strikerfreak12x
strikerfreak12x
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- strikerfreak12x
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@HellCatJane said:
My response, was saying that it has potential to punish killers for not actually face camping/camping. And camping in general, people need to have a distinction. Like if a killer is still in the area.... but why? Is there another survivor running around? Or how about he sees 2 of them running around the place, obviously the killer will stick around. But I don't call that camping at all. And if you are doing an unsafe unhook right in front of the killer and he turns around and goes back to the hook/near you... I mean why should that be an automatic free getaway card (If I understand this correctly)? Shouldn't unsafe unhooks also be punished? Like aren't those considered bad game being rewarded? It seems like there's a fine line to actually have the game distinguish how people are playing to know when to activate the perk.
I don't consider face camping overpowered. I might go as far as saying its not good sportsmanship. And entirely un-fun to play with. But it's A way to play... I do think they need to fix BT and have that work with proximity, I don't see why it rewards stealth camping/tunneling killers that go after one target till they are dead and repeat. etc.
Thinking more about it you could also make a perk that protects the user from unhook grabs or something that would help with facecampers, but you still can down them after they unhook. Because right now you have to play a game of click m1 and let go. IF you have two people there you are more likely to get the unhook, but because the grab its too dangerous and you may not even save the person.
I'm all for having counters to situations, it just needs to be balanced.
Ok, but again, we come back to that facecamping thing as you've mentioned. I know you're all about that skill and not performing and unsafe hook rescue, but again I must insist that sometimes a person is left with no choice. You're thinking about the killers only and not the survivors. I'm thinking about both. This wouldn't be OP because it's a one time use, counterable as I just said. You're acting like it's going to be like getting an unsafe hook rescue activates it and then you are affected the rest of the game to take a hit or something. Does 15 seconds literally mean nothing to you? 15 seconds of this perk being active and then it's no longer active. Does having to mend after a certain time after being hit mean anything? How about when the person goes down right? I never mentioned this, but I mean, borrowed time gives the killer a notification when the person goes down. Also, doesn't borrowed time encourage unsafe hook rescues since it activates pretty much under the exact same circumstances except applied to the person being unhooked? So again, you act like this perk is going to be absolutely game breaking when it's a one time use and while yes it is intended for facecamping, is not the only place where it's useful and you act like it needs to strictly be used for that in order to be fair and you act like it's very abusable. Look, I could see trolls using it the wrong way, but that's also not everybody. That's trolls for ya. I'd use this perk for exactly what I believe it should be used for which is getting you out of a sticky situation where you're injured and you want to get out alive with your buddy and now don't have to trade places on the hook for that to happen. Old borrowed time used to be that way but I guess you don't know that. The perk applied to not only the person performing the unhook, but the person on the hook too. They nerfed it a little and I really don't entirely understand why. But it is what it is. I don't see why we can't have two perks to pair together for this situation. But I guess that's that. You're stuck on thinking it's abusable. It's abusable in only a couple of situations and yes, I get exploring the area looking for survivors, but this doesn't punish anyone. It's a perk, not a punishment. A perk that is usable just for ensuring that a hook rescue can be pulled off while injured. What about basement strategy since your so stuck on saying it's abusable. People get camped all the time in basement and depending on the killer, you'll never get out of the basement without some kind of protection such as borrowed time or that design for Mettle of Man I mentioned. I am not here to hear what you have to say though honestly. You seem very much like killers I've heard before that don't want survivors to ever be buffed in any aspect where the killer can ensure a kill because the survivors are too OP. I believe in balance of both things and I play both things. There are survivor and killer perks that I believe should be buffed or nerfed. I am not a survivor main like I used to be and understand a lot of situations even if they make me angry. I hate being tunneled and I hate survivors running crutch perks and going the entire game without going on the hook because they have crutches to pretty much ensure that, but I understand a survivor running the killer around so that they don't go on the hook just like I understand tunneling to get rid of a survivor faster to help with getting a 4 man. So look here, a perk that activates like borrowed time, lasts only 15 seconds, puts you in a mend state when hit, notifies the killer if you don't mend on time and go down, and is only a one time usage. How much abuse are you really talking about here. Decisive strike lasts 60 seconds and was designed to counter tunneling by stunning the killer for 5 seconds and the skill check is so easy to hit. Don't complain because survivors are getting a perk that just happens can actually be abused. A lot of perks can be abused including killer perks. I'm not going to listen to you whine about a perk idea that I know for a fact is not any more OP than anything we currently have.
