SmoothieKnight
SmoothieKnight
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- SmoothieKnight
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I.... Im not sure if those replies are b8... but...
NO. YOU CANT TAKE HIS LEGS. HES BROTHER TO BAYONETTA YOU FOOL.
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@bloxe said:
I like your ideas. The hatch is definitely one of the things that needs to change, since it basically punishes the killer for doing his job."You killed 3 people?! Well done! As a reward, we will let the person left behind a free escape! Good job!"
I wouldn't quite say it punishes the killer, as much as it is an unfair hindrance to a 4 man. I think it was once said that the devs find a fair game to be 2 dead 2 escaped, but that doesnt change the fact that its the ultimate goal for a killer to 4 man and there are achievements tied to it. Just as likewise the survivors aim to survive, or have everyone survive, theres achievements tied to those. However with the hatch (keys included) I feel its much easier to survive and get say, the Adept achievement for any certain survivor than it is to get the Adept achievement for any killer. Im kinda word vomiting but what Im getting to is YEP I agree, the hatch should go. It just causes too many issues once it comes down to actually using it when both sides are there.
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A really good idea, NoShinyPony, but maybe we can consider somewhat of an inverse of what youre suggesting. I say we put an individual debuff on the survivors in SWF. Make their generator repair, self heal, and healing others with said debuff (as to not punish solos trying to be altruistic or needing a heal) a percent amount slower. This way solo survivors are not punished on speed and are playing normally, and the coordinated (and probably on comms) SWF groups have some sort of balance to counter their increased efficiency. For example:
Solo: No debuff
Duo: 5% decrease in action speed
Trio: 10% decrease in action speed
Full SWF team: 15% decrease in action speed.This could be represented in the SWF lobby as youre inviting others down by the "ready up" indicator. Thoughts?