Coriander
Coriander
About
- Username
- Coriander
- Joined
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Comments
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There are still a large number of glitches, so don't worry about not having it too much. They'll need to send another patch to fix this soon.
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I wish Small Game would show # of totems, like TotH does. You still rarely see people taking it, so it's not a meta perk. People get mad when you search for totems instead of doing gens, and I'm only trying to help the team. The way it is now, every solo survivor must search out all five totems or their pieces. This change might be pretty strong though, so I understand if we never get it.
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I saw that, as a solo surv. Switching to the hooked survivor had me watching the Plague shimmy around vomiting. It was funny, and I backed out and Spectated again, and sure enough there it was. I hope it's not allowed in SWF of course but it was strange to say the least.
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I enjoyed F13 but you never had a full lobby.
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Something's wonky for sure. I dropped it before a Billy's chainsaw yesterday, and I still ate the saw. But the pallet went down and stunned him! How does that even make sense from a physics standpoint? He had to have gone through the pallet to hit me, yet it remained intact.
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Place Nea's portrait & stats in the Killer side
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Definitely, Feng makes a loud squeal like she just hopped off a cliff, even though I only walked off the second step. It's weird and I don't want to give position away halfway across the map just for hopping down a slight drop that doesn't even cause a stun.
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It's always funny to be working on a bright green gen, see another survivor run up, take a quick look, and then just saunter away like "Nope!" Makes me grin.
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She's not overweight, she's got curves. She's not obese, anyway. I also think she's a great addition, but I had to spend my shards on the killer so I can puke on everything, so I'll get her next time around.
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Would the killer get carried into the sky?
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Or they could... not play the super-powerful killers?
Or survivor?
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She can vomit right away, it doesn't have to be charged. In a chase you can hit the person right in front of you, twice. That puts them at one hit. In addition, her corrupted power gives her ranged attacks. I think when people have more time with her they will see if it's fair or not. The pallets and even ground can be plagued so it's not like she can't counter looping.
My biggest gripe so far is the giant cloud you can't sneak around with. How am I supposed to hide in grass or even behind walls?
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It hasn't been saving people for me either. At first I thought maybe the projectile attack didn't count or something, but abilities like chainsaws and axes still trigger BT, so why shouldn't this?
To answer, no it isn't working for me today.
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They both did, in my opinion. I was teetering around R10 as killer in a "no sacrifice" challenge. As long as you got plenty of hooks you could pip, it was fun. We all had a good time and no one got hurt.
The new system means I have to kill people now? =(
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I got insta-hit yesterday the very second the trap sprang up.
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I don't know what lobbies you people are getting but 90% of my games are with fellow solo players. We all load in one at a time and it's nearly a FFA, with hopefully someone helping you if needed, and occasionally one of those weird wall-huggers that crouch along the outer rim the entire match waiting for the exits to open while avoiding the crow debuff.
Even if it weren't 4 solos, that doesn't mean it's a 4-stack. This happens in all ranks, so SWF is not the majority. Same in my killer matches. I get that 3 or 4 skilled players (not all SWF are any good) can bully a killer but it's still easy and far less stressful to play killer over survivor, especially since most of them are bitter and facecamp even people who go down in the first thirty seconds. What the heck did that guy do to you? Can you at least not stand in the stairs so we can go rescue?
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They said looping wasn't supposed to happen, but they can't speed up the killer, right? How about if there were some bigger benefit for dropping the pallet and trying to stun the killer? It would eliminate the need to run around over and over, while taking that pallet out of the game as intended.
The only idea I have that doesn't involve outright shooting the survivor away is to blind the killer or allow them to hide somehow. They're not far away, they're not rocketed out of the killer's grasp, but they can use the pallet to evade and escape, maybe by simply breaking line of sight for a bit so they can hide.
There isn't going to be a simple solution, really. To a survivor, this makes the most sense. You're trying to escape the killer. He runs around an obstacle, so you run on the other side to avoid capture. It's only logical, and your goal is not only to escape, but the added benefit of taking time for your team to win. From their perspective, "How is running an exploit?" Even if the intended means for a pallet was to be dropped immediately, it still doesn't make sense in gameplay or logical terms. You would have to add or change the mechanic involved. If you can do this, you might have a solution.
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Why can non-Clowns take that perk?...
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You can die faster, you don't have to DC.
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Some tips (but you sound better than me):
Approach gens from a distance using Haunting. You can hear it working and if you rub the gen, you know which side the survivor is working as it's blocked
Her power is okay but strong add-ons make it great. You don't have to use the best ones, but even yellow ones make a difference in how much use you're able to get out of it
No TR-increasing addons. You will extend the area of her haunting sound and they will hear you coming from further away, alerting them to escape
Fake power-use by standing still and sometimes they run back into you
Stridor to hear breathing/cries during Haunting?
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Perhaps it will work better once the new ranking system goes into effect. Right now, rank is so easy to gain it's basically a FFA based on how much you play. It might iron out a little better once there's a solid method of gaining and maintaining rank.
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They saw killers complain over and over about DS, which got changed, so they hope that their own voices will be heard and get something they don't like changed.
