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SpongeBob420Pants

SpongeBob420Pants

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  • @Bongbingbing said:
    I hate this aspect to the game but I guess killers need more than offerings and perks in their bloodwebs. I'd love to have a build and not have to worry about running out of add ons, I Just wish they added more rare add ons to killers bloodwebs when they gave survivors higher rarity items in chests.

    Add-ons are a cool aspect of this game but increasing the average rarity makes the grind aspect worse (which is already a problem). A killer with no add-ons shouldn't have an obvious weakness in their kit that forces specific add-ons (like the ones I listed in my OP). Your idea of "more rare add-ons in killer bloodwebs" would only work if they fixed the base kits to not depend on certain kinds of add-ons first.

  • @Bravo0413 said:
    The_Crusader said:

    The thing is though...if they made killers abilities "good" at base, then add ons would make it OP. So you need a weakish power at base and then scale it with add ons.

    It is a strange design choice but I can kinda see what they're doing.

    I think more so what hes referring to is that addons that effect charge times and such should be more common or uncommon status and then most addons should be like the muffler addon for Billy's chainsaw, or the prayer beeds, or the addon that takes away the heartbeat when wraith comes uncloaked... addons should more so change more then just charge times and cooldowns and killers shouldnt be as addon dependent..

    so first of all prayer beads are completely broken lol, secondly I'm saying add-ons should change playstyle rather than "fix" a weak power or obvious weakness in a power.

  • @IamFran said:
    I agree at least in some cases. I like the trapper but i don't play him because carrying only one trap sucks. I consider he have enough handicap due the time wasted placing traps. Stitched bag should be in the base kit IMO. 

    I agree, he wastes so much time. Honestly why not remove the "bag" add-ons, let him carry 5 traps and have him start with his traps.

    Pig pulls her traps out of nowhere so it's not any less realistic.

  • @Laakeri said:
    Hag and Huntess are viable without addons, but on rest I agree.

    On side note Im glad I can finally play Pig without addons after the recent change to base crouch speed.

    Huntress is viable but she is dependent on wind up time add-ons, her 110% speed can hurt her and a pig styled buff of slightly faster wind up time and the add-ons are made a little worse to compensate would be a good change.

  • @Kind_Lemon said:
    Reiterating what many have already said: Killers shouldn't depend on addons, and addons shouldn't be so overbearing.

    Adding something new: All addons should realistically have upsides and downsides. If the addon changes the killer is such a way to make them stronger if that killer is weak, then why not remove the addon and make it a part of base kit if it doesn't have any drawbacks? The developers would benefit from going back to their previous game design choice of treating addons as something that merely sweetens the cream or shocks and wows both sides in an interesting deviation from the norm. I think Myers is the best example currently of the types of addons that every killer should have.

    Add-on variety is nice but if the base kit is lacking in a way that forces a certain add-on (trapper "bags" being the best example) then you only end up choosing 1 add-on to bring.

  • @HatCreature said:
    Since the Pig's change I don;t use add-ons at all, don't need them unless I want to have fun, other killers NEED their add-ons to be playable and that's not cool when you have spend around 50K per bloodweb and not get the add-ons you need from the next one so you're still handicapped.

    Ya, the pig buff (make the power stronger and the add-on weaker) is the best way to go about buffing/fixing other killers.

  • @The_Crusader said:
    The thing is though...if they made killers abilities "good" at base, then add ons would make it OP. So you need a weakish power at base and then scale it with add ons.

    It is a strange design choice but I can kinda see what they're doing.

    Wrong!, they can take the buff philosophy of the pig (make the ability better and the add-on worse to compensate) and apply it to other killers.

    As for "It is a strange design choice" it is not a choice but rather a flaw.

  • @ClogWench said:
    SpongeBob420Pants said:

    @ClogWench said:

    Trapper I disagree with cause it sorta changes his playstyle in a way other killers don't? But honestly yeah, add-ons that just slightly strengthen an ability rather than modify it are boring. If a killer needs that boost to be effective, they should probably have it as base kit. If not it feels redundant to have. Still, some DO change the way you can use a killer even if it's not immediately evident.

    What exactly do you disagree with? Trapper is dependent on his "trapper sack", "trapper bag" and "stitched bag" add-ons because only being able to carry 1 trap at base sucks.

    Oh my bad, I misunderstood. I thought you were implying trapper players shouldn't rely on trapper bag, and I felt it should be basekit. Seems we're on the same page on this then

    Wait, what?

    My original post is to make the point that no killer should be dependent on a specific add-on, trapper needing his "bag" add-ons is an example of a killer needing a specific add-on to make up for base kit weakness.

    Trapper should be able to carry at least 2 traps at base.

