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Avariku

Avariku

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Avariku
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  • the thread has honestly shown me just how toxic so many killer mains are. 

    like literally arguing against something that has absolutely no affect on them just because they don't want you to have it. 

    using the same tired line that so many use... If everyone goes to play killer to get more BP, you will have a harder time finding rounds. 
  • I like the grind tbh. I bought two pieces of wraith's candle outfit with shards, I feel complete when I finally get a full outfit after some grind. I even bought all non-licensed killers except for spirit with shards. Most of the stuff in this game is free if you simply enjoy playing the game. 
    Outfits are one thing, but bhvr ######### up when they made a character that is actually 4 different characters... 

    it's not about which outfit the character is wearing, it's about the character hidden by the outfit. 
    (at least for me)
  • 20-30$ for DLC and the additional characters, unless there's a workaround I don't know of. 

    granted it would only be 20 for me since all I wanted was Susie, but still... that's easily the price of a full game on steam...
  • if they don't change the graphics then maybe they can nerf looping a bit... I'd be happy if stealth play became a bit more viable.
  • yea, probably gonna pass on this DLC if I can't even get the character I want without dumping 20 bucks in or playing ONLY this game for the duration of ALL of my freetime over the next week. 

    I work for a living, and I'm not going to just hand you 20 bucks because you locked a character behind a paywall. 

    (one that isn't even a great killer, mind you)
  • yea, I'm pretty unhappy about this as well... the only reason I would buy such an underpowered killer was going to be to run around and stab people as a cute girl with pink hair...

    one for the amusement and two to support the devs DESPITE the glaring issues of the DLC. 

    but 20 bucks? no, I could buy a better game for that kind of money.
  • seems a little OP to me, but I really like it. lol. 

    could have little jack-o-lanterns around the map that they have to break to get candy out of. empty ones are what applies the exposed effect for a short duration. 

    something like that. lol
  • Wolf74 said:

    @Avariku said:
    We are all too familiar with the tired argument between survivor/killer mains about which one has it harder, while the only true statistics we've gotten on the matter was a rather vague and roughly below 50% survival rate. 

    I play killer way more than survivor and I'm convinced that killer has a much easier time than survivor, BUT I am willing to understand that everyones experience won't be the same. Also, up until recently I have strictly played killer rather casual and kept myself around rank 9-11, which might add to my opinion. 
    (I'm currently taking steps to change that and have a more accurate view of higher ranks) 

    Aside from all of this potentially argument-starting crap...

    What if we shifted the balance a little further to the survivor side, but with a twist...

    If the devs made some tweaks to up that survival ratio to closer to 60-70% BUT we introduce a new set off ultra-rare offerings for killers. Something that would be blatantly OP for them. This would allow non-swf players to be able to not feel like they're wasting they're time playing and still give some of our more power-hungry killers the feeling of being the unstoppable 4-k machine they wish they could be for every round. 


    Entity Chrysalis 

    Burning this offering will infuse the killer with the power of the entity itself. 

    • Hex:Ruin takes effect without the use of a totem.

    • All survivors suffer from the exposed effect for the duration of the trial.

    • Pallet stun time and flashlight stun time are reduced by 90%.

    • Killer can Mori any survivor in the dying state. 


    This would need to be a very rare offering to keep from running into it every single round, but if we made tweaks so that surviving was more viable it would give both sides a little more "fun", while not being completely one-sided overall. 

    Thoughts?

    Are you out of your mind?
    You want to further boosted the survivor side, despite them being to strong anyway??
    And you want o make up for it that you might get an ultra rare to make up for that every now and than?
    I would totally quit playing killer.
    That such an unbalanced garbage idea… simply ruin the regular killerexperience and bring an RNG excuse for.
    What do you think will the survivor do, when they notice that offering?
    Guess what? DC!!!
    So we would be left with terrible matches for killer and DCs every time they could get a good match.

