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FinnishFox

FinnishFox

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FinnishFox
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  • I have been accused of tunneling by a Dwight on two different occasions in the same game.

    1) was when he tried to bodyblock for an injured Jake, I hit the Dwight and decided to chase him because he ran to an unsafe pallet rather than the Jake who went for an "infinite". Dwight stated I tunneled him.

    2) was later in the game when I downed Dwight (he had already been hooked twice). A Nea jumped from a window right at me. I hit her and and dropped the chase when she was running further away. I returned to the Dwight and saw another Nea trying to heal him, so I hit her and chased her away. Then I yet again returned and hooked dwight for the third time. Apparently that was tunneling because I picked him up rather than went for the Nea's (his words). Guess you can't pick up a downed survivor of you see someone else or it will be considered tunneling

  • @MegMain98 said:

    PROS:

    1. You no longer are reliant on a killer hosting the lobby so if they lobby dodge you stay in the lobby until another killer joins. So no more getting kicked to matchmaking for 10+ minutes.
    2. No more 600+ ping games because of a bad connection.
    3. When the servers work the games runs pretty smooth.

    CONS:

    1. Dead Hard sometimes does nothing and results on being exhausted on the ground.
    2. Getting hit through pallets and windows is much worse.
    3. Sometimes you get teleported backward as both survivor and killer.
    4. It is automatically worse for killer because now you have a ping when you didn’t before.
    5. Survivors make more rapid turns and spins with dedicated servers so it is easier to get spun especially on console.

    Pretty well said it is nice that dodging won't reset timer to find a match and when everything works as intended games are smooth. But on the other hand there have been a lot of games where movement is kinda twitchy causing people to bump into walls etc.

    360'ing seems to be harder to hit nowadays, espicially with contsole sensitivity.

  • Thought about it but 3 man running OoO I decided to risk DS to atleast gain something from it towards endgame. The situation itself isn't anything special. I can eat the DS no problem I just wanted to question if it was a fair play move to hook Laurie again after I knew she wasted her DS. By survivor rule book it would be tunneling but in general sense I question if it is considered okay.

  • @meatisadelicacy said:

    How is a LAURIE STRODE using her perk considered abuse? If you want to tunnel, go ahead and tunnel. Survivors are going to do what they can to counter it because it's so common.

    As I stated imo she abused her DS. By the tone of the message she sent after game I got the understanding that she would have been entitled to a 60 second immunity even after wasting DS for that save. So by my understanding she abused the perk earlier and wasted her perk when she could have used the advantage given by it later on. Also I don't consider it tunneling if she tried to gain advantage with her perk and later on I tipped the scale on her the same way. I would have left her alone if she wouldn't have wasted her perk and in a 3 man swf game you pretty much need to capitalize on every possible situation.

    I have nothing against DS I just felt she abused the antitunnel aspect of the perk when I already pressured other players. I too do risky moves when as a survivor when my DS timer is still up and if I manage to make a momentum turning play with it I'm able to withstand the consequences even if it means I face a similiar situation and I dont have the urge to make claims of tunneling.

    I try to play in as a fun way as possible but if I lose momentum by action of this sorts I think I'm justified to gain it back later on when survivors make a mistake.

  • I run it mainly to get info myself. For example who the killer is if someone is hooked quickly and does the killer have bbq/ where he goes.

    What comes to my teammates I have found out that it really doesn't matter. I have a lot of cases when 2 people compete to get a save and the one who doesn't get it won't even stay for a heal. Also I have still been countless of times left dead on hook when people just selfcare in a corner.

  • @MPUK said:

    I would love for the term "Abused her DS" to be explained in plain English, please?

    Well imo it is stated to be as explained a antitunnel perk meaning it should counter soft tunneling after unhooking, but in my game I already hooked someone else after her and she rushed to save with the ultimate point of DS saving her. Now I don't mind the fact that I got DS'd, I just wondered if the general opinion is that I played unfairly/ was a bad sport.