  • @ClogWench said:
    Trapper I disagree with cause it sorta changes his playstyle in a way other killers don't? But honestly yeah, add-ons that just slightly strengthen an ability rather than modify it are boring. If a killer needs that boost to be effective, they should probably have it as base kit. If not it feels redundant to have. Still, some DO change the way you can use a killer even if it's not immediately evident.

    What exactly do you disagree with? Trapper is dependent on his "trapper sack", "trapper bag" and "stitched bag" add-ons because only being able to carry 1 trap at base sucks.

  • @DocOctober said:

    @SpongeBob420Pants said:

    @DocOctober said:
    Fix the causes of lobby dodging first.

    What are you talking about? People will dodge over cosmetics, how can they fix that? Try re-reading the post.

    I'm not talking about those special cases of dodging, I'm talking about the reason the average Killer would decide to dodge a lobby.

    Seriously, is everything immediately an extreme for you?

    First of all I'm not talking about special cases I'm talking about average experience, and secondly the only thing they could do to improve the confidence of killers is to make the bloodweb give 3 or even 4 perks per web, but even if they add that, excess lobby dodge should be punished with a wait time.

  • @DocOctober said:
    Fix the causes of lobby dodging first.

    What are you talking about? People will dodge over cosmetics, how can they fix that? Try re-reading the post.

  • @Mister_xD said:

    @SpongeBob420Pants said:
    Something I didn't mention that should be changed is getting a -1 pip as survivor when the killer DC's early, that shouldn't happen.

    *Edit: typo

    it doesnt.
    after leaving the lobby, you get the pip back.
    at least thats my experience with it.

    Hmm I didn't check, but I did just have a game where the killer DC'd after 1-2 mins and I lost one of the
    add-ons for my item.

  • Something I didn't mention that should be changed is getting a -1 pip as survivor when the killer DC's early, that shouldn't happen.

    *Edit: typo

  • Anyone can bring a mori which means losing 2 chases can get you killed, but losing 1 chase and getting an unsafe hook rescue just to be immediately downed and rehooked sucks and usually results in post game nasty messages and general toxicity.

  • I personally like DH and Lithe the most.

    • DH helps with looping/reaching a pallet but doesn't put real distance between you and the killer.
    • Lithe is the best exhaustion perk when it works but being tied to the chase mechanic makes it's activation inconsistent.
    • BL is very map dependent and sometimes unusable but great on certain maps.
    • Sprint burst is too easy to activate and makes moving around the map inefficient (trying not to waste it).
    • Adrenaline helps with 2 things, getting chased while the last generator is getting done and running to the exit gate as soon as it's powered.
  • @Master said:

    @SpongeBob420Pants said:

    @Master said:

    @SpongeBob420Pants said:
    Give killers immediate regression when kicking a gen that is stronger for each survivor alive (no more gen rush).

    Give survivors a buff to gen repair speed for each survivor dead (no more DC bullsh*t)

    Give survivors a built in 10 second borrowed time effect during the "First unhook" (no more tunneling).
    Borrowed time perk would stack.

    About how much regression are we talking here.

    How big is the repair buff, how does that prevent DCing?

    lul

    The exact numbers for both gen regression and gen repair would be up to the devs to figure out.
    As for "how does that prevent DCing lul" the devs send someone to their house and force them to play the game (sarcasm). What are you even asking? You can't prevent DCing but if someone does the other survivors could make up for it with increased repair speed.

    The lul was directed towards your third suggestion that - no offense - is absurd.
    And yes DCing can indeed be prevented. Other games manage to do that aswell. Either you give incentive not to DC (for example a BP bonus rate that increases each game you dont DC) or you punish DCing, for example via an increasing queue time punishment.

    First of all you don't seem to understand the original post, try reading it again. It's not 3 suggestions to pick and choose from but 3 changes that would go together making the 3rd point not "absurd" because the killer would handle 4 survivors alive better.

    As for the "DCing can be prevented" nonsense GTFO of here. If people rage quit or have bad internet they're gone, doesn't matter what reward or punishments the game has. Maybe you don't play DBD and only watch videos of it but in case you haven't noticed this game isn't balanced for 1v3 and when a survivor leaves early the other survivors are having a rough time.

  • @TRGraybles said:
    Remind me again why I need to prove I understand this game? Especially to a guy that can only sling around insults?

    Lmao, "insults" more like statement of fact.

  • @TRGraybles said:
    I love how people with halfassed ideas call others stupid gives me a chance to distance myself from them and their crappy topics, and please leave the saltshaker on the table! no need to bring them to your computer or console!

    Your very first post was on this exact forum today, you clearly don't know what you're talking about, stop embarrassing yourself.

  • @Master said:

    @SpongeBob420Pants said:
    Give killers immediate regression when kicking a gen that is stronger for each survivor alive (no more gen rush).

