Yet another game lost to second chance perks.
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You have to play with the mindset of achieving your goal.
If you wanted those two kills or even four kills, then in no way should you be playing nice, otherwise you will lose.
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5x14=70 not 74. Not even gonna talk about that each survivor can do one totem and another does 2 while they all have to travel the map anyway.
Learn totem spots.
God mode? All skill? Easy kiddo, you wanted billy nerfs because you have no clue what skill means in the first place. We all heard how vocal you were about how easy it is and when actually challenged, you coward out like a chicken.
Yeah not even gonna bother with this "not pick them up" as they have to be on the ground first, meaning that takes time to find the survivor, down him and then just let him be because who cares about tunneling even tho it is supposed to be an anti tunneling perk.
Seems to me bt,ds are as much crutches as noed is.
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1. If there has been so much gen pressure that they barely got done, it can mean 2 things:
a) the killer was good and applied a lot of pressure, which makes it likely they are not using noed. After all, OP didn't use it either, apparently, so Noed doesn't have anything to do with his points whatsoever
b) the survivors weren't that good and made wrong decisions regarding gens and totems in the first place, enabling the killer to use their perk
From what I can tell, the better the killer is, the less likely it is they use Noed. I'd be more concerned about red add-ons and moris, both of which can't be stopped.
2. How exactly do you consider the ability to instadown "god mode", but the repetitive ability to avoid a hit that would actually down you but keeps you alive for another x minutes (Dead Hard) not? If anything, Noed as an easy way to down someone answers Dead Hard, which is an easy way to avoid being downed even though you'd actually be downed multiple times. Bad killers make up for not getting anyone by endgame, survivors make up multiple times for looping too long or too poorly.
3. I don't get the fuzz about totems. I am fairly new to the game, and once I had encountered Noed several times, I decided that I find doing totems as important as doing gens. I'm not talking abt swf, when I solo queue and ain't sure about the totems, I'll take a break from doing gens and go look for totems. Learning their places helps, you usually bypass them anyway, I memorize them when I see them during a chase and go back later, and I still use Tapp's perk for finding totems sometimes. No matter how good the killer is, they can always be in one place at a time, and maybe the key is that I'm not like those who willingly throw themselves into the killer's arms and then complain about hex totems, but rather try to NOT be where the killer is, and during that time it is my free choice to do either gens or totems. And every survivor's got that chance.
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Yes the better a player is the less likely they are to use NOED.....which kind of goes to show that its a crutch used by bad players.
Sometimes things can go sour in a game. Sometimes you barely get the gens done because of it and asking the survivors to run around looking for 5 totems in addition is too much. Again we’re talking solo here it has been discussed many times the lack of information they have on totems.
I’m not defending dead hard. I think dead hard is letting a lot of survivors extend a chase by an extra 20 seconds or so if they use it for distance, not good survivors but just average survivors who wouldnt be able to extend the chase that long through skill alone because they dont know how to link tiles while looping. I think dead hard is boosting mediocre players too.
DS and BT I am fine with. Dead hard, sprint burst and Adrenaline I am not.
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"They're only anti tunneling perks, and if I get DS'd that means I was tunneling."
That's where you are wrong.
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Again "I imposed arbitrary rules on myself and its the perks that stopped me getting kills" Yeah the DS run out the door play sucks as killer but it means you didn't hook folks enough during the match to avoid that scenario. I happens to me too, suck it up and queue again or run NOED and get that down.
Also don't waste time on loops like cowshed or the cow tree, if you get a hit in great walk away from those loops and find someone else or look like you will walk away and then catch the survivor when they try to leave the loop.
I hate the mechanic of run around and around the same structure to but its just one of the most effective ways to waste the killer's time. The onus is on the killer to decide how much time they want to waste doing that. If you are playing a killer with anti-loop tech then great use it, if not you have to assess whether its worth the effort to sink time into the chase or find someone else in a less strong position.
I spent a whole minute paying around with someone looping the two pallet tower in midwitch as huntress the other day. Trying to land a hatchet hit as they popped their head in and out it was just a bit of fun and felt kinda play with you prey killery. Lost two gens in the process and then surprised myself and 4k'd after taking advantage of bad plays for the rest of the game. Some games are a 4k steamroll, some games are balanced fun, some games are a write off. Win some lose some just queue again.
