Azgarthus
Azgarthus
About
- Username
- Azgarthus
- Joined
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Comments
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When playing killer, it usually never bothers me because I figure they're just trying to do a challenge or get some extra bloodpoints. It rarely ever helps them lose me, and actually wastes a bit of their time making distance.
That being said, if you approach a dropped pallet as though you're going to break it and then look straight down at it without actually starting the break action, survivors will sometimes just shine their flashlights at your face trying to blind you. When looking straight down, you can't be blinded. I've had many survivors try to blind me for a full 6 or more seconds of straight flashlight time trying to get the right angle but just burning through their charges.
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On PS4 there is no end game chat. I changed my privacy settings to only allow messages from friends, but the toxic players still went through the trouble of sending a friend request since you can attach a message to those. I disabled friend requests as well, and even still I had a player send me a Playstation Community invite after I caught them out with an endgame killer build. Before I disabled messages, I would never respond unless they had a genuine question (How did you see me through the wall? You were using Self-Care and I was using Nurse's Calling). It's just crazy to see the lengths people will go through to send hate messages.
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@FFirebrandd said:
The only issue Noed has is a telegraphing problem. Like, killer's going to get a massive powerspike in the late game and the survivors may or may not know it is coming. That's not... fantastic. If Noed made the totems glow a little (less than hex, more than dull) that'd probably be fine.
On the flip side, Survivors have a bunch of invisible perks that are beyond annoying and can really wreck a killer's game and they get zero warning... so... yeah. Noed doesn't need a nerf.
Something I often see overlooked is the fact that killers typically have to pay attention to what perks a survivor is running (Their exhaustion perk, Quick&Quiet, Unbreakable usage, etc..). There are many cases where survivors could do the same, and if they count 4 perks, then NOED is no longer a possibility and there's not much reason to do dull totems. (Example, if the killer has Sloppy, Thanta, Ruin, and Corrupt)
This post also is not about me saying NOED needs a nerf, (as I said 'Does it need to be changed? No.) but rather playing devil's advocate on if it got changed (say if it was changed after a few changes that favored killers like map changes, addressing beginning of the match gen speeds, or possible strong survivor perks). Thanks for feedback
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@csandman1977 said:
Nerfing NOED would be the final nail in the coffin for fast gen speeds. As it is most survivors ignore totems but some will cleanse them, mostly out of fear of NOED. Its not much but survivors taking 14 seconds to cleanse a dull totem slows the game done a bit, however slight. Cleansing all 5 is almost the time it takes to do a full gen.
Removing the threat of NOED just gives zero reason to not do gens.
I don't believe that any change would happen to NOED until the issue of fast gen speeds is addressed. (Whether that be by map overhauls or trial warm-up or what have you). The need to provide another objective due to the threat of NOED is important. Which is why in both iterations of the possible changes I included a way for it to stay as is. I suppose I just feel there should be a better solution for having survivors do anything other than generators than the risk of a perk that the killer may not even be running. Thanks for feedback
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@Kwikwitted said:
I mean these changes would pretty much destroy the point of NOED, as the Expose effect is the whole thrust of the power to get multiple downs at endgame.
Take that away, and there's no reason to run down one perk for the whole game.
Honestly I'm ambivalent since I don't run the perk anyway, but this would kill the perk pretty much.
I wholeheartedly agree that the perk should never lose it's "Late game exposed hex" status as I mentioned in the TLDR. I feel that the perk is often run for killers who want the "one last card up their sleeve" and I don't think that should change. I should add, that I am largely ambivalent myself. I rarely run the perk often as I don't like to plan for the endgame to happen. I just do fine without the perk. Thanks for feedback
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@StardustSpeedway said:
Not a fan of your ideas at all, unfortunately. It's fine the way it is right now. It can be countered if survivors do totems, and punishes survivors if they don't cleanse them. For me, as a survivor, I find NOED very exciting because it always makes the end game SO fun for me. The rush to find/cleanse NOED, save the survivor, open the gates is SO GOOD.
Apologies if the ideas themselves are bad. I agree with the fact that it can quite easily be countered, but that doesn't stop others from complaining. So I thought to prose alternatives. I'm glad you enjoy playing against the perk! Thanks for feedback
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@hex_genrush said:
noed is fine the way it is.
I'm inclined to agree with you, but I made this post to consider an "If it was changed" scenario.