    I will admit its a flawed idea, but it was only meant to be a base to work something better out of, not fully fleshed out by ANY means. 

    and on top of that, I hadn't really thought of the DC issue, though I'm sure they could fix that by hiding it just like they do for shroud and mori... 

    and I already responded to one person who basically said the same thing. Swapping the roles almost perfectly, from 2-3 kills flipping to 2-3 escapes... somehow makes it broken/garbage... yet as of right now it's my understanding that killers currently get 2-3k on average... but THAT isn't broken/garbage? 

    and contrary to what my idea does to compensate killers, survivors get NO compensation for the current ratio... and even less bloodpoints. 


    regardless, Iimmediately spouting off that tired argument, yet again, makes it hard to want to even respond to you, especially knowing how most of your "debates" end up going. 
  • Kaelum said:

    @Avariku said:
    I said before that my experiences won't match up with everyone else's, I understand that, but as someone who only plays survivor as a solo, it seems like most of my rounds end with everyone dead or I'm just barely making it out through the hatch.

    This is why the ranking system needs to be seriously adjusted to its more difficult level. It clearly separated players of differing play levels much better than the current system does. Please realize, that in the rank 12 through approximately rank 6 ranks, you will be matched with players who really aren’t playing at a level that matches their rank, the “potatos”. When someone is playing with others who seriously outplay them, it causes those who are at that level to suffer. This mean that you’ll more than likely die in those situations.

    At rank 3, this is extremely apparent, as you can get stuck at that rank for quite a while. Once you get to rank 2, and definitely deserve to be there, you will find that surviving is much easier. So much easier, that getting to rank 1 only takes a few games.

    @Avariku said:
    and I don't mean I ONLY play survivor, I'm actually a killer main who just happens to be much more survivor-sided in my opinions.

    (mostly because I'm a killer main due to
    how ridiculous almost all of my survivor matches go)

    I don’t know you, how long that you’ve played, or at what level that you truly play at. However, from what I’ve heard from you, I guess you were somewhere in the rank 10-7 range, but I could be totally wrong. I play both sides, and prefer killer much more, as I luv the strategy of playing killer. But, I do play survivor slightly more, just because of friends. Until you can consistently get to rank 1, you won’t really understand all of the dynamics of the game. No offense, no smear, just a little insight. There is a whole other world of playing, that may or may not be your cup of tea.

    I have 2 groups of friends, the rank 1s, and the rank 15 to 7s. The rank 1s are very serious, and we have a blast. FYI, I don’t play with toxic survivors. The second group is more playful, and just as fun. Since I am competitive by nature, I prefer the rank 1 play more, but it doesn’t lessen the other play. Potatoes are potatoes though, and it doesn’t matter who they are. They will lessen everyone’s experience, and make the non-potatoes very unhappy.

    The ranking system is absolutely something I've griped about so I can definitely agree here, and you're only slightly off on your rank assessment, I vary between 9-11 right now because I don't get to play often and when I do I usually just end up against a camper or in one-sided matches thanks to prevalent DC's (setting 3 surv to get 5 gens.   x.x )

    but even still, there is a very vocal group of killer mains on here that seem they wont be happy until they are basically handed godmode... while I don't want this to be the norm... I'm honestly curious what would happen to our community if we found a way to give it to them sometimes.

    and yea, I hate to sound like I'm gloating, but its really infuriating to feel like you're the only one on your team doing anything and to be rewarded with crap bloodpoints on top of playing round after round with very little chance to escape, except via the hatch which those same killers call broken/unfair.
  • 60% survival rate isn't OP af, lol... that means on average two escape and every once in a while a third. 

    its already set up so that on average a minimum of 2 people are killed and quite often it's three or four, but somehow that isn't OP af in your opinion?

    and I can say (from my experience) most of my games end up in 3-4k while I have broken totems, usually evaded the killer so that they haven't seen me till the end of the match or have only hooked me once, I've worked on gens AND made saves... yet It almost always comes down to me barely surviving through the hatch about 2/10 times... and MAYBE 1 regular escape out of 10. (that's not even including how many face-campers I run into on a daily basis)

    and I didn't specifically give the ratio of how often the offering would be used, that is something that the devs could tweak on their own. 

    not to mention an insane offering like this would leave SWF just as weak and helpless as the rest of us.
  • and I don't mean I ONLY play survivor, I'm actually a killer main who just happens to be much more survivor-sided in my opinions.