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Under no circumstance did you deserve a 3k, you could have got a 3k but nothing you did made you deserve it. Until players escape or die everyone is in play and anything can happen.
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@MadLordJack no, by my logic, an entitled survivor is someone that makes errors in judgements and mistakes (with rescues, accidental sandbags, positioning etc) and expects a killer to be nice and let them get away with it.
The meta of both roles do overlap due to the fact that killers use their slowdown meta builds because they hope to contend with the survivor second-chance meta's consistency of crippling their momentum.
What you're trying to say is that every perk can be called meta due to a fair amount of popularity, but what you misunderstand is, although those perks are used by a fair amount of people, the general consensus is that "slowdown is needed" and "second-chance perks are the needed safety net/clutch". I don't agree with either of those. But that is exactly what the meta is. Name the most popular survivor loadout and tell me that those perks aren't second-chance and can really devastate killer momentum. Then name the most popular killer loadout and tell me those perks don't oppress survivor objectives, crippling their momentum/progress.
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@m0rtalk0mbat012 you do realise how oppressive they can be, right? If the killer knows how to pressure properly and knows where their area of focus should be at that particular point in the match, the Slowdown perks become insanely difficult to contend with.
PGTW, 25% of a gen instantly regressed. Combine that with a killer that gets quick downs and is also using action debuffs...yeah, you're really saying they aren't strong? The only time slowdonws don't have an impact on the game is when the killer plays terribly in general or makes one too many mistakes.
C'mon man, do you seriously think oppressive and highly dull gameplay needs buffing? Jeez
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@Snowbawlzzz no, this particular example is entitlement. It's a player expecting a survivor to "be nice because I was."
Granted, yes, DS should have criteria that causes it to deactivate quicker. Maybe interacting with objectives accelerates the timer, and entering a locker pauses or outright deactivates the perk. But this is by no means 'proof'. It's a player trying to avoid potential backlash (which is dumb since endgame camping is expected) and then expecting the survivors to look at that and think " oh wait, he LET me get rescued near a door, maybe I should just let him hook my teammate." That right there, is entitlement. Why would they think that? And why would they not use 'immunity' to get to safety?
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Pop regresses the gen by a whopping 20 seconds of solo unbuffed repair time, dropping down to 11 for 2 survivors. That's 20 seconds of repair time you're buying yourself by needed to chase, hit, chase, down, and hook a survivor. Even if the survivor is pre injured you need to get VERY lucky to have that chase last under 30 seconds.
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@FootMan2893 yeah, 20 seconds + regress time. In a game where time management is crucial. If Pop isn't strong, why do people use it and see clear observations that it can hard carry a lot of games for the killer. Why would Devs bring out a perk like Repressed Aliance if Pop wasn't a nuisance?
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Ignore some of the guys in your post, the big names that instigate on every thread with survivor sided nonsense. They won't be convinced of anything no matter how logical
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Your very argument defies the concept of "meta", also known as "most effective tactics available". You want the most meta survivor build? DS, Unbreakable, DH, IW, Blendette. You want the most meta killer build? Nurse with BBQ, I'm All Ears, Shadowborn, Whispers.
And your concept of overlap, despite your protestations, is far too encompassing, because within your argument literally every perk catagory can fit. Killers don't, in fact, use slowdown perks to compete with second chance perks, this is a fallacy. Killers use slowdown perks to compete with base gen speeds, because the only 2 ways of fighting them are extreme aggression or aggression/slowdown. Survivors use second-chance perks to gain second chances. I know, because I don't use second-chance perks, and I prefer aggression to slowdown. However, most killer characters cannot achieve the required level of aggression and thus need perks like Pop, Surge or Ruin. And, I should like to clarify, not all at once, unlike survivor second-chance perks that often get stacked into builds like DS/DH/Adrenaline/Unbreakable. The closest I can think to this is Forever Freddy and the oft-forgotten Forever Legion, neither of which are "meta".
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Its Still completely counterable, unlike ds and unbreakable combo.
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Yea ig even if u play fair u can still get hit with them
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There not even second chance perks anymore. Some of them are "I suck, but if I use this, I get a free escape at endgame".
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