Damon22441
Damon22441
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- Damon22441
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100% agree to all of this. The easiest way to make a Wraith sad is to be near windows, and from having played (against) Wraith a lot I can testify that his best add-on is Shadow Dance. Ever since the devs made the maps more random, there always seems to be those windows that are way too good, and the faster pallet breaking is almost necessary since breaking them even with Brutal Strength is enough time for a survivor to get to another one.
I often find that running both add-ons as Swift Hunt, it still takes forever to get out of invis. Recently I ran Windstorm and Swift Hunt purples and managed to get in front of a survivor trying to loop a pallet. He pressed against me for a short while as I began uncloaking, but he still had enough time to run far enough away around the loop that I couldn't lunge at him before he got to the other side of the same pallet I just body blocked him from. Without a doubt, the uncloaking takes too long base. (The pallet distance was a medium size.) Meanwhile, comboing Shadow Dances with Brutal Strength is very powerful against those taunting survivors that don't run from the other side of a pallet. Nothing like smashing it to pieces as they realize they shouldn't have been so cocky.
I would also suggest making his invisibility like Freddy's in that you can't see his refraction unless he's a certain distance away. As it is now, SFWs can communicate where you are because you're still visible across the map. I really don't understand why this isn't like this already.
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He should get a nerf-buff. Currently, he's a better Pig/Meyers with his ability to sprint across the map silently and one-hit with an ability that highlights players across map and Spine Chill EX.
My track record last season was 3-26 (surviving three, not counting hatch escapes). That's nuts since I escape from other killers far, far more often (including Nurse) [PC player].
Methinks the Exposed timer should decrease, the gauge that fills to expose someone should actually decrease over time (currently it loses something like 1 point every ten seconds: nearly non-existent) his movement speed while silent should decrease (Like how Pig loses speed and how T1 Meyers is slow asf by default. There's a reason for this.), he shouldn't have an enhanced Spine Chill, and his add-ons should make up for these changes. No reason Wraith has to spend time Uncloaking or Pig standing/charging while this guy can just swing with the only drawback being he stops being silent, while having Spidey-senses.
As for how to make him fun to play against, I don't think it's possible. You just run circles until you run out of pallets or he gets you, and his lack of an ability other than left-clicking tempts him to camp/tunnel to get an edge over survivors. If bE could think of a way to make him a better jumpscare/creeper, maybe then he'd be cool (but that requires a rework/retool of his "kit" that doesn't make Meyers obsolete, and I doubt they'll put resources into changing his 5s power charge time).
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Hmm, should have specified this question was for PC. Thought I did, whoops.
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Haven't had to dodge a Red connection status, or even Yellow where the ping is greater than 150.
In game, however, I'd almost think it was the same P2P connection the way Killers still throw their weapons over pallets or happen to lag through them, then sometimes teleport back behind them. Also, the whole "Host Disconnected" thing still makes me think it's not really dedicated, just the matchmaking lobby is.
The only MAJOR problem I've had is the very rare internet drop that happens every so often, which spans only about about 1.2 seconds, results in the server IMMEDIATELY booting me to the main menu with EAC unable to be loaded (resulting in the application terminating)... something that didn't happen on P2P.
Maybe increase the timeout duration so stuff like this doesn't happen?
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@GODOG said:
The Pig has her Ambush and RBTs. Well she did before BHVR started nerfing the ######### out of them because ??? Point is Pig actually has more things to help her in a loop vs GF. Some loops she can use her Ambush to get a hit or at least scare a survivor off. She has (kind of inconsistent) game slow down built into her kit. etc.
The only thing GF has over Pig in a chase is the ability to hide his red stain. That's it. Yes he can get insta-downs but usually not mid chase unless they are stalked to 99 before, and hitting them mid chase will lose all your progress, less reliable than Myers popping T3 mid chase.
Your nerfs proposed would destroy him completely and make him unfun to play.
