Ssajbambusa
Ssajbambusa
About
- Username
- Ssajbambusa
- Joined
- Visits
- 249
- Last Active
Comments
-
@Ohyakno said:
I'm not certain survivors need any tools to do gens faster.
It's high risk, high reward system. Majority of the times survivors would get interrupted and waste all the stored repair before releasing it (I.E it could only be released once you fill it completely, not at any times).
Gens already take longer than before and I don't think this would be harmful to the game, quite opposite. People like to feel like they did something good and in result objective got finished faster. Great skillchecks for example. Seeing a bar fill up instantly for x% is more satysfying to average human than slowly filling it up. That's why flat damage buffs in game like LoL were replaced with "every third hit x happens". -
@UndeddJester said:
The idea of more interesting mechanics is good, though I'm not sure this exact iteration of letting go and triggering other effects is the mechanism to go for. The problems you'll need to overcome are mostly related the question, are you considered repairing for the entire duration?
- How are skillchecks that trigger as you let go to do the advanced repair version handled, and how is this made distinct from just letting go normally?
- How does this interact with Madness and does it limit the number of madness skillchecks that can proc over it's duration?
- How does this interact with killer perks like Oppression, Eruption, Surge, Dead Man's Switch?
- How does it interact with survivor perks like Prove Thyself, Better Together, Friendly Competition, Hyper Focus, Stake Out?
- Whats the skillcheck failure condition for the moments where you aren't physically repairing gens?
The core idea of making skillchecks more interesting is fine, but changes can't be too radical otherwise we start getting potentially problematic interactions.
This would work exactly like Potential Energy exploit.
You have 2 buttons to repair and when using the alternative button (2) you don't repair the gen, you store the repair energy. Then when you max it, you release it into the generator for burst of repair and can repeat the process.
Energy cannot be stored on a survivor, if you get interrupted or just stop for more than a second for any reason, you loose all the stored energy… so you can't charge at gen A to burst gen B.
High risk (can't be interrupted and waste all the stored repair) high rewards (in general, slightly faster than normal repair). -
@not_requested49 Chainsaw first person as survivors are approaching the hook OR the one starting the unhooking animation... other person has to unhook. By the time your animation ends (during which you can still move a bit) they have maybe two seconds on you. Chase and backrub them. Two downs on healthy survivors. At least two downs when Billy knows what he is doing.
Do I really have to explain how to play the game? Why do you even respond here if you don't know how the killer works?
-
Developers said multiple times now that killer powers are meant to be used with addons and going vanilla is giving yourself a disadvantage willingly.
I don't understand why do you want to have less variety. You want strong addons - use them.
You don't want strong addons - don't use them.
Let people have nice things. Just because you don't want to have them doesn't mean everyone else shouldn't have that option.
Edit: If you care to actually ready my response you will ser that I responsed to the core issue you mentioned - stacking addons - which are not even strongest options...
-
We will stop saying spaghetti code when it stops making sense. Look at the new update. Reintroduction of old, already fixed bugs (goomba) and a lot of inconsistent fat-shaming spots.
If this isn't a spaghetti code issue, I really can't imagine something that could be more!
-
From time to time. It's good to do last gen or some very important one to prevent 3gen. I still find Deja Vu to be a whole tier higher than it though.
-
Just
do gen...
or gate...
-
Do you really complain about stacking very mediocre addons... instead of Alchemist Ring for example?
I am sorry man, but I just can't treat this seriously.
It's like saying that survivors should not be able to put double battery on flashlight or double charge addons on medkits/toolboxes, because they are lasting too long...
Like... sure, we could do this... but why? Old Tinkerer is gone, there is no such thing as instasaw Billy or rapid fire Huntress anymore... I don't see the point!
-
Go
do
gens
If killer is still there while you try to unhook, you are playing the game incorrectly in 90% of cases and should be on a disadvantage.
-
No. Survivors would just mark profiles and dodge people who are better than them... and use this to snipe.
Just no, people are too petty to have nice things - which is sad as I would like to not play against hackers...
-
I like playing both.
Survivor is super chill and I LOVE GLYPH challanges as a survivor...
I am also not playing killer untill the fatshaming spots are gone.
-
Okay with addition of pink glyphs I am even more in favour of this change!
