Comments
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Did you watch the response from the dev that was posted? I would wager you didn't, considering it is not a fact that they used Blueprint to code the game. What is fact is that they used it for pieces of the game, as Blueprint is intended, and have since changed many of those parts to C++ for optimization. Scott Jund was…
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It very much seems like survivor mains just don't want to learn how to play differently. It's all about chasing to buy time for gen workers, and any killer or add-on or perk that makes that difficult for them is considered OP or unfair. When you find yourself in that situation, you should adapt instead of smacking your…
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I wouldn't call Moris the BNP equivalent, a closer comparison would be the key. Both end the game directly rather than BNP simply speeding it up. So I would not say they nerfed the mori equivalent.
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You hit a very good point with bad unhooking (mid chase especially). Often, it's not the Killers fault they were led back to a hooked survivor. I think what happens with a lot of Survivors that they don't see what they're doing as a misplay, but as bad manners by the Killer. Because very few players seem to want to admit…
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Actual Cannibal Shia LaBeouf https://www.youtube.com/watch?v=o0u4M6vppCI&ab_channel=robcantor The Horribly Slow Killer with the Extremely Inefficient Weapon. https://www.youtube.com/watch?v=9VDvgL58h_Y&ab_channel=RichardGaleFilms
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It was said above me, but it's because the game is not built explicitly to be a team game on the Survivor side. Even in the tutorial stuff, I seem to recall it basically saying that helping is good, but don't get yourself killed for it. So the idea is that you don't know if you can trust the other Survivors. Basically, the…
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It feels like if you don't let them sit and heal directly under the hook, they call you a camper and/or tunneler. Like you're expected to just ignore the unhook notification entirely.
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I'm actually a Killer main, I was just continuing the discussion for the most part. You make a lot of really good points, and that was exactly what I was hoping for. Just some discussion. When I do play Survivor, I don't really encounter camping or tunneling all that often. In fact, I can think of once that I was directly…
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I'm just going to echo the sentiment that Killers seem to be held to a different standard than Survivors. I get part of the reason why is because the killer is literally trying to end the match, and sometimes that means a survivor is out super fast. But what is the Killer supposed to do? Politely wait in a corner, facing a…
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I meant have it adjust similar to but not effected by terror radius. So it's a separate measurement not effected by terror reducing effects. Even so, if someone wants to run a bunch of terror radius reducing things just to camp, they're probably sacrificing more useful things.
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Then make it like a terror radius and adjust based on who is played.
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By forcing the killers to apply pressure elsewhere, it should slow gen rushing naturally. Flashlight can be helped by clearing the area before picking up a survivor, I don't think it needs addressed personally. Just don't rush every action. Honestly, I think attacking a survivor in the process of unhooking should interrupt…
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I think they mean have the meter maintain meter progress between hooks. So it's no longer three and done, but a need to empty the meter over whatever necessary number of hooks.
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How about stop or slow hook progression when the killer is within a certain range of the hook? Could even make that range expand when the hooked survivor reaches stage 2.
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Because you're relying on timing and skill rather than a crutch to unhook. I get why people take that perk, because they assume they have a camper or because they don't want to have to wait to unhook someone, or because they like to just bum rush the killer. With the exception of the camper scenario though, it's a crutch.
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Not sure why you're mentioning slugging and mori, neither of which I said were ineffective. Slugging can be necessary for sure, but mori is decided before the match and before you know if it's necessary based on survivor playstyle. So it's more of a calculated gamble than a strategy. As for tunneling and camping, this…
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As a killer main, sorry you're getting tunneled and camped. They're not even effective strategies, it's just a way for a salty killer to feel good about that one kill they wasted time for. On the flip side, I wish people would stop calling me a camper in endgame just because they trip my traps when I'm playing The Hag. Or…
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It's meant to simulate the panic and pressure of fighting the spike as it tries to kill you. Skill checks don't convey the same frantic situation.
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God forbid the killer do anything to make it harder on survivors. Should they just sit in the middle of the map when the gens are all done too?
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The point I'll concede is that it's not my job to MAKE SURE my opponent has fun. It is NOT my job to do things that TAKE AWAY their fun though. If they are not enjoying the game, but I'm not doing anything to directly feed into that lack of enjoyment, than that's on them. It shouldn't be about me making a game fun for…
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It does suck that a killer can remove a player like that. But at least there is a trade-off. Less bloodpoints, lower chase emblem, and a lower chance at a good sacrifice emblem since they give the others opportunity to progress through generators quickly.
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Holding a game hostage means the game literally cannot progress. While a killer camps a hooked survivor, the others can burn through generators and get to endgame quicker. Even then, once the hooked person dies, the game moves on as usual anyway. It's a temporary annoyance. If the game required every survivor to escape to…