Comments
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A. You've probably never touched Spirit. I would bet my entire Steam library that you haven't played more than 5 games with her. She isn't easy whatsoever, to the point that she is one of my least favorite killers to play. B. You can hear her. If not, you can see grass move. C. There is gambling if you choose to stay in…
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When did NOED become a problem?
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I suggested this a while back as well, and people are wholeheartedly against it.
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I'm sure it was likely due to the whole licensed killer thing, but one can dream.
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It's definitely annoying if the killer's whole build is central to slugging, but it isn't toxic and I don't blame them for trying different things. There's a bleed-out timer for a reason.
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Most "unsafe" pallets are completely safe to use initially, they just aren't safe to loop. All you have to do is time it better to stun the killer. For example, the pallet near the portal room in Hawkins (the pallet is at the end of a short table). That pallet is great when it is still up, but if you try to play around it…
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I like my pineapple cold, not warm and soggy on a pizza. :(
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As a killer, I have started backing out of matches when I see (a) survivor(s) potentially using a VPN. After I had a match as Nurse where a survivor was just blinking around corners (pun intended), I've started taking more time to look at survivors' profiles before a match starts. I guess with that I can also prepare…
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Agreed, love seeing statistics.
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It seems right now that they are more prone to addressing additional issues than backing down what they currently have, at least with this update's fixes.
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Decisive Strike is still very much the bane of my existence at high ranks. I consistently see them in my killer matches, more often than not there will be multiple. It's a sad time, with many slugs.
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Ruin was nerfed overall, but became viable in a different manner on oppressive killers. Yeah, it's definitely fitting a different role in a different sort of build.
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It's definitely not hard per se, just very time consuming. Something many people just wont ever achieve, be it not buying DLC or just not caring about some perks.
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NOED is particularly good on him, considering he can deny survivors the ability to run away. I would even consider running it on a core build just for that fact. That said, there are some very good perks on him that I couldn't bring myself to replace with NOED.
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I don't have all perks unlocked on everyone yet, just the teachables are all unlocked to potentially grab. However, survivor I've only got Meg to max - the rest of my perks have been from Shrines. Here's the load-out for my survivor and favorite killers. Meg: Sprint Burst, Adrenaline, Spine Chill, Kindred Spine Chill I…
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Legion isn't weak at all, they're pretty strong right now in light of the Ruin change.
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Last one was the Deathslinger. Before him, it was the Hag. I got Ruin off of the Shrine a long time ago and never bothered to level her up. I believe my first killer to 40 was Legion, followed by either Myers or Nurse.
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That's exactly what I'm getting at with the add-ons. I would much rather Myers be a little stronger, and all of his "you move slightly faster while stalking" or "you remain in tier 3 a little longer but you have to stalk a little longer" add-ons be replaced with more unique ones. Imagine an add-on for Deathslinger that…
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@Peanits I think from my last question, it was more a matter of the concept of add-on dependence. Some killers seem much more dependent on them than others. I feel as though they should all ideally be considered good without add-ons. Good to know you guys are keeping an eye on the first point. I still feel as though…
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Playing for an hour or two most days for the past month has got me from tier 1 to tier ~38. Just play as far as you can before the end of the rift and then decide if the cosmetics available to you would be worth it.
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There really isn't a need for it to be a long timer. You use the perk to know where to go next, that's about it.
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I definitely think people often misunderstand what they do and why they do those things. However, I hope all of the talk of gathering data and investigating various issues is summed up soon.
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They discussed it in another thread and consensus was that animation fluidity was valued more than trap mechanics. A trap should snap to the survivor's foot instead of a survivor snapping to a trap and making it seem like it was a bad hitbox issue. I don't particularly agree with it, but yeah.
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Thanks! I knew about the live Q&A, wondered where that went. Good to know this idea is in the air now as well.
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I'd still rather know what they are thinking than not at all. 🤔
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I feel like being open about the future would definitely help with players being so toxic about every single change made. That said, I would also like to know why some changes that absolutely should have been made were not made. Edit: When the same things are posted again and again, those are the topics that should…
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Survivors suiciding on hook also screws up four people.
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I had high hopes with what the turnout was looking like. Man, really shot those down with the unwarranted nerfs. Edit: Literally everyone was happy with the PTB except for the excessively fast sabotage times. Survivors liked the killer, killers liked the killer, everyone liked the map. Give or take a few stragglers.
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It's really not that big of a nerf. As a killer, totally understandable. It isn't going to cut its utility. A single skill check is all you need to know where to go next.
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That was too hard of a nerf on the perk. Bump it to 6/8/10 and it'll be fine.
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You would probably queue as a specific killer instead of queuing as the role. That would prevent this.
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Hard disagree. As a killer you need to understand survivor objectives and tendencies. Best to play survivor first.
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Doubt this is true considering the implications of "deep wounds"
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I'd consider replacing Rancor with Mad Grit. SWF teams will body block you.
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I rarely have a problem as a solo survivor, and I'm in red ranks at this point. This is nowhere near the sweatiness killers have to go through to compete with a SWF team. SWF completely breaks probably 15 to 20% of a killer's potential arsenal.
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Yeah I've been having quite a few disconnection issues ever since around the time of the PTB launch. I've already reverted and verified my cache, so all is good there. Yet it persists.
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I just now after almost 400 hours of mostly casual play (casual still getting me to purple and red ranks) hit my last teachable on killer-side. Haven't touched survivors other than a level 50 Meg and their perks from the shrine.
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Generators being done 30% faster? When was this a thing? If you mean the toolbox changes, it is much better than before. After testing it in the PTB, generator regression perks are detrimental to the usage of toolboxes. Just using PGTW on a perk that someone used a brown toolbox to work on pretty much negates their item.…
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Tunneling wouldn't be even half as prevalent as it is now if survivors played a bit smarter. If a killer is tunneling, let them and crank out generators until they regret their decision. As a killer main myself, I will absolutely "tunnel" survivors if they are unhooked the second I turn my back. I wish they would stop…
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You have to also keep in mind that the cache isn't meant to be a primary objective either, given how difficult it would be to spot on most maps. Just giving some rough estimations here, let's assume that the cache is only found in 30% of your matches. Contesting the cache with it being available to one of five people, this…
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That last part is also part of the point of this. To draw away from the main objective. If they won't touch generators, maybe they'll add something like this. Searching for something the size of a toolbox around a whole map would be very time consuming considering it would be black, and it isn't guaranteed to spawn at any…
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That's a pretty good alternative too. I would hope it would include more than just items though, considering the fact that it definitely wouldn't be found in every match. Even if it is found, it is a matter of contesting it.
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Well without an indication of when it spawns, survivors could be wasting upwards of 15 minutes looking for it. The killer, if he would spend 30 seconds on the lock-box, would then give all four survivors the opportunity to work on objectives safely. That is ridiculous in itself in terms of survivors escaping (this, in…
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It also flat-out adds another objective that, while isn't essential to escaping, is very much enticing and likely to cause some stirs in matches.