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LegendCZ

LegendCZ

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LegendCZ
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  • @POTUS45 said:

    Not everyone plays solo and wants to wait around for 15 minutes while their friends play a game.

    It's really selfish on the part of the killer and I disconnect without shame if it ever happens to me or my teammates. Straight up F You to the killers who do this.

    Browse internet, go on youtube, if Killer has Ebony it costed him 7k Bloodpoints, he has full right to use it as he wishes.


    Same for Brand new parts and other expensive addons survivor have, is it fair and nice? Propably not. Is it bad? Heck no. Both sides have their overpowered offerings and addons, addons for survivors, offerings for killers. But if you or friend die, thats the game, can easily happen without Mory. And tunneling is a tactics in the game. Same as is looping, pallets and closets.

  • And thats the problem the perk is useless. I would like to rework it and make it useful, because as you said thats the thing, nobody uses hexes in reds because it is too much of an RNG and most of hiding spots sucks and are mostly near generators.


    NOED, Ruin, TotH are all useless because they can get destroyed pretty easily ...

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/717707#Comment_717707

    That'd still make it too OP if it wasn't a hex totem. The reason it IS a hex totem is to keep people that want the game to be as unfun as possible to persist as long as it can...

    How about making it on token use which recharge? That could work? One token per perk level.

  • @FireHazard said:

    Because if we had it by default to get a notification when someone is breaking your Ruin, than the perk would be UBER meta, and you'd never see it not being used... I mean you still do see it mostly, but if that was in base-kit than you'd never see it not being used...

    I dont want it basic, but i would love to have perk which is not based on those perks which it suppose to protect.

  • Okay i feel like i am oficialy ending with this game. Looping and survivors being faster then me as a killer, thats okay i am willing to deal with this. But Survivors using glitches to be invurable like Combine on a wheat fields map ... This is simply too much. This is too strestfull and i need a serious break.


    This game as a killer is really frustrating rather than fun, and SFW survivors are the most toxic things i ever meet in my gaming career ,,, (11 years of Service on Steam)

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/655886#Comment_655886

    Which is why it's inherently a poor idea. At most, give maps longer use and the ability to set beacons by default but that's all.

    So in-game chat or voice-chat ... Otherwise the SFW will always be at advantage.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/655690#Comment_655690

    Maps can be used to ping things with certain add-ons but the ability to shout out locations wouldn't make sense unless the killer was alerted to you shouting.

    Which again would make SFW in advantage. Because of third party. It cant alert the killer as it would be disadvantage again.

  • I have three questions if i may.


    First off. When as a killer, i kill 2 survivors and two escape. Why do i dedip when 3 and such should be memorable? I do certainly well as a killer, kill 2 survivors and hook almost every one of them, and entity still can be displeased which results in de-dip ...


    Second ... If you are not supposed to kill everyone. Why Nurse and The Spirit are perfectly capable to do so and they are considered okay by the devs while other killers struggle?


    And a third one ... Sure i personaly agree, you should not be able to kill everyone each game. But this game changed into chase simulator, there is no tension, when i as a killer play againts ranks above 4 ... They mostly circle around me and knowing i am no threat, if i am not Nurse or The Spirit ... So how fair is that?


    The problem is, this is 1v4 game. Someone compared R6S to this which is actualy bullshit ... It is 5v5 game ... As 1v4 you should have fair chance to kill all of the four. You have no help, no ability to coopreate like survivors are. If the matches are anything bellow three kills a match its a failure even by ranked system standart. I see what are you comming from. But if this should be okay, there would not be rank 1 killers to begin with.

  • It might sound stupid ... But can we get ping system like Apex Legends has? You can ping that here is generator, i need healing, killer is there etc. etc. Pings would not spawn on a map, and can be obstructed by environment ... I mean. As others said, without good info for solo survivors, game cant be balanced around SFW and gen rushing. Because solo survivors dont have as much of an advantege.


    Or simply add in-game voice chat or normal chat? Would work too? With chat message shortucts?

  • @se05239 said:

    But.. she does nothing? She like.. stands there. Not to mention she's from a really ######### movie series.

