to be fancy). They cannot have been previously hooked and they must be uninjured. They approach a hook, and select the option to perform "Blood offering". <queue whatever animation you can imagine as if they injure themself on the hook> They become injure0 comments 41 views last activity
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Botany of Knowledge - balanced. We'll Make It - balanced. WGLF - 10 seconds of endurance decreased to 5 seconds. Empathic Connection - 35% healing speed is increased to 50%. Solidarity - Conversion rate reduced to 50%. The bonus now also applies also to injured survivors who heal you. Doesn't stack. Aftercare - Redesign. You and the last survivor you healed now always see each other's aura.0 comments 51 views last activity
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So for example. You know what you have to do win a game. You have to lead the killer away from the generator being worked on and the exit gates. Its been a crazy-close game, everyone is near death. So because you haven't been hooked yet you make the only smart play which is to bait the killer into a chase where you will go down across the map but buy your team time to do the last gen and esca13 comments 301 views last activity
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I don't feel restricted in what character I use. Like in 1v4 I might only use a certain character because they have the offerings I want to use. Or they have the addons I want to use. Another character might not, so I don't use them. But I don't have to worry about that in 2v8. In 2v8 I can pick a character based on what cosmetic I feel like playing at the moment. And that kind of feels good1 comments 21 views last activity
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in my last 30 matches 24 escapes, 4 deaths, 2 killer disconnects (both killer dcs were going to be 4 outs; also i made no use of the abandon feature the killers in these 30 matches have only gotten 32 kills total (i also count survivor dcs as kills) what is going on? lol21 comments 465 views last activity
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Hand of Vecna's locker transportation as the anti-tunnel. Every hooked survivor will see one locker on the map highlighted in yellow. If they can make it to that locker they'll be transported to another locker somewhere on the map. The highlighted locker won't always be in close proximity to the hook but it won't be on the other side of the map either. Sometimes you'll make it to the locker when1 comments 31 views last activity
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When you read the patch notes to the PTB you will see a long list of proposed anti-tunnel changes and many people have re-acted negatively to this. It's almost comical to some people even. So why don't you - community member - in one sentence propose the simplest change possible that will have minimal effect on the game yet serve to reduce or prevent tunneling.40 comments 603 views last activity
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We've all probably been sucked into a locker while trying to vault. That's a common one. I've also had my character try to open a chest instead of jumping through the hatch. (twice) Swapping items on the ground when trying to heal someone after unhooking is pretty common.0 comments 11 views last activity
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When is tunneling wrong? At 5 gens. Kind of at 4 gens. Not at 3 gens. Not at 2 gens. Not at 1 gen. At 5 and 4 gens. There's nothing wrong with tunneling once a few gens have been completed. We all know sometimes 3 gens pop before a single person is downed. Sometimes you just have to. That's the but. That's my feelings on it. Early game protections for anti-tunnel are what the game need7 comments 161 views last activity
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For example, after a survivor is left on the ground for x amount of time the entity auto-hooks them. Like that would pretty much solve the problem. Whether it's 60 seconds or 90 seconds, whatever. Obviously it shouldn't be instant. But at like 90 seconds you give killers plenty of time to do their snowball strategy, you give their teammates time to pick them up, but eventually the survivor ge3 comments 81 views last activity
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Players who spend more time in chase are more likely to be sacrificed. (lowers MMR.) Players who try to save their teammates are more likely to be sacrificed than those who play selfishly. (lowers MMR.) The abandon feature lets survivors void games they would otherwise die in with no change in their MMR. Players who hide all game are more likely to receive the abandon option thus are more fre17 comments 431 views last activity
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1. If you are a killer and you down the entire team and you receive the option to abandon the game and you abandon the game you are not awarded kills and presumably your MMR does not change. This must be changed. 2. If you are a survivor and it's the end of the game and you get the option to abandon the game this MUST count as a death and it must change your MMR. 3. The way the aband3 comments 101 views last activity
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I've always thought the game would be more interesting if Dull totems had a mechanic that activated at some point in the game independent of perks. And Ideally if we ever do enter an age where killers aren't hard tunneling survivors out of the game then survivors should feel pressured to do more than just gen rush as hard as possible. Dull totems of course provide a way to slow the game down2 comments 31 views last activity
