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rrichard023

rrichard023

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rrichard023
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  • Green ranks are where survivors start getting the idea that maybe doing gens is how you win

  • I always run it, as whenever I don't have it, I have to search the entire Map for my teammates, and I might not have a med kit on hand

  • @Johnny_XMan said:

    Gens times are fine, you might not be applying the right amount of gen pressure OR your chases are taking way too long.

    Gens don’t get done if killer is properly patrolling them.

    You talk about the need of a perk to fight something that is obviously an issue for you, well the same could be said about survivor perks. We need a perk just to combat Camping alone, we need a perk just to counter slugging. Doesn’t happen in every match but there are people who need these perks more than others.

    That’s why there is a variety of perks because if gens were actually taking as long as everyone wants, you’d have people saying Ruin, Thana, PGTW are useless.

    A lot of the time, my chases are pretty short, but I often still get gen rushed anyway. Ik that patrolling gens works, but it's so [BAD WORD] boring. It's like facecamping, there's no fun involved in it.

  • @[Deleted User] said:

    swf is strong I get that but if the devs did increase gen time solo survivors will suffer even more then they already are and the devs already tried a second objective in the hallowed blight event the killers in that time combine the flowers and ruin and they were getting 4k left and right

    It would suck for solo survivors, but imo if gen progress only took about 10 seconds longer, while it would be noticeable, it wouldn't be absolutely painful

  • I remember pointing at a trapper from behind a pallet, and I got tunnelled to hell because of it

  • @avilmask said:

    Point of trials is to give sacrifice. Ability to kill is rare and usually requires an offering or work to get. It would be indeed lame to avoid whole sacrificing part by making RBT actually kill people consistently. Yet it also lame that you don't need to care about RBTs after gens are done. I would like to see them actually work, but slow down the EGC. Still can't escape, but not pressed for it AS much. There is a possibility of hatch play anyway. And first try escapes are the lamest. Still I wouldn't make it "baseline" to deny removal from the first box, but I would love to see an add-on that would do that (key in the first searched box is always a fake one).

    I totally agree. The EGC change would dramatically change the feel of it, while still retaining balance. Also, the add on idea is good, but I think that it should be in the base kit, personally. Keeping with the idea of add ons though, I think that Pig should have more and/or tweaked add ons, as the current ones do get stale after a bit.

  • @virtushda said:

    I agree with (1), but disagree with (2).

    RTB kills are extremely lame(death by RNG), the point is to force the survivor to waste time on pain of death.

    You could make the trap timer a bit longer, but also make it so the first box searched is never the right one. This would be a fat buff for piggy, while avoiding RNG death. I wouldn't have that be the case after gates are powered though, that'd be too much.

    Actually, that would be a great idea. The amount of times I've played Pig with very rare add ons, only to have 2 or 3 of the survivors get their Traps off first try is maddening. In fact, if that was implemented, I might go back to maining Pig.

  • BBQ & Chili: lockers exist

    Hex: Ruin: survivors can battle it

    Nurse's calling: go away from the killer to heal

    Franklin's Demise: no item, no use

    Pop Goes the Weasel: can be hard to find a gen sometimes

    Dead hard: easy to bait

    Balanced landing: needs a hill to activate

    Deliverance: getting hooked first makes it useless that game

    DS: requires being tunnelled

    Borrowed time: requires getting the other person farmed

    That's all I've got :)