DexyIV
DexyIV
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- DexyIV
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Comments
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Cool idea. Would it be applicable to the way the game functions currently? I don't think so. Camping isn't a very big problem, but tunneling definitely is with the way games go nowadays. It wouldn't require a full overhaul of the hooking mechanic to fix it either; just a few changes here and there. Good idea regardless.
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The only map i can think of that has this is Lery's. It's still mindgame-able though.
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!<Otherwise, the game hasn't broken because of the event similar to The Hallowed Blight and people are playing the game relatively the same as before. It just might as well not have been a thing. Nothing really to complain about because of it beside the loss of BP gain from it.
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Probably can blame the matchmaking. It's been really weird lately. I'm rank 11 killer right now, and I was trying to streamsnipe my friend's SWF since they were getting rank 11 killers. Instead it seemed to want to give them 175+ ping lobbies over and over again instead of with me, where they would have gotten less than 100 easily. Maybe this is some weird change to how SWF matchmakes or something
Was truly a shame. I wanted to 4k them and see their reaction lol
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I don't have too long of queue times. When playing with friends it takes a good minute or two, sometimes longer. With killer at rank 11 it's pretty much instant.
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I think it would be a good buff to have them activate after they get off the hook or revived by a teammate. It would take away the whole weighting whether or not you should complete a generator and potentially kill your teammate if ######### hits the fan, which is somewhat of a thrilling dynamic, but it would increase her viability a lot more. Don't see why not
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Pretty much what everyone else said. If you don't like Borrowed Time, there are ways to work around it. Good killers don't need to tunnel to get wins anyway.
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Empathy, Aftercare, We'll Make It, and some other perk. Works wonders in solo
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Makes sense. Would definitely motivate me to sabo crap for fun again even if it is just a 7.5% increase XD
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Hatch standoffs are hella fun /s
Either way I'd love to see some changes from them regarding this in particular. Not even DS comes close to being as unfun as a killer and survivor standing on a hatch for 20 minutes lol
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The most severe case I got was me (6 at the time), and my friends (8 and 10) matched with a rank 18 Huntress. Not as crazy, but something happened to the algorithm to cause this to happen somewhat frequently
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Fundamental problem with that is new players on either side matching with experienced players and getting destroyed. The ranking system is flawed, but this game is devastatingly punishing for new players already. Making that worse would turn away many more new players.
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I would like to see survivors be more than skins, but at the same time killers would likely need a buff in response to these innate passives considering the synergy and stackable effects some of them have.
Side notes though, Quentin's is 12m or so off of Plunderer's, maybe a bit too powerful. I love Adam's because it would actually make Autodidact somewhat useful. Always loved Adam's perks for some reason. As a Jake main I like the passive you gave to him as well, but how would it stack with Saboteur?
I'd assume it's multiplicative, so 0.50 * 1.20 = 0.6 * 1.15 = 69%, effectively 19% increased sabotage speed without a toolbox if playing Jake with Saboteur.
Either way, I enjoy the idea. Always interesting to see stuff like this. -
It just needs a whole rework honestly. Most modern perks outclass it (one in particular fills the niche it attempts to fill), and is too RNG based. Replacing it with a different functionality in general is probably a better approach.
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@Bug_Reporter said:
After the 2.5.0 update it seems that the matchmaking was changed, in all my way to Rank 1 i was seeing survivors joining my lobby all together at same time in less than 1 minute!!!At Rank 1 i still see that and i also noticed that in a lot of matches they arent all Rank 1s, their ranks goes from rank 15 to 1 almost every time, not only that but im also getting false reported as "lag switcher" even tho the survivors are the ones that are lagging and ruinning my matches by disappearing with no tracks to follow very often.
Is this a bug? Whats wrong? I bought a lobby simulator and i cant sit in my lobby for more than a minute #########!? I cant refund anymore so i hope it gets fixed soon...
Might be a way to nerf SWF perhaps. I've been noticing the same thing honestly
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It's been a problem for a while. Not sure why it hasn't been fixed yet, but I can live with it if they actually address problems in the game (cough cough DS rework)
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@Poweas said:
Run that hook rescue perk or whatever it's called. It's Adams I think.Deliverance
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Nope. After the first unhook, sure. After Exposed? Being handed a free instakill would literally be a midgame NOED with no counterplay, and it would be very easy to get the mori effect afterward. DH is a hex perk for a reason.
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1: Why is this in the survivors forum?
2: Sure. This would lead to some better builds, but may render Wraith's "The Hound" - Soot add on useless -
Would be really nice if they'd radjust WGLF to punish stuff like this. Or, you know, tackle any of the problematic perks that plague this game right now.