    Give survivors a buff to gen repair speed for each survivor dead (no more DC bullsh*t)

    Give survivors a built in 10 second borrowed time effect during the "First unhook" (no more tunneling).
    Borrowed time perk would stack.

    About how much regression are we talking here.

    How big is the repair buff, how does that prevent DCing?

    lul

    The exact numbers for both gen regression and gen repair would be up to the devs to figure out.
    As for "how does that prevent DCing lul" the devs send someone to their house and force them to play the game (sarcasm). What are you even asking? You can't prevent DCing but if someone does the other survivors could make up for it with increased repair speed.

  • @TRGraybles said:
    But your suggestions don't fix the tunneling, it's basic gameplay mechanic to prioritize victims... In general your solutions fix gen rushing (maybe). But tunneling has nothing to do with Gen rushing, tunneling happen whenever a person is discovered.

    Using your brain is hard isn't it? Try reading the original post again, if all 3 of those changes happened the gameplay would change so that it's better for the killer to hook several people before killing someone and the killer could protect gens against 4 players alive.

  • If they make it so deliverance can be activated on struggle phase the best way to do it would be:
    Stop struggling to activate a skill check, pass it and you're off with regular broken, miss it and you die.

  • @TRGraybles said:
    Wait, so you're saying that going for the weakest member of the team is toxic? Why would a smart killer go for the guy who needs 2 hits going down when he can just run a weaker opponent into the ground and establish dominance a little more?

    It's the survivors job to survive, most killers can only secure kills when the survivors screw up or make hasty mistakes, that's a fact, especially on the higher ranks or when the killer is facing good SWF groups!

    In the time it would take for you to die on a hook and are being camped, the 3 others can easily finish 3 gens (one each) that's not a bad deal (technically) the guy hanging there just needs to see it as taking one for the team... it's all about choices and consequences in this game.

    Try reading before you comment, tunneling is just the killer prioritizing a target, the survivor who gets tunneled will be the toxic one, to be fair getting tunneled isn't fun but that's why I suggested the changes that I did.

  • @TRGraybles said:
    Gen Rushing is what survivors are supposed to do... It's the killers job to stop that from happening!

    I'm all for the better regression speed on breaking gens (Maybe a general Perk that does this). But the other 2 options seem a little bit unfair, it's not the killers fault there are rage quitters or "accidental" disconnects and the borrowed time perk is already more then adequate to safeguard a survivor getting unhooked.

    @TRGraybles said:
    Well if the savior isn't running "Borrowed Time" that's ######### but it was his choice to make... the fact you get the sharp end of the stick while on him is a part of this game. It can be frustrating but it's not as if you'll be really that much better of if the Killer will just tunnel you into the ground with or without "Borrowed Time"...

    If you think gen rush isn't a problem then you clearly don't play at high rank where hex ruin is pretty much mandatory.

    Maybe you're new to the game but if you havn't figured it out yet tunneling (prioritizing the removal of a specific person from the game as quickly as possible) is in fact the best way to win as killer and is responsible for a lot of the toxicity in the game.

  • @TRGraybles said:
    Gen Rushing is what survivors are supposed to do... It's the killers job to stop that from happening!

    I'm all for the better regression speed on breaking gens (Maybe a general Perk that does this). But the other 2 options seem a little bit unfair, it's not the killers fault there are rage quitters or "accidental" disconnects and the borrowed time perk is already more then adequate to safeguard a survivor getting unhooked.

    This game isn't balanced for 1v3 if a survivor DC's early they screw the rest of the survivors over. As for borrowed time being "adequate" even if a survivor is running it another survivor that isn't can still race them to the hook and get an unsafe hook rescue killing their teammate.

  • Very nice post! To summarize: A buff to killers for protecting gens against 4 survivors, a buff to survivors for completing gens when other survivors are dead and an efficiency penalty to survivors just off the hook to discourage tunneling.

  • Right now the bloodweb gives you 2 perks to choose from and just 1 at lower level.
    They need to give the option of 3 perks per bloodweb and maybe even 4 at higher level.

  • @Tucking_Friggered said:

    @SpongeBob420Pants said:

    Just because it sucks and isn't fun doesn't mean it's a broken mechanic that needs to be fixed. It's part of the game. Getting hooked sucks, period. Getting looped sucks and so does getting pallet stunned or flashlight blinded. They are still not broken mechanics just because it sucks when it happens to you.

    "It sucks and isn't fun but it's ok because it isn't broken". Sorry but that's just stupid, the game should be fun and balanced.

    Getting looped doesn't suck, the chase is the best aspect of the game for both killer and survivor and anyone complaining about pallet loops doesn't appreciate the chase or the mind games involved.

    Getting blinded can be annoying but it should only work if you're locked in animation of pallet break/vault, when picking someone up just face a wall.