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I feel that there simply needs to be a criteria for the perk to deactivate. Say repairing a generator, or perhaps a different survivor being hooked. The perk is anti-tunneling and I respect that, but the frustration comes from when a killer finds a survivor that's fresh off the hook repairing a nearby generator. Of course the killer is going to stop that, but that falls under the 'anti-tunneling' perk's strength.
If there was a condition to cancel the perk, then the full 60 seconds would feel justified. If the killer intentionally chases a survivor right off the hook, then that is cause for punishment. If that survivor isn't in the position to chase for longer than a minute, the perk activates and does it's job. If the survivor does loop the killer for over 60 seconds, and then they get downed, that survivor still wasted at least a full minute of the killer's time. I'm also fine with survivors being able to jump into lockers, because at the very least for the duration the survivor decides to stay in the locker, they're not working on objectives. If the survivor wants to try baiting a killer into being stunned by the perk in the last few seconds of it's duration, they can still do that, so long as they haven't touched an objective in-between the unhook and being downed.
If the perk is an anti-tunneling perk, then it shouldn't be so universally strong in non tunneling scenarios. But that's just my opinion.
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I'm a bit of a trophy hunter, so mad respect! I want to go for the platinum trophy but I'm highly daunted by 'Where Did They Go?!' (It's the last difficult one for me besides Skilled Huntress, I got Evil Incarnate and most of the Adepts)
I can't quite figure out if you get it from a killer match or a survivor match or either. I've only ever played solo survivor but even so a few months ago I got into a match with a group that was going for it. A guy with a map showed the location of the hatch, another dude opened it, and I was the third one out with the map guy shortly after me. I didn't get the trophy, so I've been a bit disheartened to try again after that amount of luck to find a group of randoms that did it successfully. I've seen footage of a killer getting it as well as survivors executing it flawlessly but none of them get it.
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I get where you are coming from, and if you don't like him then that's fine. Everyone has there own opinion and perspective. But if you want to talk about "pretty much ignoring game mechanics" then look no further than Nurse. Nurse literally does her own thing and as such there is a much different way to play around her. Having killers with vastly different playstyles is a good thing, rather than just having different iterations of M1 killers.
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Kindred because I have only ever played solo (Lonely boi hours)
Other than that, I love Ace In The Hole combined with Plunderer's. Even before the new Ace in the Hole change. It's just fun to go into a match and see what goodies you get. You can also share the wealth by letting other survivors pick up the pretty decent items you find.
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I love the Deathslinger. He's not overly strong and he often relies on the survivor to mess up but he remains fun.
I would honestly say that the above all best perk on him is Monitor and Abuse, since the decrease in terror radius helps you get practically right on top of the survivors without them knowing you're there, and then they're already in harpoon range.
A small terror radius also makes Nurses extremely good on him. As you said, it can make for some surprise shots and quick downs since you see their aura and you can sometimes line up a shot before they see you.
Other than those perks I like BBQ for bloodpoints (and the additional info is nice too) and any gen slow down perk (Thanta, Pop, or Corrupt usually)
Rank 1 killer on PS4 (for what it's worth)
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He's fun, through and through. I feel that I do really well with him and the only times I get destroyed is moreso because I'm on a large map or blinded by corn (or both). I always wanted to get better at huntress but could never really time my hatchets correctly. With 'The YeeHaw' the ADS time is more forgiving than pulling out a hatchet.
However I would argue that harpooning a survivor that is going to reach a hatch before you and pulling them away from it so they can't crawl away in time while you wipe down your weapon is the best thing ever.
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I absolutely LOVE how the map looks. The ambient sounds are a bit much but that could just be from having many maps with little to no ambiance. Also I swear those tumbleweeds can pass for a survivor in the corner of my vision crouching behind a wall.. As for how the map plays, I only dislike the main saloon generator as others have said. Can you play around it? Yes. But boy does it take up so much more time than any other generator. I'm usually glad when it's the first or second one to go just so I don't have to deal with it for the rest of the match.
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That map, above all others, feels like a slap in the face when playing killer. The main building having multiple safe pallets, strong windows, and being so easy to just run to from anywhere on the map makes me have the big sad. Maybe breakable walls will bless that map in a few locations but I don't know if even that will help much.
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I'm might be in the small camp of killer mains who thinks that the Deathslinger is okay where he's at, so don't hate too much. At many pallet loops, you can shoot a survivor on the other side of the pallet and work your way around the shortest side of the loop, when the chain is about to break, you can do a full lunge and you'll hit before the survivor can vault (provided the loop wasn't too big). Doesn't work for the super safe pallets, but making his chain pull break pallets would work too well with the addons that drastically decrease his stun time.
