Hex_NoGenrush
Hex_NoGenrush
About
- Username
- Hex_NoGenrush
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Comments
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I attempted to do this achievement on the Temple of Purgation map, against a Huntress. With 1 gen to go and everyone else dead, I somehow managed to complete it with spine chill, resilience and a toolbox. Got the gate opened as well, and escaped, only for the game not to register it as an escape. Feels bad man 😔
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@CrummyCookie said:
Balanced landing, insta heals, ds and all the other nerfs helping killers as usual. Not only that but killers have camping, tunneling, noed, and overpowered killers. This game is so killer sided
@CrummyCookie said:
Balanced landing, insta heals, ds and all the other nerfs helping killers as usual. Not only that but killers have camping, tunneling, noed, and overpowered killers. This game is so killer sided
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Can I just ask, do you play killer games at all? Or are you a swf kinda gamer? If so, what rank are you in?
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@TragicSolitude said:
You just want to make sure moris are the next thing gutted, huh?
Just stop playing killer. You want to hurt the game, make survivor queue times unbearable. I play half and half survivor/killer. I didn't ask for a Ruin nerf. I think this is a bad change that only addresses the problems on one side. If you play killer using all the stuff survivors hate, you're just going to get that stuff gutted all the faster. Don't play killer at all, and maybe the devs will realize killers aren't having fun.
Except, there was no problem. Half the time, survivors spawn right next to the Ruin and cleanse it making it utterly useless, hence the 'high risk high reward'. Can't believe these mongs are actually balancing the game for yellow and green rank players without a sole consideration for red ranks *facepalm*
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@Mert_MK said:
Good luck doing so with all the DC‘s
I'm pretty sure that makes it even more sweeter
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@DudeDelicious And that works perfectly with BBQ for high mobility killers like Spirit, Billy or no TR killers like GF. But what about Hag, Clown, or my personal favourite, Trapper? Get them off the gen, forcing them to go for the unhook, meanwhile kicking the gen with PGTW and trapping the surrounding area efficiently, thereby prolonging the game further. With my proposed change (or designing any perk like this in the future) this could make the mentioned killers atleast a bit more viable.
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@Atchoo Hmm understandable, I guess. But it's a shame really that the devs haven't implemented a perk that would automatically prevent generator progression throughout the map, even if it's for a limited amount of time. Would give an incentive to play killers other than god-tier ones.