    The Conjuring is not really that bad i think. But she is supernatural so telekinesis and such? I mean ... Nurse is also spirit, and she have a cleave. Why not give Nun Claws and make her teleport to the range of the survivors, not exactly to them but within terror range ... Would be nice and wild ability.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655567#Comment_655567

    Yeah. Here's a few.

    Improve totem placement for one. No totems should spawn right out in the open or near generators, for obvious reasons.

    Make all Hex totems appear as Dull totems until they've been activated by a survivor. Like, the Huntress' Lullaby should lit up when the first survivor misses a skill check. Ruin should lit up when the first survivor hit a good skillcheck and get zapped.. etc.

    A mechanic that let Killers reignite the latest Hex that were cleansed, at the cost of time. Hex perks that have stacks, like Lullaby or Devour Hope, should lose a few stacks when their totem is reignited.

    Let the effect of a Hex perk last a short duration after it has been cleansed.

    Thats some really good ideas, i especialy love the one with totem being reignited.

  • @se05239 said:

    I am sure there are more inventive ways to help improve Hex totems without slapping yet another band-aid on top of everything else in the game.

    Any good idea on that?

  • @gatkins121 said:

    friendly post saying i failed to do stuff? i'm feeding back that the game is being ruined by people DC'ing and intentionally killing themselves. the maps could also be designed with that in mind by making exit gates further apart, why have 2 within the same corner of a map?

    all your comment has been is belittling and toxic. this is the feedback and suggestions part of the forums, as a result i fedback that it's frustrating as a 1v1 with a situation of 2 exit gates within 10 seconds of each other. take your "i play the perfect game every game" mentality elsewhere because you are of no help or assistance to newer players of the game: FOFF.

    I gave you advice, and been friendly, in your other post you littelary said ######### off. If you dont want to improve fine by me, but as i said before, everyone have bad games, and unless the gates dont been littelary corner apart you had a bit more time. If so? You been just unlucky it happens. But if someone tried to help you. And you act like this, what do you expect? You either go on this forum to discuss, if you are not willing to take argument, or take any reassonable advice, and stay behind your world like you are the perfect one here. Then you can expect any good conversation man. Learn to be humble, and acknowlage you could do something different OR that it was just unlucky situation.


    Also by your own words, you posted on Suggestion forum, i gave you suggestions, you decide to ignore them, and talking the same thing over and over, i understand you been unlucky, but beyond saying that you have been simply unlucky and give you advice, there is not much more i could do. And then you are surprised i responded you the way i did, when you was disrespectful to my original post.


    You wont get far with that kind of attitude simple as that. And this is the last time i responding to you, because you obviously just want to frustrate the game on forum, ignoring any good advice comming your way, come back when you are in fine mood. Walk is good way to take out some of that frustration.

  • I belive Killers speed is the reasson why we are arguing here. Make more objectives - Makes game more tedious, make new actions for survivors, wont do much either ...


    I belive from my opinion. Two things needs to be done. I feel like Survivors are extremely fast at looping, even faster then a killer. Game needs to be more focused on mindgames, add beds, closets etc. so survivors have more hiding spots. Nerf scratches, because they support chases. Make killers considerably faster. From my point of view, This game became action packed game instead of horror one, and Survivors have really much easier game then killers. Unless Nurse or the spirit is picked.


    Also Hex Totems should be better hidden and dont light like lighthouses, my opinion overall.

  • @gatkins121 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655501#Comment_655501

    i'm not asking for tips against the trapper. i spawned into the game, 2 people DC'd and one person int got themselves hooked, jumped off, back on hook straight away as i went to go save they let go and died. The odds were clearly against me, the moment the hatch option was available he was next to it obviously and closed. in this time i've had no time to find the hatch because it hadn't spawned. don't talk me down on this. this is a clear problem in the game. the moment i'm 1v1 with 5 gens to go and the hatch is closed because he's right next to it when person died on hook, all gens are surrounded by entity, he's also close to the exit gates, places the trap in hand down at one. gets another trap and puts it down at other gate, they are within 10-15 seconds run of eachother. what are you expecting me to do with a good toolbox in this situation? my complaint is, survivors who are left with a duff team who DC and die on purpose leave people like me 1v1 with a killer and exit gates as my only option within a 10-15 second run of eachother an impossible time. exit gate takes 20 seconds to complete...

