Comments
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Getting downed. Get an item put on your head. Arbitrary mechanic that can be modified significantly with no information communicated. Can't get it off because you get tunnelled by a bad killer. Great starting experience. It's something that only works on new players too. It's like people running sweaty skill check Doctor…
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We know what would happen if all survivors spawn together all the time hence why it isn't part of the game now. Newer players would bunch up and get totally annihilated. Killers with insta-down powers would be incredibly strong. People seem to want to furth stagnate the meta on this game by making situations guaranteed,…
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What is that even meant to mean?
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Her trap add ons are nonsense and need nerfed. The trap mechanic should be time wasting one but with these add ons it becomes excessive. The problem with people balancing things for SWF or Solo queue raises its head once again. Nobody cares about pig when they are with a decent team it's when you're with randoms that she…
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It wouldn't be balanced at all. You aren't meant to be 5 gening survivors. It would also be horrendous for new players and make Bubba absolutely ridiculously OP at lower levels.
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I like stressed out Claire tbh. Makes sense. I don't think survivors should be looking their best.
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Yeah and my point being if survivors always spawned next to each other it'd be broken.
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"The amount of time it takes to mend is also a much more significant fraction of the mend timer than the amount of time it takes to search a box is for the reverse bear trap timer." Massive lie? You need to go to the box and then complete the skill checks and see if it comes off, hoping nobody has popped a gen. Why should…
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How is a perk that requires you to be injured a nerf? She can hear healthy survivors easily.
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Pig is an extremely boring and unfair killer for new people playing the game. Most of the time people get their first trap and are then tunnelled out of the game. She should be limited to force you to go to three boxes max.
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T-bagging and clicking the flashlight is survivors trying to tilt you so you make stupid mistakes. Sometimes there are situations when you are completely helpless but most of the time the guy clicking the flashlight should be ignored or at least injured then left.
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Spawning together is a massive disadvantage for survivors.
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Just make her deaf during phase walk or add substantial wind noise/ghost noise and muffle the in game survivor sounds. That would be a decent place to start. I had never really played with her and thought people were exaggerating with how clearly you can hear the position of survivors during phase and I'm a bit deaf…
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Can console players read the post game chat?
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Yeah but one rpd badge vs 60 odd anniversary cakes.
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I've had one RPD badge in my bloodweb today. Are they actually back to spawning again from not or what?
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No issues on my end. As for cakes I have 39 on Nemesis not including the ones I've used on each game. I've seen a few bloodwebs that don't have any but it's been rare.
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If hitboxes were where they were supposed to be the visual feedback wouldn't be as janky. It's simple QOL.
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inb4 somebody posts Otz or Jund saying the hitboxes are consistent. Yeah, consistently bad and miles off where the survivor should be. If something looks consistently awful it doesn't mean that it's part of the game. A visual medium that gives poor visual feedback? Pretty good.
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You'd still need to make the turn into the window. There's so many nonsense hits through windows/round corners as it is I doubt it'd make that much difference. All that would need to be done was make the vaulting speed stricter depending on conditions. Like you need to approach the window from the fast vault direction for…
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Bad netcode and bad hitboxes make for a bad time.
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How? The killer is faster than survivors? It would just mean survivors could make instant direction changes. Killers would actually need to think about what they were doing.
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How is it making the entire map safe? It just makes the crap pallets/loops actually playable. Nothing becomes safe it just becomes a useable part of the environment.
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Nemesis is fine where he is the only time I've seen people waste his ability is when they are desperate to level up tentacle strike and keep failing. Injure survivors. Get them at a window or pallet. If they run off leave them, get another one. They can power through if they like but you'll catch them later or they'll…
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For all the pallets The Game has it also has a lot of dead ends.
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I like the idea of blast mine causing the gen to regress by 0% then normal regression so it can't be popped. Would actually feel like a counterplay perk. Blast mine should only really start counting down when the survivor that sets it leaves the generator. Counterforce is OK but Detective's hunch is Better as it is.…
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Moving the hitbox so it's in front of the survivor not trailing one foot behind.
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That's not regularly then is it?
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Rank 20 yeah?
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Killer's can take you to pretty much any hook in the vicinity as it stands now with multiple mistakes along the way. The struggle doesn't even affect them.
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lol
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There's so many dead areas on these maps. Just eat the strong loops.
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The easiest solution is to make Borrowed Time basekit for all survivors.
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Would like to see this.
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I mean are people really bringing flashbangs that much? I ran it for a bit and used it effectively against wraith but it's not like you know you'll be going against him. My mate runs it but it's a bit of a joke perk. You can make multiple of them during a game but doing that is wasting some serious time and if the killer…
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There are only so many places they can be and it's rng. I'm sure they could be moved away from gens although it's part of the chance of taking a Hex perk. Sometimes it pops in the first minute sometimes it absolutely oppresses the other team.
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Honestly they've been getting much better with placements. Dead Dawg Saloon/Grave of Glenvale has some very filthy totem spawns and the swamp can be hit or miss. It's a bit RNG but as somebody that actively looks for totems to cleanse I'd say over time they are definitely harder to find. Unfortunately the longer you play…
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When I play with my friends it's pretty similar but it's an advantage that solo don't have. You can go from casual fun to coordinating when needed. You don't even need to be bringing sweaty perks or even bring add ons for it to help. Just knowing "I'll get X off the hook" is instant info that solo doesn't get unless using…
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That's very nice of you but I think most people would use this constant info to tunnel people out of the game.
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It's a fine team friendly strategy as strong players loop the killer while weaker ones do gens/bones. It's how I learned to play the game. There are plenty of chase perks. Your change completely deconstructs the point of the distortion perk. The reward from being chased is being chased. It's the distraction.
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It's difficult though because the game is getting balanced for SWF. What about situations when you are the solo with three friends? Or two solos and two friends? Two lobbies of two separate SWFs etc. There would need to be tiers of buffs that would go down depending on how many people were playing together. This is the…
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Have you considered breaking dropped pallets if they are in strong areas or areas you are likely to revisit?
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Hiding in lockers doesn't do anything for your team or objective. That's why I think distortion should encourage objective play. Complete a Gen? Earn a token. Cleanse a totem? Get a token. I do think you need to keep beginner perks but also encourage new players to do objectives. Solo queue has too many immersed players…
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I don't think getting chased by the killer to activate it would count as a buff to the people that need it. The only buff i'd give it would be earning extra tokens as the player completes Gens or does Totems.
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These seem like ridiculous buffs. I don't think Nemesis needs anything like this. I'm not even sure the loud noise notification when a case is opened would even be a buff. It'd be incredibly distracting during a chase. He plays well. The worst performing Nemesis players I see get greedy early game with the tentacle strike.…
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This would also make spinning less powerful on new players as by turning toward the killer you'd be making yourself more vulnerable, not less, as it probably should be. inb4 no fun allowed
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I mean they could just give survivors proper hitboxes instead of the massive tictac that we have now. Alternatively if they moved the tictac forward so leading shots are more likely to work that'd be a decent compromise This would also reduce the amount of janky hits through windows.
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I don't actually think Distortion needs changed. It's a great newcomer perk where they can, for a time, avoid the immediate attention of the killer and get used to the game mechanics. That's certainly how I used it when I first started playing.
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Maybe you should just play to the limits of the perk instead of wanting your own OP changes mandated.
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Eruption is also not guaranteed. If the gen is completed while you're in a chase that's tough luck.