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ploopsloop

ploopsloop

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ploopsloop
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  • lol i'm not going to talk down to people who continue to believe that nurse is weak pre-nerf, regardless of whether they're talkin about base kit or w/ addons.

    These disagreements happen because gameplay experiences are drastically different at different levels and with different ranks.

    High level nurse play sucks to play against - there's little counter play at this level. Otz darva rarely plays nurse and can 4k easily when viewers occasionally convince him. Otz is considered a high level killer and plays against red rank survivors.

  • Great idea for a thread. I'll share my 2 cents here.

    I love the graphics design of the game and the theme of the lobby. Most of all, I love the subculture that has developed in this game. There's so much to this game that seemed so simple on the surface - those who play 20, 30, or even 100 hours on the game can't even begin to appreciate its depth, let alone give anywhere near an accurate review of the game :) Your experience of the game changes dramatically with more hours and higher ranks.

  • The problem is this:

    There are a distinct subset of experienced survivors that have learned to game the pipping system to rank up without exposing themselves to danger. They will hide and meander around so that other teammates doing gens will get chased by killers. Then, they will position themselves to conveniently get many hook rescues.

    These people don't take chases and puts all the killer pressure on their teammates, and will get a lot of points through unhooks. They just do a bare minimum amount of gens when it's safe but spends a significant portion of the game hovering around chases to get unhooks.

    This is not a rare occurrence. Put on bond and play a handful of games - experienced survivors will then easily recognized this type of selfish gameplay.

    Dbd devs have done a good job designing borrowed time and decisive strike as to deter killer camping hooks to get easy downs. Now, they need to rebalance the points for unhooking vs doing gens or winning chases as to not incentivise this selfish style of play.

    Some posters here seem to think there are significant risks to going for an unhook and that doing gens are riskless - hence their argument on why unhooking should remain more incentivised. This is more often the case in green ranks or late-season purple ranks because the killers in this skill level tend to rely on tunneling and camping to compete. Medium and high level survivors do not experience this as killers don't camp or pseudocamp nearly as often. In these games, its those that are on gens that take the most risk due to the prevelance of thrilling tremors, bbq, etc.

    Regardless of the level of play, it's still DOING GENS or distracting killer on chases so gens can be done that ultimately powers the exit gates, not unhooks. The priority is clear and should be more accurately reflected in the points system.

    And another issue on the survivor side - an amazing chase that allows your team to bust out 3-4 gens should be rewarded a lot more. This is essentially a game-winning chase. Yet, i find that when this happens, i have a hard time pipping because i didnt get any unhooks due to how the game went.

    Finally, let's please keep the discussion on point to the op's post. We can discuss killer point system vs survivor point system elsewhere.