    *Edit: Typo

    This post right here is where everyone can just stop bothering. You have no appreciation for anyone else but yourself, will never have an idea taken seriously by the community or devs, and are frankly a waste of energy.
    Have a great day.

    Playing both killer and survivor and enjoying the chase aspect on both sides means I "have no appreciation for anyone but myself"? If I'm a waste of energy then you are a waste of oxygen.

    You disagree with my solution yet you continue to fail at disproving my diagnosis.

  • @mintchapstick said:
    Camping sucks--but tunneling? I'm not sure that's a thing, unless it's one killer that follows you through your games. I think it's more likely that someone that has been hooked once or twice is just a weaker link, and so the killer is more likely to chase them given the option.

    Tunneling is the goal of removing a specific person from the game as quickly as possible and is the best way to win as killer. An example I already gave twice is losing 1 chase, getting hooked, receiving an unsafe hook rescue (being unhooked in front of the killer), immediately being downed and rehooked and then getting camped till dead. In this scenario you die to 1 chase simply because your teammate played bad and the killer is trying to win. This type of experience usually creates toxicity and is usually directed to the killer (even though the survivor teammate is probably more at fault). Without a mechanic in place to prevent this from happening it will continue to happen and will continue to create toxicity which this game could do without.

  • @Tucking_Friggered said:

    My point is that it's not fun for survivors to die on their first hook, tunneling is a legitimate strategy and there's nothing to discourage it which means it happens all the time and causes toxicity.

    Once again you have failed to point out a flaw in my argument.

    My point is what is or isn't fun to survivors means absolutely nothing. Repeatedly chasing the same survivor through loops and pallets is not fun. Losing isn't fun. Survivors fun is not a speck more important or relevant than a killers fun. The game produces unfun moments for both sides and personal skill determines who is going to have that occur the least. Not hard coded 2nd chance mechanics.

    The flaw in your argument is that you believe your fun is relevant to the balance of the game or workable mechanics. It isn't and is nothing more than an emotive meme.

    I've stated multiple times I play rank 1/red rank every month with both killer and survivor. I've also stated that I'd be happy for killers to get buffed in anyway that seems appropriate. Your statement "what is or isn't fun to survivors means absolutely nothing" proves you are unfit to have a discussion on how to improve the game. The game should be fun for both sides and dying to 1 hook isn't. If the killer needs a buff to compensate my idea then so be it, that doesn't change the fact that the killer playing in the objectively best way to win (remove a survivor from the game as quickly as possible to stop gen pressure) causes at least 1 survivor to have a bad time and is a huge factor in the overall toxicity of the game.

  • @NoShinyPony said:

    @SpongeBob420Pants said:

    @NoShinyPony said:

    @SpongeBob420Pants said:

    @Dehitay said:

    @SpongeBob420Pants said:

    Ya? Which part of the OP do you disagree with?

    It's a free buff for the side that already has the advantage in the game when both sides are equally skilled and trying equally hard? If you think getting tunneled is annoying, play Leatherface and deal with the fun of a dozen loops in a row. You can't hard nerf one side without nerfing the other.

    I would be happy to have killers get buffed in anyway that seems fair, the point of this post simply put is dying on your first hook sucks and without a mechanic to discourage camping/tunneling the killer will tunnel because it's the best way to win.

    You did not bring up a suggestion yet what kind of buff killers could get to make up for your nerf.
    Or don't you have an idea and want others to come up with something for you?

    This is your thread. By insulting people for not agreeing with you, you simply show everyone what kind of person they are dealing with.

    I don't owe you anything, go bother someone else.

  • @scorpio said:

    @SpongeBob420Pants said:

    @Tucking_Friggered said:

    @SpongeBob420Pants said:

    @Tucking_Friggered said:
    What can be done is simple. You ignore as have been the people that cry and assert their entitlement to a second chance and you carry on as normal. Consider yourself dead on hook. If you do not die then you were lucky.

    "Dying on your first hook do to an unsafe hook rescue = entitled." Nice one.

    The purpose of a video game forum is to discuss ways to improve the game, telling people to "ignore" posts instead of talking about them is disgraceful especially since you didn't even state which part of the OP you disagree with.

    Just because you repeatedly as a group bring up the same bad point doesn't make it an issue or worth entertaining. You have no entitlement to a second chance. If you did you would automatically get off the hook and start somewhere new randomly. As long as that doesn't happen you have no entitlement to it. No change you implement will alleviate being targeted repeatedly and taken out of the game and only serve to create unnecessary mechanics and unworkable or exploitable systems.

    My point is that it's not fun for survivors to die on their first hook, tunneling is a legitimate strategy and there's nothing to discourage it which means it happens all the time and causes toxicity.

    Once again you have failed to point out a flaw in my argument.

