Things that grinds your gears?
My list;
1: Playersusing SB and/or Urban Evasion, walking/crouching around the entire map & showing up too late to get you off of first hook-phase.
2: Players who decides to unhook you with the killer on their tail, as if it is the only logical solution.
3: Players who throws down a pallet whenever they are hit, ruining both the potential loop and their sprint boost.
4: Players who T-bags at Myers. He's been through enough k?
5: Players who tries to bodyblock the killer to help you escape but ends up blocking your path.
6: People who makes lists of things they dont like
Comments
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As a killer
1- survivors that just stay at a pallet every time and dont even try to loop. Just sit there for the stun. Every. Damn. Time.
2- immersed survivors who urban evade everywhere and not doing #########
3- being accused of tunneling, camping and such when i 2 hook everyone lmao
4- playing the damn game lmao. Jk but honestly I feel a brain aneurysm every other game
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Players who tbag. Seriously grow up theres no need to tbag.
People who wait for the killer at the exit then go. Like teasing the killer. If you've opened the exit well done. Don't hang around just go.
People who disconnect when you hook a survivor. Just take your death like a proper gamer.
People who send you messages when you manage to capture them and kill them. Just accept that you lost instead of trying to start a pointless argument that you'll end up loosing.
Selfish survivors who clearly don't care about team play and only look out for themselves. Yeah it's a team based game so all do your bit.
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Meg.
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Survivors crowd around the hook when the killer is camping, but they all stay on the other side of the map and leave me to die on my first hook when the killer is nowhere near me.
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DCers. That’s it. They are a scourge on this game and absolutely destroy it. If the devs did nothing else but find a way to discourage DCing, id be happy
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You'll find that a lot of the time a killer will camp because they know people are nearby waiting for the save.
Actually...in the games I play, that's 9/10 times when camping happens.
So, basically, when someone goes down, survivors shouldn't feel the need to ditch the gen you have at 80% progress just to go for the save, lol
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Ending all chases <15 seconds and still losing.
You feel like you never got outplayed but you still lost simply because gens went too fast.
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Is that mathematically possible?
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I'm not talking about when they make the smart play... I mean they come crowd the hook after the killer has started camping, or they're across the map crouching around not doing gens.
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Ash talking about tall grass.
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My teammates self caring with Sloppy Butcher. Why? What’s the point?
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Oh well, yeah. Those nerds are the reason camping is a viable strategy. They complain that campers need to be punished, when the ability to punish them lies in their hands lol
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It is. The math has been done by a few people. A lot more time is spent in pick up, hook, kicking, walking across map than people think. For example, some maps are so large that it can take you almost 40 second to go from one side to the other. That alone, is 2 gens, assuming not a single toolbox or addon speeding it up. Every 1 second you use, is 3-4 seconds given to survivors (depending on your current chase/slug).
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The developers thinking its okay to feed killers placebos which in turn puts the idea across that the developers treat killer players more like test subjects rather than people.
I know I'm probably reading into this more than I should do but goddamit I have to do it for college and I'm gonna do it well.
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Hmm 80 × 5 = 400, 400 ÷ 2 = 200 + 20 = 220
And, 15 × 12 = 180, 180 + (20 × 6) = 300
Theoretically, on maps/killers that have trouble applying pressure, it is possible to have 15 second chases and still get a 0k?
Check my math:
80 second gens(add travel time, subtract great skill checks, doesn't account for killer slowdown)
5 gens (supreme efficiency, very unrealistic because killer usually shuts down at least .5 gens with pressure/regression)
2 survivors on gens per second (very rough overestimation, hyper efficient squad)
20 seconds to get the gate
15 second chase
12 chases needed (1 hook per chase, 3 hooks per survivor, extremely suboptimal)
20 seconds for patrolling/getting pallets down (misc time, varies with map/killer/perks)
6 unsuccessful chases/patrols (one third of chases/patrols failed, pretty bad tbh)
For killer you can add 5-10 seconds for hooking per chase if you'd please.
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Farm maps
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First, we aren't specifically talking just 0k, 1k is also a loss.
20 seconds to get to the gate could be more or less.
20 seconds for patrolling/pallets/misc is also hardly measurable like that and probably much higher.
You are also assuming only 2 survivors on gens at all times.
12 chases needed isn't taking into account which survivors either. Certain survivors can take up two hooks without getting the third.
Lastly this hasn't taken into account perks/items. We can argue both sides have things for this, but I'd also argue the survivors ones are much more effective and x4.
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