    If you are not here for the tips, then why are you here? To cry out loud? Any user on this forum tells you the Trapper is one of the weakest killers there is. Bad games happen, i dont know why you posted here then.


    You could managed to win if being a bit better in a game, and if i gave you advice, you decided to ignore it. And say game is "unfair" to you. And if you ignored my warm and friendly post. I will tell it to you in simpler act:GIT GUD.

  • @Ihatelife said:

    He still manage to kill them all, I don't see any problem.

    Problem is, he uses Nurse, if he had any other killer, he would lose on the whole line. He won only because he is great with Nurse and Nurse with The Spirit are only killers which have a chance end chases quickly.


    I dont see ANY WAY same results could be achived with trapper, wraith, clown etc. It is simply not possible to deal with this with such immobile killers.

  • I would just make better hiding places for totems. They are sometimes so obvious. Also dont make HEXes light up like an lighthouse ... And it would be solved. hexes now on higher rank are unusable ... They get destroyed faster then Nicolas Cage career.

  • Traper and fast as hell? Eh did not hear gopd joke in a while.


    Anyway here goes the tips.


    Defuse trap, and occasionally make progress on the gate. Unless gates been really just corner apart, i bet Trapper had a bit more time to get there. You can feel lucky killer was not a Nurse (Also Nurse and The Spirit are considered only ones viable killers)

    You were only one, failed to find the hatch faster. Failed to be fast and failed to search chest for good toolbox.


    Killers like trapper are SUPER WEAK at this moment. Just get better in a game. I gave you few tips. I had no problem winning solo againts good trapper and escape each time he got onto me. Saved all my teammates from hooks and managed still escape. Just put more though in the game. As of now. In looping (Windows, pallets etc) you are faster then a killer use it to your advantage and learn maps to know where to go when you need to.

  • @Just_Playing said:

    https://forum.deadbydaylight.com/en/discussion/comment/653892#Comment_653892

    Yeah but there was some comments like "Much pallets are mindgamebal" and that is not true.

    Ah thats something i can agree on. The thing is, most people dont know how to play survivor good or cooperate. Also they dont need to because playing as killer is really rather EASY ... At least in my opinion, its much less relaxing and frustrating then playing for a killer.

  • Would second that

  • @Just_Playing said:

    After i saw this disscusion i knew most of the poeple will say "play nurse" or "learn too loop" it's alwasy the same <Badword>.

    I feel like most people agree though. Which is nice.

  • @sirnewbington said:

    https://forum.deadbydaylight.com/en/discussion/comment/649705#Comment_649705

    i like your idea.. but noed isnt bad, its a means to counter but i digress lol

    Thank you man!


    Also NOED is bad from survivor stance, and i think Devour hope is way supperior perk which makes you earn it.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/649698#Comment_649698

    Thats right. All killers except the two viable Ones can play insanely good and still depip.

    Exactly, i belive its because of loops being too strong or killers being so slow at chases. One of those.

  • Traps autoactivation should be in his passive, not an addon. Or make him more like Hag ... This way? Setting up trap without addons take just TOO LONG for genrushers and we are not talking about finding all the traps on the map.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/649786#Comment_649786

    If we have a totem counter for solo survivors, then I think NOED will be in a great spot. :)

    I'm happy we can discuss this sensitive topic without getting defensive, I appreciate it.

    I hope, i just want a games where i can keep at least one hex xD ... Darn it. But i see where you coming from and love idea of counter. I just wish killers been on. Better spot overall i find to play in higher ranks extremely frustrating :( Even unfun. Thats just my personal killer view.


    Also i am as well. I mean i tried to discuss these things on Steam Forum and Reddit, but here it seems people are really intrested in really good and legit discussion and i love that. I said my opinion about killers and state of them and did not get hatted. I try to be as polite as i can. And being jerk never solved anything. I am glad you are taking my writings in respect and consideration as well man :) Thanks!

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649765#Comment_649765

    I mean if survivors loop you around some object, you are still faster than survivors, just not as much faster as when you chase a survivor in a straight line. Obviously there are many maps with too many safe loops that can waste too much time of M1 killers, but that's something that is getting adressed in the future with map reworks. More mindgameable loops and less safe ones, like the new Badham maps. This will hopefully make the weaker killers more of a threat.