    Just because it sucks and isn't fun doesn't mean it's a broken mechanic that needs to be fixed. It's part of the game. Getting hooked sucks, period. Getting looped sucks and so does getting pallet stunned or flashlight blinded. They are still not broken mechanics just because it sucks when it happens to you.

    "It sucks and isn't fun but it's ok because it isn't broken". Sorry but that's just stupid, the game should be fun and balanced.

    Getting looped doesn't suck, the chase is the best aspect of the game for both killer and survivor and anyone complaining about pallet loops doesn't appreciate the chase or the mind games involved.

    Getting blinded can be annoying but it should only work if you're locked in animation of pallet break/vault, when picking someone up just face a wall.

    *Edit: Typo

  • @Master said:

    @SpongeBob420Pants said:

    @Master said:

    @SpongeBob420Pants said:

    @Master said:

    @SpongeBob420Pants said:
    If you've been playing DBD for more than 1 hour this has probably happened to you, there's a delicate balance between the time it takes to die on hook and the time it takes to complete generators. At low rank people camp because they can, survivors are no threat to the generators and the killer has the time to hang around the hook, at high rank camping is no longer viable simply because the other survivors will finish the gens and escape.

    Tunneling Explained: While it's easy to get salty over the killer tunneling you it has to be understood objectively, as long as 4 survivors are in play the survivors are favored to win, as soon as someone is removed from play the killer is favored to win (still winnable) but when 2 people are removed and there's only 2 survivors left 1 is almost certainly going to die (unless there's 1 gen left/gates are already powered).

    Nobody likes getting tunneled (obviously), but the problem is that it's strategically beneficial for the killer to turn the game into a 1v3 as soon as possible (if they want to win). Made up survivor rules and post game messages such as "why you tunneling B*TCH" doesn't change the fact that the killer's best chance of winning is in fact to remove someone from the game as early as possible. Everyone knows when a survivor DC"S right away the other survivors are having a rough game there's no denying the 1v3 advantage.

    So, what can be done about this? Well at high rank doing gens quickly discourages camping but what about low rank and middle rank? My suggestion is that when getting rescued from your "first hook" you automatically have a 10 second borrowed time effect that the perk "borrowed time" would add to if the rescuer is running it. Camping a "first hook" at high rank is choosing to lose the game so that doesn't change but for the rest of the player base this would give killers a reason to not camp/hard tunnel and would decrease the amount of toxicity in the game.

    Yes we all know about this delicate balance between hook time and gen time.

    It takes 120 seconds to die on a hook for a single survivor.
    It takes 108,5 seconds to 4 survivors to complete all gens

    BHVR plans on implementing secondary objectives to adress this balance problem in a 1vs4

    If you hadn't noticed I put the term "PSA" in the title so this was supposed to be new player friendly.

    Claiming "we all know" isn't helpful and you forgot to mention it takes 80 seconds to solo a generator.

    the 108.5 seconds are caculated via 80+28.5

    That's nice, it doesn't change what I said though.

    Im not really sure what you are trying to tell me though :wink:

    I'm telling you exactly what I already said:

    I put the term "PSA" in the title to make it new player friendly, claiming "we all know" isn't helpful and you forgot to mention it takes 80 seconds to solo a generator. :wink:

  • @Master said:

    @SpongeBob420Pants said:

    @Master said:

    @SpongeBob420Pants said:
    If you've been playing DBD for more than 1 hour this has probably happened to you, there's a delicate balance between the time it takes to die on hook and the time it takes to complete generators. At low rank people camp because they can, survivors are no threat to the generators and the killer has the time to hang around the hook, at high rank camping is no longer viable simply because the other survivors will finish the gens and escape.

    Tunneling Explained: While it's easy to get salty over the killer tunneling you it has to be understood objectively, as long as 4 survivors are in play the survivors are favored to win, as soon as someone is removed from play the killer is favored to win (still winnable) but when 2 people are removed and there's only 2 survivors left 1 is almost certainly going to die (unless there's 1 gen left/gates are already powered).

    Nobody likes getting tunneled (obviously), but the problem is that it's strategically beneficial for the killer to turn the game into a 1v3 as soon as possible (if they want to win). Made up survivor rules and post game messages such as "why you tunneling B*TCH" doesn't change the fact that the killer's best chance of winning is in fact to remove someone from the game as early as possible. Everyone knows when a survivor DC"S right away the other survivors are having a rough game there's no denying the 1v3 advantage.

    So, what can be done about this? Well at high rank doing gens quickly discourages camping but what about low rank and middle rank? My suggestion is that when getting rescued from your "first hook" you automatically have a 10 second borrowed time effect that the perk "borrowed time" would add to if the rescuer is running it. Camping a "first hook" at high rank is choosing to lose the game so that doesn't change but for the rest of the player base this would give killers a reason to not camp/hard tunnel and would decrease the amount of toxicity in the game.

