Comments
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Why? You can still use the perk for your own information. That's what I do.
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When I play Killer, I play the simpler ones, like Trapper or Huntress. Occasionally I'll play Dredge, but I hardly ever teleport, and I can't make use of his remnants for the life of me. I can't give a definitive answer because there are way too many factors involved. I'm not sure why you're asking me this question as if…
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And the Killer certainly cannot afford to keep chasing that one Survivor they just can't catch, because that allows the others to work freely on the gens. It's not that difficult, since you can see the auras of all unrepaired generators, and they're usually in two clusters on the map, with maybe one in the center. When…
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I wouldn't call lobby dodging itself "unsportsmanlike," but there can be unsportsmanlike reasons for it. Maybe you just got into a lobby and a friend wants to play, so you back out to get into a new lobby with them. Me, I usually only "lobby dodge" when I get the rid ping bar. I don't want to play a match when I have a…
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Can we just have the 5v5 already? That's the mode I've been wanting ever since they asked about the different game modes in that survey. I've just been so intrigued with the idea of a team of Survivors teaming up with a Killer.
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Well, yeah. But if you're having trouble catching one Survivor, wouldn't it be wise to stop chasing them and push the others off their gens? If you're overcommitting to chasing that one Survivor that you just can't catch, that's when the gens fly. And that is the Killer's choice. A Survivor can't loop for five gens if the…
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We already have an option. Click the little arrow thingie at the corner of the chat window, shown here…
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If you're having a bad chase against a certain Survivor, you can choose to drop it at any time. That's still your agency more than the Survivor's. Survivors can try to take chase from you, but only you can choose whether or not to chase them.
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Killers already have waaaaaay more agency than Survivors do. All we want is to level the playing field juuuuuust a bit.
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I've been thinking this myself. Hatch offerings really only help the Killer and screw the Survivor over more often than not, regardless of who brings it. You can hope that the Killer would forget about the offering, but the info is readily accessible in the pause/menu screen at any point in the match. Whenever I see a…
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But if we're affected by blindness, that black bubble is the only way to tell where the Survivor is hooked. They used to have it so the Killer aura was visible through that bubble. They need to bring that back.
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Fun fact: People throw because the match is already ruined. Staying won't change the outcome. And not once did I say that I'm the one who throws every match. I'm not going to say I've never done it, because let's face it, it's happened to all of us at some point. So quit with your accusations, and quit complaining about…
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You don't mention that when you unhook these survivors, most of the time they keep playing the game, because they change their mind. I don't mention that because that doesn't happen. When someone decides they want out of a match, they mean it, and they will make your life a living hell if you deny them that. Each time I've…
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Why would you point out all those basekit tools to defend against tunneling and camping while also declaring that you and many other Killers have resorted to slugging specifically to deny Survivor those tools? Also those anti-tunnel/anti-camp/anti-slug tools only work for Killers who just want to apply a little bit of…
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If they did this, Survivors would have to be lucky and skill would be non-existent.
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Yeah, it all makes sense, so there's really nothing that can be done to change the asym nature of the game. There have been countless other discussions about this "epidemic," and I agree with the idea that Survivors should be more incentivized to stick it out even when the match is hopeless. They should be rewarded more…
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Okay, let me rephrase then: Most Survivor errors are way more impactful than you might think, whether it's a misplay in the first chase resulting in a quick down, simply refusing to heal after unhook (possibly for Resilience value or whatever), or something much worse like a 3-gen.
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What will help with the problem is addressing why people do it, and I just explained one reason why. As others have said, more people give up because the match has reached an unwinnable state. Going next just because they were the first one downed is much less common than people claim on these forums, as also stated by…
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We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win. Is it any wonder why people go next?
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All right, here's my spreadsheet for 2024.
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I keep spreadsheets of my matches. Usually I play about five matches, and if I can get at least two escapes out of five, that's considered "average" and therefore acceptable. But more and more commonly lately I've been going into overtime, dying over and over again, so I try, try again, just to get one more escape. Because…
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I can't help wondering, what do you think would happen if BHVR did inform players about these region locks? Would players smile and be okay with it then (even the ones who live in the countries that are affected by these region locks)? I kind of doubt it. They'd still get as much anger and hate. And that's probably why…
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They gain a condemned stack each time they turn off a TV. That's another consequence.