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I like all of these except for the last one. The last part should be something that survivors need to figure out for themselves, and it is not hard to do so. For example, the piano music for Myers, the Jigsaw boxes for The Pig, the wooshing sound effect for the Wraith, and so on. The rest I agree with though.
Additions to this I think should be general buffs to information relaying perks (Kindred, Aftercare, etc.) and a way to relay that you have a perk in effect (Resilience, Deliverance, etc.).
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@lindechene said:
@DexyIV said:
Assuming the current ranking/matchmaking would be removed, starting out would be a nightmare because experienced players could just remove their perks and play with you. Not to mention this would likely increase queue times and overall discourage the use of iridescent tier stuff as a result. Don't know if I like this really. A lot of flaws with itIn the existing matchmaking experienced players downrank on purpose.
If equipped perks items would be considered this would prevent that new players get stomped by those players who stockpile items and have all rank 3 perks.I did NOT write that the existing rank based matchmaking should be completely removed. That was another thread... "Skill" and "previous experience" could be combined with the Loadout points.
The Skill points could be the inverse of the existing Survivor or Killer Rank
Beginner Rank 20 player has 1 Skill Points
Experienced Rank 1 player has 20 Skill Points.Example New player level 5 at Rank 17
Loadout points 7
Skill points 3
Total Matchmaking Score 10
Example Prestige 3 level 50 player at Rank 1
Loadout points 28
Skill points 20Total Matchmaking score 48
The problem with the game in its current state is that players with 7 Loadout points face other players with 28 loadout points.
When the gameplay experience heavily depends on the loadout it crucial to also consider the "loadout points" and not just about "Skill".
A fair and balanced matchmaking could consider both aspects.
There's still the issue of the queue times. People complain about it right now, and this would make that an actual legitimate concern. It would cause survivors and killers to not use items and addons, and that would become the norm in order to reduce queue times, meaning all those iridescent addons would likely go to waste since they wouldn't be able to find survivors with a similar number of loadout points.
It's a good idea for the general health of the game, but in practice with the way the game functions right now, it wouldn't work. Not to mention BHVR doesn't seem too keen on making huge changes like this at the moment for whatever reason.
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Assuming the current ranking/matchmaking would be removed, starting out would be a nightmare because experienced players could just remove their perks and play with you. Not to mention this would likely increase queue times and overall discourage the use of iridescent tier stuff as a result. Don't know if I like this really. A lot of flaws with it
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@PhantomMask20763 said:
18+ huh?
wink wink nudge nudgeThat's what came to mind when I read it too lol
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@GraviteaUK said:
@DexyIV said:
@GraviteaUK said:
@DexyIV said:
Nah, she doesn't need a buff. No nerfs either no matter what people say. She's probably the most balanced killer out there. The only problem she has is the obscene latency of some players making it so she can hit survivors around corners, but that will hopefully be improved with dedicated servers.As people have previously said, not many know how to play her to her full potential.
Hardly say she's balanced she's mid tier at best and with the exception of The Nurse the rest of the killers above her are arguably balanced.
From personal experience playing as and against her she's probably the one of the easiest killers to loop in the game not to mention that lullaby makes her laughably easy to avoid and on some maps she's completely destroyed by the map.
In terms of difficulty to play against i would put her pretty far down and im higher as survivor than killer.
- Nurse
- Billy
- Spirit
- Hag or Clown
- Myers or Huntress
As I said, people don't play her to her full potential usually. She can be easy to loop, but honestly most Huntresses I play against don't even know how to loop like normal M1 killers. Not really a problem of the killer's power if the people who play her are generally inexperienced.
The Huntress has been around for a while now it's not like she came out when Legion did are you trying to say "Most people" that use her are inexperienced?
She has far too many flaws the hatchets are only good if you have a clear LoS which decent survivors won't give you and unlike with others if you get Lerys, The Game or Farm maps you can resort to Left clicking Huntress is far to slow for this.
If she didn't have the lullaby as directional or she retained speed when holding a hatchet she would be far less map dependent.
Yes I am saying that, because she's not an easy killer to play. With any killer that has a high skill floor in optimal play, such as the huntress, the general playerbase of that character will be bad at them. That goes for any high skill floor character in any game.
Just because she's been out for two years does not mean that everyone knows how to play her yet. There are new players that pick her up or killer players that want to learn a new killer.
Certain killers struggle in certain maps, this is nothing unique to her. Survivors will be forced to give LoS at some point of the game, that's up to the player to capitalize on.
