AntiJelly
AntiJelly
About
- Username
- AntiJelly
- Joined
- Visits
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Comments
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@ShrekIsHot number fifteeeeen....
Do you perchance play on xbox?
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Community: BHVR can we have dislike button to downvote bad posts?
BHVR: to downvote bad posts?
Community: Yeeeees...
Community: Actually spams dislike button on every post like a boss
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@Tru3Lemon I don't see how.
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@Hoodedfengm1n Okay, I didn't do exactly what you suggested, but I did make some changes based on your feedback. I think that's a good spot for it, somewhat.
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@Hoodedfengm1n If it was in chase, then people would moonwalk.
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Also I've had two previous rework threads, with lots of discussion on both. This is what i believe to be the most balanced state for the perk, if you weren't to completely rework the idea of it.
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@Hoodedfengm1n @ShrekIsHot @Akuma I forgot a very important part after the the speed boost part. The perk would be disabled if there are survivors within your terror radius.
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EGC is removing end game BM, putting it here.
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Graph of Killer kill rates over time, from May of last year to May of this year. I'd like to see how the killer buffs and survivor nerfs have been affecting the rate.
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@Shad03 that's...still not a good reason to post bait.
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what
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Why even post this if you admit it's bait.
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I think you're missing the point. 4.4 m/s movement speed killers get looped about 1.5x to 2x longer than 4.6 m/s movement speed killers. The only time killers get a 4.4 m/s movement speed is when they have a power that's a little bit more powerful than others, and they should have to use the power to do well. In Legion's case, his power was powerful enough to require 4.4m/s, but not so now.
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Bond and BBQ
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@not_Queen the good thing is I contained all of the complaints and compliments, instead of the forum being flooded with tons of posts.
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@not_Queen it's kind of my fault. I did just kind of accidentally create a hype wormhole with this post. Oh well.
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@not_Queen WOOOOOOOOAAAAHHHH THAT'S NEWS TO MY EARS
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@Jimsalabim It's not hacking, all you have to do is open up the game files for the PTB when it comes out, then render the outfit files.
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They just did this to jump the gun on dataminers, that's all.
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The devs only did this to jump the gun on dataminers.
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@NoShinyPony Unfortunately so, but these are some cool cosmetics.
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THE SURPRISE IS HERE
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THE SUSPENSE IS KILLING ME
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@Hoodedfengm1n WHERE IS MY SURPRISE!!
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T MINUS TWO MINUTES
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@Dwight_Confusion Where's my LOL button when I need it?!
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@No_Cluie_Louis The announcement is on the forums, what the surprise is, nobody knows.
@NuclearBurrito That's the fun part! You don't even know what it could be!
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That won't make a difference really.
Current Botany Knowledge turns healing from 16 seconds to 12 seconds.
A 40% Botany Knowledge turns healing from 16 seconds to 11.4 seconds.
There really is no point.
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Don't worry fellow Freddy main, I'm just as anxious for this as you.
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We'll get more info "next month". As per the dev post.
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@kabarekabal This isn't a casual game, and that's not how balance works. You always want to balance the game for the highest skilled players, and it'll just become part of the thing less skilled players have to learn.
You're saying hitting two buttons is hard. No one wants M1 simulator anymore.
Also, on the point of "killers having a higher kill ratio to survivors escaping", since you don't have a source I'm assuming that you either one, really don't have a source, or two, are using a mega outdated source.
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Soon! So very soon! Freddy and Legion will be a thing of the past.
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Bumping cuz this is still relevant and I want to spark more discussion.
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We're either getting a post today, and a post of thursday most likely. One of them will be the Legion rework post, and the other will be the end game video.
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@Peanits or...Soon™?
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@Detective_Jonathon I specifically didn't put this in the lore section, because not many check the lore section. We can also have a general discussion about the entity speak.
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@Hoodedfengm1n I'm almost certain they don't
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@Kind_Lemon I think how I imagine the first phase change working is that it's a faux-corrupt intervention where it forces survivors to spread out and get caught easier in the early match. It just lets killers start the ball rolling faster.
As for sabotage...I'm thinking about it right now. My first thoughts are that how it is in the live version is one of two things. Either one, nobody cares and plays the game normally, or two, everyone HAS to run a sabo build and the killer has a terrible time.
I'm honestly thinking it probably should just be flat out removed, because it's so gimmicky but easily abusable.
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@kamisen I would absolutely love this change, especially if it meant they finally added the chat on consoles, but unfortunately I don't think they can do this until dedicated servers. The good news is, dedicated servers are just about 2ish months away!
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@Kind_Lemon both mine and your generator reworks do the same thing ultimately. They require the survivors to go and get something extra.
I disagree with your rework though. Gens stay as an M1 simulator except now survivors have to pair up on them for a measly 6.7 seconds. That doesn't solve much at all.
My rework guarantees that each gen will take a minimum of 55 seconds, and it requires survivors to find a secondary objective to finish it up, AND it allows killers to regress completed gens up to 3 times.
Also, IMO, sabotage is a joke of a mechanic.
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Forget about killer now, that's irrelevant.
Killer would be less stressful and more skill based in my hypothetical rework, and to compensate, survivors would need more bps.
It's not an incentive, just a reward based on skill, not who you want to play.
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1 The disabling of the movement is only while holding M1, just so you don't accidentally move while doing the new skillchecks. If you let go of M1, you can move all you want.
2 I think death efficiency is necessary for good game balance, since even a super competent team wouldn't be able to keep everyone alive in this new version of the game.
3 I only reworked perks that NEEDED to be reworked due to the way I changed generators. You can check the wiki for the og versions.
4 Survivors still don't get nearly enough bloodpoints if all four escape and the killer was trying their darndest. A 4k as killer gets 28-32k bloodpoints, and an all 4 escape as survivor usually gets 22-26k bps.
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TL;DR:
Generators
Gens have 3 phases. Phase 1 and 3 is 10 seconds, phase 2 is 60 seconds. Only one survivor can work on the gen in phase 1 and 3. Skill checks are replaced with two key press QTEs.
Ranking
Create two modes, one for casual and one for competitive. Ranking system is changed to be based on kills for killer, and escapes for survivors. Competitive has end of season rewards.
Death Efficiency
Survivors get small buffs each time another survivor dies.
Perk Changes
Lots of perk changes relating to the generator changes.
Survivor Bloodpoints
Lots of buffs to survivor bloodpoints so you get equal amounts playing killer and playing survivor.
MISC
Remove moris, instead on death hook survivors can be brought to the basement to be mori'd for extra bps.
Survivors get gen speed buffs if the killer camps.
Remove perk tiers to reduce the grind.
Killers are refunded one or both add-ons if they pip/double pip.
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Um, what? How on earth did you come to either of these conclusions?
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@SpaceCoconut wow. Very quick to the draw.
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@AlwaysInAGoodShape Also they removed the ability to have colored text. A true tragedy.
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@AlwaysInAGoodShape Ahh sorry about the late response! It doesn't notify anyone anymore when you quote them, you have to directly mention them. So I didn' see this until now. But basically, they made it so you just have to press buttons in a menu now, instead of manually putting in symbols and the like.