    (mostly because I'm a killer main due to
    how ridiculous almost all of my survivor matches go)
  • it could be implemented into a different mode or something, just thought having something like that sounded fun and didn't really think it was THAT game-breaking, I still don't. 

    I said before that my experiences won't match up with everyone else's, I understand that, but as someone who only plays survivor as a solo, it seems like most of my rounds end with everyone dead or I'm just barely making it out through the hatch.

    damn, does everyone on this forum have to act like insulting other peoples intelligence is the only way to convey disagreement? 
  • didn't they already state they are working on some changes for legion? 
  • Poweas said:

    @Avariku said:
    and it's been derailed thanks to killer mains screaming and stomping their feet about how hard they have it...  again. 

    and yea, the teabagging at the gates NEEDS to be addressed, even more so if changes like my OP was about ever came to exist... 

    but I wish this discussion could stick to the pro's and cons of the original idea I posted rather than people flexing their supposed stats and trying go pretend that they're gaming experiences are going to be the same as everyone else's. 

    Sorry lol. Er the idea isn't bad. I mean it'd make survivors actually fear killers (they dont fear us but they are also not always trying to get in our way) and it'd make Urban Evasion HEAVILY meta. I need to go off the forums cya.

    Urban Evasion is already my go-to perk, so i would be play with that.  xD
  • and it's been derailed thanks to killer mains screaming and stomping their feet about how hard they have it...  again. 

    and yea, the teabagging at the gates NEEDS to be addressed, even more so if changes like my OP was about ever came to exist... 

    but I wish this discussion could stick to the pro's and cons of the original idea I posted rather than people flexing their supposed stats and trying to pretend that their gaming experiences are going to be the same as everyone else's. 
  • "he's a trash killer" 

    really means, I wanted another billy/nurse, 4k machine!
  • even from the survivors side, a once-in-a-while round where you know, without question, you are all going to die... wouldn't be so bad, and even kinda fun, if your survival chances were upped a bit in general. 
  • fine, whatever, poor little killers, I get it... they have it sOoOoOoOo hard. 

    I'm not here to try and argue that... this post wasn't meant to be solely about my opinion on which role can play the biggest martyr.

    I just feel like we could still up that supposed 50% survival rate a little bit and give killers a pretty cool one-use offering that could give them the obscene power-role they all seem to want. 
  • "what we have now is the third iteration of the perk, after it became the most worthless perk in existence."
    Can't quote something like this without reading it, but I'm done... I almost avoided responding to you from the beginning of this because of the issues I've had with you before... 

    I've tried to be polite this whole time, but obviously that's a useless endeavor with someone who acts so childish and can't even back up what they write.

    have fun, I've got more important things to do than argue over such a moronic post to begin with.

    deuces.
  • can't wait to get home and try it out!
  • its not irrelevant if we're talking about the changes made to the perk overall AND especially not irrelevant if you're going to use the third version to claim it as what makes the perk the "most worthless". 

    I already gave my input on the information you provided, so I guess it's just a difference of opinion at this point. 

    I still see an upside listed in the changes you showed while I see no upside on the OP. 

    that being said, I could definitely support some changes to DS. Like the one I saw before about only the obsession being able to use it...  but giving the killer the power to completely nullify the perk by not bringing in an obsession perk seems one-sided.
  • if you only provided the first and the second without the "third" how was I supposed to compare it? 

    no need to act all condescending, yes I read what you wrote. good grief, is it not possible to have a polite conversation with you?
  • while part of that IS a nerf, there is something in it that I would consider a buff... the removal of the requirement to be in a chase for 20s for it to even activate. 

    and aside from that its more of a mechanic change than a nerf when it changes from the flat percentages to the token system. 

