Comments
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That's an interesting idea. I don't know if I like the idea of everyone getting a decent chance of unhooking themselves for free. Regardless, this would only be a bandaid fix to the ragequitting issue. Sure, it would be nice to have the rage quitters waste more of their own time but it would still be incomparable to the…
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I agree with you in the sense that 5 minutes aren't enough of a penalty. However, this post is about the fact that survivors circumvent the DC penalty by killing themselves on hook instead of DCing. As long as you can just avoid rage quit penalties altogether, it doesn't matter what the punishment would be.
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Good point. As a solution you could only punish people for hook suicides when all other survivors are still alive.
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Sure, trying to unhook yourself shouldn't get you banned. Neither should actually messing up and missing two struggle skill checks in a row. But doing both of those things at the same time is obviously rage quitting. If someone dies on their first hook within 10 seconds then that should easily be flaggable as ragequitting…
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Well, a radius is a location. If they are in the radius then they are in the radius. Oblivious shouldn't change anything about that.
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Well, I wouldn't be surprised if this was the way that it's supposed to work. But even then, the Legion's power description would be worded incredibly misleadingly and at least that should be fixed to make the way it works now officially correct.
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Resilience works well with the gameplan but doesn't add any synergy. If you do use Resilience, swapping out Stake Out for This is not Happening might be worth considering.
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Borrowed Time just feels like a standard aspect of the game by now and doesn't really make things interesting anymore. Soul Gard still has that clutch surprise factor that seems almost lost at higher levels of play.
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Protection hits are really rare so I don't think 300 BP per protection hit is worth it. You'd be better off just running a game slowdown perk so that you can actually earn a good amount of points for BBQ to double before the survivors just get out.
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If we define an event as either a dead survivor or a completed generator, the hatch spawns after 5 events.
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Yes, it's very easy to rank up right now and you can lose pretty heavily without ranking down as long as you did something in the matches. Given a basic understanding of the game, rank is pretty much just an indicator of how much you played this month. You could take this environment as an opportunity to learn. However, if…
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You're not doing it wrong, that's just something that happens right now.
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No. Tunneling refers to tunnel vision. You're tunneling if your only goal in a game is to kill one specific survivor and you actively and intentionally throw the game in order to achieve that goal. If you kill one survivor quickly either by chance or in order to get a power spike and snowball into a 3k or 4k, anyone who…
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I use it when I know that an injured survivor is in the area and they're not sprinting. Other than that, I don't find it reliable.
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It's quite strong while it's up but you're never gonna be able to defend the totem, the exit gates and a hooked survivor so, unless the survivors really mess up, it will only grant you one kill at the maximum. I don't think that this is broken since having 3 perks for the rest of the match is a pretty hefty price.
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I would also prefer the normal mix-and-match type to remain the standard but there are concepts (like hooded survivors) that only really work if forced as an entire outfit and I don't mind seeing these from time to time since the restricted freedom usually comes with greater quality.
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You're gonna be ecstatic when you find the left mouse button ;D
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Killers don't specifically target people who have collected crowns in my experience. However, it may very easily seem like that since you emmitt a glow effect. This leads to you being found more often which results in the killer chasing and hooking you more often.
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It's not cheating, it's a strategy. It can be punished very hard and very easily by just repairing generators. One dead survivor and 3 who escape is a really good outcome for the survivors. There are also situations in which staying close to the hook just makes total sense, for example if the hooked survivor is near an…
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Most people go into a game expecting it to be balanced the way it normally is (survivors having the upper hand but killers being able to snowball pretty heavily off of a few survivor mistakes). Strong items and add-ons shift this dynamic and can make a match unenjoyable for one or even both sides. Assuming that you didn't…
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I would say that tunneling is unfair to the survivor that is being tunneled, however that doesn't mean that it is morally wrong to tunnel. There are going to be unfair situations in an asymmetrical game and the survivors accept that by queuing up for a game. So my advice would be: Don't be bothered trying to be a "nice…
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When I'm playing alone, I like to have some way of getting healed. Options for this are Self Care (maybe take Resilience and Botany Knowledge as well so it doesn't take ages), Bond, Empathy, Kindred. I have recently also really liked Blood Pact. It gives you a way to get healed without wasting too much time since you get…
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No matter how you justify a DC, it's still a DC, ruining the entire match for everyone else involved. Your connection fails? Unlucky but a timeout of a few minutes might be a good incentive to get it fixed. You don't like the way your opponent is playing? Just do your best to counter their strategy. DC penalties are one of…
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Meg, then Bill
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Same here. I played a game of killer, got ~32k BP with fully stacked BBQ and three gateaus and I got about 70k BP for that match. So I was robbed of about 95k BP.