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I definitely don't like the idea that he could teleport to Survivors who are healing. That just sounds like an invitation to tunnel the injured person to me, and/or start a slug party.
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Who says you have to be the best player in the world?
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If one person can win without tunneling, then so can anyone else. But most people won't. They'll just do what they want. As Pulsar said, most people will take the path of least resistance. Not because it's necessary, but because it's easier.
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Remove map offerings, remove bots from public matches.
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So they say, but I'm not convinced that they actually enforce that. Why would they what? Grief and sandbag when they get saved when trying to go next? Who knows?
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Yes, we know there are plenty of instances where a Killer slugs as a strategy for pressure, or in response to sabo squads, but there have been enough instances where the Killer bleeds out just to be a jerk. Whatever the devs come out with, I'm sure it'll help to reduce the latter without affecting the former too much, as…
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Apparently you missed the most recent player satisfaction survey, in which they asked a lot of questions about slugging. This indicates that they're cooking up something, though we're still waiting to hear what they come up with.
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They are allowed to 4k, but bleeding everyone out for 4+ minutes is an unnecessary waste of time, especially for the Survivors who can do nothing but wait it out.
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Only if Survivors are able to see what Killer they're going against and dodge if they don't like it.
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I'd support it, but I don't see it happening. It'd be an interesting experiment to try, along with the suggestion that teammates should be able to DC without penalty after one person DC's. Then the Killers would be left with no game, sitting in a lobby, trying to find Survivors who will actually play with them. Even…
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Knockout rework Daily Ritual overhaul 5v5 mode Those are some things off the top of my head, but I'm sure there are others.
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Unfortunately, anti-slug perks don't really help in these situations. I had a Wraith yesterday with Ruin/Undying who just slugged everyone, and I happened to bring Soul Guard. The perk helped me pick myself up multiple times, but did nothing to progress the match in our favor. The Killer rode up my bumper the entire time,…
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I think you might have misunderstood me. When I said you don't want to keep someone around when they want to leave, I meant that you do not want to prevent them from leaving the match by removing the 4%, for the reasons I described above. I'd rather let them leave than put up with their griefing.
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Eh, not really. Every time someone gets saved when they're trying to throw, they just sabotage the match for the other teammates. I just had this happen yesterday, and clipped it to boot. Yes, I reported that person for griefing, but we'll never know if anything will be done about it. It's just yet another painful reminder…
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Higher DC penalties would only lead to more people throwing on hook and not leaving bots for the remaining Survivors. But I know Killers wouldn't care about that. That said, I wouldn't oppose ending the match if there were only bots left. I personally wish they hadn't added bots in the first place. I feel like they cause…
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Yeah, whenever I see my teammates with flashlights, the Killer gets a 4k at 4-5 gens.
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Trust me, when Survivors want to go next, you do NOT want to keep them in the game (unless you're the Killer, maybe). Otherwise, they'll do crap like this…
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I'll trade you my matches then. In most of my matches, one of us (or sometimes all of us) are on death hook before the first gen gets done.
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There's already plenty of mechanics in place to keep Survivors from looping too long: Killers gain bloodlust, pallets get broken, windows get blocked after vaulting it so many times in chase, etc.
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Learn proper grammar and actually punctuate your sentences so that people can actually read them.
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Try playing Survivor sometime and be part of the "winning" side. 😁
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This is why I always stock up in snowskulls. If a snowman gets in my way while running, I pop 'em with a snowskull.
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Is it taking the game hostage, though? While the game does seem to drag on, both sides do have the power to progress the match. It's a bit different from those situations where the Killer bodyblocks a Survivor in the corner where they cannot move or progress the match, and the other three Survivors are dead. That would be…
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Since when has the broken status been able to be removed by Survivor actions? Never. Most other instances of the broken status have to be waited out, with the exception of Invocation perks and No Mither, which are permanent. In fact, most other status effects have to be waited out as well, again with a few exceptions.
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Well, if you're going to respond to every suggestion with "But then this will happen, now what?", then stop asking for suggestions.
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Lol, if the last two Survivors hiding for hatch is as common as people say it is, they're not going to be hanging around their teammate waiting for a sabo or flashlight save. But in the hypothetical situation where it does happen, you can either chase the person who did the save, or the person who was saved. The latter…
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It is explained in the game.