Comments
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To the various people saying that this was MMR catching me out on deranking: I have just come back to playing after not touching the game for quite some while. I haven't played since shortly after the Blight was added, and now there's a new killer in the game, plus the Trickster in PTB. I've only once reached red ranks,…
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The killer is directly punished for face camping, it hurts their chaser rank emblem. The killer is punished for hard tunneling: Any sensible survivors complete gens (3 or more) right at the start of the game if this is done, which harms their gatekeeper rank. WDYM 'fixing gen speeds for survivors'? Are you saying they…
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I don't give a ######### about the current stats. I won't listen to jack ######### about intended kill averages until the ranked system for killers represents that. If I 4k but I did it too quickly or too slowly, I neutral pip. If I 3k with 4th escaping out hatch, and I never got to hook 4th? I depip. Get that fixed, then we can…
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Just reading through the changes, you're full of #########. A blanket 20% decrease in heat generated while charging. A blanket 33% increase in heat dissipation when not overheated. A 100% decrease on heat gained when reving down (in fact, more when you consider it goes from adding heat to removing it). Heat dissipation during…
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There's more glory to be won as killer. If I'm playing against red ranked survivors as early as rank 11 killer, and neutral pip on some 4Ks as a rank 8 killer, it means (at least to me) that my rank is more meaningful than any survivor's. I ran with a red-ranked team once as a purple, and it was very much what I expected:…
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So, hypothetical. Survivor 1 is injured, and has self care. Survivor 2 is not injured, does not have Prove thyself, and has nothing to speed up healing another survivor. Survivor 1 and 2 arrive at a generator at the same time. They want to heal survivor 1 and complete the generator. The fastest way to go about doing this…
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Ahhh! This explains a lot, when they say they "don't stack", that's easy to miss-interpret. They mean to say that they don't give any bonus to other players xD Doesn't help that they took down the banner over here that mentioned the bug :/
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If only that where the case. If I where to counter DS by "not tunneling" that would mean leaving survivors alone once they're unhooked. Considering there are 8 hooks to burn through before any kills in this hypothetical, all 5 gens could be done by survivors who have DS active without anyone else touching them. Amazing…
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Yeah, you'd think that considering the idea of the power is them entering a "Deadly Rage", stabbing someone would help that along, not prevent it :/ (Pfft, 'deadly rage', more like a less-than-lethal rage, considering it seems to be easier to recover from than being pepper sprayed, and healing a 'deep wound' AND being…
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I would consider a point in time where no player in the game is doing anything to further their objective a waste of time. I don't play this game to see the pretty bloodpoint counter go up, I'd be playing an idle mobile game if that where what I where after. I'm here to play with and against people. To interact with,…
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You know that Moris only let you kill survivors if you down them twice, right?
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I agree with this. Legion is the only killer who gets a penalty for landing a basic attack without touching their power. Ghostface loses his stealth, but this is understandable - he only gets this penalty for attacking while his power was active. Freddy and Oni actively BENEFIT from landing hits without touching their…
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There is no reason the killer should be forced to waste a minute of time or more while a survivor mashes spacebar repeatedly for the purpose of bloodpoints.
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I don't understand why a killer should lose the chance to kill a player after they where unhooked right in front of them without BT. I'm even more unable to understand why a killer should lose the chance to kill a player after eating BT and still managing to down the unhooked player. Okay, they're slugged. And.... they…
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Okay! You're right, it used to be that loops where outrageously strong. So strong, in fact, that there was nothing a killer could do to get a hit unless the survivor where completely drunk. In fact, the entire point of the video you showed us was demonstrating how unplayable the game was before they added medium vaults,…
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I wasn't aware there WAS a mechanic for TR sounding different when the killer's on a different floor. I've never heard mention of it before, and I don't think it's meant to be present. Where did you hear of this? As far as driving players away, the devs have little choice but to finally start to take steps to make killer…
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Try being aware of your surroundings, paying attention to where the killer is/ought to be, and not getting caught out of position. You can't expect every point on the map to be perfectly safe.
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You can, uh, always bring Spine Chill, I guess :P
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Clown loss distance on a survivor if he throws a bottle perfectly, and the survivor just continues to run in a straight line. Clowns best addons are a GREEN (flask of bleach), followed by a purple (15% ether), because they make his power actually lead to gaining distance. Freddy has 0 slowdown using his power, he can set…
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No. There are other objectives than doing gens. For example: Healing Cleansing totems Good survivors don't do these things, and also get gens done really fast. 🤔🤔🤔
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Okay, let us assume that the literal second the trial starts, 3 survivors start working on gens (2 stacked up, 1 solo) and you enter a chase. 40 seconds later, you've downed and hooked the survivor (note that this is a huge stretch, 2 hits = 5 seconds of cooldown, pallet stuns are 2 seconds each, and the straight line…
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I often say to my friends that at red ranks, survivors only have 3 perk slots, but nobody makes injured noises.
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2 survivors, engineer's toolboxes, one Prove, 2 streetwise, charge addons would do this without any Greats at all. When you consider that toolbox repair doubles the skillchecks, and a gen averages 8 skillchecks with 1.6 seconds saved per great, 2 survivors could go sub-20 without BNPs pretty easily.