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She shall now be called "Corn Sprinkler."
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A barnacle-covered ship captain or something would be cool!
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I would be satisfied if we could choose which order the perks appear in the diamond ~_~
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I appreciate that you want this sort of thing, but I don't like children in my horror genres. They don't belong. Even if there was one who could kill us in the game, it would just be irritating to go against, not to mention they couldn't see out of tall grass. I would be more open to a killer Talking Tina doll, or something.
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3v2 when those three have 5 gens to do? This would make gameplay grossly unbalanced. Also, why would Traitor be invincible? Survivors can't attack, and the killer wouldn't kill his own ally anyway. It would be obvious to other survivors the guy who runs over followed by the killer.
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Not at all. Would you want to be chased by a maniac trying to kill you? Fun is sneaking around, avoiding the killer. For me, at least. I know many people that eventually get bored of this and enjoy the chase, once they're good enough. I'm not.
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I do it. Sometimes it's even intentional =D
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I'm not going to use in-game voice comms. There are enough means already, though I like the idea of showing what the person is doing. The icon could change completely, using white or red colors to signify health state.
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Chainsaw now causes Deep Wounds :3
But he gets his turning ability back.
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I'm willing to hear some ideas, but I don't want more-intense skillchecks more often, if that's what you're getting at. Or like, failing checks means the machinery grinds my hands and I'm injured or anything. Well, I'm willing to toss more ideas around.
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I get a bug with the Nurse, where you'll hold a Blink but it sounds like an engine, constantly starting up a Blink but never getting to the charge phase. It's sound/display only, you're still charging the blink, but she doesn't close her hand fully or hold her breath. You're just unable to see that it's fully charged unless you wait long enough.
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I want there to be codes, sure. Players on both sides who respect the other team, and behave accordingly. Generally it's a free-for-all and you're both trying to win. If you do, or are playing well, there's no reason to taunt or antagonize the other team. You won and they lost, don't be a sore winner. If it was a good game, win or lose, say so!
It's always important to be respectful, even if things aren't going your way. There's still a person on the other side of the screen, so even if they're being a total scumbag, at least you don't have to stoop to their level. Maybe they should implement a frowny face to display if you were unhappy with how the match went (not about winning or losing, but how the other side played). Yes, that's supposed to be a little funny. It gets the point across but isn't offensive like a finger or a chocolate ice-cream icon.
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Same exact problem for me. I keep my Killer at early ranks so I can go easy on the newer players, and I often worry about tunneling the person because I can't tell them apart. I wish there were some way to see, say if you pick them up, if they're going to be dead on hook. Maybe a little icon, or the screen changes, or something.
In fact, it might be good for all survivors to see that information as well, though I don't know how. If they could know a teammate will die if they get hooked, perhaps they might decide to help when normally they'd stay on a gen, or whatever. Maybe a little # or tally on their survivor icon? It shows you lying down in the status bar, maybe they could put the hook tag in that space above them (or replace it entirely).
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I spent an hour and several episodes of South Park typing out a three-page reply to this, but the rest of you had said some points pretty well. They're trying to make the game itself more fun on the whole, not just for one side. That's why they change the Rank system periodically, to encourage fair and varied play, not specific behavior that puts a lot of players off.
Fun doesn't equate to either winning or losing, just like playing sports. You can do your best, lose, but still have fun. That's what makes the game fun: not knowing if you're going to win, but trying your best to do so anyway.
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What happened to Thrill of the Hunt? I use that a lot to give survivors something to cleanse. Does it not offer BP anymore?
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Yeah I've always prioritized healing and it takes forever now. Longer with all the Butchers around. And sometimes (Legion) it isn't worth healing at all, which also renders my build obsolete. I don't use Adrenaline since it tends to piss people off, which is why I also stopped Self Care and die a lot more now. Oh well.
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I like the super-foggy matches, it's more frightening that way. Like if it were a movie.
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Perkless Mode
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Yeah, it sucks, but the Sloppy+Thana combo would have been a nightmare as well as the only build killers ran from now on. Now, if it did only affect gens as suggested, it could still work well.
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While I'm sure we'd all agree Pumpkinhead would be the best addition ever, this isn't a game about movie villains. Any licensed characters we get are neat bonuses, and we should consider ourselves lucky we have them.
We could consider ourselves even luckier if we had Pumpkinhead...
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I'd buy some of these!
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Bunny. Feng. Min.
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I thought it meant "The Shape of Evil" or, the shape given form. Something along those lines. No one could figure out what Michael was, even his doctor.
Oh, and for further confusion, read the book.
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@ABannedCat It is toxic, but sometimes it's funny depending on how they do it. If it was a good game and you both had fun, it's more like "Hello!"
I hate when killers hook in basement and stand in the stairs, blocking teammates from coming to rescue.
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That's why there's a test server, don't worry. They'll take care of it.
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I wonder if this will mess up my "Rank 1 with no Sacrifice" experiment...
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Regarding those Basement Parties, I usually hang there as long as I can, to give teammates time to hit gens. Sometimes you get a helpful ally coming in, but usually they know what's up at the first attempt and will stay away.