Dehitay
Dehitay
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- Username
- Dehitay
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Comments
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@cookiedal said:
I wouldn't mind if we didn't lose points.You lose points for this on console?
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@Master said:
You say your skillcheck rewards are balanced, but arent they straight survivor buffs?
My exact words were "There's actually a large number of possible rewards for skillchecks while on hook. Some of them are bound to be balanced." so I didn't straight up claim my own ideas were balanced.
However, while my own ideas are buffs, they're not going to have enormous impact on gameplay. Option 1 allows survivors to save themselves, but it requires previous setup with Saboteur or a toolbox. Option 2 only affects killers that are facecamping or hard patrolling. Option 3 has the most theoretical impact, but it would require a survivor to be on a hook for a significantly long time to have that serious an effect, and if they were on a hook for that long, it would be nice to give them a chance to make up objective points. Option 4 could be distracting, but since killers will know loud noise indicators are possible decoys while on a hook, they have the option to ignore them if they're too far away to investigate quickly.
Also, the flip end of this is the hatch gameplay for survivors. Any possible solution to hatch standoffs is a buff for killers. Saying we shouldn't do anything about hook gameplay because it would buff survivors is the same logic as saying we should do nothing about hatch standoffs because it would buff killers.
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@Rebel_Raven said:
>
Who realistically runs beast of prey, or toth?
Depending on the mood I'm in, I'll run Thrill with Ruin. There's always at least one survivor that refuses to do any gens while it's up no matter how many times you bash him over the head.
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Yeah, I think there should be a perk that helps the bloodpoints gain for each category on both killer and survivor sides. There's a deal of weak perks that could have bonus bloodpoint gain added to them.
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I'd say Legion is worth getting. Once you get the hang of him, he's garunteed downs but with preset timing so it can be shorter or longer than downs with other killers (but usually ends up being shorter than with most killers). He has a low skill ceiling so he's easy to learn. And the Discordance perk he brings to the table is one of the better perks in the game.
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@SpongeBob420Pants said:
Ya? Which part of the OP do you disagree with?
It's a free buff for the side that already has the advantage in the game when both sides are equally skilled and trying equally hard? If you think getting tunneled is annoying, play Leatherface and deal with the fun of a dozen loops in a row. You can't hard nerf one side without nerfing the other.
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The counter to Legion is the same as the counter to Nurse. Stealth. Since most survivors don't want to be stealthy and think they should be able to outrun any killer, nobody accepts that though. His killer instinct only lets him catch you from a different survivor if you were real close to that survivor to begin with.
However, even with that being said, games where survivors actually use stealth are some of the stupidest games so I can very much understand why nobody wants to use it. They can take around 30 minutes if the killer isn't using tracking perks, but survivors are using stealth perks and are good at hiding.
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@NoShinyPony said:
Did you notice the word "sarcasm"? It's there for a reason.
To be fair, the original post would have been better with sarcasm markers too.
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[sarcasm]
Calm down everyone, I have the perfect solution. Survivors get a free Borrowed Time effect for 10 seconds and killers get a free Make Your Choice effect for 10 seconds without the distance requirement. Not only does that balance out the survivor buff, it doubles down on the encouragement not to tunnel and go after a different survivor. Everybody's happy.
[/sarcasm] -
@RushingSnipeBob said:
e any public information on the outcome of the investigations.Hey, Queen,
Wouldn't it be easier to write an alghorytm that bans people instantly? For example, someone is calling one person a "#########", alghorytm catches that and bans said person for 24h, then for 1 day, then 1 week and then permabans the user.It would make the mods life a lot easier.
League of Legends did this. Now their player base intentionally trolls each other by saying stuff that avoids the filter and trying to get somebody who was just playing normally and trying to enjoy the game to get angry enough to cuss at them. Context is more important than anything in these situations, and computers can't detect context yet.
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I know a lot of survivors are going to hate to hear this, but Legion isn't a killer that you can play against the same way you can play against most killers. Just like the nurse, there's no looping and running to pallets and windows to save you. You actually have to use stealth against Legion.
A few tips to fight Legion for those struggling:
You never want to be close to another survivor that you don't specifically need to interact with unless you're absolutely sure Legion is chasing somebody else. Since stealth is key against Legion, you don't want to be in range to get hit after Legion nails another survivor and killer instinct makes your heartbeat visible.