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Like what if we had pallets that had different amounts of health, or pallets that took different amounts of time to destroy. If we're going to have more pallets, which isn't necessarily uncalled for. Why not make survivors at least try to go for a stun to get the most value of them? Make the game a little more skill based. Shack pallet and pallets at key areas can be the normal pallets we have5 comments 71 views last activity
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And used that as reasoning to remove various parts of the anti-tunnel system they're working on. Fair enough, but they didn't need to say that. If Chaos is important, which I think we know it is. Where is the Chaos in playing against a coordinated 4 man SWF? Imagine you're a killer using undetectable, what's the use in that when the team is constantly making callouts for your position on th5 comments 131 views last activity
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myer's dash is too easy, similar to hillbilly, just total lack of skill requirement and unsatisfyingmakes the game feel kind of cheesy honestly. you compare it to chucky where there's a ton of counterplay, tons of hit or misses. honestly chucky's dash, as weak as it sometimes can be, is extremely satisfying to use. but myer's dash feels like it was made by a modder who lacked the time and resources to actually do it the right way. hate to say it like that but it feels amateur compared to other5 comments 141 views last activity
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In the game we have normal hooks and scourge hooks. Hooking a survivor on a normal hook should always teleport survivors to a far away hook on the map and the killer is given no indication of where they went. Hooking a survivor on a scourge hook or a basement hook doesn't teleport the survivor away. Every map will now have scourge hooks regardless of the killer brings scourge perks or not.6 comments 121 views last activity
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There should be a roadmap stickied for each of the last few years that show all the major introductions to the game. Things like "Gens can no longer be tapped to stop regression", "anti-camp system", "gens can only be damaged 8 times" etc. Lots of returning players aren't going to be aware of these things and it would be massively helpful to just have a cheat sheet players can refer to.0 comments 21 views last activity
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The current state of the game is really well represented by my last 2 days. Yesterday I escaped over 20 times in solo queue and I might have only died 2 or 3 times total. It was just effortless most of the day and the survivors I was matched weren't very good but the killers were horrible and could barely get 2 hooks. And then today it's like the shoes on the other foot. Nothing but Blights and12 comments 271 views last activity
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they were just going to get changed into something that no one wants to use? They're just extra clutter for chests and the bloodweb at this point lol44 comments 1,153 views last activity
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I just don't understand how you can play even a single game against her and arrive at the conclusion that her power level feels in-line with the rest of the game. And even if you wanted her to be this strong, just the way it looks and feels comes off as actually being game-breaking rather than just being strong.12 comments 331 views last activity
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Play against springtrap> everyone else gets sacrificed > take hatch > instead of the game ending you get a black screen and you + the springtrap are stuck in the game together PLATFORM: PC This isn't my post below but this is the killer's perspective. Same thing happened to me while I was playing survivor and someone else chimed in saying they were also Springtrap and it happened to th3 comments 91 views last activity
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Why not allow players to choose if they want to play with his old school power or the reworked power? It shouldn't be that hard to do and his old build has been part of the game so long that it seems crazy to just get rid of it now.13 comments 241 views last activity
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After the nerfs I never see either one of these being used anymore. The last few times I can even remember someone using a flash bang they didn't work. And the Fog Vial is just serving as useless bloat in chests and the blood web. And it makes me wonder if this weird philosophy around the escape rate and kill rates that's driving the game is resulting in literally everything fun or interesting0 comments 52 views last activity
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→ Plan to address tunneling and slugging → Come up with literally the most bizarre way to address tunneling and slugging possible → Scrap the plans to address tunneling and slugging after the changes were universally panned → Nerf Off the Record and Tenacity after promising to address tunneling and slugging (?????????) → Release an overpowered killer devoid of any semblance of balance or coun5 comments 292 views last activity
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I feel like this latest patch has been one of the most controversial in recent memory and much moreso than I think anyone really would have anticipated. And you're probably inundated with people expressing themselves but I'll add my 2 cents. Item changes My thoughts on item changes are similar to my thoughts on perks. If you want them to be used then you have to make comparable to the items an0 comments 22 views last activity
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I didn't want to post this to general cause this is more of a suggestion type post. But this is the most miserable game I've ever played with friends. Admittedly none of my friends are very good at this game. They're actually really bad at this game. But it seems like matchmaking doesn't factor any of that in when we play together. For example, the first match me and my 100 hour friend playe0 comments 13 views last activity