    Why I state abusing is because she saved the Dwight and used the DS to prevent hook trading when she did an unasafe rescue. I mention it to be abusing because I get the feeling after she messaged me that she was entitled to use DS to make a save nullifying my momentum and afterwards when I "tunneled" her I should have left her untouched even though she already lost her antitunnel perk. Thus imo she abused the perk earlier when she could have used it later on.

  • @ruler33 said:

    you played how you wanted to play and you took the free kill which was up to u man also i question how she didn't get to anything in 15 secs but i guess it could have been a dead zone or bad rng

    Well she dropped all the pallets in that area before going down, and after saving I even hit the unhooker who blocked for her. It is just weird how people get mad at such things when she pretty much wasted her DS earlier and stayed in the deadzone and even used her dead hard.

  • IMG_20191208_003842__01.jpg

    Well seems like this happens as a killer also and not only survivor. These kind of games seem pretty constant atm.

  • I have had that happen to me once around a month ago. Had to tap gens even after ruin was found and didn't know other peoples' status during the game

  • The 15 hooks in basement wasn't even that bad I got it in 3 games with huntress and ran a basement build. It really wasn't that hard or grindy. I rather enjoyed playing a different build and it was effective.

  • @ahandfulofrain said:

    A lot of the time I've noticed that groups like THAT just want to meme. For example, Otzdarva had a game a while ago with 4 pizza Dwights who just stood there and spammed their flashlights at the speed of light. Memers like to play games too.

    I enjoy those types of games. If they teabag and point while still taking the game seriously is when it gets old.

    Yea I'm on the same page with you, it was a fun game in its own aspect. There was no pressure the whole game and I didn't feel bullied or anything was nice to see something different. Never encountered such a meme game so I do wonder how often they occur.

  • @Huntar I also don't want/mean this to be a easy/free escape for the survivors. With current RNG I've noticed gate spawns are fairly close to each other so killer has the upper hand in said case because both exits can be covered in short time. With this I'm just proposing a way to reward progress so getting near to main objective would still be compensated in some manner but by not making it too easy for thee survivors because as you said they have already screwed their objectives.

    Gate alerts could go either way in my opinion. If they do show reduced times shouldn't be that much but if they don't, yeah they could be a bit more.

  • @NoShinyPony I see what you are saying and yes I know it is true. Min/max distance between gates is a great way to adjust EGC gameplay and would work better than my point with reducing base time to open. But devs stated a while ago that they are not going to implement a min/max distance between gates so what I am proposing is a slight aid for the survivors. Necessarily it is not to "aid" in opening exit gates but rather to reward gameplay as of how much progress has been made. I myself find it frustrating to have completed 4 gens and it having no point in endgame when I could have just hidden in a bush and tried to escape the same way with 5 gens remaining. The times that are reduced by amount of gens completed can be adjusted so it is balanced, it could just be some mere seconds.

    And yes maybe they wouldn't do anything even with the fact that completing gens would help the last survivor, but I myself am a player that likes to try their best even if it is not for my sake, so by doing a gen in this certain scenario I'd know I'm atleast giving someone a slightly better chance to survive.

  • @NoShinyPony As it stands now you're correct. Main flaw in EGC is min distance between gates but in this post I wasn't trying to point that out because it already has dozens of posts about it. My point with this post is to suggest a new feature in EGC to give a meaning to complete as many gens as possible to which this idea could work for.

    Now I happen to get a lot of games where 2-3 survivors are remaining with 2-4 gens to go and no one does generators because it has little to no point to complete them when the game is in the killers "favor" and escape via 5 completed gens is almost "impossible".

  • @PolarBear Ofcourse it could go that way also. I'd have no beef if this system would be implemented the way you're suggesting. My times versus gens were just a rough estimation which could be modified to suit the game properly. I'd just like to have a meaning to complete 4 gens rather than zero and still have the same odds for survival.

  • Bumping the post for some visibility :p

  • Thanks for the positive feedback. Guess my idea might have something positive in it gamewise.

  • Will the killer still be able to grab survivors jumping in to the hatch?

    (I.E. last survivor running to the hatch but causing a scenario where the killer could perform a hatch grab or close the hatch, basically ensuring the last kill).