If you know that you're not going to be able to hide from a Legion coming in your direction, start running immediately. Thanks to Legion's 110% movement speed, it will take him a significantly long time to catch up to you if you have enough of a head start which will be necessary since after deep wounds, the chase will only last a limited time.
Like thesuicidefox said, the best way to restart a broken chase is to use building windows to force Legion to vault over which will allow you to run in front of him and restart chase.
If you want to be a team player and you know Legion is chasing a different player, the one way to screw him up is to walk all around where the fleeing survivor is running. It will screw up Legion's tracking, but you might go down in the other player's stead.
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@Master said:
Is there sth wrong about playing casually and not competitive?
No, but there is something wrong with intentionally deranking in order to play casually instead of competitively. You can play casually at any rank. You'll just lose more often against higher ranks if you do. Which ironically, allows you to derank unintentionally.
But I don't really blame the players. This is definitely a development flaw. The fact that being a lower rank is undeniably better than being a higher rank is because not enough thought went into the system.
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The bloody cosmetic is the primary reward for prestiging. The prestige notification says that you get increased item rarity in the bloodweb, but I think that refers to an older system that got replaced. It might refer to pre level 50 bloodwebs. However, I used up a bunch of bloodpoints a while back testing out the difference between bloodwebs for prestige 3 and unprestiged. Made a video displaying the results if you're interested
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Multiple posts have popped up saying millions of bloodpoints are too much so I want to address that all at once.
@brokedownpalace said:
Millions of bloodpoints as a reward once a month is absurd. And knowing how concerned the devs are about the bloodpoint economy, it would never happen. Rewards in the hundreds of thousands would make more sense.I never actually caught the devs making a statement about the bloodpoint economy. By any chance, do you know where they said something about it? I'm curious to check it out.
@Zavri said:
should be no reward until rank 10. and the amounts have to be drastically lower.Would have to start around 25k or 50k and the absolute max should be somewhere between 500k and 1mill.
It would have to be a significantly high number in order to be a valid incentive. Something that can be earned in a day won't impress a lot of people. Since the goal is to encourage people to go for the rewards, it's best to go beyond what's necessary. Going below what's necessary won't do anything.
@N_o said:
Millions of BPs per season would be catastrophic to the economy in the game. If you wanted to do bp rewards per season, its gonna need to be toned down a lot.What economy? There's absolutely no trading between players in this game. Bloodpoints are only used to gain more perks, items, addons, and offerings. All that does is increase variety in playstyles.
And a million bloodpoints is a lot less than you think. I earned around 20 million bloodpoints during the Christmas event and that was only 2 or 3 weeks, not a month.
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@PandaChris said:
I think the easiest and best solution is slow down ranking up, and have restrictions on how many perks and what kind of add ons you can use based on rank.
For example Rank 15-20 - 1 Perk
Rank 10-14 - 2 Perks
Rank 5-9 - 3 Perks
Rank 1-4 - 4 PerksI actually like this idea. Since lower raI nks are supposed to be the training ranks, it also makes sense in a way. I might change what rank perks unlock a bit, but this is a pretty good setup. Unfortunately, as much as I like it, I think this is one of the developers' least likely paths.
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@powerbats said:
- They removed all moonlight offerings and brightened all maps to help killers.
Most of your post was right on, but I can't help but comment on this part cause the changes have been severely annoying for me. The "brightened" maps may seem like a buff, but you have to look at how they did it. They didn't actually make things brighter, they just put a white screen over everything. Fortunately, it has a minimal effect in most maps, but in Ormond specifically, it's so ridiculously bad , fresh scratch marks on snow are about as visible as faded scratch marks on other maps. All logic would suggest they should show up more clearly on white rather than dark green. But they don't cause the effects they use don't actually brighten things, they just put a white film on the top of everything.
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@ba_tetsuo said:
Better solution for DC issue:Just. Leave the survivor in the game. They stand still, and the crows start circling. The survivor can't start a new game till they die, and they can rejoin to keep playing at any time.
Same with the killer. They're just. There. Let the survivors farm BP off them. Let killers farm DC'd survivors. Just remove the incentive for DCing. Then, if they need to quit for real life issues, no penalty. This way, the killer isn't penalized by less BP earnings for them quitting.
I think this would be one of the better solutions, but it can't be implemented until the dedicated servers are put in place. If the killer disconnects, the server for the game is gone and the game has to end as of now. While survivors could be left as afk points, it would be highly problematic to force them back into an unfinished game without dedicated servers.
