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A new low for self-respect, and an aside about solo queue

It's common sense that it takes time to learn and get good at countering something new in a game. A different mechanic or unique character will require you to take time to adapt and learn before having a good understanding of their quality.

So why do I see so many posts ALREADY complaining about Kaneki being OP? At that point stop playing the games or at least don't post on the forums. Hopefully by the end of this week the posts will go away and more reasonable heads will prevail, but I don't have much hope. It's ridiculous how a person will write of a killer as "broken" before even a day has passed, especially after the community did the same with wraith before realizing his own power counters itself for you.

(If he's invisible, then he needs to uncloak, simply go to either a pallet or window when you know he is nearby. He makes sounds and distorts the area he's standing or moving in while invisible, at that point you might as well ask for an actual lullaby with how much they warn you.)

Speaking of weak killers, let's talk about legion. Their power can't actually put someone in dying state unless they literally REFUSE to do anything. They have to stop using their power just to down someone, and that's only after it stuns them for doing so. Is legion annoying? Sure. However if you think they are busted, it's a skill issue. Why am I bringing this up?

Look at kaneki: A mobility power, deep wounds, and can't down a survivor on it's own. It's the same power but flashier. I don't want to say they are strong or not yet, but the fact 90% of their mechanics behave as a glorified legion reskin adds on to my doubt all of you are speaking in good faith.

Give it a month at most, this killer will be MUCH less of a threat to anyone not in solo queue.

And honestly? good. The struggle in solo queue is just as much a you issue as those around you. Needing to directly communicate with people is a crutch until you go against actually scary good killers. Don't know where a teammate is? perk for that. Need to see who needs help? perk for that also! There's so many ways to see what needs to be done in a match and to do it better.

Don't just run meta or chase perks, do it based on what problems you face most often.

Survivor downed a lot or someone gets slugged? There are perks that let you give slugged survivors endurance AND heal them faster, which can stack with normal healing increases such as botany knowledge and med kits.

Killer hanging around hook? If it isn't a Myers and gates aren't powered, then that's just free time if the person on hook isn't awful at looping. They have anti-camp and you can do gens while the killer is dawdling around.

Too much of a certain killer? learn how to counter them specifically, whether it be from their power or just using perks that would be useful. The harder it is to stomp, the less people will play the killer, meaning the better you get as a community the less you will see of low effort noob stomp builds.

They gave you solutions to every problem you've faced in this game, and yet you are complaining about them because you refuse to do the bare minimum to not lose consistently in a game where you could just as easily have picked a role where you don't have to worry about teamwork at all.

Comments

  • Crowman
    Crowman Member Posts: 10,107

    This happens literally every time a new killer comes out. People play a game or two against the killer, don't immediately understand how to counter them, and then come to the forums to complain about how broken this killer they haven't given a chance to learn to play against is.

    The one killer that didn't get this treatment was release singularity and that's only because EMPs were so overtuned they practically played themselves.

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  • RubberBrain
    RubberBrain Member Posts: 110

    it’s really just he’s too easy. The chases aren’t super fun playing as or against him

  • CrossTheSholf
    CrossTheSholf Member Posts: 868

    The salty survivors downvotung you proves you right.

  • WeaverReaver42
    WeaverReaver42 Member Posts: 280

    To be honest, I was just talking about perks like no one left behind, buckle up, and for the people- but thanks for reminding us there are perks that you can take just in case other survivors fail to treat their side of the game as a team effort like intended! Now, even if the other survivors fail to do anything useful for you- it's just a matter of getting up to do things yourself! (I know it isn't that easy- but the point remains that you don't NEED to dedicate an entire build to preventing yourself from being downed. A single perk can make being put in the dying state MUCH less of an issue).

  • WeaverReaver42
    WeaverReaver42 Member Posts: 280

    Since I don't face camp I will have to take you at your word that anti-face camp really doesn't work. You know what that means?

    It means you can pump out gen progress like no one's business while the killer wastes their time. Is it fun for the hooked survivor? no. However, you are at least denying the killer a free win rather than getting yourself killed going to the hook.

    Although, there are STILL perks that also help with face camping on their own. shouldered burden (admittedly this one is slightly niche in terms of usefulness for face camping- but it also is just useful in more generalized scenarios as well, including tunneling) being the worst of these. If that isn't your cup of tea, you can try kinship to see the killer nearby and come from an angle they wouldn't expect. No? you want to run in and guaranteed get someone off of hook? Well- before you dedicate yourself to that game breaking prospect, maybe try to use reassurance that pauses the countdown when a survivor is hooked! It may not get them off, but it makes the killer have to take longer waiting on each hook state (great for adding pressure for later potential openings)! That last part is technically also true for camraderie, however that requires YOU to be on the hook. In both instances, it doesn't matter who the other person is or what their perks are- as long as you or them are close enough and one of you are on a hook? Free delay!

    But let's get into the meat and potatoes, how do you guarantee getting someone off of hook? Well, ignoring SWF where you can almost certainly just rush him as a group which is obvious- however solo queue also has TWO options that doesn't rely on others.

    The first is letting the survivor survive on hook until end game…. which is easier said than done but I've already mentioned how you can delay the inevitable. Why? Because No One Left Behind activates and you take 1/3rd of the time to pull someone off of hook. Pretty instant to be honest, but that's at a point where you are essentially running the victory lap. What if you are still in the match?

    Here you finally might have a point: you are right in that this will take at worst three perk slots…. which is still one less than an ENTIRE build- but that's the price you pay for ignoring a game mechanic. Getting the perks spine chill, resilience, and dead hard- you can tank a hit from the killer even when injured. In this state you are given a total of 10% extra unhooking speed- which means they specifically have to take something like StBfL if they want to recover from that hit fast enough to actually get you down and prevent further attempts. Otherwise, your three perk combo combined with your already faster unhook speed compared to them recovering from an attack? It easily gives you an extra edge if you aren't injured already. Which will only give you a pitiful 4% extra speed for being in view of the killer. Which considering this is about combating face camping, feels like not a hard ask of a condition.

    Keep in mind, the percentages I got from those perks? That was them at tier two out of three. The Speed gets HIGHER if both are at their maximum tier. A total of 15% together if you assume they only increase by half of what the give you at the second tier.

    Heck none of these methods are even mutually exclusive- with the right combination of perks, tactics, and a little luck in the circumstances a SWF could do ALL of those things in a single match. There are four perks EACH for survivor. The killer has 4 perks TOTAL. Surely you can see how the versatility you are allowed in your builds might give you an advantage in coming up with solutions?

    Remember, all of this is ON TOP of the fact that they can't actively stay within a certain distance without risking the survivor being able to free themselves.

    ….. oh wait. I also forgot second chance perks that AREN'T dead hard. Heck- anti tunneling is also a perk category to be considered if you just need to cover your bases.

    It's almost like having more people with the same amount of perks as your opponent is a BAD thing for them? Who would have guessed. It's like you are meant to leverage your numbers or something.