Comments
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And I would consider that toxic...
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convenient one to pick because of how innocuous it is. Not saying I agree with everything on the list but slugging an entire team(or whats left of a team) for 4 minutes and going afk is definitely being a jerk for no reason, especially since you yourself said DCing is toxic so are the people on the ground just supposed to…
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Because winning in competitive games is fun and so is stomping the other team most of the time same in anything competitive. In sports if a team is up by a lot they tend to start trying things they normally wouldn't and just having a good time. Not saying cheating is the right thing to do at all but it is easier than…
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This game is basically unplayable for me anymore, the games have no interaction between the killers and survivors anymore and have the exact same result every time and take 5 minutes top.
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Doesnt make them harder just makes them unbearable. Highest level of this game has zero interaction
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my dude they dont need to get to the lowest of the low to stomp and be jerks. We are also talking about a very small portion of the community here in general. And its absolutely not more complex than running into the killer do so will get you zero points in any sort of system possible. And I would like to lay the game with…
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Perks arent gonna matter with MMR. the complaining about the stale perks is going to get worse because thats what everyone is going to be forced to use. Even people that arent great will use them because they will be emulating the highest tier. WOW just had the same issue with covenants. devs thought casual players wouldnt…
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you dont have to be a video game god to be good at this game holding m1 is easy so is holding w.
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You don't have to play competitively to play well. You can be good at the game and be casual just as you can try really hard at the game and suck.
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a consequence of doing the game's objective?
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There's also the point of without seeing the mmr gains or the factors, who does the game see as more skilled, the claud that hid the whole game and managed to escape out the hatch, or the guy that ran the killer 80% of the game but dies. most of the devs themselves struggle to get out of the current green ranks so I don't…
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Has nothing to do with having it easy or not. This game doesn't have defined win conditions and at the peak of the mmr the games last 3.5 minutes, killer get one kill, 2 if survivors throw, and if people complained about seeing the same perks over and over before, wait till there's an actual meta because now its got MMR.…
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people that to "derank" dont need to figure out how it works to derank. They can just run at the killer and die. Having it public would only be exploitable to get into higher tier matches than you should and if people want to do that who cares.
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And because of the lack of trust in their ability to judge skill automatically, we don't know if the immersed claudettes that hide the second they hear a terror radius and urban evasions around the map but escapes is judged as more skilled or the player that managed to run the killer for 80% of the game enabling the…
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Those games are symmetrical. The "sweatier" both sides get in this game the potential for wildly unfun games increases because of it being asymmetrical with no defined win condition. As a survivor if your goal is to escape you will now be nearly forced more than ever to use all scummy perks that killers complain about. And…
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Head on and dead hard suffer heavily from latency. Dead hard doesn't have the validation like pallets do which is why it is used for distance since it can't reliably negate a hit. Head on is a mess, sometimes you can stun the killer 8ft away sometimes they are standing in front of the locker and nothing happens.
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and the proximity penalty does almost nothing and will be couneracted by the fact that they can now get an easy faceroll game against the other 3 survs alone who will have to do more since the gens slow down.
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maybe youre not getting it...if gens slow down, then the other survivors wont get the free escape because it will take longer for them to do the gens while the killer tunnels the one person, so there is no depip or penalty
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not if the gens slow down they wouldn't...which was the point of the thread, and why i said it would have to be paired with a hook camping/tunneling penalty for balance
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the proximity penalty is an absolute joke and DS doesnt stop someone who truly just wants to put someone back in queue. The argument for it being a viable strategy and against it being scummy is because of gen speeds so if gens slow down there needs to be a penalty to do it or an extremely greater incentive to leave the…
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any sort of thing like this would have to be paired with a penalty to killers for camping/ tunneling for there to be any balance in the force.
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MMR was pitiful. As survivor there's a 25% chance you just don't get to play because you get camped and tunneled out of the game back to the lobby, and as killer it maybe added 1 good player per team but was still quite easy to 4k on most occasions.
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I was being facetious. The the argument for mmr is that ranks don't matter because it's a measure of playtime not skill at the game. Therefore playtime doesn't matter and doesn't equate to skill. I think it's dumb and that ranks certainly do matter for every rank that isn't red.
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Hours in game don't matter though that's why we need MMR
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are you confused about trying to do a challenge that says escape 3 chases in a single trial? as in in the same game...
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usually when people post rework ideas they aren't so blatantly OP. Try to be more subtle with it.
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Why does time played matter
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Yeah, a lot of other killers on here have been emotionally hurt by a hyper competitive team once and the scars still haunt them. Even though those teams are like 1/30. Most SWFs end up throwing just as hard as solo players self caring in corners.
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Even if they are a SWF it doesn't mean collectively they are any good, most SWFs aren't.
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they also still makes grass noise and have footstep sounds
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I think it still falls to the fact they have to be injured for it to have value, which means they are one hit from death, so its a gamble to rely on it,
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People associate the ranks to a certain skill level I mean it is what it is, if someone thinks their team played poorly they are probably going to associate that with a visible means of valuation. MMR or whatever it is isn't visible. Its infinitely easier to say my team played like a bunch of green ranks than it is to…
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estimating someone to be green or yellow rank= they played at a much lower level than how a teammate should =not fair
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when all this mmr stuff rolls around they said bp bonuses on resets are going to be rank based so they will mean something
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you get huge penalties for unsafe unhooks
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max throw rate is lower than release, knives decay faster, and he only has 44 and even with double bags can only get to 55. he originally had an addon that made it 6 knives to down anyway and catching survivors in the open or low loops it didnt matter how many knives it took to down because there was nowhere for them to…
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pc
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what he was already good at got better, hes worse where he was weak and numerically overall
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how often did you play him before the changes?
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Watched from 5 minutes on because for some reason. Thats where it started. Every si goes chase the survivors decided to try to run you in a low wall area, and even more in some cases, just out in the open and making no effort to get around a corner. He was always strong in a situation like those.
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Numerically he is worse than initial release so...
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If dh didn't also have a press e to die connotation I would be more inclined to this. But with how terrible the synch issues the servers have I just don't see it being an acceptable change.
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I think this will make the killers thought game of does this person have dead hard 10x worse. way it is now you can at least bait it and see it being used, its even more entirely a guess by what you are suggesting. I think it just remove the I frame entirely, and make extend the lunge a few feet, then it cant be used to…
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I say take the i frames out which will handle when survivors make a mistake and dead hard to not get hit, and add 3ft to the forward lunge.
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more and more
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you reiterated what i was saying about red ranks, i said it has bad and good players but as you get to purple green yellow, the bad players becoem mreo and mreo the majority
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numerically he is worse now than at release
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Solo queue with bond, had a legion chase me entirely around midwich for 5 laps and I kept running past my teammates, never moving, crouched behind stuff...not a single gen moved progress.
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Rank doesn't mean much...at red rank. There can be some bad red ranks and there are some really good red ranks. However the ratio of bad players to good players skews further and further toward bad the worse rank they are. That's not to say there aren't some great players at the lower ranks that don't play often, but they…