    I will absolutely agree that it seems weaker, but when compared to the OP here... at least it has an upside...
  • Orion said:

    @Avariku said:
    please show me any killer nerf that would be equivalent to this, if you can I'll take back what I said.

    Save The Best For Last went from a very useful (and used) Killer perk to absolute garbage in a single patch.

    that doesn't really give me much to go on, what was nerfed about it?
  • Orion said:

    @Avariku said:
    I don't use DS so I don't really care if it gets a nerf, but this??? no, this is ridiculously harsh.

    Seems like a typical Killer perk nerf to me...

    please show me any killer nerf that would be equivalent to this, if you can I'll take back what I said. 

    I just don't see DS as THAT big of an issue... almost everytime I'm hit with it I either give out a "oh wow, nice DS" or a " oh no, not DS what ever shall I do?!!" and then I put them back down... 

    yes, it adds more time to the chase, but unless I'm running into it multiple times in the same trial its really not that bad. 

    and I've only run into multiple DS maybe twice?
  • I don't use DS so I don't really care if it gets a nerf, but this??? no, this is ridiculously harsh.
  • I'll admit I've  done this, but only to campers... and not when gates are open, so I really wouldn't complain about a time limit being implemented after gates are open.
  • powerbats said:

    @bloxe said:
    Avariku said:

    this tired argument will never cease until every killer can 4k consistently and survivors only play the game for the mediocre BP they can get inbetween deaths and the occasional free escape handed out by benevolent killers.

    Actually, this argument will never cease until every killer stop loosing to terrible survivors just because they can communicate and get 4 escapes every game with little to none skill.

    Actually this argument will never stop until bad killers stop blaming their losses on 4 man swf when it's not the reason they're losing all the time. When most of the time it isn't 4 man swf's they're facing but their imaginary boogeyman under the bed.

    They could remove swf from the game and you lot would still lose all these games because it's your skill or lack thereof causing all these issues.

    I'm stealing that picture... it's mine now.  ♡
  • what... in the actual #########... was that?
  • you can't tell me what to do!!! I'll never...   what was I doing again?
  • that seems to be the general idea. 

    once they buff solo or nerf SWF so that they are balanced with eachother THEN they can actually begin balancing killers against survivors as a whole. 

    as it is right now, buffs to killers and nerfs to survivors both impact solo survivors harder than it does SWF. 
  • if the matchmaking system is putting rank 14 players up against rank 1-3 players...   how is it NOT the fault of the matchmaking system? 

    not being facetious, genuinely curious.
  • I really wish we had access to statistics like this as well... we need to be able to see the raw data so that we can compile our own research. 

    the biggest piece of toxicity in the forums is the survivor/killer bias. Raw data doesn't lie... it becomes misleading when its compiled with intentional bias. 

    Devs, please tell me you would consider releasing some genuine statistics so that some of us number crunching nerds could actually see the numbers firsthand.

  • @Avariku said:
    ReneAensland said:

    (not that it matters much since I generally play friendly and my only goal is jumpscare for fun and get bloodpoints instead of kills)

    Amanda is RUTHLESS! MERCILESS!

    WHY?!

    first off, because I play this game for fun... and I don't rely on kills for that. 

    second, I don't need a 4k to inflate my ego like some killers.

    and third, because much like the original mindset of jigsaw, not amanda with her rigged traps, I like to make my survivors work for their escapes without actually killing them myself. (RBT's still give me the occasional kill and that's the fault of the survivor)

    and nothing brings me as much joy as stealthing up to someone working on a gen and sitting next to them, only for them to spaz out when they notice me. that's where most of my fun comes from. 
    (that and the thrill of the chase.)

    If only survivors would ever provide such chivalry back.