Do you play the same game? Pig has to slow down to crouch speed (20% decrease and no Bloodlust bonus), then hold attack, then speed up into an Ambush. That legit only works on greens. (Hmm...) Then, if they aren't injured, they can simply reset.
You can't hand-wave an insta-down like it's not something to even consider, and where do the RBTs come into the looping? If "The Pig has more than GF to help in looping," then why do you name a 1 for 1 chase advantage— Ambush (lol) vs Terror Radius and Red Stain hide (cause both happen at the same time)?
It doesn't matter if it's harder than Meyers' T3 pop, it can still be done, and consistently does at higher ranks.
Tally your win record against each. I guarantee GF will have a much, MUCH higher win rate than Pig, despite having similar kits (stealth). (My data sits at 27 matches over the past month with only 5 losses. Nearly opposite of GF's now 21-2.)
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@GODOG said:
ew no to all of this. GF is strong yes, but he's not godlike and very counterable and dealable. If you win against the Nurse, you weren't playing good she just sucked.
I think they should just look at the detection mechanics again to make it more fair and smooth for both sides. I'd be fine with reducing the detection time, increasing the 'reveal radius' on the Survivors' screen, etc if they lowered the bullshit 0.3 buffer between 'Detected' and 'Undetected'. There also is some weirdness with him being hard to detect if he crouch walks at you, fix that for sure.
I'd also like if they took a look at his Addons and his CD because the only ones that are worth using are his CD ones. I basically have to horde them to play GF because without them it's pretty painful. Lower the CD but nerfing the Chewed Pen so it evens out (possibly a second or two more) would be nice and then they could look at his addons to make them actually worth using. His Crouch speed addons are so bad, not even Monto has done a meme crouch speed GF build with PWYF yet
That's kinda what I meant when I said she's impossible to balance.
But the main gripes I got is the enhanced Spine Chill he has that gives the direction of the revealer and the full move speed he has relative to The Pig, who has the same kind of ability (hiding terror radius) but with the negatives I said PLUS the height change of needing to crouch. He's just a pay-to-win Pig at this point, where The Pig is already payed DLC, and that's not okay, but bE doesn't care about that.
You want to see the Add-Ons changed so the CD ones aren't so damn necessary/useful, and I suggested a way to buff the other Add-Ons. Your point of reducing recharge time to make the CD Add-Ons less appealing should also be added, as it's true that every single one of my 20 trials used the CD Add-Ons in both slots. Reducing base time and Add-On time by X%.
I actually think the "detection" time is a little fast and he could do with a longer time, not shorter time, to be revealed by a survivor— just clarifying what's meant by that.
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@ColonGlock said:
Red rank killers are there for a reason. They are relentless and want to win at all costs.
Is it fun? No, but neither is getting tea bagged at an exit gate when they try to play a killer they are not familiar with, or is hard countered by loops and pallets.
Are you implying this game is flawed by design?
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bE doesn't know what balance is. If you're just now figuring that out years later... well, better late than never I suppose. But I bet they already have your money from DLC, so never mind. :/
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@Orion said:
Why play a game when there's a real chance you might lose because you're not good enough? Because it's part of the challenge.
There's no challenge to be had in spawning in front of a killer and being doomed to getting tunneled/proxied. It's simply a waste of time and fossil fuel.
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@Acromio said:
Looping is cancer too, (and let's not forget it's an exploit), but survivors do it all the time.It's not an exploit, #########
"Looping" is the only real defence a survivor has against a killer that moves faster then them, accelerates over time (Bloodlust), and has whatever anti-looping ability they have (i.e. hatchets, speed bursts, traps, blinks, vaults, ether, and quick pallet breaks via chainsaws). -
@Slayer said:
Maybe you can make a new game with ideas like that lol Sorry but that doesnt fit this game at all camping and tunneling meant to be part of a game for balanceThen you think the game is meant to be unfair and unfun. Why play a match when there's a real chance you get tunneled down or camped, effectively wasting your time and power bill? Why play a game that encourages this?
Camping and Tunneling are emergent gameplay mechanics that the developers don't know how to address without overhauling many things at once.
