DivineParadox
DivineParadox
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- DivineParadox
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Comments
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Bodyblocking is a dumb mechanic anyway and it should be removed as a whole. I do understand why it exists, but it can be used for bad things too. Survivors should have no collisions with each other and the killer should have no collisions with the survivors if the survivor has collisions surrounding them.
I had teammates bodyblock me inside certain areas. For example, one time I cleansed devour hope and my teammate bodyblocked me. I initially thought they are just trying to secure the cleanse in case the killer was coming to it so I had 2-3 seconds extra to finish it. She didn't move until the end of the match. When the killer approached and she moved last second. She killed me in the process.
Stuff like this is unacceptable for a game that makes millions of dollars every year.
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The issue is fixed.
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Reassurance should've not stopped the skill checks in second stage. But only prevent it from taking away time.
Initial reassurance would've destroyed camping Bubbas.
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Agreed with Yippiekiyah.
You will hear a specific sound when the item is fully depleted. Only then you can use built to last.
It also doesn't work if you used it 3 times before or if you leave the locker too early.
You need to spend 12/13/14 seconds in the locker to refill it at tier 1/2/3.
It also doesn't refill it fully. It's 99%, then 66%, then 33%.
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Previously you needed to grind 150 levels then at least 300 level 50 bloodwebs to get all perks to tier 3. You need to do this on every character. So 450 bloodwebs per character for a total of 13950 blood webs
Now you need to grind 150 levels on each character. No extra bloodwebs required (unless you got extra lucky to not get the general perks to tier 3. So 150 bloodwebs per character for a total of 4650 blood webs.
If you want to get them to P6, you will need 300 bloodwebs per character for a total of 9300 bloodwebs.
If you want to get them to P9 for the charms, you will need 450 bloodwebs per character for a total of 13950 bloodwebs.
So technically, to get everything from a character, the grind is the same, but you are only needed to do 33% of the work to get what you really need, gameplay wise.
This calculation is only for survivor. The grind is a bit higher for killer, as a percentage for mandatory gameplay progression.
Also, there is a big different in BP investment between doing 50 level 50 bloodwebs (what we did before) and taking a character from level 1 to level 50 (what we'll do now). So technically, if you are lucky, you actually get everything faster than before.
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Blight has an easier time to deal with Dead Hard than Nurse. Nurse also moves slower than Blight. So no, I am not ok with this.
My nerf for her is to make the addon that removes 1 blink and increases the movement speed to 4.2m/s base kit, while removing the 50% charge time penalty. So it will basically be a 1 blink nurse.
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The issue happens every so often in my case. If I close the game and boot it again, I see the changed grade / pip values, even after multiple games.
This seems to be a visual bug that occurs in some instances that most likely cannot be reproduced. No progress is lost, but it is not shown until you restart the game.
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@Seraphor said:
• Problem: The games are too sweaty, even after the MMR changes. They are a bit better, but not that much.
Games are too sweaty.
I get Claudette's that hide in a corner for 30 minutes and survivors don't do gens for an hour.
Pick one.
• Solution: Make the game take into account the potency of the perks, the team compositions, the amount of hours played on that role / killer, the potency of the offering, the potency of the item and addons etc. Grade each of them between 1 and 100 and then take that into account when matchmaking, not "Skill".
This would only work if your character, perks and add-ons were all locked in the moment you queued.
Troll games don't count... The match where the players hid and did not gens for 40 minutes was because they decided to troll me.
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• Hate: Claudettes (For Selfcare and Hidding), Adams (For Deliverance), Mikaela (Boons, especially when I have to cleanse totems)
• Love: Feng, Nea, Zarina (which is rare to see), Jeff
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It has been proposed time and time again.
TBH, I would like the Broken effect to be removed entirely, so the killer doesn't know you have it until they realize you live no pools of blood.
Instead of the Broken effect, you can be immune to healing.
I still hate it that the grunts of pain reduction is only 75%.
I would like it to be iron will + tenacity + infinite unbreakable with 35% speed at tier 3, with the pools of blood being absent, while having the downside of being instantly downable. It can be then paired with Resilience, Dead Hard and DS for great value.
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I like to run it on nurse with Scourge Hook: Pain Resonance, BBQ and Pop. While the increase in gen regression is nice, I usually run it for the free info. I consider it to be more of an info perk than a regression perk.