Comments
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No it isnt.. you force the survivor to run window short side and its an easy down.
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Hiding for 20 minutes? Lol the amount of killers that slug for bleedout timers far outweighs the amount of matches you'll get where 2+ people are both hiding in lockers for long periods of time. I've got over 8k hours in this game and never once came across a situation where multiple survivors hid in lockers to stall out a…
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You act like these unhookable squads are an every match thing? 90%+ of matches will never have that issue and 60-90 seconds is more than enough time for you to secure your hook, if you can't then that's a you issue. Also taking away immersion in this game is what ruined it to begin with; making "hiding" a bannable offense…
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You cant use an already existing snowman, you have to actually craft it first and then break it
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Unbreakable should be basekit as a once per hook state with a 60-90 second requirement to prevent killers from slugging multiple people at once.. there are countless times where ill see a killer slug 2 people and then get greedy to go for a 3rd, sometimes even 4 and you're just stuck
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Bro are you listening to yourself? "Slugging is counterable by doing gens" - So the person slugged still has to sit for 4 minutes being bled out. "Slugging is counterable by picking your teammates up" - As if that's not what people are trying to do? These aren't counters, this is normal game play and clearly its still an…
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"Slugging is counterable" - And then you guys will complain that everyone is running unbreakable and get it nerfed again.
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Reported for playing the game? LOL if anyone ever shows evidence of being banned for this im uninstalling the game.
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Slugging in general has become a problem. Just played against a knockout singularity that decided he was going to slug for the 4k at 5 gens. Never DC'd from a match so fast.
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Yep, it seems like every single match my killers have 120-180 ms ping. Usually results in this.. Vault the window, huntress M1's me even though im 10 feet away. Honestly starting to with the Windows worked like Pallets to stop this stuff from happening.
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Against the one killer? did you forget Legion? or forever healing Doc? This stuff goes both ways bud.
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"Tru3 lost Thrill 1 minute into the game losing half his build." - Okay cool? And I lost 3 perks 30 seconds into the game by running finesse, light footed and lucky break against a Plague.
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During the loading screen you can give a brief breakdown of the killer you're going up against and their power. Maybe add a few easy tips on how to counter it? They already have a simplistic version of this for new players, and it won't effect actual game play outside of the starting 5 seconds.
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Honestly they just need to set the DC penalty to 5-10 minutes and leave it at that.. it shouldnt continue to scale excessively.
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What? You literally can only use it once per match? and very rarely will you see more than one survivor in a match bring STB. "Once per Trial, and while you are not on Death Hook, press the Active Ability button while standing in front of a Hooked Survivor to unhook them and trigger the following effects:"
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Lol what more do you want from it? You can only use it once and you're exposed for 40 seconds? Should it make you hindered and broken for the entire match too? Like we got 1 decent perk in the last 5 dlc's and you want it nerfed into oblivion.
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No, but they also shouldnt be completely unsafe to the point that you can't even loop it and its just a "drop it and keep running" scenario with zero ability to mind game the killer.
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No thanks, you guys already ruined 90% of the safe pallets/loops, and have a ton of anti looping mechanics, dont need another insta down killer when Myers, Ghostface, Iri Huntress, Bubba and Billy already exist.
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A few fixes that would easily cut back on slugging would be to bring back the depip system, where if you just chose to slug at 5 gens to get an easy 4k, you would depip from not enough hooks. The second being, make Unbreakable base kit but only it only activates if you've been down for 60 seconds.
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Further proof that killer mains are always going to be screaming for something to be nerfed, even when its extremely situational and most of the time is only used because you're trying to tunnel someone.
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Be real here.. "god pallets" don't affect the outcome of games and buy a survivor a whole 3? 4? seconds since most are in a 1 way area. Balanced tiles are far and in between and most maps are flooded with terrible pallet spawns.
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Had a match last night a Doc with Thrill, Infectious, Distressing, Devour + Double Calms Find glowy totem "Ooo piece of candy" > Cleansed to 90% > Static Blast > Cleansed to 50% -> Infectious Fright -> Cleansed to 70% -> Chased off by Doc -> Gives up since 2 gens left -> Devour Hope Procs -> Doc proceeds to slug everyone…
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So killers think that survivors have it so easy and have the ability to counter everything.. Tell us then, what's the best build to counter Aura Reading, Scratch Marks, Grunts of Pain, Bloodlust, Zero staggering when falling, Tunneling, Camping, and whatever other perks the killer decides to bring that can include Repair,…
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The dog needs a cooldown or a nerf.. the fact that she can send it out and make it hop over a pallet to grab you and then it can hold you and pull you just makes her a more OP deathslinger. It takes longer to escape the dog, survivors dont help you, and it hinders you worse than the artists birds.
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Its honestly miserable. "Lets take zero skill out of the chase and give them a dog that negates palettes and has AI pathing that either doesnt work or is incredibly overpowered when it does work.
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So just fight back at this point? Run Object of Obsession.