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You clearly are 12 and what is this.
- There are no servers. The game is Peer-to-Peer connection for now, which means your internet or your host's internet (the Killer's) is garbage. The only thing this game does network-wise is try to match you to suitably-ranked hosts, neglecting the connection quality.
- The game is unbalanced, yes, but depending on what is brought into the game depends on who it's in favor of. Currently, Survive With Friends groups are favored in most games, while Killers are favored with the strongest, meta perks and a Momento Mori (kill after hook secret offering).
The devs don't favor any side— just look at the patch notes. - The game isn't free, though with the introduction of the store it should move to the FtP model already.
- If you have to state you are "pretty damn good," you probably aren't.
Why don't you try making some friends and playing SWF and constantly squeak positional information with them via Discord or whatever, and see how easy it really is against most killers.
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@CL4P_TRAP_ER said:
@Damon22441 said:
This would make it OP. So many times you stun the killer with a pallet and get downed, and with this you can just continue the chase after? No. No instant ups from Dying State.You would only get one insta up. And after using the insta up you become Broken through out the trial so it's a double edged sword like Deliverance but for the rest of the trial. The anti-bleeding is the major perk of this idea. It sucks that you have to be Broken in order not to bleed. It makes the no bleeding part of the perk not important and it should be.
Yes, bleed negation is a good perk idea, but being able to instant revive is absolutely broken.
@TAG said:
Consider the following scenario:A player being chased eventually gets hit twice and downed, uses Decisive Strike to break free, heals up with Anti-Hemorrhaging Syringe or Styptic Agent, runs away, eventually gets hit twice and downed, uses your No Mither perk to get back up, runs away, is hit again and downed, then is picked up and finally (hopefully) hooked.
And then afterwards they had Deliverance and safe unhooked previously. Holy lord, the minutes lost to one person being nigh unkillable. 3/4 gens for two hooks. Sprint Burst/Dead Hard, too, if the killer is angrily camping them, buys even more time.
@ThePizzaGuy said:
It's true they'd waste the killer's time, but that's what all decisive strike players do. Grab the killers attention and loop them. Once they're down they can decisive strike and run away. Here, they'd be broken for the rest of the game. Remember when they were going to do that with decisive strike? Plus, if you down someone and then they get up right in front of you, pallet or window, you can easily catch up and one hit them. And they screw themselves when they do this.
They only "screw themselves" if they are dumb and just pop right up with no plan. Getting downed ends Bloodlust, not to mention if they use it as the killer is on top of them under a pallet you get the free stun as well. This only doesn't apply to unloopables, like Nurse and Legion, before the Exit Gates are open.
Yeah but wouldn't the survivor be broken afterwards AND not have decisive strike AND not have a instant-heal. Same thing would happen if they were still running decisive strike, instant-heal AND adrenaline or a flashlight save or a body block hook. No matter what you'll have to deal with situations like that. In this situation, they'd be broken afterwards. Either way, No Mither does need to be reworked. It sucks right now.
The point of DS and Styptics are to be used TO escape, not horde them the whole match. If it's used at all it fulfilled its purpose, so who cares if you no longer have it available to you?
"Same thing would happen if they were still running decisive strike, instant-heal AND adrenaline or a flashlight save or a body block hook. No matter what you'll have to deal with situations like that." Yeah, now imagine having the added ability of picking yourself up. You literally just made an argument against this perk idea. -
@The_Crusader said:
As survivor you depip if you get camped out.You depip if the killer gets looped all game by someone else and then camps you out with Noed at the end.
Doube pipping is much harder as survivor. You need unhooks but that depends on how many hooks the killer can get, and you're competing with 3 other people for those hooks.
You need good chases. What if you get chased late though and all the pallets are gone? Or the killer is laggy and you take some bs hits?
I find I can just play the game as killer and do well. As survivor a safety or single pip can normally be managed but I feel you sometimes need to force yourself to play in a certain way to win. You cant just have your goal of doing gens and going out of the exit, you have to force yourself to rush unhooks befote the other survivors get them or purposefully get the killer to chase you.
