Comments
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The reason it's called small pp build is because it isn't ever used defensively. It never is used to punish the killer for slugging or tunneling, but rather used to say " I have 60 seconds on this generator where if you slug me I get right back up and keep working or you grab me and get stunned and looped more" There's no…
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The point is that this nerf makes moris more detrimental than good now. The issue with moris and keys are that they end the game prematurely. Now, moris don't have that issue which is fine, but it's not gonna stop someone from camping and tunneling until second phase. I'm fine with them being useless but they shouldn't be…
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I will take one while I watch everyone fall for the bait lmao
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I usually don't tunnel or camp. If you teabag me though, I'm face camping you. Will I lose because of it? Yes. Do I care? No. But normally, I try not to tunnel or camp because it ruins the fun for the survivors. Part of the game is fun, and ruining the game is not fun at all.
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I really hope that we see the reworked maps and try this experiment again once a lot of rng and map rng gets reworked.
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I feel like perks aren't the same as bloodlust. I would be interested if they made it so that you couldnt run some perks together so that you can't have invincibility half the time but apart from that it seems a lil unnecessary. ######### OoO tho. OoO shouldn't exist
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Personally I think ds was made to stop tunneling but has become a bigger issue. It's no longer used to prevent urself from being tunneled, but used to make riskier plays with no consequences. I think by making it de activate once you're healed to full or are working on a generator for 5 seconds. I've had so many times when…
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I do like this, trapper is very easy to grasp but some insane plays are also viable
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Then how would this be an issue? If they don't do gens, the game is slowed and makes it more difficult on the survivors while also giving them the option to either save the ds or to do a gen.
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Why wouldn't anyone do gens? It incentives the anti tunneling mechanic while balancing it so that if they start doing objectives they are now vulnerable instead of invincible basically
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I do think this isn't the best solution tbh. I think making ds deactivate once they touch a generator or during endgame collapse and keep it as it is. This would help make it much more reasonable.
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That's why there's perks like BT and why you can bodyblock, and if neither are good enough for you, make it so that after getting off a hook during endgame, you get a sprint burst effect but causes exhaustion
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This is probably the dumbest thing on here, if the killer watches the survivor bleed out then yes, they are holding the game hostage but slugging a survivor to go kill the other survivor is not holding the game hostage
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I agree with this, having a healthy survivor go into a locker and stun you is such bs, and have it deactivate during the endgame as well. I've had times where I down 2 survivors at the end gate and both ds me and get away and it's such bs.
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Umm? This doesn't make sense tbh. This issue is extremely fixable. Do the generators further away from each other so that they can't patrol them as easily. That, and saying that thr killer is op and survivors need a buff is bs. The amount of times where I've been body blocked from hooking a survivor, where I have had 2…