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It's always ok. However, it is rarely optimal since you risk eating a DS. Good situations to tunnel are: There is no obsession; The person you would tunnel has already used their DS on you; You need a kill so desperately that you're willing to risk losing the game to a DS.
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Something I forgot to mention for the second category: When you pick up a survivor, during Feral Frenzy, you lose your entire power gauge.
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Unfortunately, full stealth isn't really viable on the Legion so if you're looking for a build that has stealth elements but also works, I would recommend just taking a normal Legion build (things like Thana, Pop, Surge) and putting in Monitor and Abuse. This is good because it helps you sneak up on people but it also…
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Survivors can use Unbreakable, No Mither or Soul Guard to get up. If this is not the case, the last survivor can still escape through the hatch. Other than that, you basically lose.
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The new Legion cosmetics are also licensened. Google "silent hill bunny".
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Hatchets one-shot survivors that were at least X meters away from the Huntress when she threw them
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1600
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They're already quite different. You mentioned cosmetics not being a big factor for you but there's also body size, breathing, groaning and screaming. Those factors should be a good enough reason to buy either Kate or Ace.
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I would honestly recommend the Cannibal if you don't have the teachable for BBQ and Chili yet. The killer is trash but the perk will significantly help your blood point gain and waiting on it to show up in the Shrine of Secrets is just a little unreliable. Otherwise, I can definitely recommend the Nightmare. He's really…
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I think it might be forbidden. After all, it could be interpreted as working with the other side or as rage quitting. You definitely wouldn't have any trouble finding an acurate category in the report UI. Obviously, actually getting punished for it is a whole other matter.
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Continue to play normally. Someone DCing sucks but it shouldn't turn the whole match into a boring farm fest.
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They probably mean Distortion
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I agree that Moris should be nerfed. They tilt the game into one direction way too hard to the point where it can hardly even be called an interactive multiplayer experience. That being said, the same goes for Keys. In fact, all items and add-ons (except for the many killer add-ons that already don't really do anything)…
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I think you're underestimating what my proposition would do. Of course people that currently just let go of Space would get right back to intentionally losing as soon as they get unhooked but it does matter. The killer might not know that the survivor has given up and might still patrol that hook which would buy more time…
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I get pretty good queue times as a rank 1 killer. Even if these changes slightly increase my queue times, I'm willing to accept that as long as godloops get fixed.
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I think that the issue here is that a lot of survivors don't use pallets probably. This would explain why people might think that rebuilding pallets would be balanced. However, a pallet isn't just something you throw down to get 5 extra seconds in a chase. For a good survivor, a pallet is an incredibly valuable tool that…
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You're right, I didn't think of that. That would also mean that it would be a bit more of a balance change than I thought. However, since I'm personally not a fan of the hatch, especially when survivors have the power to open it and since the strategy you mentioned works best in SWF which are already really strong, I…
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It definitely used to be directional but it isn't anymore.
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Here are my tips for creating pressure: At least consider letting people go. I know it feels like a loss but they won't be back on a gen immediately after you stop chasing them so you don't lose as much pressure as you might think. After all, no amount of killer skill is enough to outplay a good survivor in a strong setup.…
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Can't tell if you're literally flaming every single killer player for being bad or if you're saying that the role is too perk reliant and making a balance statement.. Either way, I'm just gonna assume that this is bait.
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Challenges and dailys would definitely have to be tackled differently but I guess I wouldn't mind it too much. There'd definitely be a lot less screaming and cussing in aftergame chat.
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It punishes people who disconnect. Disconnecting is unhealthy for the game. If you only do it in situations in which it is somewhat justified (even though, in my opinion, it's never truly justified), you won't get long penalties. Waiting 5 minutes every time you actually get outclassed and bullied so siginificantly that…
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In my experience, people usually disconnect after certain events like getting downed, grabbed or hooked for survivors or losing a generator, totem or chase for killers. Obviously, these people didn't disconnect because of connection issues. They ragequit. Therefore, I just can't support the argument of "Most people…
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That would be holding the game hostage so, yes, they will get penalized for it if they do it repeatedly. You can do your part by reporting it. While I understand that this is a bad situation, lowering DC penalties just because things like this might happen from time to time would be unreasonable. Matchmaking is the issue…
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If you regularly intentionally disconnect from a match that you have committed to and thereby ruin 4 other peoples' fun each time you do it, you don't deserve to play this game. Just wait for the ban to expire and learn from this. It's really not that hard to follow the rules of this game: Just don't ragequit and don't…