"Doube pipping is much harder as survivor." If this is a point you want to make, my reduction from 14 to 13 points would help in that regard. Also, since it is actually a lot easier to not lose pips in the current system it's only a matter of time before a survivor reaches higher (lower?) ranks.
"Or the killer is laggy and you take some bs hits?" The dedicated services should help in this soon, and the onus is on the player in the lobby to understand and accept the menu ping displayed or leave to prevent such awfulness.
"... you sometimes need to force yourself to play in a certain way to win." This is my issue with high-rank killers. Being a merciless, uncaring, unforgiving, and unfun killer to the survivors will get you into Red ranks, but... at the cost of 4/5 of the player experience. Maybe even your own.
"you have to force yourself to rush unhooks befote the other survivors get them or purposefully get the killer to chase you." Actually, I avoid the killer at all costs and nearly 2 pip every game achieving a Silver in Evader (it's really "Chaser" since "Avoider" isn't actually rewarded that much) from merely getting a couple of smart unhooks, doing about 2/3 gens a match, and escaping or lasting 9 minutes. My typical match has me getting G/S,G/S,G/I,S — between 9 and 13 points (a +1 nearly every match). You don't need Evader if you do LightBringer. You don't need to worry about Unbroken if you last at least 9 minutes. Getting chased for a long time or winning (long) chases is pretty much bonus points to me and players similar to me.
Again, the only way to depip, it seems, is to be camped or left for dead by your team— forces outside of the player's skill that is an unfortunate factor in the current system. I'm really not sure how to go about negating this factor. Maybe make rewards for ranking up (as killer) so they are perhaps pressured a little to not camp, or to unhook safely, instead of a "congrats, this was your rank, now you're back here! Do it again
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@Luigifan64 said:
3) Buff the perk Vigil so that exhaustion can be recovered while running (includes perks as well as addons with the boosted decrease time that Vigil grants).
The Quentin pic really just shows what this is all about.
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@The_Crusader said:
Lol what?Its already harder to pip as survivor than killer, and killers complain about queues in red ranks so.....
No, no it is not.
- In 9 minutes: Repair 2 gens, unhook 2 players— +1. (G,S,G,B)
- In 9 minutes: Repair 1 gen, unhook 3 players + heal one— +1. (S,S,I,B)
- In 9 minutes: Repair no generators, get no unhooks, but get chased for 60 seconds— -0. (-,S,B,G)
[Bronze, Silver, etc.]
I'm convinced it is impossible to depip without getting Tombstone/pieced or Mori'd in the very beginning if you so much as try an ounce, or your team throws your rank for you and lets you hang as the first hooked player or because the killer is throwing their rank with yours and face-camps.
If they had a -2 penalty (-3 to leavers), and bump the +1 requirement to 10 Emblem points while lowering the +2 from 14 to 13, I think it'd better reflect. As follows:
- 0-4 = -2
- 5-7 = -1
- 8-9 = -0 (S,S,S,S/G — what I'd consider a decently-bad game)
- 10-12 = +1
- 13+ = +2 (G,I,I,S — because Evader Stealth is a wonky category)
This way, game leavers/derankers will work their way back to 15 rapidly as they want (less thrown matches for people who actually want to play), bad players will derank until at-rank with bad killers, average players may slowly rank up until their killers are keeping at-rank, and good players won't find it difficult to get +2's against killers they are superior to and +1 for normal gameplay.
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@Condorloco_26 said:
Option 1 would lead to terrible semi-infinite looping. Option 2 sounds more reasonable.A one-way drop like in Red Wood wouldn't enable looping since the survivor has a fall to stagger through.
I agree, even as a survivor it's so stupid that there's only one way down: through the killer.
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@KoolaidInMyCup said:
With the buffs to Surveillance and his already native perk Discordance, you can actually play a Gen protector build on Legion using the Fuming Mix Tape add-on and its actually fair and balanced I tried it out today.So if youre a legion and you use Franks/Stab Wound/Sloppy/Bloodhound and just moonwalk around for ez wins. Youre literally just being cancer for the sake of being cancer.