-
Okay I am an idiot. I didn't notice it was changed to only work when injured. In all honesty - I am not sure if I was injured or not, but most likely not. My fault.
-
@Emeal said:
https://us.v-cdn.net/6030815/uploads/DB6I6ODBHJ0H/image.png
Hillbilly Nerf Denial is a real conspiracy in this community. You would think it hard for a person to deny other people's experiences and perspectives in two paragraphs. But here we are. To set the record straight, No there were complaints and no it was not fun to go against and YES, people actually tried to go against it and they failed too often, bHVR agreed Billy was too strong. Yikes man, BIG Yikes.
No man, that's BS.
Bhvr literally stated that Billy is the best designed killer in their eyes in the notes of the patch. His chases are fun and require input from both sides with the better player usually coming on top while being a real threat for the whole trial. His problems were that he was too strong at camping and addons were problematic.
This is literally what devs wrote in the explanation for the patch notes in the patch of his nerf.
No heat = indefinitely 99ed in front of the hook - so yeah, strongest camping in game together with Bubba. Addon opinions are debatable, because windows exists... and cooldown or movements speed addons were better anyway, but let's say instasaw op - and noone really advocates for it's comeback anyway.
While I said nobody was complaining about it, it should be kind of obvious that it can't be 100% true, becuase there is always some rando who will complain about this very specific thing, but facts are: In every ranking based on fun, Billy was always on top spots, both as fun to go against and to play as. Could have phrased it this way, my bad. It still doesn't change the fact that he was the least complained killer by the community and defnitely shouldn't receive nerfs or stupid sound effects while way more pressing matters were still not looked at.
If you want to correct others, at least be right yourself, because there is nothing that can sink your credibility more than unsubstaintiated self-righteousness. Yikes man, big yikes.
Edit: Stop making this an issue about insta saw. Good Billy players literally don't care about these addons, because they are busy running engravings. Bad Billy players couldn't even make a good use of them (all a survivor have to do is have a window nearby...) and they already moved on to Bubba or Wesker. Literally noone wants these addons back, so just shush about them.
This is about making chainsaw less punishing to use while in chases at the price of making it worse at camping - which should be praised by all the survivor mains, but somehow isn't and it blows my mind, because you always cry about camping so much, but when have the chance to back up a concept that makes it worse and harder, suddenly there is none of them around.
-
Bumping up, cause Otz proposed something similiar, yet simplier.
When Hillbilly hits survivor during unhooking animation the chainsaw instantly overheats so it's impossible to get 2 downs on healthy survivors while camping.
This is literally one additional condition so it's way easier to implement than my ideas.
-
Outlines of object you are going to use when clicking now could be highlighted for example.
To be honest, survivors fuccing up their vaults is one of the funny factors in game and I don't really want it gone xD
-
@AMOGUS Your logic is very weird here. Just because my mouse is bad, laggy and can't detect up and down motions it doesn't mean autoaim should be back. It means I should buy a new mouse.
I also have never in my life seen headset without scroll to change volumes... even the ones that costed me literally 2$ had these!
Also he has a way of working around it with macros. There is really no need to change the game, because one person is lazy and has bad equipment. I would rather see devs work on maps more than bs like this.
-
@Devil_hit11 You have other perks for this. I don't think it will ever come back, mainy due to fact that old Thana was giving some value, both when survivors healed and stayed injured... and as we know, devs are allergic to perks which actually give killers benefits.
-
It would be way too easy to save people from killer's grasp with it.
Make it so you throw it FORWARD, stun depends on the rarity of the item and that you cannot stun killer who is carrying a survivor. Then it's potentially fun and healthy perk.
-
Why there should be a way to counter it in a first place? Does every thing survivor could bring as a perk have counter?
-
Because survibabies are crying about killer's being op :). Standard.
In all honesty, I don't understand why there should be ANY buffer for it at all, but let's see. Survibabies will go for more flashlight saves and be even less on gens, so I see this as an absolute win.
-
You can just lower your volume for the moment... it takes 2 seconds. Don't be a baby.
Edit: If you can't alt-tab, set up a macro for it, so it lowers game sound output by x% on a press of button of your choice.
-
DS is exactly where it should be. It makes it harder for killer to tunnel person out of the game early, but can't be used offensively and during end game. Perfect.
If you don't like it, don't use it. There are over 100 better perks.
