New to the game, have some comments about it
So what's the deal with people rescuing you all the time, even when the killer is right next to the hook and you just get hit again? I have been to lots of games in the past three weeks I have got the game and usually every 4 games there is someone that just won't stop rescuing people even if it means that the rescued player gets hit again.
Also, are there any actions you can do besides the default ones to get yourself understood by other players?
Loving the game so far. Has a few bugs but man, never played a competitive survival horror online multiplayer. Wish they could add more stuff from cult horror movies or franchises
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Because rescuing someone gives them 1000 Bloodpoints in Altruism.
If you manage to escape the killer for 1 second it gives them an extra 500.
PLUS 250 for "Reunited."
Altruism needs a major nerf when it comes to hook saves to avoid these situations.
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People are stupid my friend, and will sacrifice you for their own Bloodpoints. As for emotes, "pointing aggressively" and "get over here" are what we're stuck with.
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You are getting farmed, basically they get 1000 bp and the killer will down you and hook you again, someone will come for you just for the same thing to happen again, and sadly no, there are no actions to tell other players unless you in chat with them, you can do the "follow me" gesture and hope they understand what you meant, you can do the point forward gesture to tell them to go or something, if you get healed and you want to thank you a survivor "crouch" twice, I'm no expert but that is what people tell me and I do it
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That sucks. I usually report those for working with the killer because that's the only reason I could think for it.
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Also, are there any strategies? Or builds? I made a Jacob with lots of sensory perks SO I'm basically the radar when I'm in voice chat
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Unfortunately this game is very grindy. To get an exceptional loadout, you will need to get the unique perks for multiple characters. If you have only leveled Jake, I would say a good loadout would be Iron Will, Spine Chill, Lightweight, and Deja Vu. IW and LW are teachables from Jake, SC and DV are common perks for all survivors. IW and LW help you get away from the killer, SC will help you know if a stealth killer is near you, and DV will help a newer player locate generators quickly.
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It's because people are stupid in low ranks, and don't know how to go about properly and safely rescuing their fellow teammates. I wouldn't harp on them too much though, they don't know too much better, but they'll get the hang of it eventually.
In the meantime all you need to do is work on your own personal performance to keep yourself doing better no matter the situation you're put in. Improvise even if you're dealt a bad hand, and if you really know what you're doing you will eventually pip enough times that you'll reach higher ranks. Your reward for that is better teammates who won't pull that kind of crap as frequently, but also increasingly more competitive games where some people will get really sweaty especially when you hit the highest color: the infamous red ranks.
As for what to do IN the moment? I would encourage you to run what I call self-preservation perks, the best of which is Kindred, the god-tier perk for any solo player. It gives you information when someone else is hooked, and it gives other people information when you're hooked, hopefully they use that information effectively and are more easily able to avoid / stealth around a killer. This also works well with your style of play being the "radar" of the team. You could also run Decisive Strike but this is a highly controversial perk in the community, and tensions are always high when people bring it up when talking about balance. Don't let anyone ever tell you what you can't do, anything in the game (that's not cheating or griefing) is permissable gameplay wise, but I wouldn't get too reliant on a perk that may be getting nerfed in the near future.
Outside of Kindred and Decisive Strike, other Self-Preservation perks that could help you out are
- Adrenaline (heals you and boost of speed when last gen pops so good if you're on your heels running with little hope while injured. Saving grace / last chance perk that has helped me out in many a bad situation)
- Any exhaustion perk, most status effects reset after being hooked so you can use this to your advantage for a speedy getaway. Sprint Burst, Balanced Landing if you're hooked on a hill, Lithe if you've got a jungle gym or window of a central building next to you, Dead Hard to avoid a hit, etc.
- Camaraderie - really underrated perk in my opinion, especially in low ranks where your teammates are probably all d*cking about, it can literally save your life. Even though I don't run it often I have a soft spot for this perk, as it has kept me alive for long after I should have been dead
- Breakdown - off meta pick, not actually all that viable but if you're finding you're constantly being hit straight off the hook you might have a use for it. Breaks the hook you were hooked on immediately when you are unhooked so the killer can't just hook you on it again, he'd have to take you somewhere else. Used in conjunction with perks that let you wiggle faster or help you out while wiggling on the killers shoulder like Flip Flop, Boil Over, (the aforementioned Decisive Strike, but not entirely encouraged) could get you somewhere
That and just hold out, and keep on trying my guy. Hopefully you get better teammates, but at the end of the day glad you're enjoying the game.
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Right. Atleast give us an emote on the hook that let's us shake our heads saying No, which should imply dont the killer is around save yourself, but really in most cases dont frickin save me.
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Devs toyed with hooked survivors being able to kick off would be rescuers so they wouldnt be farmed. Didnt pan out.
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Thanks for this mate, those are great insights.
Currently my Jake has Iron Will, the perk with the cat on it, the one that shows auras when hooked and the one that shows auras when gens are fixed (playing the game on Spanish so I don't know their names yet)
I would have thought that repeteadly pressing the action button while hooked so you would be flailing your arms was a universal sign for "don't grab me, the killer is here"
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That used to be what flailing your arms meant when the game first started, but then people started using it to communicate the opposite, so now no one can universally agree on what it's actually supposed to mean (which rather defeats the purpose).
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Those last three would be Spine Chill, Kindred (which I mentioned, so it's good your using it, keep using it), and Dark Sense. In the order that you mentioned them. All solid perks, Spine Chill and Kindred especially I regularly run (since I myself am mostly a solo player save the occasional exception) the perks I mentioned were just some specifically tailored to the "tunneled straight off the hook" hypothetical you gave me but your build is honestly fine if you like to run it. It's a very immersed build I think since you've got iron will in there
If you were to swap something out I would swap out Iron Will and Dark Sense just because Kindred and Spine Chill provide so much more consistent utility across the entire match not just in specific circumstances (when you're injured for iron will and when a gen pops for dark sense)
EDIT: I read back your response and realized you said "auras" plural, so that might be Detective's Hunch actually? or Deja Vu? There are a few possibilities here of perks that activate in that time frame but they read different things. So just to clarify: Dark Sense reveals a single aura - The Killers (if they are not undetectable), Detective's Hunch reveals the auras of Totems, Generators, Chests, within a set range of a completed Generator, and Deja Vu reveals the auras of the three closest generators to each other.
Deja Vu is pretty good especially for new players like yourself who don't have map layouts memorized, the perk also keeps you from chaining up gens on yourself since it's basically telling you which generators to do next. This makes it so when there is only 1 left to be completed you don't have three generators closely clustered together making it impossible to repair because the killer can easily patrol all three. Detective's Hunch is not good, especially for your purposes as a new player just trying to get a hold of the ropes of the game, get better, etc. It has its uses, but mostly for an anti-hex build which is something I don't think you'd get much use out of in your ranks.
Regardless my previous point still stands and I'd still swap these two out of your build if you were looking to change anything, though I know some people get pretty attached to their Iron Will so if you really had to choose between Spine Chill and Kindred I'd go for Kindred, especially in solo queue, but if you're in an SWF you might be more inclined to keep Spine Chill on. Just make sure if you're taking spine chill off to keep your eyes peeled and be a bit more aware / attentive to your surroundings since you don't have that notification to rely on anymore. But generally speaking, keep those two on, and put something else in those other slots if you're looking to switch it up.
Still a decent build regardless (unless you're running Detective's Hunch, then you really should switch that one out).
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Decisive Strike will help you.
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