"cancer for the sake of being cancer."
That's the problem. He's not fun to play against because, as Shroompy above mentions, it's hopeless to be chased by him. It's only a matter of time until he catches up.
I think he's not fun to play as, either, since his power is basically "move faster and be unloopable," which is plain asf.He needs to be severely reworked, such that "Legion" did get deleted and the new Legion got added.
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This would make it OP. So many times you stun the killer with a pallet and get downed, and with this you can just continue the chase after? No. No instant ups from Dying State.
If a perk is going to force injury it needs Iron Will + Bleed negation. The exception being activatable/usable perks that are optional, like Deliverance.
Just make No Mither have 100% Pain and Blood negation at Tier 3, with some added benefit to being one-shottable that isn't obvious like being able to get up.
The concept of a "hard mode" is completely idiotic as it punishes all survivors for one full-of-themselves person's choice, so maybe running it gives a benefit to all survivors in turn, like Up The Ante but not for Luck. Action Speed would be nice, especially healing/searching/gate opening/unhooking.
But since there are plenty of Action Speed perks, maybe Time on Hook increase so they can hang 10/20/30% longer and reflect upon their terrible life choices, and allow the other survivors some time to make up for what would have been a longer chase if they had Healthy State.
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@TragicSolitude said:
On PS4, whenever a survivor starts healing me, after tapping me they stop like I moved or something, so then they have to start again. It's really weird. I don't move or do anything, but something interrupts them when they first start healing me.Can confirm this happens on PC as well, both receiving and healing. I thought at first the guy was just being a dick but after a few matches I realized a lot of people were doing it.
Good one, bE.
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@ReikoMori said:
When you run dying light you are also supposed to be running Ivory mori.You're not Supposed to combo it with anything, but you can.
Once again, it's not fun to be hounded down and instant killed, wasting your time and power bill while essentially dooming the lobby to failure. Nor is it as a killer to waste a perk slot in the event the Obsession avoids you all match.
It's lackluster and needs reworked.
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@powerbats
TL;DRing most what you typed, I just see excusing and bootlicking for a development team that are clearly being told to be as money-grubbing as possible by StarBreeze, tantalizing the player base.They have to pay for their servers
AHAHAHAHAHAHAHA
"Did I[...] say I was upset you necro'd a thread?" - you
"I can't believe you necro'd..." - also you (formatting, me) -
Yeah, if you have a lot of hours to put in this game, you should be able to get most killers and survivors.
And people often have lives that take time away from just this game, so...
@powerbats bats
And no, I don't care that I necro'd anything, this is still relevant to the current patch and this isn't a serious forum? Who are you to be so offended that this old thread got posted on?
I also don't care that "They have to make money" because they've already sold millions of copies and continue to make cosmetics instead of balancing the game. They can hide the stuff behind Auric Cells if they care to not have them given away over time played, but as of now it's like a Twinkie on a stick over a treadmill set to Marathon. -
@White_Owl said:
You're comparing apples to oranges. The perks that once costed 550 shards now cost 2000, not 2700.
Currently you get around 0.07 shards/xp. Matches usually give 580/600 xp per match at max, which is the equivalent of 40 shards per match instead of the old 10. That means to get a perk from the shrine you would need 50 matches, which, if my math is not wrong, is less than 55.
If you consider the perks that cost 2700, you need 67 matches, that is still lower than 75.Except you can look at the (neglected) wiki and see that it takes over 200 matches to get 9k shards.
To pass 9,000 shards, you need to reach level 46, which takes 127,020, giving you 9110 shards. If you get an Average of 460 EXP per match, that's 277 matches. At the theoretical maximum (staying alive for 15 minutes a match), that's 580 EXP per >15m match, which takes 219 matches (or 13.6875 in-game hours).It's ridiculously slow given the queue times, the average match-length, and peoples' life schedules.