redleif
redleif
About
- Username
- redleif
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Comments
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@OrangeBear said:
Dashslop is such a stupid term. This rework is a great way to give myers more chase lethality whilst removing 99'ing tier 3 to instadown a survivor.
It's not that different and it's not that similar to other killers. Myers absolutely needed a rework.its called dashlop because it creatively bland. i can think of multiple ways to made different kinds of dashes, but instead its just an almost identical copy of chucky or pig.
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this isnt such a big issue because it doesnt stop you from queuing normally, and they are probably going to fix soon. they already fixed the play while you wait feature not working properly.
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it worked for me on my first queue, but once the survivor match was completed it lost connection to the killer match. after that, im not getting it pop up anymore.
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This is not Sony's fault, this is BHVR's fault since for some reason they decided that all platforms must update at the same time despite the game not being cross-platform
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@Mandy said:
People do get banned for DC'ing - once they reach the threshold for DC'ing, they receive a ban.
Its clearly not enough as it stands currently, because the problem is only growing.
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Yes, but you'll have a hard time getting kills if you don't protect the gens, and you'll have a hard time escaping if you don't repair the gens.
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@Blackowt_9120 said:
I think they could do more with generators. Maybe each generator has several mini games attached to it, like untangling wires, connecting relays, greasing pistons etc. I really think that when a killer kicks a gen he should kick a piece off and it should have to be reinstalled.
This seems like an excellent idea. If a piece were to fall off close to the gen it would still be simple to correct yet balanced enough to prevent gen-tapping as an easy countermeasure to kicking since it would take more time and be impossible in a chase
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@anarchy753 said:
B-but, Australian servers were better than P2P :c
For me I had a solid 70-ish ms throughout the duration they were up and thats quite good for me being in Perth
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The way I see it, looping is only a problem because of the rate at which gens get done. Most survivors know as long as the killer is occupied and getting looped, its fairly safe to do gens with impunity. And since the only real objective in the game is to do gens, games tend to run really short.
Personally, I'm fairly ambivalent about looping. I enjoy it most when I actually lose sight of the survivor through being juked, and I feel outplayed and that I can improve and fix whatever mistake caused me to lose the chase. Unfortunately most loops don't occur that way, its just from one loop to the next, throwing in all manner of exhaustion perks to completely negate survivor mistakes (whereas killer mistakes usually mean you lose the chase).
I feel like there are many ways to alleviate the problem and give survivors some other, fairer way of an out during a chase while still keeping loops in the game and without having to mess with generators and objectives.
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@LordGlint said:
Id just like DS to deactivate if a survivor starts doing an objective or something. That moment when you run into a situation where someone has DS, so they go for an unhook knowing you cant pick up either person now... Not just that, but if your breaking a totem or working on a gen...you're CLEARLY not being tunneled. Hate getting a gen grab, only to get a DS right after...
Pretty much this. It also punishes intuition (if you notice someone go in a locker or scratchmarks end at a locker, you can't always identify its occupant and are punished if you go for the grab), and in fact players with ds active will often go for lockers which ends the chase because you cant slug them and you can't grab them.