    I've had survivors stand under hooks, pointing at it, despite it being their third... 

    and I've had a survivor run for the exit with a RBT on his head just to see it pop for laughs.  

    it does happen... 
  • this tired argument will never cease until every killer can 4k consistently and survivors only play the game for the mediocre BP they can get inbetween deaths and the occasional free escape handed out by benevolent killers.
  • (not that it matters much since I generally play friendly and my only goal is jumpscare for fun and get bloodpoints instead of kills)

    Amanda is RUTHLESS! MERCILESS!
    WHY?!

    first off, because I play this game for fun... and I don't rely on kills for that. 

    second, I don't need a 4k to inflate my ego like some killers.

    and third, because much like the original mindset of jigsaw, not amanda with her rigged traps, I like to make my survivors work for their escapes without actually killing them myself. (RBT's still give me the occasional kill and that's the fault of the survivor)

    and nothing brings me as much joy as stealthing up to someone working on a gen and sitting next to them, only for them to spaz out when they notice me. that's where most of my fun comes from. 
    (that and the thrill of the chase.)
  • You do that, I'll just juke your 90% movement speed and go to a different box.

    If you want head pops run Tampered Timer and Jigsaw's Plan (purple). 5 boxes in 2 minutes is only JUST barely possible if you optimize your path and don't get chased. Or use Amanda's Letter and Last Will, take note when they go to a box and if it's not it body block the other one.

    trap timers are paused during a chase, so you might actually have a better chance of getting it off your head if you're chased.

    this depends on where the chase leads and when/where you lose them. 

    also, pig is definitely not the only one who can win hatch standoffs, myers with tombstone can easily win it, I've seen it happen. 

    aside from the hatch standoff derail, I'm glad to know this as I main pig and had actually never made the realization that I could just crouch after them.

    (not that it matters much since I generally play friendly and my only goal is jumpscare for fun and get bloodpoints instead of kills)
  • I have both profiles set for the xbox to be their "home" but the dlc DLC isn't available on my gf's account.   I'm assuming it's because of the website registration that Ace mentioned.
  • thank you!!! 
  • one of the biggest disadvantages killers have is 1st person view... give killers the freedom to use 3rd person and the supposed 50% killrate will jump to 100 real quick. 

    maybe a new mode would be acceptable, but NOT regular/ranked.
  • I'm so tired of hearing the "survivors aren't racing against the clock" excuse. 

    yes, they are, the longer they delay accomplishing their true goal (gens), the longer the killer has to get hooks and/or kills which will put them at a disadvantage. 

    the change Nickenzie is recommending actually does sound pretty fair as it allows true counter play for solo survivors while still leaving the punishment there for survivors who are too lazy to be bothered with dull totems. 

    we need to balance SWF vs solo if we ever want true balance in this game and I feel as though this is a step in the right direction.
  • I wouldn't mind them testing this or perhaps introducing a hardcore mode that removes auras and hud information, but as it is I feel like this would just end up nerfing survivors in general and put solo-survivors into an even worse position than they're already in.

    with that said, I do agree that having all of that information readily available DOES take away from some of the tension and fear of the game... but as I can hardly ever survive a round as survivor as it is, last thing I want is that to get even harder. 

    (and while I'm sure I will likely get a "git gud" response from someone, I'm only rank 13 and I'm usually the main one going for unhooks, getting gens AND totems AND usually the last one alive... but still every round today has been a loss. admittedly the only round I could have escaped from I died thanks to my own altruism and his NOED)
  • all of this just sounds like a nerf to solo players. 
  • dude, if the LOL button existed maybe you would see how ridiculous some your replies have been. 

    I won't bother arguing with you since I can already see through the thread that you don't want to listen to anyone who disagrees with you. 

    so instead of wasting my time making a thought out response I'll say this. 

    you want the noobies to "git gud" because they're noobies, but here you are, apparently familiar with the game and unable to adapt to something almost everyone has already adapted to. 
    you're the one that needs to "git gud" apparently.

    I hope you adjust in the future or this game is gonna be hard on you.
  • that one simple addition to the code only possibly fixes ONE of the other potential issues that could pop up from this.
    thus pointing out that more and more coding would be needed for each additional potential issue. doesn't sound "simple" to me.

    and that doesn't entirely solve the issue of banning people for breaking the rules which happens with every online game and SHOULD happen.