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@LegitAdventurer said:
Killer queues are legitimately instant, within 15 seconds i have a full lobby. Survivors are not, with both SWF and solo queue. I'm on PS4. It may be different on other platforms.
Either Playstation killer to survivor ratios are drastically different than PC or somebody is blatantly lying. And I don't see why it would be the former.
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I'll be the first to admit that Legion's chase breaking is completely brain dead gameplay when compared to other killers. It's incredibly easy and gets downs in about 20 seconds to a minute depending on how many things went in your favor.
However, if you stop comparing it to other killers and start comparing it to how long chases were originally meant to take, this is about just right. Survivors weren't supposed to be able to loop killers for the entire length of a gen rush, but depending on what chain pallet/vault looping path they take, that's entirely possible against killers like Cannibal, Shape, Nightmare, and a number of others.
Legion's chase breaking mechanics can only be considered broken cause the broken mechanics of using smaller hitboxes and the survivor advantage acceleration for looping is powerful as hell when mixed in with the right chain pallet/vault routes.If chases only lasted as long as originally intended when the game came out, their downing times would hardly be noticeable.
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@PigNRun said:
Correct. It affects several actions, with the exception of repairing generators.So Leader doesn't affect gen repairs at all? Not even the lower percentages?
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Did you check offerings? Cause most killers are more likely to use game offerings than any other map offering. And Billy is definitely like to use a coldwind farm offering.
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I don't actually have the numbers, but I've heard that if you use both addons, mending takes longer than the deep wounds timer itself. I'm not sure if that's true or not though.
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While it has the effect of slowing you down, what's actually happening is that the Hag goes to 0 movement after a teleport and has to accelerate back up to her 110% movement speed which doesn't take that long but is long enough to cause problems. Part of me understands this, but considering how survivors aren't given nearly as many acceleration punishments as killers, adding this one is overly unfair to a 110% move speed killer.
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Fun fact: Intentionally making your thread title as vague as possible is one of the best ways to ensure that devs ignore it.
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There's a way to do something similar to these that requires almost no effort. Just make a no mask option for the head piece. All 4 members of Legion have face designs already. Being able to see their faces would make them look a bit like survivors.
It would be a ridiculously easy cosmetic to make. And it would the cosmetic I most want and I'm sure a number of other players would highly want.
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@Vert3x said:
@pemberley said:
It would be nice if wglf also contributed to heals (so it can have more play with we’ll make it and autodidact and botany) and maybe even completing gens...cause you ain’t gonna live forever if gens ain’t done.The problem is that the lore of the perk is about protecting your friends from contexts where the killer is actively intervening too, sure it should only be about Altruism so Generators should not even be close to counting as tokens, but even completing healing actions is kind of out of track for what the perk's designed to be.
The lore says "Your few friends deserve the best protection." That would mean that rescues also don't fit. Personally, I think getting WGLF stacks from healing survivors a health state would be one of the best changes gameplay wise cause you also don't have to fight with other survivors since more than one person can heal in contrast to only one person being able to unhook.
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Intentionally deranking is allowed, but certain methods aren't. You're allowed to intentionally disconnect for emergency situations like your house on fire or a family member getting injured, but you're not allowed to intentionally disconnect in order to derank.
You are however allowed to intentionally play horribly in order to derank. If you want to try playing a game where you're only allowed to move around the map with the use of your power as Spirit or you're only allowed to get hooks with beartraps as Trapper, you're free to do so and will usually derank in the process.
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Kindred for survivors and Bitter Murmur for killers.
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While the teabagging itself can be insulting, I'm amazed at how many killers manage to have problems with survivors waiting around inside of exit gates. Am I that much more intelligent than the average playerbase to instinctively know how to get them out? And I even manage to get brutality, deviousness, and hunting bloodpoints in the process. But let me explain it for you killers of lesser intellect
Go and keep smacking the survivors till they leave. You get bloodpoints. If they still refuse to leave, they'll eventually go down and you can hook them. It's seriously that easy.
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Judging by the way the original post simultaneously mentions facecamping and tunneling even though those 2 don't go together, I'm rather confident this is the kind of player who complains when they get camped after all the generators are done and the killer isn't a complete idiot. If they got facecamped, they didn't get tunneled. If they got both tunneled and facecamped, it means the killer was tunneling during the generator portion of the game, but camping during the end game.