She's not god tier, but she isn't as bad as you think. Literally no reason to buff her. -
@GraviteaUK said:
@DexyIV said:
Nah, she doesn't need a buff. No nerfs either no matter what people say. She's probably the most balanced killer out there. The only problem she has is the obscene latency of some players making it so she can hit survivors around corners, but that will hopefully be improved with dedicated servers.As people have previously said, not many know how to play her to her full potential.
Hardly say she's balanced she's mid tier at best and with the exception of The Nurse the rest of the killers above her are arguably balanced.
From personal experience playing as and against her she's probably the one of the easiest killers to loop in the game not to mention that lullaby makes her laughably easy to avoid and on some maps she's completely destroyed by the map.
In terms of difficulty to play against i would put her pretty far down and im higher as survivor than killer.
- Nurse
- Billy
- Spirit
- Hag or Clown
- Myers or Huntress
As I said, people don't play her to her full potential usually. She can be easy to loop, but honestly most Huntresses I play against don't even know how to loop like normal M1 killers. Not really a problem of the killer's power if the people who play her are generally inexperienced.
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-0.7s decrease to crouch time
-2.6s TR fade when changing stance
-0.7s decrease to combat straps
+4m increase to TRThe only bad thing they did was increase her TR by 4 meters, which is negligible. Combat Straps give the same effect as before. Reduced effectiveness on a buffed function =/= nerf. You can argue the buffs aren't enough, but it'd ridiculous to say that out of these changes, she got nerfed.
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If they reworked how the game functions, I think it could be interesting. But this is not a class-based game. Plus it would increase production times because they'd have to come up with abilities for both the survivor and killer with each release.
The game is struggling to properly balance as it is. I don't think adding another factor into it would be a good idea personally
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Unrelenting sounds like it'd be fun af on Myers with T3. For Myers, not the survivor. Dunno what I think about that really.
Insidious is better than its current iteration, definitely a tunneler's wet dream.
Current iteration of Deerstalker is fine and is definitely not useless, though I can see why you don't like it being called Deerstalker. Doesn't warrant a change in my opinion -
Nah, she doesn't need a buff. No nerfs either no matter what people say. She's probably the most balanced killer out there. The only problem she has is the obscene latency of some players making it so she can hit survivors around corners, but that will hopefully be improved with dedicated servers.
As people have previously said, not many know how to play her to her full potential.
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If it's not in the patch notes, chances are it's an unintended change if there is one (i.e. the self care efficiency changes).
No probably not. They may just hate the clown and want to see him nerfed
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Ah yes, the classic "BBQ gives me a reason not to camp and tunnel, therefore it should have little to no counterplay" proposition. Nope.
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I don't even bother typing in endgame anymore as either role. I usually just see what my opponent had and then leave.
Also didn't know you could turn chat off lol
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I like this. Any iteration of the hatch that removes hatch standoffs and accounts for stalemates, I'm all for.
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Abolishing it how? So a past rank 1 survivor has the chance to go against a new player and soil their initial experience with the game? The current iteration of the system may suck, but at least it prevents new players from getting smashed initially for the most part
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I don't use it anymore either. On one hand it can actually slow the game down, but most of the time the case is as you say. I just run blood warden and some chase-augmenting perk now instead of ruin lol
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I'd say narrowing the effectiveness between solo and SWF survivor is pretty important. That or addressing how fast the games play out.
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/s, or...?
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@HatCreature said:
I can agree that needing to do 1 Gen after hatch is closed can be extremely difficult. You are alone, yes every single Gen is at 0 so you have more choices of Gens to work on but the Killer is searching every single one. If he finds even 1 Gen worked on twice after he kicks it, he knows you're there. That Aura you have in the beginning may be all he needs to catch you.I made a simpler solution where the hatch is closed or maybe it was always closed, and it needed a key to open it, period. The key would spawn in a random chest, looted or not and you had to find that key and use it on the Hatch. Like your idea I also said that once the Survivor uses the key the Killer does not get the hatch grab animation, it is not allowed and the Survivor is able to just hop in. This makes it like your stealth solution and also need an objective to escape.
The hatch being closed is temporary, and would only last 45 seconds, but yes it can be opened by completing a generator. That isn't really the main idea of it though. Completing a generator is primarily meant to prevent the hatch from being closed in the first place, if the killer wants to stand on the hatch and wait for you to get close before closing it, then you have another option. So it forces killers to do something at this stage (in this case, patrolling the remaining gens) other than stand at the hatch and wait for you to get close to it. Completing a generator once it gets closed sounds impossible, especially with the aura reading associated with it, but could have some last-second cases where it could work. I may have just worded it in a way that didn't convey the message I wanted, so I apologize for that.
