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If you get to the point where you've regressed every gen 8 times, as a Killer, you should have won, because that's such an ungodly amount of regression the only way you could have possibly lost is a crushing, deafening lack of skill. Hence, you deserved to lose. It's like a Nurse who has a 15 minute game but still loses. If you had that much time and still lost, it was because you were a bad Nurse.
I prefer stalemate breakers. I liked Hatch. I like the match time limit. I like the gen kick limit.
In this sense, the new system was made for the killer to kick and only be able to kick again after the survivor touched the generator and made that generator progress bar.
That's why I don't recommend using this perk because the number of kicks for the killer has become something valuable in the game.
another example: I knocked down a survivor who I had already kicked the generator before. Instead of calculating 1, the system already calculates two guesses. the first was when you kicked the generator and the second when you knocked the survivor off the side even when he was already regressing.
Before this system, I used this method to save time, because catching the survivor and putting him on the hook is extra time for the survivors to generate and heal.
Depending on RnG, the problem is greater due to the distance from the hooks and sometimes there isn't even a hook in the area where the survivors party, just leaving them on the ground.
Still in this context, the perk was good so you don't have to keep kicking the generators, saving you time.
I for one have never reached the 8 kick limit because I have the gamesense to take chase instead of kicking a gen if the survivor is close enough
Because the game punishes you for killing too quickly with ranks and too few bloodpoints and also punishes you too much for delaying the game with generators blocked by the entity.
Killer depends on the mechanics of its own power where even the addons don't change the gameplay that much or are already nerfed like the pink addons, in addition to so much basekit for survivors that many SWF know how to take advantage of. I feel like behavior tries to fix something but it only makes it worse.
The survivor can easily bypass the disconnect penalty, while the killer has to suffer the survivor's toxicity until the end of the match and in the chat.
I'm not saying that the killer should always win, but rather define a system that separates the casual from the competitive or promotes lighter matches.
I also don't think it's the company's fault, they believed the game would be something like children's tag where everyone would have fun but it became hostile for both sides.
The problem I see with users here is that they don't doubt how the perk works and blame it on you, saying it's not a perk, as if the game system was perfect. For me, the worst are the players who only play survivor and don't try the other side with this argument.
But I'll have to agree with the guy there, there are a thousand and other generator perks that can replace it.
Therefore, learning to talk to people here is a pain in the neck and it is better to stop playing in extreme cases or avoid the problem. If the game is really unplayable on one side, people will stop by themselves.