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@HellCatJane said:
In my opinion, MOM is and was a VERY strong perk. Having it used so frequently and easily like it was before WAS insane. (It also punished M1 killers really bad). I mean every survivor had it running. Them making the requirements MUCH harder to obtain was the best decision, because it was not fair to killers at all, even ones that didn't face camp. It would be nice if the perk was more "relevant", but that's the thing, it's so strong, so it kind of needs to have that level of 'hard' to obtain. You really have to work for it and in a sense "throw the game" sometimes just to get stacks to be ready for it. lol.
I watched a streamer going for MOM activation it was quite funny. It's possible to get it to work, but not easy at all.
Basically, any rework they can do, it still needs to have a good amount of effort for the perk to activate. If its too easy, it will be abused. I mean, you can't just get it for free and it really just punishes m1 killers. Which kind of sucks. This is tough to say how to buff it because it can so easily become abused again, imo.
As far as tunneling/camping I think they just need to give better compensation point wise. which was discussed in another camping thread.
But ya. I don't know. I mean I thought it needed a buff too, but thinking about it.. I don't see how it can be possible and still be balanced. Just giving people a free hit from the start I think isn't that fair, even if it is only for once a game. /shrug.
While yes it was OP before, again, I must state the idea for the rework being only for facecamping and the perk having a timer. This perk wouldn't be OP if they did it like that because if they don't get hit before a short amount of time, it won't activate. It's not like decisive where it would have a 60 second timer. It'd it'd be approximately 15 seconds they'd have to get hit. Its essentially be like having the old Borrowed time except it only applies to the person performing the unhook while injured. Only difference now is they'd have to mend after being hit and instead of having all that power for one perk slot, it'd have to be two separate perks. So this wouldn't be that OP. Also to mention, it does have a one time use and is very counterable. If the killer doesn't have a terror radius it doesn't activate and they can just pull the person off of the the person on the hook. The strategy to use for this perk to be honest would be when the killer is facecamping, approach the hook completely uninjured, trick the killer into smacking you, now the perk will activate when you pull the person off of the hook, it will activate and the killer won't be able to just immediately down you, therefore allowing a hook rescue without the need for trading places on the hook. So essentially this perk is really great for allowing survivors to be able to pull off hook rescues that previously would've just made it so you have to trade and makes facecamping fair strategy instead of the killer having the ability to just ensure kill on one survivor. To your response about facecamping, you're essentially proving my point that facecamping is OP. The killer should not be able to have a bad game rewarded because they have the power to ensure one kill at the end of the game. The survivors should be able to pull off the hook rescue in that situation because the killer just simply does not deserve that kill if they performed poor or were outperformed by the survivors.
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@PigNRun said:
So, a perk that encourages tunnelling? And if you have BT, are you FURTHER encouraging unsafe unhooks?
Erm, I'm saying a perk to help with the facecamping issue seeing as how there aren't many ways to counter it without trading places on the hook. It's too OP to have the killer be able to facecamp someone and nothing be able to be done about it without them downing you. Now I'm sure you have some kind of counter for this or will completely retaliate because survivors are always too OP, but honestly, facecamping shouldn't be allowed. If the killer has played so poorly that the survivors are capable of escaping, that killer shouldn't just be able to just ensure one kill by camping the hook with one survivor on it. I believe that the buff to Mettle of Man is necessary. It just doesn't have enough power anymore. It's a lot to take protection hits for people, especially at high ranks, but if there were a perk to help with hook rescues when injured, especially clutch ones where the difference between death for your whole team and survival relies on hook rescues, that perk rework could be excellent for those kinds of situations. Now yes, tunneling is an issue too, you know the issue isn't the perks or builds as much as it is the players. They'll tunnel and that's why you run decisive strike. It's not about encouraging tunneling as much as it is encouraging killers to walk away from the hook rather than stand face to face with a survivor on hook waiting for a poor soul to trade. I believe this is an excellent way to rework Mettle of Man.