    Yes we all know about this delicate balance between hook time and gen time.

    It takes 120 seconds to die on a hook for a single survivor.
    It takes 108,5 seconds to 4 survivors to complete all gens

    BHVR plans on implementing secondary objectives to adress this balance problem in a 1vs4

    If you hadn't noticed I put the term "PSA" in the title so this was supposed to be new player friendly.

    Claiming "we all know" isn't helpful and you forgot to mention it takes 80 seconds to solo a generator.

    the 108.5 seconds are caculated via 80+28.5

    That's nice, it doesn't change what I said though.

  • @Master said:

    @SpongeBob420Pants said:
    If you've been playing DBD for more than 1 hour this has probably happened to you, there's a delicate balance between the time it takes to die on hook and the time it takes to complete generators. At low rank people camp because they can, survivors are no threat to the generators and the killer has the time to hang around the hook, at high rank camping is no longer viable simply because the other survivors will finish the gens and escape.

    Tunneling Explained: While it's easy to get salty over the killer tunneling you it has to be understood objectively, as long as 4 survivors are in play the survivors are favored to win, as soon as someone is removed from play the killer is favored to win (still winnable) but when 2 people are removed and there's only 2 survivors left 1 is almost certainly going to die (unless there's 1 gen left/gates are already powered).

    Nobody likes getting tunneled (obviously), but the problem is that it's strategically beneficial for the killer to turn the game into a 1v3 as soon as possible (if they want to win). Made up survivor rules and post game messages such as "why you tunneling B*TCH" doesn't change the fact that the killer's best chance of winning is in fact to remove someone from the game as early as possible. Everyone knows when a survivor DC"S right away the other survivors are having a rough game there's no denying the 1v3 advantage.

    So, what can be done about this? Well at high rank doing gens quickly discourages camping but what about low rank and middle rank? My suggestion is that when getting rescued from your "first hook" you automatically have a 10 second borrowed time effect that the perk "borrowed time" would add to if the rescuer is running it. Camping a "first hook" at high rank is choosing to lose the game so that doesn't change but for the rest of the player base this would give killers a reason to not camp/hard tunnel and would decrease the amount of toxicity in the game.

    Yes we all know about this delicate balance between hook time and gen time.

    It takes 120 seconds to die on a hook for a single survivor.
    It takes 108,5 seconds to 4 survivors to complete all gens

    BHVR plans on implementing secondary objectives to adress this balance problem in a 1vs4

    If you hadn't noticed I put the term "PSA" in the title so this was supposed to be new player friendly.

    Claiming "we all know" isn't helpful and you forgot to mention it takes 80 seconds to solo a generator.

  • @Tucking_Friggered said:

    @SpongeBob420Pants said:

    @Tucking_Friggered said:
    What can be done is simple. You ignore as have been the people that cry and assert their entitlement to a second chance and you carry on as normal. Consider yourself dead on hook. If you do not die then you were lucky.

    "Dying on your first hook do to an unsafe hook rescue = entitled." Nice one.

    The purpose of a video game forum is to discuss ways to improve the game, telling people to "ignore" posts instead of talking about them is disgraceful especially since you didn't even state which part of the OP you disagree with.

    Just because you repeatedly as a group bring up the same bad point doesn't make it an issue or worth entertaining. You have no entitlement to a second chance. If you did you would automatically get off the hook and start somewhere new randomly. As long as that doesn't happen you have no entitlement to it. No change you implement will alleviate being targeted repeatedly and taken out of the game and only serve to create unnecessary mechanics and unworkable or exploitable systems.

    My point is that it's not fun for survivors to die on their first hook, tunneling is a legitimate strategy and there's nothing to discourage it which means it happens all the time and causes toxicity.

    Once again you have failed to point out a flaw in my argument.

  • @Boss said:

    @SpongeBob420Pants said:

    @Boss said:

    @SpongeBob420Pants said:

    @Boss said:
    follows for 10 seconds
    either they go down after 10 seconds or i down them
    Fixed!

    It seems you're unaware that the borrowed time mechanic has been changed and now uses the deep wounds effect.

    It seems you're unaware that a 10-second BT is utter useless.

    You think it's really not that easy?
    I've encountered people affected by BT twice today who bolted for loops and whatnot immediately.
    A 10-second headstart is utter useless.

    You say it's useless, other people say it's useless, yet just as many people say it's so strong it's laughable.

    If it's such a weak change it doesn't effect you what exactly is your problem?

    The problem is that useless additions don't need time and money to be made.

    Besides, if "just as many people" say it's too strong, then it shouldn't be put in anyway, since "just as many people" will be affected.

