Best Of
Re: Some suggestion for Buffs and Quality of Life for the Knight
Lets hope a for rework to turn Knight into a dash or a projectile killer (or both) 🤗
Re: Why Making the Blight 4.4m/s is a Bad Idea
Indoor maps,really? There is ton of killers that are worse or countered by indoor maps like huntress and what about chainsaw duo billy and bubba they are done on indoor maps way more than blight.
If he would be 110 speed yeah larry and hawkins plus top of rpd would be hard to play on but good blights can still be solid on indoor maps just look at momoseventh where he in his blight streak lost against swf win streak on hawkins some of his fast chained rushes are outplaying survivors where I wouldnt even dare as blight.
Re: Giving up seems to be so common now, why?
Survivors got the abandon option because the "mature" killers couldn't stop watching them bleed out on the floor for 4 mins before hooking/mori'ing. Something the survivors (since the "mature" killers cried and got any form of anti-slug cancelled) have zero agency to prevent, unlike killers forcing survivors out the gates.
Re: Giving up seems to be so common now, why?
I'm not hating you but what would prevent people with competitive mindset from going unranked mode to dunk on casual people?
That wouldn't work without a working strict matchmaking system like in league of legends.
I never played much ranked there, stayed bronze from the dew time I bother, but since my base skill increased I still got matched against gold.
And when I played with a grandmaster/challenger friend I had to survive against diamond opponents. All in normal queue.
Players are using Extrasensory Perception to take the game hostage
Hi! Hope everyone is doing fine.
Before anything, i'm nothing asking for changes or something like this for the perk, just reporting a situation i've been through yesterday.
I went against two people with this perk, they were the only last two survivors alive. I couldn't find them anywhere until the abandon prompt appear. As i am stubborn, i decided to continue the match to see how long until i've find one of them to end the match. They were absolutely stealthy but i could catch one of them hiding in the corner. The other one came for the save and died the same way. At the end of the match i got a very mean post chat saying my killer was horrible and i should seek help because… i won the match (without tunnel, slugging or camping, i must say).
After the match was over, I've found they were using Urban Evasion + Extrasensory Perception to hide.
Anyone have been through this after the update?
Re: Where is the variety?
This image might shed some light on the reason in a way that doesn't focus on either side specifically:
As it is from Nightlight, some people have probably already clicked downvote, but its not being presented for isolated reasons. Its about how absolutely solved the game's meta is for both sides. The survivor perks are focused on extending chases, with a secondary focus on improving gen speeds and anti-tunnel. The killer perks are focused on slowing down gens, with a secondary focus on reducing down time between chases. The game has become so formulaic that out of the vast number of perks for each side, the top pick on each side has over a 25% proliferation rate alone, not to mention that multiple other perks in the top 8 fit the same usage reason. That is extremely bad.
Yes, its a curated set, and no, it doesn't represent the overall population of the game. Its not being posted for those types of reasons, its meant to help explain that the people who do take the game as seriously as to submit their statistics to a tracking site like that feel the reasons behind the perks need to be addressed that thoroughly. Its not about Windows of Obsession or Scourge Hook: Pain Relief being OP, its about the fact that to a very significant portion of the player base, they feel mandatory to have a reasonably enjoyable game. The irony is that aspects like gen speed overlap between the two, which shows a clear indication that it is seen as an extremely volatile element to your average game, due to its combination of the relativity of time's value and the amount of control the opposing perks can have over it. That then branches out into other similar considerations, like how killers are focused on finding people quickly while survivors are focused on lasting as long as possible in chase.
At the end of the day, it all comes down to TIME. Nobody feels like they have enough time to play in other ways, and the focus shifts to efficiency and avoiding self sabotage by having a lack thereof. Gen Rushing, Tunneling, Tracking, identifying resources, everything people choose to bring into the game is more focused on increasing one's own odds than it is about having fun. It bleeds into everything from items to addons to killer choices to even survivor choices based on their volumes or ability to be stealthy. As long as there are "correct choices," the rest of the content sadly becomes no better than unnecessary bloat in the average player's eyes.
Re: Why Making the Blight 4.4m/s is a Bad Idea
And to further the point I simply don't trust the philosophy of someone on the forum who suggests going 4.4 m/s with a power cooldown on pallet break as the primary avenue of nerfing the killer. It's just the lamest and least interesting way of going about it.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Honestly yeah they kinda do these days. A lot of the really old killer designs feel downright clunky compared to the new. Although few of them feel like they have as arbitrary of a mechanic as Ghoul's token loss on pallet break.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Nuked from orbit in terms of how it feels to play the killer yes. Balance? Probably not. Balance should be secondary to game feel. I think that's the point people just don't understand.
Re: Is The First OP?
I think he's alright.
I don't agree with pickups pausing worldbreaker, though.
