Efficient SWF on comms is now dethroned.

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  • Shirtless_Myers
    Shirtless_Myers Member Posts: 361
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    I never said I AFK in half my matches, but if I did, it'd make very little difference with the experience solo queue generally is. You don't play solo queue during the nighttime hours when the game pairs anyone together. Even a Jane with a tier 1 Head On and nothing else.

  • mizark3
    mizark3 Member Posts: 1,904
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    Pre 6.1 was the best for both sides. It may have gotten stale for many, but all the strong perks (other than DH) were fair. After 6.1 we deleted Ruin/Thana/Pop/Self-Care/Iron-Will/Calm Spirit/DS, and only now are they rolling back the nerfs on Pop/Ruin/DS, so hopefully the other perks (Thana and Self-Care please!!!) get returned to viable.

    I guess a more specific time would be right before Mikaela's patch. CoH was just too busted, and not fixed until around Eruption was fixed also. Also old hatch allowed for punishing tunneling that still was a net win for killer. The Killer got a Win/Tie/Tie/Tie, so they won, but it was boring/anticlimactic. It was a perfect punishment for tunneling, as it was equally boring and anticlimactic as well.

  • Neaxolotl
    Neaxolotl Member Posts: 1,115
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    Pre 6.1 had uncountable amount of seriously ridiculous things that borderline killed game

  • Firellius
    Firellius Member Posts: 4,136
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    We can just rename it to 'hooker', but I feel that has rather different connotations.

    Might work for 'hooked on you' though.

  • WaveyTrey
    WaveyTrey Member Posts: 643
    edited April 9
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    Pop Rework:

    Each time you hook someone for the first time gain a token up to 4. Each token adds an additional -10% to gen regression. If a survivor dies, or is sacrificed a token is lost.

    So at maximum Pop can potentially cause -40% regression, but only when 4 survivors are still alive.

    For killer Pop will reward them for dedicating their time to chasing everyone successfully. It also puts the killer at ease when 4 survivors are alive just because the killer wanted to be a good sport.

    For survivor Pop will start off weak. If the killer decides to tunnel the same survivors out Pop will stay weak. It also won’t ever reach its maximum potential after a killer camped someone to death, and then start chasing others.

    Gen Regression is fine imo. It’s when you stack them on high mobility killers like Spirit. Where if you’re good with that killer you simply hold the game hostage.

  • mizark3
    mizark3 Member Posts: 1,904
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    Yeah OG DS was stupid before it needed a hook back in 1.4 was bad. DH was always super powerful, but when they added validation (aka Killer lag is actually punished instead of rewarded) it probably was too much. Old Ruin Undying with unlimited (technically totem limited) hops was ludicrous, (especially alongside forever Freddy) but that was only 4.2 to 4.5 luckily. Nurse still exists and existed then too, but she also had the busted double range add-ons and could use exposed perks for no reason.

    Blah blah blah, we can go on forever about good changes also, but I think the patch immediately Pre-Mikaela was the best enjoyable state the game was ever in, followed closely by Pre-6.1. There were more total sources of good than bad for both sides before both of those patches. Mikaela introduced CoH, which I hope we can agree release CoH was busted. 6.1 Put in the 'I only need a spacebar to win' Eruption/CoB/OC combo, which I also hope we can agree was busted. (Personally I liked and actively used pre-6.1 Eruption, and it had a fair Incap timer. I'd take release Eruption over the current version if given the choice.) Since we are undoing the perk mistakes of 6.1, I just hope they fully revert all nerfed perks, as I want to use Thana outside of Myers/Legion/Plague some day again.

    Some of the basekit changes in 6.1 were good, some mixed, and some bad. Removing stacking anti-tunnel endurance was a bad change, as we have ultra tunneling now because of that mistake. Making Kicks/Bloodlust take much shorter was a good change that helped M1 Killers without making too many stronger Killers even stronger. Gen speeds 80s→90s was a mixed bag, because it made stronger Killers even stronger for no good reason. Conspicuous Actions were an excellent addition to prevent misuse of things meant for anti-tunnel, and no longer allowed doing gens in the Killers face and still DSing. (Personally I think self-healing shouldn't be on that list unless you complete the action though. You can be healed by a teammate any amount without ending CA's, but a milisecond on yourself is too much? Strange.) When I complain about 6.1, I try to clarify the perk changes in 6.1 were the primary bad changes. The only strictly bad basekit change was Endurance not working while Deep Wounded.

  • Reinami
    Reinami Member Posts: 5,182
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    Speak for yourself. I play the game for the chases, and hooks = more chases.

    Do survivors play the game to hold m1 on a gen?

  • Reinami
    Reinami Member Posts: 5,182
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    Blame the devs for making ruin usless then.

  • Reinami
    Reinami Member Posts: 5,182
    edited April 9
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    What is the entire lore of the game based off of? Is it based off of "kill this person as efficiently as possible" or is it based on the entity feeding off of "hope"?

    Because it is definitely the latter. And you know what gives people more hope that can be fed off of? Actually having a chance at escaping and being in the trial LONGER rather than shorter. If they get killed, they just get sent back to the campfire with their memories erased to do it all over again. But if a killer keeps them in the match and makes them "suffer" (from a lore standpoint) then the entity gets more hope to feed off of. A killer proxy camping and tunneling a survivor out is not giving them "hope"