    I certainly hope so. I mean, i dont ultimately hate chases they are fun. But when oponent have time to T-Bag you whole time or all of survivors circle you like you are total looser altough you play the best you possibly can its sad. Thats something i would like to change as a killer, and i dont mind more challenge as survivor.


    I personaly find survivor side really boring and uneventful ... I have no issues getting away even from nurse and spirit ... I dont feel challenged or threated at all.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/649753#Comment_649753

    I feel like a totem counter would help solo survivors out a lot (even if it's exclusive to Small Game) because whenever I play with my friends, NOED is non existent basically.

    For example, me and @Masantonio can tell each other how many totems we cleansed throughout the match so we can put two and two together to see if we took out NOED.

    I cleansed 2 totems.

    Masantonio cleansed 3 totems.

    "Okay, we got all 5 totems, NOED is deactivated. Say goodbye to NOED."

    I understand you killers will get upset because your NOED will never work during the endgame, but actually it does work because it just slowed the game down. You don't need Insta-downs for it to work, it works every game because it either slows the game down or gives you a strong endgame. It's a win-win scenario for the killer everytime, which is fine.

    No i totaly agree. I play survivor too not just the killer. I want to know if what am i complaining about is legit or not :P


    Anyway yes counter or some hint like every two minutes sound of canon firing like from hunger games. Each shot for totem still standing.


    But in this case i just wish the totems would be harder to find. I use devour hope as i dont want to be a camper. But each time totem gets cleansed at the begining of the match. Maybe i am extremely unlucky. Still would appreciate some more chance to keeping Hexes and make them harder for survivors to find.


    I for one find game as survivor extremely Easy ... Would not mind aditional challenges.

  • Depends on the killer really ... Also if you get hit while Vaulting you simply dont been fast enough. Or you have bad internet conection.


    On killer side you just vaulted and on your screen you stepped away. Happend to the best of us.


    And then again, you need to take killers weapon range into consideration.


    Also if you have issues with Lunge i recommend using sprint burst.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649745#Comment_649745

    No, because chases are a vital part of the game that are fun for both sides. Braindead safe window loops are a different issue that will hopefully be adressed soon with the map reworks. But chasing is a core mechanic of the game. You can of course still try and hide to lose the killer.

    And yes you can argue camping is a core mechanic of the game as well. But it's no fun for the survivor getting camped, at all. It's just bad game design.

    You got me wrong man i do not stand for camping. My main perk is Devour Hope = Rewards non Camping. But it gets destroyed all the freaking time :(


    Anyway i onow chases are core of the game, but they take too long even on a straight line, and when survivor gets to looping? The guy is faster then you.


    Survivors have Cabinets, Walls, Tall Grass, Duck to avoid killer.


    Killer has ... Chases? And he is not even good at one thing he does, if you are not Nurse, The Spirit, Legion or Hag.

  • @NMCKE said:

    I only have one gripe with NOED, that being you have no idea when it will activate.

    If I cleanse all 5 totems, I know it won't activate, but if I cleanse 4 totems and someone else cleanses a totem), I don't know if it will activate because I still think there is 1 more dull totem remaining.

    Therefore, I just want a Small Game buff that shows you how many totems are remaining. That's really it.

    Agree to that.


    What about better hiding spots for totems. And for return? Something like hint of how many HEXEs are still active in the game? I found the survivors find Hexes too easily, even during a chase. You have to be extremely lucky to have totems on some good hidden place.

  • @prayer_survivor said:

    each level has 4 pips. You gain pips and you level up. If you camper you loose pips, and finally you'll find yourself in lvl 16-20

    Oh so rank. Thats right. I prefer lower rank though because it is not as infested with SWF groups. Its nightmare to play againts those.

    @ad19970 said:

    The game needs some kind of reward for not camping and a punishment for camping. The fact that it's a legitimate and at times effective strategy is just bad game design.

    Can we do the same for looping? Hiding and mindgames should be weapons of survivors. Not outruning the killer.

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/649698#Comment_649698

    In a way, I agree. I know how hard it is to do well with how fast gens go, especially when you're playing against SWF. The very idea of the perk is what I mentioned - though maybe not in such a harsh way.

    Yeah indeed it is. But tell me how many survivors above Rank 5 dont do those objectives? Above rank 5 NOED is useless. Heck i have problem keeping alive just Devour Hope.