In essence, the change with the generators is meant to be a preventive measure, not one that opens the hatch once it closes.
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I can agree that the problem of the hatch extends past the hatch itself and into the stages prior, but reworking how the early game functions does not seem like something that could realistically happen with Behavior. This is meant to be a fairly simple change that would be easy to implement. Plus I somewhat enjoy the idea of the hatch being in the game, which I know is an unpopular opinion, and can be a good mechanic in the game if adjusted properly.
The generator regression amount is subject to change as I mentioned in the post, and adding repair speed is also on the table and would clearly be a balance factor if it were to be implemented. The reason for making the generators regress was to make it so a survivor couldn't just 99 a gen as their buddy was about to get hooked, then finish it for the free hatch escape. I do agree that the ability to do generators decreases as less survivors are playing, and that is an important factor.
The idea was that with the remaining generators on the map, the killer would have multiple objectives to defend and could not focus entirely on sitting on the hatch. So, as a result, it would be fair for the survivor. If the killer finds you, you can lead them on a chase to the hatch and simply jump in without getting grabbed. Or they kick the hatch down and initiate a chase, and if you survive long enough, you get an escape. You don't HAVE to repair a generator to escape, but it is a way to pressure the killer into either kicking the hatch down before you disable their ability to, or patrol other generators before you get a free escape. The killer can't be in two places at once.
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Touching the viability of higher tier killers is dangerous in the game's current state. That being said, if the devs would be willing to be ambitious and buff baseline killers so they can nerf the two top tier killers, that would be great. I hate rank 1 just because it's nothing but Nurse and Billy.
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I think the better approach is to improve the stealth mechanics instead of making cosmetics mandatory for stealth play or forcing people to play Claude with UE. Better stealth perks, maybe add some bushes in some maps, etc.
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Never did understand the queue time excuse. As both survivor and killer, I never exceed 10 minutes of queue time in red ranks. And that time where I did hit 10 minutes was due to people joining and then leaving over and over. Not to mention this was at like 2 am because my sleeping habits are all over the place.
The ban system is good because otherwise people would insta DC in order to derank all the time. imo someone who contributes nothing to the game but getting downed 1 time only to kill themselves on the hook is better than someone who DCs, because at least they wasted some of the killer's time for the rest of their team. Insta DCing as killer is annoying for the survivors too. If you insta DC to derank constantly, no matter what you prefer to play, I think that's a perfectly good reason to ban you. It ruins the experience of others.
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The difference between a restaurant and a constantly changing game is the changing part. Games like this have major updates frequently to keep bringing its players back. Restaurants and businesses as such typically only make major changes if something big happens or some new company policy is implemented. As a result, evolving games thrive off feedback and need lots of it in order to know if what the devs are doing is right (i.e. the Self Care and Legion changes). Restaurants will receive your feedback and likely discard it or use it in a fashion that doesn't change the overall state of the business.
Either way, feedback is important in any form, frustration included. If you don't like posts that complain and rant/vent, stop reading them once the post appears to be a rant.
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The hatch is already a mechanic that favors survivors and can give satisfaction to the last one when their team fails to complete the primary objective. There are many problems with the hatch, grabbing isn't one of them.
I don't think anyone likes playing against Legion lol
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I downed someone, picked them up, and this Ace tried to go for a flashlight save. I spammed the R key to drop the survivor I picked up, and downed the Ace. Got a comment on my steam profile a few hours later that told me I was an exploiter and that I should kill myself lol
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Cannibal is kinda bad, so maybe choosing a different killer would be better. He's only good at sitting at a hook after you hook someone, which is no fun for anyone.
As Mikey, you can just stalk them and fill that meter up if they don't see you. Try to get the meter up as close as possible to tier 3 without entering it, then fill up that last bit when you get close to a survivor. This gets you more time in tier 3 and makes it so survivors can't just run away and waste that precious time you have in that state.
Otherwise, my advice is to down and hook someone, anyone, as soon as you can into the game. Doesn't really matter who. Hooking someone requires at least one person to get off of a generator and unhook them, which buys you time to go after someone else and unhook them. -
I know that my initial experience with this game was really bad due to deranking killers, so that could be partially why. I know that when I was new, I absolutely hated killers and even remember saying I'd bm them around every corner out of frustration. That changed rather fast.
Long time players who are ######### are likely just...#########. No explanation for them really.
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I second this. For a perk that already suffers due to being obscenely situational, adding this will make it a bit more practical