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So when you unhook a bot for some reason they immediately will drop their depleted item before you can heal them. And this is happening as you're pressing the button to try to heal them. But instead of healing them you will pick up their depleted item and drop the item you're holding. And then the bot will immediately steal your item from off the ground before you can do anything!1 comments 31 views last activity
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Clairvoyance is dope for escaping. Not everyone cares about the hatch but if you do you gotta run it. I mean a 75%escape rate (in around 1000 matches) is pretty insane for solo queue and that's just playing normally and being a little more careful and a little more selfish in the unwinnable matches of which there are often many in solo queue. It combos well with bringing a key which fortunately h3 comments 221 views last activity
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And by hold W killer I don't mean from the survivor's perspective. More that the killer just needs hold W with their speed boost. Don't even need to bother mind-gaming most of the time, just zoom around everything and get your hit regardless. At least that has been my experience playing against the new Clown. And it brings me to a point that I think is lacking occasionally with BHVR's design ch2 comments 101 views last activity
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Tempo Think of the amount of time it takes to run across the map to get to a chest. Think of the time it takes to open the chest. Think of the time it takes to drop the item you're holding so you can pick up the item in the chest, so you can rummage it and then to pick the item up that you just rummaged, so you can drop it so you can rummage the chest a second time. You lose so much time. Th8 comments 191 views last activity
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SUMMARY OF THE ISSUE: I was running up and down the stairs on underground facility (when injured) and hugging the inner wall/banister tightly and they slowed down my character bringing them to an abrupt stop. Was easily repeatedly no matter where I was on the stairs. First time I've noticed this and it really felt "off" from normal gameplay. PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISS1 comments 22 views last activity
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I don't know if BHVR would be willing to share this data for one reason or another but I would LOVE to know my escape and kill rates on certain maps. That would be very illuminating for me to know what my best maps are and my worst maps.0 comments 11 views last activity
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I got 6631 on survivor! although only a few hundred on killer.27 comments 401 views last activity
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I woke up today thinking about the Prestige (great movie) and it lead me to this perk idea: Entering a locker highlights it in yellow for you and any hooked survivor. Performing an unhook teleports the unhooked survivor to the highlighted locker. If it's overpowered, which it may very well be, it can be compensated with the same way other perks area such as De-activates after its first use3 comments 41 views last activity
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Solo queue system: Solo queue players can de-prioritize certain killers from their queues. Maybe 2 or 3 killers they can reduce their chances of playing against. This does not include new content (killers) released to the game. It also doesn't mean they will never see those killers. If solo queue can de-prioritize themselves from facing nurses, blights, or other killers they find frustrating (gh11 comments 151 views last activity
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You know I've probably played against Ghoul as much as anyone. And this killer from my matches is the one that I see the most players disconnect against, or give up against, or just not even try against. Like the quality of matches against Ghoul are so bad that the moment I hear his terror radius I just have to roll my eyes because its gonna be one of those games. We can talk about whether or n51 comments 1,352 views last activity
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If a locker and a vault are near each other I want the input key to prioritize to the vault instead of the locker. If one of Springtrap's door and a vault are near each other I want the input key to prioritize the vault instead of the door. If a chest is near the hatch I want the input key to prioritize the hatch. (yes this got me killed once lol) If I unhook someone and then try to heal them0 comments 11 views last activity
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The MMR system would be better if it aimed to force draws; as draws would mean balanced matches. But because it's actually aiming to force a 40% or 60% win rate it's incentivized to create unfair matches. Matches that generally favor one side over the other. When you read how the developer gloat over this system it's clear they're all in on it. In fact even in the recent release of kill rates17 comments 683 views last activity
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Look, I'm not here to defend people who ragequit. That's not what this post is about. I'm here to defend the one power players have to actually force BHVR to make necessary changes to their game. For example, would Skull Merchant have been changed as many times as she has and currently be the worst killer in the game with a full re-work in progress if players didn't constantly ragequit agains97 comments 2,096 views last activity