And to answer your question, Yes, the vast majority of high rank survivors will camp any hooked survivor once the generators are finished. Try actually playing killer to figure out why.
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Unfortunately, with most killers, there's nothing much you can do against 4 survivors that can loop with high efficiency. The most you can do is use killers who can counter this, but that removes half the killers from your list. Hag and Trapper can stop one loop, but then they'll just run off to the next one. Doctor and Clown can screw up their loop timing, but they'll usually also be smart enough to just drop pallet or move on early against these killers to avoid getting hit. Huntress gets looped for longer, but once you're good with her, she's more likely to get a hit at the end of the loop. Spirit can turn loops into a battle of wits, but there's a chance your attempts to mind game the survivor will end up with them mindgaming you. Nurse and Legion are the only killers that can truly counter the chain pallet/vault looping gameplay of highly skilled survivors.
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@KingSavageGaming said:
Downs survivors faster than the vast majority of killers what? We're talking about a killer that has to hit survivors 4 times to down them what the hell are you talking about?
I expected people to say that bloodhound Legion doesn't kill fast enough since there are killers who kill faster than him, and most killer mains play those mostly.
I expected people to say that this method is bad because it means you have to use Legion as he wasn't intended even though players widely use Billy chainsaw, pallet loops, and vault loops as unintended.
I expected people to say that playing against this type of Legion is unfair or not fun because it honestly isn't as fun playing against a killer who's pretty much garunteed to down you with almost no counterplay. A lot like how it's incredibly unfun to play against chain pallet/vault loops, instaheal squads, flashlight squads, or full toolbox genrush squads.
But one thing I wasn't expecting was somebody to say Legion is a bad killer because you have to hit people 4 times to down them if they read this thread. Literally, the entire original post addresses that exact issue and goes into detail with a video of 8 minutes of explanation and 12 minutes of gameplay proving that you can play Legion in a highly efficient way by breaking chase instead of constantly frenzy hitting for the down. There are only 2 reasons I can think why you made that post. Either you're intentionally trolling, but didn't add any twist to make it humorous. Or you somehow managed to completely skip the original post yet catch onto the theme and then make a point that I have concisely proven wrong. If it's the latter, go back and actually read the beginning, and better yet, watch the video.
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@KingSavageGaming said:
This was a good effort but this doesn't make legion efficient whatsoever you're literally just exploiting the fact that you can break chase and follow that doesn't make him good the devs even talked about this strategy on a stream which is why they're changing him 4 hits is ######### to begin glad it's being lowered you're better off using franks mixtape and stab wounds study and cold dirt as of right now.
@ForeheadSurviors said:
This killer is beyond trash and devs actually thought to put this out i actually regret buying this killer , all survivors have to do is separate and his ability is complete garbage.How is a killer that downs survivors faster than the vast majority of killers beyond trash? And if the fast downs aren't enough, he can do it through standard survivor pallets and vault techniques. How much more do you need to demand from a killer?
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@Rebel_Raven said:
Legion is horrible. You should not need to bandaid the flaws with perks from other killers, nor rely heavily on addons as much as Legion does.Is there a single killer who has so little synergy with their perks? A base kit so screwed up, they really are terrible naked?
Theoretically, you can do the same thing without Bloodhound. Bloodhound just makes it 100 times easier. Like how Monitor & Abuse makes it significantly more easy to use jumpscare tactics with Myers, and Iron Maiden makes spray and pray tactics easier for Huntress. Most people actually use the moonwalking strategy more than this which is just a weaker version of Bloodhound Legion.
You can easily play Legion effectively without addons. You just need to get closer to the survivors before starting frenzy if you're not using frenzy duration or speed boosts. Actually, most of his addons would require the same gameplay as base, but offer more chances instead.
While Legion does have poor personal perk synergy, that's not new to Legion. Even with the last chapter, they didn't make perks specific to the new character. They've just started adding general use perks with new content instead of character specific ones.
However, I can understand complaints that Legion can make gameplay unfair. But the same can be said of a lot of standard survivor gameplay. Pallet looping was never intended but is used in pretty much every game nowadays. Vault loops are also the same. The irony is that Legion completely counters these things because of this unintended playstyle. Chases actually weren't intended to go on for the duration of a match when the game was designed. This playstyle wouldn't really be advantageous if chases lasted only as long as intended on game release.