It can't be buffed without breaking the game again and let's be honest, if you got downed 4 times, you deserve to be dead. This is 4/1 game, not 1/1. You can't perks equally strong on both sides... and current noed is actually weaker than current ds anyway...
-
Playing a stealth killer is a risk of getting bad map, just like playing hexes have risk of having bad totems spots. Why do you all of the sudden want to exclude scourge hooks from it?
Makes literally 0 sense.
"All Scourge hooks should change their position after every hook."
This is like asking "All generators should switch positions after one is finished so it's impossible to three gen". Possible, but makes 0 sense to implement this.
-
@Archael This is what risk means.
-
No. This is the risk you take while running scourge hooks. You have just 4. Run Monstrous if you want more of them.
-
Solo Survivor is exactly like it was before - the weakest side of game. It's not worse in any way, it's just a lot of clearly over powered perks got nerfed so you can't bully baby killers as easily anymore.
-
@AnchorTea People willingly handicupping themselves by playing ranged killers on consoles are none of my business. What's next, Billy is m1 killer cause windows exist?
-
Pallet is fun... but against survivor who uses brain these are useless.
-
I put Iron Maiden on.
The only thing about flashlights that is uncounterable is locker tech - which Iron Maiden makes so hard, that I never had it succesfully happen against me with it on. Iron Maiden is very underrated in general, I encourage you to try and use it in place of Lightborn - which does it's job... but is trap of a perk. Survivors can see that you have it from the very first second, so they will just genrush.
-
Contrary to the popular belief, other perks listed here are actually fine.
Just rewert the Iron Will buff so Stridor has effect on it again and there are ok perks.
It's just DH that is unhealthy at the moment. Literally having third health state with no downsides is STUPID. Compare it to Mettle of Man.
-
Old Halloween menu music. https://www.youtube.com/watch?v=0m4AVjPt7tU
-
Teleport always prioritising locked lockers and the fact that locking a locker takes half of a second (you can literally do this mid-chase) make him joke of a killer. Survivors can effectively keep lockers locked for two chases (most of them spawn in pairs).
Op? Lmao xD. Bottom of mid-tier. At best.
-
Very simple change:
Trapper hitbox stay the same when interacting with enviroment or survivors (so he is normal killer), but trap use smaller, survivor-sized hitbox to detect trapper. This would prevent situations when seemingly perfectly placed trap (especially on a window) does not trigger when survivor vaults, but does trigger when killer vaults...
Edit: Making untrapping random again would help. This whole 'reduction of randomness' was straight up nerf. Stepping into a trap and then untrapping yourself on the first attempt is faster than disarming the trap - which makes no sense.
Edit2: Yes I did notice it is old thread bumped up... this doesn't change the fact that trapper is still on the very bottom of the roster.
-
I am against most 'survivor sided' things in the game... but breakable walls are really not a problem.
- Their patch removed a lot of literal infinites (Yes, they shouldn't be there in the first place... but at least they are gone!)
- You can break the wall before even starting a chase.
- You can strategically NOT break them to create traps.
We really have bigger problems than this, guys. Look at dead hard, unbreakable, iron will (especially after buff), gen speed and hook distrubution.
-
I would say Spirit, simply because of Rancor being her teachable.
-
Resurgence is trash perk, don't consider using it. We'll make it is 10 times better. Untill Resurgence gives like 75% heal, there is no reason to even think about equipping it.
I mean... it's survivor perk, you can use whatever you want and still have good time.
-
It's not the amount of pallets that is annoying... it's the fact that the whole map has maybe 1 or two unsafe pallets. The very rest is ridiculously safe and amount of them is staggering.
-
If they ban me, they ban me. Guess that's just one less person who actually understands the game to worry about.
My biggest problem with that is... very often it is the chill survivors who get stomped by actually sweaty killer who just had enough of 16 meta perks squad trolls. No idea how to fix that, just a sad fact.
-
If you can't, this means you are not as good at the game as you thought you are.
And I am very happy with this, cause Dead Hard on people who actually know what they are doing is literally broken.
-
Kindred.
Doing gens.
Not standing like a moron in killers sight and letting him know that you aren't doing anything so he's strategy works.
There you go, you have enough time to do all the gens and open gates if killer really camps (You do, do the math).