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@Onomo said:
I've had this idea also but I never made a thread about it. There really is no reason why we can't just choose which one to prestige lol.
This idea probably won't go through because most players have already P3ed someone....unless they allow us to choose...
Yeah, but if they changed it, then it wouldn't persay effect the people who already p3'd. It'd just give them the option to add the blood onto any other outfit they wanted.
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@altruistic said:
Survivors broke one of my Killer rules, lets make an in game mechanic to punish it 😥😥
Dude
Chill
It was a joke
Ain't gotta be salty you survivor main
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@strikerfreak12x said:
Look, I won't say looping or strategy are toxic, just to be clear, but I do have a hilarious idea. I don't think the devs would ever apply this... hell, a man can dream can't he? So picture this. You're chasing a survivor who camps pallets, flickers their flashlight at you, blinds you every time they use a pallet on you or even blinds you when you break the pallet. Honestly, those sins aren't even the worst though. Again, it's strategy as much as it sucks, but lets try this out. Teabagging. OMFG THE TEABAG. HOW ######### DARE YOU TEABAG. I'LL GO TO YOUR HOUSE...just kidding. Idk where they live 😁. Anyway, why dont they just implement a mechanic that makes it so that when they teabag, the killer gets faster and eventually if they teabag enough, the killer can mori them and they get exposed. Again, not entirely fr, but a man can dream right?🤣
I can see some salty survivors and some potentially crazy people... I however am finding this to be very amusing from either end 🤣
I play both survivor and killer so there are comments to each side I kinda agree with.🤣
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@Rokku_Rorru said:
Step 1: Take Franklins Demise
Step 2: Hit the toxic survivor who has a rare item
Step 3: DC immediatley so they lose the item
(Don't do this ever plztyplz)
🤣
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Do you think you could try to get more people on board too?
I like your ideas.
I think another good one since ash is strong against killers would be a counter to the perk enduring which makes it so that when you get tokens and each of these tokens results in longer stun times. This would also pair with decisive strike and each stun spends a token. Now I believe they should only be able to have 2 or 3 but still it'd be a good perk since ash is strong for fighting a killer and it'd be cool to call it groovy or something like that. -
Haha
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What's hilarious is how everybody thought I was dead serious.
Not that it'd be bad to add something like that cause as I said, slasher flicks usually do include boobies and stuff. But I was only joking around lmao. Aesthetic wise the only thing I'm fr complaining about is Kate Denson's hair that decides to go on short vacations all the way across the map lol. -
No they wouldn't.
If you literally can't win without tunnelling then maybe you should get better. I don't tunnel or camp unless there is no other option because I know how it is affecting that individual player. The others may escape but that individual doesn't receive anything for that when all they did was be the first found which 90% of the time, somebody is gonna be found, so it shouldn't be so punishing to receive 1 hook. But your arguement that all trappers would quit, I'm pretty sure you're thinking of wraiths cause they're the ones with the tunnelling build which I believe just needs to be reworked cause it's not fair to be tunnelled. -
I know it's not a 100% solution and I never said it was. All I was saying was just to have something to help make the killer not be able to tunnel as easily so that they will instead of going for the injured guy, they'll just go for another. And the 5 seconds is to make absolutely sure they have a chance to clear enough distance for the killer to not instantly throw them right back on the hook that they just got off of. It gives them a fair headstart which they should get if the killer is just going to come straight back and chase them down again.