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@Vietfox said:
And you can only fear the death if you are alive, not when you are dead already. So it's fine the way it is.
You do realize it's the living survivors working on generators and stuff, not the dead ones, right?
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@se05239 said:
What? No.If you fully heal a fellow survivor, perhaps, in addition to rescuing and tanking hits?
I like this idea. Cause multiple people can heal, but only one person can unhook.Not to mention, healing makes a lot more sense with the name "We're Gonna Live Forever" than taking a hit.
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It would also reintroduce the massive problem against healthy survivors that occured when mending paused the bleedout timer.
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@Delfador said:
However, there is nothing that the devs can do about SWF.
There's a plethora of things they could do. They just don't want to. Adding extra objectives or difficulties for swf players only would bring things closer to balance, but screwing over 1 player so 4 players can have an easier time is the easier course of action.
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I've been wondering why scratch marks are so ridiculously difficult to see on that map. Logic would suggest red on while would be highly visible, but it's ridiculously difficult to follow survivors on the map that shows up all the damn time.
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The 625 brutality points is also stupid as hell. I'd say 1000 bloodpoints for each of the 4 categories should be what makes up for rage quitters screwing over your bloodpoint farming in addition to a free BBQ & Chilli stack if you haven't hooked that one.
If you make it to where rage quitting rewards the killers heavily, then you give rage babies incentive NOT to intentionally disconnect.
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The 30 second timer for PgtW isn't long enough to get back to the generator being worked on if the survivor does what 90% of survivors do and doesn't only run in the area around the generator.
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oh, I completely forgot about sales. By any chance, do you think an auric cells sale is possible?
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How the hell are y'all's experiences so drastically different than mine? I avoid higher ranks because I'm a bloodpoint farmer, but I definitely see more toxicity at lower levels than higher levels. People at high ranks are generally intelligent enough to know obvious stuff like survivors will flashlight stun you if they can and killers will camp any survivor they catch if all the gens are done. Lower ranks tend to be self entitled cry babies who will whine non stop when the completely obvious happens.
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I've recently come back to the strategy I used when Ruin first came out. I mix it with Thrill of the Hunt, but unlike when I first started using that combination, now I just don't leave far enough from the totems to where I can't make it back in time. The vast majority of survivors seem to refuse to do generators with Ruin up so this combination stalls the game a good deal more often than not. And even after they realize I have Thrill, half of survivors will still constantly try to clease it giving me some strong early game points.
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Legion has got to be the least evil of killers. Their lore was clearly a rushed effort cause if you think of how the entity operates, it makes absolutely no sense for it to take them into the fog. They killed all of one person and it was because they a mistake, not cause they were looking for a kill. Joe and Susie didn't even really want to do it. Julie's intentions were more of a do it for Frank mentality than a bloodlust. Frank is the only one who I would even consider worthy of the entity's consideration, but it took them all for reasons that don't fit the entity's mentality.
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I kept going through bloodwebs till I got tier 3 BBQ & Chilli for Legion. Because it took about 7 million bloodpoints before I got it, this is the end result I came up with.
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If you like Hillbilly and Leatherface, you might like Legion. He also possesses the ability to down survivors in one hit although a much worse version of it. Just remember that to play Legion optimally, you have to cheese chase and then deal with all the whiney survivors that will inevitably cry cause you're not playing how they want you to play.
The friend who plays spirit, trapper, and wraith seems to have a preference for surprise killers so they might enjoy Freddy and Pig, though not many people really enjoy Freddy.
The friend who plays huntress, hag, and nurse might also want to try out Legion. If they play huntress and hag, then they're already used to the 110% movement speed. And Legion also possesses the ability to invalidate standard survivor defenses like the nurse although again a much worse version of it.
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The original post isn't taking into account that those parts of it that are valid only mean that the killer is stronger than an individual survivor. You're up against 4 of these things. Sure, I can benchpress 100 pounds with ease. Doesn't mean that 100 pounds is so ignorable that I can benchpress 400 pounds easily.
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What all the people whining about Legion fail to undersand is all the mechanics that make other killers BS actually make Legion powerful. Don't try to go for the second hit. Use Bloodhound and break chase. All that crap that makes it so easy to lose chase with standard killers is a massive advantage to Legion. Just follow the blood trail while looking down. And if a survivor manages to run into your field of view, they've run into a distance where you can get an easy hit.
https://www.youtube.com/watch?v=zzaSlRNuDds