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That was a bug when Doctor was reworked and they fixed it shortly after. When they updated how madness works it must've just undone the fix. Maybe the game tries to make the skillcheck a madness off-center skillcheck, but something else says that the DS skillcheck can't be off-center, so it just breaks and doesn't go through. That would explain why it works for some but not others, it's a chance thing.
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Clown falls into the unfortunate abyss of "Why play Clown when I could just play X".
His power only really helps in loops. Not with map pressure, not with the chase, just loops.
They probably could leave him as is with a few tweaks, he just needs something to make him worth playing (other than having objectively the best killer outfit in the entire game). Maybe make something the like Robin / Starling Feather base kit so his power can be used in a chase reliably. Or increase his belly jiggle physics to injure survivors if he spins around them too fast and they get hit by the absolute MASS of the lad.
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Yeah I've had something similar to this happen once as well. My only guess is that there is a small space in-between the hitboxes of two survivors. The healing animation shows one survivor bending over the injured one, but my guess is that the healing animation doesn't actually change the hitbox. The huntress' hatchets where too big to ever have that problem but the Deathslinger seems to be able to thread that needle in rare cases.
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I totally get what you mean and you are far from alone. Personally, I kind of missed the whole Billy hype train and have been afraid of floundering around with a chainsaw sprint trying to get downs. There will be those who say that you should just go right into the deep end with a killer and expect to get destroyed a few matches in a row. That could work, but it's not for everybody. Personally, I would recommend playing the killer with some good addons. For example, play the huntress with some extra hatchets or faster reload speed/ wind up time. It'll widen your window for error and let you get more comfortable with the killer before you might not need the most powerful load out. The Deathslinger has addons that specifically shorten the cooldown after missed shots and the reload speed to get you back into the chase. I didn't play a match without those until I got used to his aiming and projectile speed. Yeah you'll still have a rough time but if you go into a match knowing that you're going to make mistakes, it might help.
Trying new killers is difficult because matchmaking focuses on how good you are at playing killer, not how good you with the killers themselves.
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If you're seeking a perspective, there are those who never intentionally slug, camp, or tunnel, but rather it just ends up happening.
If I down a survivor, but then immediately see a survivor nearby who I know I could get a free hit on, I'll likely go for that survivor to capitalize on a mistake rather than just hook the freshly downed survivor. Also, having that survivor down still applies pressure. I've now got one down, one in a chase, and likely at least one more going for the downed survivor.
If I hook a survivor, and they are in the center of a perfect three gen, with the other remaining generators on the other side of the map, then leaving that survivor for too long would only hurt me. So that leads to proxy camping.
As for tunneling, there are times when I see a survivor is unhooked, so I go in that direction. When I see one set of scratch marks, I follow them. Sometimes it's the survivor that was just unhooked and in a quick glance I don't see the unhooker, so I just go with the flow and chase the closest survivor I see instead of searching for someone who evaded me, which can easily be seen as tunneling.
Of course, there are face campers, those who tunnel on purpose, and those who take pride in having 4 little blood slugs. Those scenarios often are very toxic, but there are times when the killer does it out of necessity rather than just to ruin fun.
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I've found that in a lot a cases you can shoot a survivor on the other side of a dropped pallet and maneuver your way around the loop, lunging before the chain breaks to close the gap. Obviously that doesn't work for super safe pallets, but don't underestimate the full lunge distance after the chain. That being said, it still never feels good when you shoot a survivor at the beginning of a vault only for them to continue vaulting.
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Maybe pulling a survivor against a dropped pallet breaks the chain and the pallet? So you still suffer a stun but the pallet breaks with the survivor still suffering the effects of the chain.
But overall, he looks fun
(I've only seen gameplay, as I play on console)
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At the end of the day, I'm pretty alright.
I often play both sides but main killer. If I find a survivor I particularly like (if they make me laugh ever or maybe they're a kind potato) I'll try to make sure they get a hatch escape. If I get upset by a surprise key escape (or 3) then I just bring a mori next game and move on. Overall I just try to get as many bloodpoints as I can during a match. (Still working on getting all killers to P3) Even if I don't kill everyone, it's never a waste of time so long as I got a good amount of points.
The only problem I run into is how stressful some games can be. I can only play so many matches in a day before I simply have to switch to survivor games or playing a single player rpg game for a bit to decompress. (The long survivor queue times tend to turn me towards just playing a different game)
PS4: Rank 1 Killer / Rank 2 Survivor
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Bing Bong
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The Menace