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Yeah but they receive penalties to bloodpoints for camping or at least on my platform they do. I'm not sure about others and even then, why do they act like they can't win without tunnelling when they can vs survivors on an individual level who can't possibly win if every time they get off of the hook, they are unable to lose the killer for the duration of the entire match. It's not fair strategy for that individual. Maybe for others and maybe for that killer to receive a loss for his strat because he got rushed while spending all day on this one survivor, but for that survivor. If anything, they won't receive a win and it's because of something that just happens 90% of the time which is getting hooked.
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Uhm
Don't care
Tunnelling isn't fair and to be quite honest. It's not even about whether the survivor was toxic or not. This isn't unreasonable and you guys are acting like it's crucial to a victory when for a survivor having an opportunity to run away from the hook and not instantly be chased until killed is. So your next arguement. Get good if this is the only possible way you can win. -
Uhm
Its a haste, not an adrenaline for one. For 2 it wouldn't be op because it would only be for allowing the survivor a free chance to get away from the hook at least and area. Mainly cause of doctors who like to tunnel you off of hook in madness 3 to death from the start of the game. I never said they get healed instantly. Adrenaline heals you. If anything, it's a free sprint burst which every survivor who runs that get it. It just doesn't leave scratch marks to make it harder to track you straight down after you just got off of hook cause of wraith's bloodhound and predator perk. -
Uhm
No
I never saidI haven't gen rushed, you took that out of context. I said it isn't fair to be tunnelled when you haven't gen rushed. The reason I worded it that way is so that you don't get the idea that you just got. I was stating when you haven't done anything at all to get bloodpoints other than be chased and be unsuccessful in escaping before you received a hook. So go ahead, next arguement please. I have 100s of answers for every one you can think of for your toxic choice of strategy that is making this game not fun for survivors. How about you get good instead? -
I see you haven't played a whole lot of survivor either and quite frankly, your arguement sounds like you aren't very good at killer and have survivors escape often, or is it only when you don't tunnel all the survivors to death. You see, this isn't an unreasonable solution as the one you suggested is. It's our objective to complete gens just as your objective is to kill. I have played more than enough killer to know that you don't have to tunnel at all really to kill ppl. I'm not suggesting that the killer not be able to kill them til they go after someone else. All I'm suggesting is that the survivor just have a chance to leave hook. Your suggestion is unfair as it would only allow the survivors to progress gens 30% by the time everyone was dead and would guarentee win for the killer where as what I suggested only guarenteed that survivors get away from the hook.
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Once again, the exit gates are literally a specific preventable circumstance. Run iron grasp and don't hook em near an exit. Next arguement
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Yeah
When you've been hit and the killer can still follow you till you're down with bloodhound and predator. Next arguement please. -
None taken lol
I probably could've done better, but I've never really done that before and I wanted to be sure I was thorough in explaining where I'm coming from and even trying to reason. -
I want to know, can we please begin penalizing killers for tunneling the survivors in the same manor the survivors are penalized for escaping with a teammate on the hook? I've been getting placed against doctors and pigs over and over where I'm found first and am completely shut out on bloodpoints and have no possibility of victory because they're going after you repeatedly while you're injured until you're completely dead. I understand that killing all of the players is the object of the game, but tunneling is a toxic behavior that is ruining the game for players such as myself who just wanna play for fun, not spend all day either being chased or stuck on a hook game after game after game. It's unfair and I have found that there are so many other ways to win, why tunnel? Something must be done about these kinds of behaviors because you spend a game either running from the killer injured, trying to hide and heal to help counter tunneling, and trying to get a teammate to rescue you because the killer keeps targeting you and throwing you right back on the hook. You then receive a loss and get hardly any bloodpoints. Either that, or start compensating players for their troubles because when they do that, there is almost nothing that can be done. I hope there are people that agree that this is indeed toxic behavior to do that to a player from the start of the game before they've had a chance to even find a generator.