hanniballecturer

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hanniballecturer
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  • I tunnel if you're running Object of Obsession, if you're healing under the hook, or if another survivor on your team is trying too hard to get my attention. Excessive taunting tells me one of the other survivors is probably accustomed to roaming free while the runner keeps the killer busy. Teams fall apart whenever I fail…
  • Can you phrase this in terms other than "fairness?" Does it require a perk from the survivor to be less troubling? Sure, but that's the downside for both killer and survivor - they're spending a perk slot on this mechanic. If the survivor happens to take one of a list of perks, then M&A becomes irrelevant. This seems to be…
  • Playing Myers, I got blasted for camping the hook and then teleporting to another survivor. I was hacking. They had video. I was going to be reported. Would lose my account. Pathetic, etc. Folks had never heard of Dark Devotion.
  • "As the Oni, use Demon Dash to run face first into seventeen walls near survivors."
  • Clocks are the lowest-risk, easiest way to get out of sleep. It takes a single survivor, interacting with a highlighted object. Compare this to failing a skill check, which notifies the killer, or being woken up, which requires a little coordination between two survivors. Every method has to have a cost, so the clock has…
  • I run Whispers on everyone for other reasons, but preventing this is up there on the list. Once upon a time I played a match using a build that someone suggested - it did not have Whispers - and I spent at least five minutes in the endgame just running around blindly. One match and it happened immediately. Never again. I…
  • The changes in matchmaking swamped out any map changes. The survivors I'm getting have changed. These games are red and sweaty. Not impossible - I just had a perfect Legion game against a three-flashlight group - but every group feels like that now. Wins are still possible and fun is still kinda possible, but there is no…
  • The thing that bothers me about SWF isn't the efficiency that comes from communication. I don't mind losing against teams that do well, and I've been against SWFs that fall apart at the first hit and solos who cohere like an army unit. But with a decent Spirit build, I don't usually feel owned by either - the games are…
  • It is - music from the previous game is sometimes left over. You'll need to restart the game.
  • I'm not trying to make anything right - I'm trying to play a game without intentionally hobbling myself for no reward. There is nothing wrong with insisting that every player be responsible for his own enjoyment of the game. Their enjoyment isn't something I can control, and I know this because they seem miserable whether…
  • No one is guarding my fun for me, so I'm not sure why it's my job to do it for others. Survivors do nothing to make sure I'm having the great time I'm supposed to be making sure they have. Quite the opposite, usually. I haven't been gifted a kill in recent memory. BMing is at an all-time high. This happens when I'm playing…
  • Bloodhound. Sure, you Quick and Quieted into a locker, but you also left a trail of hamburger behind you.
  • Toxicity is using game elements with the primary intention to annoy or communicate disrespect. No action is toxic in itself. There's no list. You can usually recognize toxicity when a player isn't gaining an advantage and might even be sacrificing advantages. So for example, when someone spams vaults, he's sacrificing…
  • They've changed something in the past few days, seems, and it's been a disaster for the quality of the game. The number of incoming complaints is enormous, even compared to the volume we've already seen. I have had one non-sweaty game in recent memory.
  • You can - and I don't mean this sarcastically at all - maintain a sense of superiority by resisting the urge to play the "small" way. Bloodpoints are fine, but knowing you're better than someone else... well, it's priceless.
  • Thanatophobia needs to keep working when someone dies. If you're afraid of death and somebody actually just died, you're not like phew that's over, now I can concentrate.
  • The last we were told, the highest-ranked survivor stands for the group. So if you're 1, 20, 20, 20, the group is counted like you're all rank 1s. However, they're messing with matchmaking behind the scenes and it's not in a great place anyway, so at the moment it's really just a coin toss.
  • If you measure solely by the ability to 4K ever, then sure - killer is not always and completely helpless. It's clear that killers are under more pressure and cannot afford to make many, if any, mistakes. Getting to rank 1 as killer was harrowing. I had to keep an eye on my opponents, on map offerings, etc. It wasn't…
  • Also brought back the fan noises during PS4 loading screens. For a very brief while I wasn't afraid to run the game, but it's back.
  • Jake's last name is Park, he got a Korean hanbok during the Lunar New Year, he has a "meditative" perk, and he's based on Alex Lin.
  • NOED is trading power now for a possible burst of power later - that's all it is. It feels bad, but that's because the survivor knows it could've been avoided but doesn't know how to just accept that knowledge.
  • It's definitely getting worse. First, I noticed the ranks climbing - the average game got more difficult. Recently, I've noticed the manners getting far worse - the average game got far less enjoyable.
  • NOED rewards the killer for going the majority of the match with just three perks, and potentially risking three perks for the whole match. If you're seeing 1Ks turn into 4Ks because of NOED, the survivors are doing something wrong - probably, trying to turn a 1K into a 0K and not acknowledging the reality of their…
  • Agreed. The first week or so after the next DLC, the hook sabotages are going to be miserable. Lots of attempted hook sabotages from survivors that don't necessarily know how to turn them into a win, but nevertheless want to tilt the killer. Even if the meta settles down eventually, sabotaging a hook in front of a killer…
  • I've recently noticed a number of names from the local university, from local cities, sports team, etc. Also, I'm noticing a lot of repeat survivors - I played back-to-back games with two other survivors yesterday, and that'd never happened before. Seems you're probably right.
  • If you want to play killer, you'll learn very little from the stompings that matchmaking forces on you, and you'll starve for BP more than I ever did. Definitely not.
  • To really learn, you need a mix of wins and losses. In chess, for example, you're learning the most when you're winning about one-/two-thirds of games. That's not the experience of most non-optimal killers these days. There is little room for casual killers and little room for them to learn.
  • Bizarre to me that they've removed/nerfed a lot of the non-Ruin possibilities for slowdown. Legion Frenzy no longer applies Sloppy, for example. Thanatophobia is not terribly helpful even with four stacks. Pig hats are treated by survivors mostly like annoying cosmetics. Dying Light is not helpful - if you're hooking…
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