prettypinkpansy
prettypinkpansy
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- prettypinkpansy
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Have been noticing this as well to the point that I thought it might be a hack. Killer had no perks or addons that would've procced it and yet someone I spectated was losing tokens.
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Having this problem as well. Can we please get a time extension on the rift?
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It worked fine on PTB so I don't buy that it's a matter of conflict with Wiretap. Blast Mine was a fine perk in a good balance position, arguably a little weak, if anything. This is insanely punishing when a lot of killers never kick gens so it's very hard to get off and even when you do get it, it barely does anything to the killer but waste a few seconds of their time. The chief use of Blast Mine was to get stun challenges.
PLEASE revert this - nobody wanted this.
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@DBDVulture said:
I can't imagine anyone still using NOED in its current state. To me it was never a problem unless we are talking the 2016 version that gave 9% movement speed, was not a hex and lasted forever.
Tunneling/camping is not going to stop until the game changes. Why? Survivors eliminate generators and in order to counter maximum efficiency killers need to eliminate survivors. Gen times were made longer but it still doesn't account for the changes years ago that gave 15 seconds for the first and second hook phases. That increased time to die on hook is part of what makes the killer objective timer longer unless you camp.
Before the update it was easy to trade 5 gens for 5 hooks on any killer that is not Blight/Nurse. The game scoring system basically says : get 2 kill or you lost. This too encourages killers to tunnel. The devs refuse to acknowledge that lots of chases and hooks is better than kills "no matter what".
There are tools to address camping. You can bring kinship and it will severely punish a camper. You can bring DS to prevent tunneling - it will create room where there is a chance someone can save you.
I agree that the game needs to fundamentally change in some way for tunneling/camping to be less of a problem. What that looks like, I don't know, but the current change isn't it, yeah.
I disagree about tools to address camping. You cannot predict if a killer is going to be camping, and multiple survivors needing to bring perks to prevent that - especially multiple perks - is bad. This is what this update was supposed to address, that people would no longer need to bring BT or DS to be tunneled or camped, and unfortunately it's just not solving that particular situation.
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I honestly agree with a lot of the points brought up here. It's clear that my tunneling/camping solution isn't as foolproof as I'd hoped. I think the one thing we can all agree on is that the current system isn't working and needs to be revised, though. And I'm glad to see others agreeing about NOED.
@Yffriium said:
I appreciate greatly your sophisticated post here. Glad to see that it's not all just worthless arguments on the forums!
You're right about NOED-- I hadn't really considered it before, but the perk is largely contradictory with many game mechanics. I think that the new NOED is definitely an improvement compared to the old one, though it has a long way to go since it can still reward the killer with cheap kills.
Perhaps NOED could only activate if there are more than 3 totems remaining in the match? Then, once there are less than 3 totems, NOED instantly deactivates. This way, the killer can't camp the NOED totem while someone is on the hook, & some survivors can still use their boons while others can cleanse and both groups would still be advancing the gameplay objective. Though this solution doesn't really deal with the fact that NOED provides unfair downs, so I'm not sure.
I disagree with your position on camping/tunneling however. Increasing the endurance timer doesn't mean the killer just has to stalk a survivor for the length of the timer and then immediately down them. The purpose of endurance is to allow survivors to make it to a window or pallet, upon which the killer has to make a decision. He could hit the survivor with a basic attack right as they make it through the window or pallet, triggering endurance. Or he could continue to chase the survivor, though the survivor is now in a much safer position. Or, he could leave the survivor and try for someone else. This last option is what we are trying to encourage. If the endurance timer were increased, this would allow survivors to get to a safe place more easily, further discouraging killers from chasing that survivor since it would likely lose them the game.
I don't think having survivors teleport around on hooks is a great idea. A big part of killer is snowballing and map control. Taking away map control brought about by hooks would completely change the game, and as a result it wouldn't feel very rewarding as killer to acquire hooks.
For example, imagine it's EGC and you down a survivor on the opposite side of the map from the exit gates. You pick up and hook the survivor, and, by random chance, he gets teleported right to the gate, with his friend there waiting to immediately unhook him. It doesn't really feel right to be punished for downing & hooking a survivor-- were you supposed to leave him slugged & let him bleed out instead? That can't be the answer either.
I think camping should have some place in the game in order to discourage certain survivor strategies, but it should absolutely be less powerful than it is today. I've only got rough ideas for how to make this happen however.
This suggestion is really interesting! I think only breaking 2 to stop NOED is a little too weak considering the perk is a paperweight for most of the match, but maybe 3 + some passive effect, I don't know. Maybe something like Thrill of the Hunt where dulls are harder to break. Maybe breaking a dull locks all other dulls for 45 seconds, the way Plaything bars a totem from being cleansed by anyone else for a bit. I think this would be a cool idea for a hex perk in general, something that requires you to eat dulls to destroy its power (and you know 100% for sure it's there).
Actually, here's a fun NOED idea: have it light up all 5 totems as Hex Totems and you have to break them all or NOED activates at the end as it usually does. Booning does not remove the effect, when kicked it just restores it as a hex totem.
With regards to your point about hooking someone and they show up at the other side of the map next to an exit gate... I agree it's a problem, but unfortunately this is already Pyramid Head's reality, haha.
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You have to count and break 3 chains in a row then solve it, yeah - they spawn in groups of three. As a Pinhead main I agree it's not well-communicated to the player and should be changed or better explained ingame somehow.