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TWO gens in the first FIVE minutes? That's actually a f*cking dream. I'm a purple killer and I've had only a couple games like that in the last weeks. Even if you down and hook your 1st survivor in 40 seconds, and your second survivor 40 seconds later, two gens are done and the 1st survivor is off hook, 80 seconds in >_>
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Noone having an obsession perk (or either of the 3 addons) is a huge disadvantage to survivors, even if the killer isn't intentionally tunneling, it stops them from having to think about DS timers at all, and just hit whoever they like. This does definitely increase the odds a killer will aim to take out one survivor…
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I'd say DS should behave the same as the Deep Wound timer, but have a significantly shorter duration (say, 30 seconds). Sprinting, vaulting, and dropping pallets should all keep it up, but once you aren't on the move, it quickly goes away. This way, it doesn't just equate to a blunt force of 1 minute invulnerability.
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This is completely fanciful, 60 seconds is a ludicrous amount of time, and punishes the player for getting too many downs overall in addition to tunneling.
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Everything else that grants post-trial bloodpoints (offerings, BBQ and Chilli, WGTLF) all explicitly state the bloodpoints are post-trial, the change is mostly for consistency.
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The Deathslinger's deep wound timer is *thirty seconds* - the longest in the game, to a point where it can be ignored to open an exit gate. TheDeathslinger's projectile travels at the speed of a fully charged hatchet throw, but has a much smaller hitbox. This makes some hits easier, while others are much more challenging.…
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Peanits 100% beat me to it, but there are nearly 10x more countries than survivors :/
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60 seconds is enough time to do three quarters of a generator - something most survivors will happily do instead of making distance, and healing up. Especially with 1 survivor out of the trial, avoiding DS becomes nearly impossible without just letting survivors go - any time you play too well, you find yourself having to…
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If that where the case, I don't think red rank survivors would exist. Leatherface: Bubba's chainsaw is significantly and intentionally harder to land than a regular M1 attack. Hitting multiple survivors with it is only really possible during an unhook. Bubba does not in any way benefit from NOED more than other killers.…
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I've had games where all 3 remaining survivors had DS active at the same time. How exactly do I avoid that by 'not tunneling'?
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The one that bugs me is the ones that need perks (or even characters) that aren't available without shard/real money unlocking first. I've been playing a while and I still have a few survivors still locked, equaling challenges (Romeo's Escape, Dr. Jane, Jane's Stunning Escape, Jane's Victory) that I can't participate in…
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Imagine if the deep wound timer on Borrowed Time didn't stop when you're mending or sprinting. Would you then say you knew survivors that didn't depend on BT? That survivors need to play more without using crutches until they get better? The issue with that is killing one or two survivors is something you can guarantee…
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"Nerf Mori to 2 hooks" is literally "Make Mori no longer impact the game whatsoever except for niche cases where it's impossible to hook a survivor".
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Where are all the missing killers? You claimed a sample of 140 killers, but only listed 117, that leaves 23 accounted for spread between the remaining killers
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These charts make no sense to me, the numbers seem impossible. Trapper, Ghost Face, Oni, and Hag NEVER get 3 kills, but sometimes get 4? Pig and Clown NEVER get 4 kills? And why are so many numbers rounded off?
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Often encountered this as well before I hit purple (at which point red was the default, with the occasional 1 purple, maybe 2 if I was really lucky). There's just not enough red/purple ranked killers right now, with the changes to Ruin allowing generators to fly like they do, and Nurse being downright Neutered (as well as…
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The same applies to Michael Myers, though :v
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One of the big reasons NOED is so popular on Deathslinger is that it's main function (survivors are Exposed) is the same throughout all tiers. It's kind of like Devour Hope and Sloppy Butcher in that for the most part, base NOED will do all you want from it. The fact that you're slow as molasses without a haste effect…
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You seem to have confused some perks: Thrilling Tremors blocks all generators not being currently repaired for a few seconds upon picking up a survivor, with a significant cooldown. It's main use in the build is likely to find out which generators they need to target with Pop Goes The Weasel.
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I can't remember the last time I've ever had a 12-hook game. Probably before the Ruin changes on one where it lasted very long. Current Ruin does next to nothing because you need to actually force survivors off of a generator. It's only effective when coupled with perks that are bad on their own (Surveillance, Dead Man's…
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Okay than, start it at 19 or 18 minutes? I'm not really looking to take a hard stance on the exact timing.
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To ensure that it isn't at all exploitable or desirable for either side. The idea here is to force the players to finish the game, quickly or all lose out, rather than the normal EGC which is aimed at forcing the survivors to get out quickly or lose.
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Proposal: After 20 minutes in-match if the EGC hasn't begun, and once no survivor is on a hook, an alternate end-game collapse starts. This collapse takes 3 minutes, stops when a survivor is on hook, and progresses at 1/2 speed when a survivor is downed. Hook timers are HALVED during this collapse. If the gates are not…
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Just remove hatch, problem solved.
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Botany Knowledge cooldown plz
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Lockers have intentional significant downsides: If the killer guesses you're in there they completely ignore the 1/2 hits to down you and pick you straight up. Lockers also make noise or take a fair bit of time to get into (Or require a cooldown perk), and affect auras. They're also affected by Iron Maiden.
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I was able to play him normally for the first part of the match. As someone linked (I actually commented on that bug report before making this), the bug causes you to get permanently stuck in the winching state. There's no bar to indicate chain durability, the survivor is able to vault, sprint around, and do generators,…