Best Of
Re: whats your way to cobe with survivors that do nothing all game long?
It's all fun and games until a 3-man decides to grief you and leave you on hook then says "we were doing the gens like you wanted."
Remove "suspicious behavoir" warning after getting tunneled
I've been grinding a lot of this bone chill event because I'm so close to P100 Thalita. I've encountered the same cheater FOUR times. I was playing with my friend on west and got him, and I tried switching off event and he ended up switching there as well. I'm guessing he has multiple bots running. Anyway, because of this rampant cheater, my friends and I are getting the "Caution: suspicious behavior was detected during the match. Please be advised that repeated suspicious behavior (such as intentionally getting killed) may result in the loss of a Grade" warning. The last time I got him, I dc'd instead hoping I wouldn't lose a grade because of a cheater, and got a 5 min matchmaking ban instead.
Please, I'm begging you. Remove this "feature" until you guys can fix the anticheat. I shouldn't have to choose between either losing a grade or getting a matchmaking ban because I got matched with a cheater. Even if this was working 'as intended' - someone who wants to leave the match gets punished if they leave you with a bot or they get punished by losing a grade if the don't participate enough. I'm not sure why the game punishes you for bad matches when so often it's out of your control. I've gotten tunneled before and got this warning before even when it wasn't a cheater. But if you get a cheater you 100% will get this warning because the cheaters hit you even through endurance and can instadown you and there's nothing you can do.
Matchmaking frustration
I play solo queue as survivor, and I enjoy it when I have competent, experience teammates. But man, I don’t know what is going on with matchmaking. Just using my matches today as an example. I’ve been doing pretty well lately, escaping about half the time. But even after multiple escapes, my “reward” for doing well is getting matched with literal brand new players (often less than 100 hours - sometimes even less than 20 hours).
To me, this is by far the biggest frustration with the game, at least on the survivor side. When I play as survivor, even in solo queue, I feel like I at least have a decent chance to escape when I have experienced teammates. But when I do well and then start getting matched with brand new players multiple times in a row, it’s incredibly demoralizing and makes me just want to turn the game off and play something else.
Why doesn’t BHVR prioritize matchmaking improvements rather than all the other failed initiatives they’ve been working on lately? Just my opinion, but I’d much rather have better matchmaking than new content, bug fixes, map changes, or anything else. I have to believe other players feel the same way. I don’t know why BHVR continues to ignore this glaring issue with their game.
Re: 5 Tips to help Cure Killer Anxiety
What would you suggest that the devs to do alleviate killer anxiety?
Re: I hate killer adepts.
It should really just be a 4k tbh. I never bothered with them anyway since I like making my own builds and a lot of teachables don’t synergise with their respective killers (2 of dredge’s perks become useless in nightfall)
Overzealous is NOT an overpowered perk, if anything it's the opposite
Regardless of what some streamers think, overzealous is not some super powerful gen perk that's gonna help you zip through gens. If anything, it's a massive time waster that can easily be canceled out by bad team mates or "totem goblin" teammates. Because it's one of those perks that highly depends on what your teammates are doing in order to flourish. Unless you're playing at a higher mmr level, or using swfs with call outs, you're not gonna get the most value out of this perk. Because good luck having enough time to go around the map and play with totems when half your team aren't touching gens and the other half are constantly needing to be unhooked because they last three seconds in chase. Or you're racing against some random Dwight who wants to cleanse every totem to beat out NOED.
And let's not forget the biggest drawback to overzealous, you lose one health state and the benefits are gone until you cleanse another totem. So yeah, you could spend time cleansing a totem, sit on a generator, and when the killer goes after you (and they will because you're on a generator) all it takes is one hit and your gen bonus is gone. (Notice how I said earlier that call outs and teammates who last in chase are important for this perk to be good?)
If overzealous's gen bonus lasted till you got hooked, I think it would be a decent perk. But lasting until you get hit? Nah. How many times do you get hit in a match vs how many totems are on the map (minus the ones your teammates cleanse)? I've done everything humanly possible to try and get value from this perk, and most the time I just came away feeling like there are perks that do a lot more and save me more time.
Re: Why Kaneki is poorly designed
Yeah, it definitely would feel less clunky, but probably still as awful/uninteractive.
Again, when facing Wesker, you have some sort of agency over his power, as it is skill based. You can kinda influence the direction you'll get thrown to based on your positioning. So, even if you lose control over your char, it doesn't feel as awful.
We could even say the same for Trapper, you can avoid traps.
Against Kaneki… if he has LoS on you… well, enjoy your stun (and your free injure - but that's unrelated to the "feels").
Re: Why Kaneki is poorly designed
I dont think that MFT is really an argument anymore. Sure, MFT was popular when Ghoul was new released, but even if you now dedicate a Build around getting MFT, it almost never pays off when you go against any Killer who is not Ghoul or Legion. So while MFT had its use when Ghoul was new released (because everyone played Ghoul), nowadays it is not that useful anymore.
I mean, it is a bad Perk in general, but even if you face a Ghoul every forth or fifth game (which is roughly my rate), bringing MFT just for Ghoul is not worth it.
Re: Why Kaneki is poorly designed
He is a bit in the Springtrap Situation.
When Springtrap droped many claimed he is to op with his stealth. Well we all know that the additional invisibilty was a bug.
Just remove the ability of Ghould to stop his ability mid air so you need Skill to cut off survivors and let him not get every hit by a single click of his mouse button.
Re: Why Kaneki is poorly designed
If you have a killer that can zoom around the map as quickly as Kaneki can but has zero other powers, they're already going to be very powerful. Closing distance is itself an extremely strong ability and with the amount of distance Kaneki can close very quickly it gives him an immense amount of map pressure.
Now add an easy to land, guaranteed hit to wound ability that can be triggered at a distance that also holds a survivor in place while it lands. Now they're even stronger.
Now tack on all the other techs and cheeses people use with Kaneki and he's easily oppressive.
A problem with Kaneki's design is that while he's fun to play, he's only not oppressive provided the killer decides not to play him like a jerk. How a match goes is mostly up to the killer's skill and temperament - it's their game to lose. I don't know how he could be fixed since being able to zip around so freely is both what makes him so fun and what makes him so broken.
People like to claim his counterplay is looping but running around a rock a few extra times doesn't actually affect matches when he makes that time up by immediately spidermanning off to his next chase as soon as he's hooked someone. It also doesn't help when the killer realizes spending some time chasing people off gens rather than committing to each and every chase can be effective in keeping the survivors from making any progress (especially given that he can get from any gen to any gen very quickly).