    You're arguing way too hard for a solution that has already been proven to be ineffective, through nothing more than common sense I might add.

    you stated yourself that the intention of this was to stop erroneous claims/reports by survivors, something else that banning will teach a lesson about. 

    and no, a 10yr old could not code something like this reliably, thats why we don't have 10 yr old kids designing complex games like this.

    but ultimately I guess it's up to bhvr if they want to employ the usage of in-game coding to potentially solve this issue or not, as it could technically be done. with that said, acting like it's the most efficient and proper way to go about it is nothing more than opinion. (no more or less valid than anyone else's opinion on it, save for bhvr)
  • right, just like the supposedly universal "camping" signal of flailing around like a epileptic mongoose while on the hook... except most people are ignorant of the meaning or ignore it... 

    so again, unless all people are aware of how to trigger the code, it would be pointless. 

    and yet again, I prefer the current system as anyone who is going to employ such obviously toxic behavior NEEDS to be properly dealt with.
  • I'm glad I'm not the only one trying to figure out how to explain this any clearer for him... but since you know what I'm saying, @Kaelum, how would that resolve the issue unless the survivor already knew to just push themselves against the killer in order to trigger the code and get passed them?
  • I like the idea, but it brings up quite a few issues, some of which have been brought up already. 

    - coding issues (which could increase resource usage/cause lag/ framerate drop/etc)
    - p2w aspects
    - could bring about people using all the same outfits for the most meta perks
    - would further complicate an already complicated balancing system

    I'm sure there's more... but that's all I can think of off the top of my head. 
  • Delfador said:

    @DocOctober said:
    I'm talking about Survivors of course. I've been playing a couple of games tonight as Solo Survivor and I honestly have [BAD WORD] had it with my fellow Survivors.

    5 games had bad Killers who couldn't catch Survivors for #########, but still, the Killers ended up with 3-4 kills each round even though at the time of the Exit Gates becoming powered, there were still 3-4 alive.

    I don't understand how you guys have the audacity to complain about how difficult your Survivor life if you throw games as soon as you get downed, don't cleanse totems and get caught by NOED or are so immensely altruistic that instead of just getting the [BAD WORD] out and sacrifice one of your team mates, you hang around for desperate unhook attempts that more often than not end with another 1-2 dead Survivors in the end.

    I'd really prefer it if you guys could man up a bit, grow a pair, make the game more enjoyable for the Solos so that we don't have to hope "please don't be another group of idiots, please not another bunch of stupid Survivors" each and every single game we play.

    It's no surprise that the average game ends with 2.5 dead Survivors if you guys practically [BAD WORD].

    Well, survivor mains in this forum repeatedly tried to remind you that not everybody plays like the depip squad. Survivor mains themselves were the ones who were saying that playing solo was unbearable and their teammates were potatos. It is forum killers that come up with the worst case scenarios that could happen to killers and want to balance the game around it.

    Now the same forum killers think that the hatch is completely unfair and should be eradicated because the work that the survivors do is not enough for them.

    Just like you hope that the next match you don't get another stupid survivor team, survivors also hope that they don't get another unskilled camper and tunneler and actually play the game with generators, chases, savings etc. I tried to leave the match as soon as possible so that I wouldn't get the same camper over and over again.

    I just thanked a huntress today just because she didn't camp in the Lery's today.

    There is not much difference between survivors and killers. Threads like this serves no purpose either.



    this.  exactly this. 
    It's not entirely about toxic killers OR toxic survivors. 
    it's toxic players in general. 

    You think the player that enjoys singling one person out to tunnel/camp is suddenly gonna be a "good sport" when they swap to survivor? 

    no, they're gonna equip all the crutch perks, loop the killer into the ground, then click their little flashlight and teabag like they're the best player ever. 

    not to mention these are probably the same kids who are deranking to make sure they have the easiest rounds possible. 
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