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They collect the reports and do something on a certain number...
Also proof. You can report all you want, if there‘s no evidence nothing‘s gonna happen.
if she never missed it means you are terrible at dodging
Just deal with it.
I'm going to correct this, because number of reports are irrelevant. There has to be evidence of something breaking the rules, without evidence amount of reports don't matter at all. And with evidence, one report is enough.
Sure, but what proof do you have that people actually get banned for anything? I mean, we'd all have to live stream or record every single match to have the evidence of it happening. Given that 99% of players do not do that, it seems like a difficult requirement.
It will be especially difficult for you, as you cannot yet separate "playing the game" from "trolling and griefing".
Literally no rules broken - ban huntress, plays unfair, brought an addon... doesn't matter. Ban them and make them uninstall...
DS/Unbreakable... that's a 0 star ban/uninstall...
Lets integrate the rating system asap.
Definitely not the slipperiest of slopes here.
Haven't bothered playing recently at all (I hope I didn't miss BBQ on the Shrine). I played a few games for challenges last night.
Got accused of tunnelling in one game because I killed one person fairly early on. The final hook came after I turned around to start channelling Blink after the hook, only for them to unhook them BEHIND ME, just because they had Borrowed Time. That person hung around till the end so it was obviously a SWF. Why should I actively target the healthy survivor when you do stupid ♥♥♥♥ like that?
So yeah, Elric, your word means nothing. And rightly so, BHVR don't ban people for it.
yes, The tunneling is bad. But at the same time. If it doesn't force other survivors to leave generators to help their "friends", than what does? We have this push and pull issue here. Where even IF the killer remains efficient and constantly LEAVES chases to go back to protect generators. We end up with the game always being in favor of the survivors.
How about slugging. I don't like doing it. It isn't fun for anyone. But high rank play always means that taking a survivor to a hook isn't always going to be time we have. VS if we put higher pressure on the team by having to spend TIME healing a slugged survivor.
If I pick a survivor off the ground, hook them. The other member of the team has to press M1 for just a second, and that removes their team member off the hook. VS if I slug them. This means they have to spend TIME trying to heal their team mate. as well as they have a meter which they have to use to recover.
There's a couple of reasons, and it really varies match to match.
Against high level swf teams or even just survs who are way higher skill than the killer due to matchmaking being ♥♥♥♥♥♥♥ garbage (hi R16's going against purples and reds) they might feel they have no other option. It took them so long to just catch the person, they're not likely to give that up, especially if it IS SWF and they're over altruistic.
Another possibility is the case of OP, where his team made bad plays and just farmed him for pips. And I think this is the real core issue with a lot of mid rank to high rank games. Survivor pip system is all based on interaction, but aside from gens has nothing to do with the actual goal, escape. This leads to survs farming emblems instead of working on escaping in the middle ranks where they can afford to play like crap, use BT for guaranteed altruism unhooks in the killer's face, do your one gen, run the killer for a bit and pip up. At the end of the day, survivor pip system actually encourages self destructive play. Why do you think the game drifted towards looping more than stealth? PIPs demand it.
Lastly the maps. Oh god the maps. Some maps are so freaking massive that most of the roster has no chance at all from the word go unless the survs are just bad. They might be really good at 1v1 chases but they'll lose gens before they even finish sweeping the map (Hi Clown, or at least before his 'buff'). This leads to very few killers actually being viable.
I'm not even getting into perks here because those are just bandaid fixes and mechanics added on to an already crumbling foundation. Fix the broken foundation first (better map reworks that actually fix the problem, not just add a bunch of god pallets and walls that just waste even more of the killer's time), matchmaking and a survivor pip system that better reflects skill and the survivor objective and not just a lazy excuse to force interaction, and lastly QoL buffs to severely underpowered killers who rarely see high level play to at least make them able to perform.
Of course if you're in the receiving side of said strategies you will complain instead of learning how to deal with them.