    It can't simultaneously be too weak and too strong.

  • @Boss said:

    @SpongeBob420Pants said:

    @Boss said:

    @SpongeBob420Pants said:

    @Boss said:
    follows for 10 seconds
    either they go down after 10 seconds or i down them
    Fixed!

    It seems you're unaware that the borrowed time mechanic has been changed and now uses the deep wounds effect.

    It seems you're unaware that a 10-second BT is utter useless.

    You think it's really not that easy?
    I've encountered people affected by BT twice today who bolted for loops and whatnot immediately.
    A 10-second headstart is utter useless.

    You say it's useless, other people say it's useless, yet just as many people say it's so strong it's laughable.

    If it's such a weak change it doesn't effect you what exactly is your problem?

    The problem is that useless additions don't need time and money to be made.

    Besides, if "just as many people" say it's too strong, then it shouldn't be put in anyway, since "just as many people" will be affected.

    Except this change wouldn't be useless, that's your opinion and there's just as many who have the exact opposite opinion as those who share it. It also seems like your saying it shouldn't be added because it's too weak for some and too strong for others, but that's just crazy.

  • @Tucking_Friggered said:
    What can be done is simple. You ignore as have been the people that cry and assert their entitlement to a second chance and you carry on as normal. Consider yourself dead on hook. If you do not die then you were lucky.

    "Dying on your first hook do to an unsafe hook rescue = entitled." Nice one.

    The purpose of a video game forum is to discuss ways to improve the game, telling people to "ignore" posts instead of talking about them is disgraceful especially since you didn't even state which part of the OP you disagree with.

    *Edit: Typo

  • @Boss said:

    @SpongeBob420Pants said:

    @Boss said:
    follows for 10 seconds
    either they go down after 10 seconds or i down them
    Fixed!

    It seems you're unaware that the borrowed time mechanic has been changed and now uses the deep wounds effect.

    It seems you're unaware that a 10-second BT is utter useless.

    You think it's really not that easy?
    I've encountered people affected by BT twice today who bolted for loops and whatnot immediately.
    A 10-second headstart is utter useless.

    You say it's useless, other people say it's useless, yet just as many people say it's so strong it's laughable.

    If it's such a weak change it doesn't effect you what exactly is your problem?

  • @Orion said:

    @SpongeBob420Pants said:
    You know this comment section is really funny, some people complain that this wouldn't change anything and isn't even worth implementing and some people complain that it would be too OP. Amazing.

    You're surprised that different people have different points of view and different opinions on the same subject?

    No, don't be ridiculous/stupid. I'm amazed that out of the people commenting there are just as many that think it's to weak to matter as there are those who think it's so strong it's laughable.

  • @Boss said:
    follows for 10 seconds
    either they go down after 10 seconds or i down them
    Fixed!

    It seems you're unaware that the borrowed time mechanic has been changed and now uses the deep wounds effect.

  • You know this comment section is really funny, some people complain that this wouldn't change anything and isn't even worth implementing and some people complain that it would be too OP. Amazing.

  • @lasombra1979 said:
    I think your intentions are correct, finding a way to prevent first hook death. The thing is, it is a part of the game and honestly, it is not broken. Yes it sucks, but that does not mean it is broken. You have short games, it happens. Some games you will get hooked three times, some two, some just once. Some games you will get moried. It is the nature of the game.

    Giving a survivor a free perk is a punishment to all killers, not just your campers/tunnelers. This mechanic would be so greatly abused, would give tons of unsafe hooks that turn into safe hooks because of the free burrowed time. Then add to it Deliverance, where survivors can unhook themselves if they get a safe unhook. You would have created a new meta.

    You are putting killers even more behind the eight ball.

    They could also make it so it doesn't count if you Kobe/Deliverance.

  • @lasombra1979 said:
    I think your intentions are correct, finding a way to prevent first hook death. The thing is, it is a part of the game and honestly, it is not broken. Yes it sucks, but that does not mean it is broken. You have short games, it happens. Some games you will get hooked three times, some two, some just once. Some games you will get moried. It is the nature of the game.

    Giving a survivor a free perk is a punishment to all killers, not just your campers/tunnelers. This mechanic would be so greatly abused, would give tons of unsafe hooks that turn into safe hooks because of the free burrowed time. Then add to it Deliverance, where survivors can unhook themselves if they get a safe unhook. You would have created a new meta.

    You are putting killers even more behind the eight ball.

    You just proved that you comment without reading, I stated earlier that activating the borrowed time effect on someones first hook should count as an unsafe hook rescue (unless the rescuer is running the perk "borrowed time").

  • @Dehitay said:

    @SpongeBob420Pants said:

    Ya? Which part of the OP do you disagree with?

