Best Of
Refusing to hook for the entire game shouldn't be a strategy
Like I get it, killers can slug to create pressure - but to make it your entire strategy of "i'm just not going to hook anyone the entire game and grind the team down" feels really stupid and not in the spirit of the game. Like why even have hooks if this strategy is going to be seemingly more effective? You see it with streamers especially going on these prolonged winstreaks doing the same nonsense where they refuse to hook, slug the entire game, grind down team after team this way. And the developer seems to either think this is great for the game (it's not), or to simply not care about the survivor experience.
Re: Oni is too strong and too common in 2v8.
Its comments like these is why we can't have good things. As soon Legion got removed, everyone else with a slightly bad survivor experience in 2v8 started looking for which other killers they should aim their sights at on who else should be taken out. Its not enough survivors are getting the strongest buffs and classes they ever saw in any game mode or modifier, the other side needs to be completely multilated for them to enjoy their part.
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
Yeah, all fine, LOL
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
Did you not watch the jund video? It's all there and I'm seeing it too. On several maps.
Is this imaginary?
Seeing the devs handwave this away has me thisclose to just uninstalling.
Re: Damn playing a low tier killer is Horrible right now.
The thesis was present early, coordination increases repair uptime, and repair speed multipliers scale with that uptime. Rephrasing it later didn’t create a new claim, it clarified the same one.
Okay, where was the thesis present early? Because you're asking people to wade through a lot of other nonsense to try and dig out what you meant.
They were tied to the thesis, examples showed how multiplier scaling behaves under coordination. Treating examples as the thesis is the misread, not the argument itself. This is your word argument all over again.
The point was made then, examples were supporting evidence illustrating the interaction, not a replacement for the claim.
The claim was never “Full Circuit creates the problem,” but that coordination increases uptime and multipliers amplify the value extracted from that uptime regardless of the specific perk.
You're confusing the argument with the conclusion. Examples, evidence, reasons, etc. establish why a conclusion should be believed, just continually repeating a conclusion and moving away from your examples is not consistent or backing the thesis. If you talk about how fast a single survivor can get a gen done and then drop that, that's not consistent argument, even if your conclusion doesn't change.
Restating the same mechanic repeatedly isnt “pretending away”; it’s keeping the discussion on the actual interaction being debated.
That's not a debate.
If I made a post that said something like
You fail to realize just how broken S tier killers is right now
If you run
- Doctor
- Nurse
- Blight
- Ghoul
- Hillbilly
the game can start and the can have a survivor down in 20 seconds lmao And dont forget what lethal pursuer does…
If you aren't a high MMR survivor or only play killer you don't understand how much its just these killers.
Like its literally a joke what Killers are capable of.
And people responded with things like - Hillbilly and Ghoul are borderline S tier, getting downs in that rate of time is possible but rare, lethal pursuer comes with tradeoffs, other high MMR players aren't reporting seeing just these killers, and what in the world is Doctor doing in this discussion?
And pages later I'm like 'I've been consistent in my argument that S Tier killers are very strong'.
It's pretending away the examples and confidence of the original style to fall back on a point that isn't a debate, basically everyone agrees exists (i.e. S tier killers are a thing). At this point nothing meaningful is being said.
Your first few posts were actually arguments. They were wrong, but they were. You've been falling back to something that's just a statement that everyone knows - yes, at the high end coordinated SWFs are a bit stronger than soloq.
Correct, which increases total repair uptime, the exact variable that percentage repair bonuses scale with.
Again correct, and that increased repair time is precisely where multiplier scaling produces additional objective progress.
Same principle: coordination raises sustained uptime, which increases the total value gained from percentage based repair bonuses.
Your argument isn't making math sense.
If you have a situation of something like
Survivor goes for rescue → survivors heal → survivors go back to gens
Increasing the speed at any point of the equation can net the same result. There's nothing unique about the final element, and a lot of strategic reasons the first two are actually more important (such as a killer coming back and interrupting the process because of having gen repair perks instead of heal perks).
The argument does not depend on a specific perk being “broken”; it concerns the scaling interaction itself, more coordinated repair time means more seconds benefiting from any percentage-based repair modifier, increasing total progress extracted from the same match time.
Of course it depends on a perk being broken. This is why bringing up things like Full Circuit was very strange.
Okay, how much?
Across four survivors, small uptime gains applied continuously over an entire match accumulate into meaningful additional generator progress because the bonuses apply every second survivors are repairing.
How much?
Otherwise this is just back to the same issue - some perks provide small, easy to gain value, others have situational but large value. You just seem to be saying the former is inherently more valuable which needs a math distinction to be meaningful.
Generator repair is a continuous action rather than an event based one, which is exactly why uptime scaling percentage bonuses accumulate more consistently over time.
Words are important. Consistent does not mean better.
If you had a four lap race, and the choice of a small benefit for three laps, or a large benefit for 1 lap, neither is better without specific numbers. If you had a small benefit for all the laps, or a large benefit only when it rains, again without numbers on how large the benefits are or frequency it means nothing.
And at some point this should be backed up by evidence of some sort.
The evidence is the mechanical interaction itself- percentage based repair bonuses scale directly with the amount of time survivors are actively repairing, and coordination increases that repair time.
1: This goes back on the points of all the high MMR SWFs doing it.
2: As a logical argument, it fails without a math explanation that can then be compared to other possibilities. Unless the charges gained from the additional time on gens are greater than the value of other possible perks, then the conclusion is wrong (and that doesn't even get into SWF/soloq still needing to be distinguished or whether its actually a problem)
Finding generators is not the improvement being discussed, sustained coordinated repair uptime, how long multiple survivors remain repairing simultaneously without downtime, is.
If we're not discussing the potential SWF benefit of finding gens, what mechanic do you think SWFs are able to use that gives them more coordinated repair uptime than an equivalently skilled soloq and how do gen perks/items factor into that?
Re: Let killer Surrender when the last generator is done.
Should have been something like this years ago. All forms of hazing are lame.
Re: I am not playing the same game as the streamers'.
Forty!? Ive been popping it 50 meters away!
Thanks for the tip you a real one 🔥🔥
Re: Oni is too strong and too common in 2v8.
Since Oni has another Killer to help spawn blood orbs it's very easy to get his power and with Oni uncapped turnrate with demon dash attack he can just hit you from any angle.
Bring back the 90 degrees turnrate cap when demon dash attacking and he'll feel much better to go against
Re: 2v8
Tbh it's not easy to tunnel in 2v8 lol, i certainly struggle to keep track when I'm playing killer lol. It's always manic
Re: Oni is too strong and too common in 2v8.
Oni was nerfed hard with change that survivors can pick themselves with use of their power…