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Докладване на проблем с превода
...Where did this question even come from? It's completely unrelated and frankly a really dumb argument to even make. I'll never understand people who complain about bbq like it's some op perk when all it does is tell you the general area a far away survivor is, but people act like it makes them exposed, the aura is forever, and the killer gets 300% movement speed from it. @.@
The Hold W meta is simply the most effective way to play the game against most killers. It takes the killer so long to catch up that playing differently is really just a disadvantage in chase. Simply run as far as you can, judge the distance from the killer so you enter a loop when you no longer could make it to the next tile, play the tile, and repeat every time the killer makes a mistake and loses distance. You can drag out chases to 4 gen, 5 gens easy if the killer refuses to drop the chase.
It has no real disadvantages over straight looping as long as you can properly judge distance and always make it to a loop before the killer can close to lunge range. You're just looping the whole map instead of running from tile to tile, burning through parts of the map in the process. Instead you're hitting every third tile or more, creating a better balance of pallets unused across the map. This means less deadzones, more resources for later chases, and longer chase times. You're evenly burning a map's pallets rather than spot burning, in other words.
Of course, this doesn't work against every killer. Spirit laughs at your attempts, but then again Spirit laughs at anything. Nurse and Billy are less affected by it, Deathslinger can negate it, Trickster can send you email spam, and Trapper can disconnect. So it's not a perfect silver bullet, use on everyone strat.
But It's just like complaining about genrushing. They are playing the game optimally. If you don't like it, don't get mad at them, get mad at the devs for allowing it to be the optimal playstyle.
The "Hold W meta", as some would call it, isn't the cause, it's a symptom. Over the years we've been getting more and more Killers with the capacity to shut down loops entirely or incredibly early. Killers like Pyramidhead, Nemesis, Trickster, Spirit and Deathslinger are all capable hitting you through pallets/windows or in the case of Spirit, force the Survivor into a 50/50.
Let's not even talk about Nurse.
What happens when half the loops in a map become unsafe or downright useless? People realize the most reliable way to extend the chase is to simply run away as far as humanly possible.
wow u invented running from the killer get this man a nobel prize wth
xD
thats pretty good :'D
It's just boring to play against.
- If you make killer faster baseline you also help them in loops.
- If you introduce something like stamina to survivor big open maps with less pallets become next to impossible for them.
- They could alter bloodlust to rise(and lose) quickly by simply keeping gaze in survivor(would reward loops losing LoS) which would probably be best solution. Yet at same time we know devs plan to get rid of bloodlust in future so it's rather unlikely to happen.
- They could lower basic running speed tad I suppose and make it current regular speed when killer is within something like 20m I guess, but it would just feel such artificial solution.
Honestly I think a good idea is just a set amount of spawns, that way we won't have barren no pallet maps and no more pallet cities.
Moonwalk, mindgames (loop until next year chase)....na
It feels more like you are a car or train with big red lamps.
What amazes me is that the red stain, scratch marks, aura readings were even conceptualized in the first place.
Seems like just leaving fate up to the merits of your own skill and game sense would have been adequate, without adding all these additional tools.