    It's a free buff for the side that already has the advantage in the game when both sides are equally skilled and trying equally hard? If you think getting tunneled is annoying, play Leatherface and deal with the fun of a dozen loops in a row. You can't hard nerf one side without nerfing the other.

    Once again I play both killer and survivor, I do well with both killer and survivor, I would be happy to have killers get buffed in anyway that seems fair, the point of this post simply put is dying on your first hook sucks and without a mechanic to discourage camping/tunneling the killer will tunnel because it's the best way to win.

  • @Dehitay said:

    @NoShinyPony said:

    Did you notice the word "sarcasm"? It's there for a reason.

    To be fair, the original post would have been better with sarcasm markers too.

    Ya? Which part of the OP do you disagree with?

  • @Orion said:

    @SpongeBob420Pants said:

    @Orion said:

    @SpongeBob420Pants said:

    @lasombra1979 said:
    So you want to create a mechanic giving survivors a free borrowed time, thus punishing killers who do not camp, and also punishes killers who have are dealing with overly altruistic survivors (you know, unhook farmers), just because there are some killers who do camp (which is completely within the rules).

    This literally can't punish killers that don't camp and would only apply to the first hook and wouldn't apply after the exit gate is powered, I previously gave the example of getting hooked once, receiving an unsafe hook rescue (which is out of your control), being rehooked and camped till dead, how is that fair? They could make it so having the borrowed time effect activate still counts as an unsafe hook rescue unless the rescuer runs the perk "borrowed time").

    You're literally complaining about people who unhook in the Killer's face, so this would definitely affect those who don't camp. Hook vultures don't wait until the Killer has left the area.
    If you're going to lie about your intentions, at least be consistent.

    First of all f*ck you for calling me a liar, second of all this would punish the person preforming the unsafe hook rescue instead of the person getting an unsafe hook rescue.

    If you're not lying, then you need to get your thoughts straight, because right now they're all over the place.

    Nope, my argument at it's core is simply that dying on your first hook sucks and there should be a mechanic in place to make it less likely.

  • @NoShinyPony said:

    @SpongeBob420Pants said:

    @NoShinyPony said:

    @SpongeBob420Pants said:
    TLDR: A "first hook" rescue should automatically have a 10 second borrowed time effect (that would stack with the perk) to discourage camping/tunneling and reduce toxicity in the game.

    That would be a nerf to killers. Which buff would you offer to make up for this?

    AMAZING! You just quoted half a quote and asked for the other half, in the exact same quote that you failed at quoting I stated a double bloodpoint bonus for killers hooking a different survivor from the one they hooked last "would be cool".

    AMAZING how arrogant and rude you can be without any reason at all! Bloodpoints are not a buff gameplay-wise. If the killer gets more bloodpoints that doesn't help him at all with winning a game!

    So, once more: What buff are you offering to make up for such a kind of nerf?

    Well, someone just gave one:

    @Dehitay said:
    [sarcasm]
    Calm down everyone, I have the perfect solution. Survivors get a free Borrowed Time effect for 10 seconds and killers get a free Make Your Choice effect for 10 seconds without the distance requirement. Not only does that balance out the survivor buff, it doubles down on the encouragement not to tunnel and go after a different survivor. Everybody's happy.
    [/sarcasm]

    Maybe a 5 second make your choice would be better but that's an idea.

  • @lasombra1979 said:

    @SpongeBob420Pants said:

    @Orion said:

    @SpongeBob420Pants said:

    @lasombra1979 said:
    So you want to create a mechanic giving survivors a free borrowed time, thus punishing killers who do not camp, and also punishes killers who have are dealing with overly altruistic survivors (you know, unhook farmers), just because there are some killers who do camp (which is completely within the rules).

    This literally can't punish killers that don't camp and would only apply to the first hook and wouldn't apply after the exit gate is powered, I previously gave the example of getting hooked once, receiving an unsafe hook rescue (which is out of your control), being rehooked and camped till dead, how is that fair? They could make it so having the borrowed time effect activate still counts as an unsafe hook rescue unless the rescuer runs the perk "borrowed time").

    You're literally complaining about people who unhook in the Killer's face, so this would definitely affect those who don't camp. Hook vultures don't wait until the Killer has left the area.
    If you're going to lie about your intentions, at least be consistent.

    First of all f*ck you for calling me a liar, second of all this would punish the person preforming the unsafe hook rescue instead of the person getting an unsafe hook rescue.

    You have changed who this is supposed to punish, who it is supposed to help, why you want this change about 5 times in this thread. It is a bit difficult to know who you want to punish. Perhaps you should step back and re organize your thoughts on this suggestion.

    It is extremely easy to see who would get punished without doing anything wrong with your suggestions.

    The goal of this thread has never changed, it's to make dying on your first hook less likely.

    *EDIT: Typo

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