-
OP if you don't have thick skin, you should not play killer. I can give you list of literally dozens of things that make this game so unbalanced it's unreal. Simple truth is this: If survivors want to, they will win every game in 5 minutes. You either have fun learning new mindgames and having chases, discovering little nuances ect or you will have terrible time as killer. Even Nurse or Spirit are genrushed super easily.
3-4 minutes is actually a normal gen time. It's up to survivors to make mistakes, not up to killer to make plays and it is sad.
I don't even blame the survivors, because if you play soloq, the majority of the times you will be the only person that actually do ANYTHING. I run Kindred every game so I get to see how 'usefull' most teammates are. If killer camps, noone will touch a gen, they will just crouch near hook, then rush and get grabbed at the very last second. So survivors with brains notice this and actually do gens. These people who actually do gens and play somewhat smart rank up way faster and at some point these are majority of people you will face. Again, I don't blame these people, they just want to have chance, but at this point the whole team is composed of only this kind of players. And so you get genrushed unless you are god at the game.
Game is balanced around survivors halfassing it. After Dead Hard (literally the most problematic perk in game) buffs and hit validation being a thing I simply no longer play killer. Like what is the point if I make 3 correct reads in a row and then luckily get 50-50 right for them to press E too late and still be safe? If you slap meta perks on survivor who is even somewhat decent there is no point in even chasing them on a bad map.
The biggest 'problem' is that community over all got better at the game.
Camping and tunneling - just one of strats, completely shat on by perks like Kindred.
Generators - literally only objective survivors have... I don't see a point in getting mad on survivors who literally do what they are meant to. There is even nothing you can do to punish a survivor if you think he is toxic or something like this. Tunnel and camp him? Ok, by the time he goes down you gave him so many points with the chase that it is already worth for them (not to mention that chases are the most fun part of the game for survivors anyway). They will most likely get saved by 16 crutch perks they brough. If not, they might go down in rank... just to have even easier game next time. No matter what you do, you loose. So I just don't play killer :).
Edit: @Hi_Im_Chucky If actually trying to kill a survivor (like name of the role suggests...) is a 'dirty decision' so is bodyblocking or trading hook stages when someone is almost dead and you haven't been hooked yet. For some reason though, when one side does it, it's called toxic and sweaty, but when the other does exactly the same it's called efficient and smart. I am allergic to double standards. You either want people to play efficiently or say it's sweaty. Pick one, for both sides.
Edit2: I don't mean strictly YOU, just the way I write...
Edit3: There is no point playing nice, because no matter what, one mentally challanged/troll will call you toxic or trash anyway. Bigger streamers have entire compilations of playing nice the entire game, just to be called tunnelers by guy who literally run at them 3 times. I do not have respect for 'survivor mains'. If you didn't play both sides to actually know how it is on higher level of play, your opinion does not matter.
-
@Wampirita noob survivors just need all the crutches they can get, is how I see it. Just imagine how much they would cry on forums if killers get icon of exhaustion perk a survivor is using right next to their head - cause that's basically what majority of killer perks do right now.
-
@fulltonon It is. You literally get icon near your perks as survivor when it's active. A lot of killer perks do this and it's stupid.
-
Survivor is boring while killer is frustrating. I just wish they reverted back most of the dead hard changes so you actually have to somewhat predict when to use it instead of it being guaranteed mistake removal.
I dislike both roles equally :P
-
@Valik See? It's possible to actually state your mind.
Yes, it would be broken.
Could add cooldown of a minute or so and maybe reduce window.
-
This looks like a bait. Nurse is ridicolously hard to play now and is barely a shadow of her former self. I can't agree with nerfing her. Other killers should receive buffs and QoL updates to match her. Good examples are Legion and Trapper. They are not as strong as Nurse, obviously... but their reworks and buffs make them actually good and fun. I just wish they reverted Hillbilly nerf... Just give us back old addons with exception of Tuning guide... it was the only problem he had.
-
I personally like the event. If the mechanic is good I don't mind reusing it.
-
Bumping the topic, because I genuinely think this is actually balanced and usefull (I personally would use it, cause I hate hook generation algorhytm).
-
@Aurelle said:
It can guarantee kills at the end game, even when the killer plays poorly. It rewards bad plays.
Funny enough exactly the same can be said about Dead Hard, Adrenaline, Unbreakable and other meta perk which reward or save survivors who played poorly.