Lascivar

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Lascivar
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  • Not a whole lot to add here that other people haven't said already. Some players will find a reason to be salty no matter what the outcome of the game was. Camping was the correct choice. Ideally if you had extra Evil Within to stack still, then 99% it on the survivors that are doing the obvious "I'm over here, look at me…
  • Fred and Diane. Diane gets a LOT of work done. Fred honestly is just found walking into a tree 95% of the time.
  • I've had plenty of occasions where I've downed a couple survivors, hooked one, closed the hatch and went back to find the other only to find they weren't where I downed them. At that point I'll take a little look around the area but if I can't immediately spot them I'll just let them bleed out, if they want to end the game…
  • Third Seal and Lullaby are definitely not minor things. :P Lullaby is brutal even against fantastic survivors when it's 5-stacked and can cause even the best survivors to mess up skill checks or have to stay visually focused on the skill check and no longer camming around.
  • As someone who's played the map about 50ish times now it's getting much easier to navigate. The map length itself is rather huge though but it's still much shorter than Ormond and Crotus Penn. The two floors does take some getting used to as the stairways are on opposing sides of the map and directly in the middle.
  • It's not bugged. You personally did not repair generators by 70%, if you completed the first one at the exact same start/end time as another survivor, it means you only completed 50% of that generator. Yes, the generator did pass 70%, but at that point it means you only completed 35% of it.
  • If I'm going to be honest, the usual perks I see come with Decisive Strike, Dead Hard, Borrowed Time, Unbreakable for the boosted package.
  • While your typing leaves a lot to be desired, you actually somewhat make a reasonable point. Survivors will often return to a generator that's already progressing, because it's faster to get that objective done. In this same sense, killers often return to an injured (or even freshly unhooked injured) survivor because it's…
  • Cause and effect. Someone bringing a key tells me they want to leave the game early. I'll choose the way they leave.
  • Totems are already awfully hidden as is with the occasional 1 wonderful totem placement every 20 games or so. I'd rather they didn't get seen through walls. :P
  • I'm always pleased when someone DCs out of frustration, particularly in SWF games since they're cutting down the time I need to hook and can just begin moving on to the rest of the team.
  • Now I'm upset there's no Australians. I feel excluded. How dare they.
  • For addons, use Forest Stew and Madeleine's Scarf for extreme speed and it prevents survivors from running around objects to endlessly loop victor's leap attack. You can use Charlotte to block windows/doors in a loop when swapping to Victor also. On certain maps with common loops this will help a lot. Try to avoid leaving…
  • This is actually pretty precise. Because the game meta has been forced into rushing and extreme time management, the "fun" killers seldom get to see play because they're just not as efficient as other, better-balanced killers.
  • I think I was a little distracted when babbling on about the Mori but it was still amusing.
  • Had a fun little event where someone had brought a key and I had Franklins.. Just as they activated the hatch and were mid-air jumping in, I hit them, dropped their key and the hatch closed, they were stuck in a floating animation and running away again. It was a delightful game. <3
  • If survivors Dead Hard into a wall/rock/tree, they down themselves. :P Seriously though it's perfectly fine as is, it's a commonly used perk because it's easy to use and a bit of a crutch, but plenty of perks are just that. Be glad it's an on-use perk rather than something automatic like "When the killer swings at you, you…
  • By far it's my strongest map as Hag. Tiny size, 2 floors, plenty of high traffic areas for traps etc. Outside of Hag and a couple other specific killers though it's a rather unpleasant map to play on.
  • I find this to be the most correct reply. Certain killers don't abide by the rules of "Chase me in circles until I drop the pallet then run around it until you break it.", which really messes with survivors who have invested so much time learning only that one tactic without learning how to break chase and hide (and using…
  • Average addons would be: Half Eggshell (Increases the duration that your phantasms stay up/time you have to teleport to triggered traps). Dragonfly Wings (Increases the distance you can teleport to traps, allowing a wider web). If you want to go hard and all out, it'll be Rusty Shackles & Dried Cicada. Please don't ever…
  • This is such a common occurrence honestly. Have one person hooked, they run up, get the unhook.. You down both players (with a bit of chase), pick up the non-DS one first, return, come back for the second, still DS. The second scenario is just hooking someone, going about your business, get another hook.. DS person gets…
  • Honestly everyone has a different opinion on what toxic is, not just survivors and killers having different mindsets but even in those categories the players will have wildly differing opinions. Some things are bad manners, other things are the "survivors rulebook" (ie. No camping, no tunneling, give them a chance to…
  • A lot of the -very- new survivors don't get to escape very often, even some of the boosted ones around rank 1. When they get a chance to escape they'll most likely want to show it off and take it out on the killer. Don't stress, it's not you doing anything wrong, they're just happy they won a game for a change.
  • I couldn't help but laugh at the start.. People running back to a generator ASAP even while injured and just throwing the game. That wasn't the killer being that skilled (He actually is rather good, but that situation was just the survivor having tunnel vision), it's survivors not understanding that they should heal…
  • As an anti-tunneling measure it's perfectly fine, but once the tunnel is over and the survivor is working on a generator/totem etc, there's no reason for it to be active any more, they obviously have the time to do a gen so they've obviously got time to run again.
  • I honestly feel that DS should be altered a little differently than a time reduction. 60s is fine, it prevents tunneling. The problem being that the person then has immunity for 60s from basically any contact, they're free to do their gens/heal teammates etc without the threat of being downed and picked up. As others have…
  • There's been a lot of totem improvements, this was from 2018: I don't think I've seen that kind of thing in a while. lol
  • No reason to really nerf DS honestly, a lot of new survivors still need a way to escape when they get caught quickly and those ranks are where it's mostly used.
  • Just a thought about the stun when being watched, it feels like this would be heavily used in SWF to troll a killer, stunlock them at the gates etc or just anywhere really once they've been found.
  • There's no code of ethics people need to follow in game. As a survivor, you can loop, teabag, flashlight spam, bodyblock and so forth as much as you like. As a killer you may camp, tunnel, bodyblock (basement stairs) and whatever else upsets people. What you choose to do is up to you, you're not there for the pleasure of…
  • I mean you could just Alt-F4 out during the offering/load screen if it bothered you. A survivor's still a survivor, they all run the same direction, loop the same way, die the same way regardless of their equipment/skin.
  • Ideally, yes, was typing it up on my phone and so I just blurted out the thoughts without much construction. Perhaps even just a dropdown menu of all saved loadouts that you have created.
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