    Totems should have better hiding spots in some maps.

  • @sirnewbington said:

    https://forum.deadbydaylight.com/en/discussion/comment/649371#Comment_649371

    Thats a fair arguement, and the counter to that would be noed and blood warden.

    But you're not going to win every game, you're going to run into teams that stomp you every now and again. Its just part of playing.

    I agree, that odds should be even. My idea behind all this is just that, if Killer spots you, you simply messed up. When killer spots you, he should not chase you ALL around just to HAVE A CHANCE to catch you up. Thats non-sensical in my opinion.


    We need a bit more balance, and killer being actual threat. This game turned into action, for both sides, not a horor genre.


    What i would like in the future is more hiding spots like was in Friday 13th ... Beds, Stables, curtains etc. etc. The survivors should not outrun you, but outsmart you. Thats in my opinion the main issue. And having "CORE PERKS" to win is not ideal for me ... I like variety and experiment, this disallows it and make future balanicng super hard.


    Also NOED is bad :P

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/649599#Comment_649599

    But the difference is simple. Adrenaline rewards survivors for doing their objective; noed is a perk that rewards the killer not doing their objective effectively enough.

    Yes, I play both sides.

    I play both sides too.


    I feel killer get rewarded much less for being good and successful compared to survivors.


    And its not that hard to open the gates, its WAY harder to keep totem up.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/649591#Comment_649591

    Campers/Tunnelers killers depip. So, do you imagine where are they all now?

    Just noobish question. What is depip?

  • @RoKrueger said:

    I am the Guardian of NOED. I visit every post that attack NOED and state firmly for all to see:

    .... Cut it out! NOED is fine. Cleanse totems.

    NOED weak! RNG perk vs uncounterable Adrenaline.


    Change my mind.

  • I am fair killer, no camping. But good grief ... Survivors can outrun me and even though i try mindgames and everything, survivors almost always overloop and eventualy outrun me.


    I feel sorry for you, and no legit killer should camp. But on the other hand i see why they do it. Survivors are SUPER rude to all the killers lately, especialy if you try to play fair. They use that they are in advantage againts killer and smear it all over your face as much as they can.


    So i would blame killers being weak atm. And camping being only one good strategy to have some kills at all.

  • Survivors right now, can run around you, and flame you post lobby "because you suck" ...


    Mostly they can outrun you and outperk you ... Its super hard these days to play like fair killer, at least for me. Rank 10. And i fought Rank 2-3 survivors, it was a nightmare and hopeless.

  • @Doctor_plague said:

    Thank you for the people who reply and i love the ideas that you send back to me

    well thats why we as a community are here, to communicate and discuss, hopefuly help the devs to make right by us. I am also glad i could help man.

  • I had the idea the other day that a neat perk or power for killer would be a placeable hook. Pinhead would be perfect for that.

    Pinhead downs a survivor, M2 to hook. A chain drops from the sky and hooks the survivor. Only one survivor may be on the chain at one time.

    The power would be "No Tears, Please."

    Perk 1: A Waste of Good Suffering. Survivors have an 8/10/12% increased chance to free themselves from Hook. If they do, they become Broken and the killer sees their Aura for 4 seconds.

    Perk 2: Puzzle Box. When the survivors complete a generator, Puzzle Box activates. The killer may channel a teleport to the completed generator. Channel takes 5/4/3 seconds to complete.

    Perk 3: Eternity to Know Your Flesh. When an Exit Gate is opened, hooks spawn inside the Exit. Survivors who collide with a hook inside the gate are put into the dying state. If no survivor is currently on a hook, the first one to hit a chain becomes hooked inside the exit. Spawns 2/3/4 hooks.

    From reddit u/Bookislovakia

    And this one is from me:


    Pinhead (Hellraiser)


    His power is:Chain them up!


    You have chains, something similar like in game called Darkness next to you, two of them. You can charge it and hit suvivors with it. However they cant escape from your chain range. If you hit with one chain, you have timer 10 seconds to hit also the other. If you manage to hit both, survivor will be put into dying state. Chains can be removed trough not being long enough and survivors looping. And they dont apply damage until both of them are linked.

  • @sirnewbington said:

    https://forum.deadbydaylight.com/en/discussion/comment/648760#Comment_648760

    i disagree, with the right slowdown perks, you can postpone gates for awhile and kill off the weaker survivors. then you can mess around with the loopers by this time its typically you vs 2 survs, and ill happily take the 3k if i can catch one of these loopers slipping.

    i will admit, outcomes may vary against a 4player swf.. played one today that was just awful. theyd break hooks with me feet away and flash light me into oblivion lol. still got a kill and a pip tho

    I respect your opinion sir. Now to counter-argument if you allow. The slowing down perks are Overcharge and Ruin, ruin can be EASILY countered by any good team. And it still dont slow game much. Problem is not in slowing generators. Problem is in killers being so slow especialy in the looping againts survivors. Increasing the generator repair time, just would make it much more tedious and annoying.


    Survivors have windows, pallets, smaller hitboxes then killers so they can loop a bit faster then Killers can ... Thats the issue. At least in my point of view.

  • For me legion as a killer is amazing.


    Only problem i see personaly with him is deep wounds effect. It tooks AGES to put survivor into dying state. And in deep wounds it should be your strenght, but after you apply it. Survivor can run easily almost as long as he wants. And any use of ability and hitting same survivor should refresh deep wound time so it wont get abused otherwise i find him fun personaly.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/648807#Comment_648807

    From playing her a lot don't even bother protecting gens. Use your traps around your totems so ppl can't cleanse them, put some on the outer side of the pallets they would run to if you started a chase, try to remember sometimes your height can help you deceive a survivor and of course put some traps around hooks as most survivors are too dumb to crouch when getting unhooked.

    Also, this is new for me but the add-on which cause collision for traps can literally block certain areas as even when they're not deployed they block a certain space. It can be insane during chases when the survivors become trap on a room when they expected to jump of a window or balcony.

    Thats some REALLY amazing tips thank you! Will put some of them in use latter.


    But we still have a lot of probles with other killers. To name few Wraith, Trapper, The Shape, Clown etc ...


    This game simply needs to get some of the things together. Killers overall feel really weak at this very moment. At least again thats my personal opinion as in OP.

  • Also when you pick survivors with hag, they are in a really weird angle? can this be releated?


    Anyway i learned to step a bit further from palets, its a workaround, but i needed few palets to get used to it. But it feels weird, you stand in a range you should be safe by others killers and still get hit.

  • @TheUnendingNightmare said:

    I made a similar post and also got "Play Billy" like this is suppose to be okay...

    Although you are mistaken about the Hag. Her ability to set up traps that triggers when someone run over is insanely powerful during loops. Especially big toxic ones.


    I find it is rather useful, and alread yused the tactics, but the time it takes to put Hag trap down make it kinda counterproductive. I put traps infrom of everyloop i find while guarding a generators, but thats the best i can personaly do. But i still find it difficult to master this. But i belive i get there. So i hope you are alright on me being wrong :P


    Well ... This is definetly not okay. FFS, after game with all 2-3 rank survivors, i got flamed post lobby as total looser and to unistal the game, how do you think i felt? I did my best, yet when survivors can litelary circle around me, something feels really off.

  • Why the game should be balanced about playing just certain killers to have chance? It does not sound fair or even fun.

  • @sirnewbington said:

    looping is just a thing you deal with as a killer. the thing is.. dont get baited into a loop. learn the maps, learn the loops and know when to cut your losses, play against the objective and put pressure on gens . never let a survivor tell you where to go. they will punish you.

    Man if only, if you let on loopers, they will start looping you again. YOU NEED to get a kill and hits, otherwise you will lose eventualy. You cant endlessly push on generators, because you cant protect them all at the same time thats the issue.

  • So oposite? The closer you are to killer the more points you get? Vaulting should not be rewarded then period. And devs need to motivate the killer to move more. Of course you cant keep generators to be as easy as their are. What they need is figure out punishment for killers who facecamping. How about terror meter? When survivors are on the hook they have a teror meter that fills to survivor on the hook and around the hook. If it fills, you get one free hit and be glowing after tooken of the hook. The survivor who tooks you out does not have that effect. Which means he can take you down but will need to be healthy to survive that.


    I dont know just some ideas. I am not a dev but i am thinking how this could be handled.