Dreamnomad
Dreamnomad
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- Dreamnomad
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I've only played one game of survivor since the patch, but I actually liked the "running vault" prompt. I think with that added clarity it will overall improve survivor's gameplay. I think this is one of those "give it time" kind of changes.
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Paragraphs man! Use them! That block of text hurts my eyes. I can't even be bothered to read your post. I think the change is in the right direction, but I do think they need to make an exemption for when all the generators are powered. There is no conceivable reason for a killer to leave a hooked survivor once the generators are powered and they shouldn't be punished for doing so. Other than that, I'm good with the change.
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I have noticed widly inconsistent queue times with SWF teams. Maybe it is purely anecdotal, but it also does seem to take even longer when there is a large spread in player ranks.
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I've used it post patch and my opinion of the perk is that it's okay. People saying that it is like Object of Obsession with no draw back are greatly overstating things. It is in the range of being a playable perk now which is a good thing. More variety in perks builds is always good. I sincerely doubt that it will take over games and see it on every survivor like Self Care.
This thread reminds me a lot of when Calm Spirit got a buff. I remember multiple threads about how The Doctor will be utter trash and everyone and their dog will run Calm Spirit. Were those fears completely unfounded? Yep. Just like the killers posting in this thread. Your fears are unfounded. Try playing with the perk first.
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Sabotage is still a bad strategy and the perk could use another buff.
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@brokedownpalace said:
He's just a troll, ignore himWho are you calling a troll? Yamaoka or Vortexas? I honestly can't tell.
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@Crizpen said:
I'll never understand my fellow killer's distaste for the hatch.Let's take your example: you killed off 3 survivors while they only fixed 2 generators. That's fantastic, good for you. The only reason to INSIST on prolonging the game to get that last kill is to wax your ego. Not to mention, if someone does get the hatch, they out-played you.
Let's look at the options: either 1) you killed the third survivor instead of slugging them, in which case you're an idiot, or 2) you slugged the third survivor, but they bled out before you could find the last, in which case, you were out-played.
In either case, insisting the game carry on even longer doesn't help your bloodpoints or your ranking. Spending 20 minutes hunting a single survivor, or standing on the hatch, when you could have started and ended a new game, means fewer bloodpoints and slower rank progress.
This guy gets it. I think most killers that want the hatch gone, closed, or nerfed into the ground don't have their own best interest in mind. Let's say you get what you want. 3 survivors dead and only 2 gens done. What motivation does the last remaining survivor have to actually work on gens? Unless multiple gens somehow were at 75% done when the other survivors died then there is no realistic way for the last survivor to work generators.
So if working generators is a death sentence and the hatch isn't an option then what is that last survivor most likely to do? Creep around, break some totems, loot some chests, and waste as much of the killer's time as possible. As a killer, you are much better off if that last survivor jumps down a hatch then wastes 10+ minutes of your time.
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Yes. Halloween event is a great time to prestige.
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@Troylus said:
Thanks for the explanation Dreamnomad.Do you think more killers are running NOED now than before? Or does it seem to be about the same?
I have only played one game as a survivor since the patch and the killer didn't run it for that game. So with a sample size of 1 I can't say =p I anticipate that it will see more use now though, especially at the lower ranks.
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@Troylus said:
I think you're right that more survivors will look for totems - but a survivor hunting for or cleansing a totem isn't fixing a generator.So it seems like a change intended to slow down the pace of the game - much like how the devs said they were extending the healing time - only this explanation for why NOED was buffed wasn't stated. I just think that's why they did it.
No, that wasn't the actual logic for the change. I saw it mentioned in one of those Dev videos. They said that the main reason for using NOED was the exposed status. So they felt it made more sense for that to apply to all ranks. They made a comparison to another perk, but I forget which one. In essence, it would be like if Franklin's Demise didn't knock items out of survivors hands until rank 3. No one would ever use ranks 1 & 2 if that was the case.
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@Wraff said:
Its basically worthless at Red Ranks. So just take the thing off a totems.Survivors: No! Its so powerful and what about lower ranks!
You'll get over it and learn to get better at skill checks
How about not. Good talk.
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I would have to agree that Botany Knowledge is the most universally useful healing perk right now. If Autodidact had increased chance of skill checks then it might be worth talking about.
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@Global said:
@Dreamnomad said:
You clearly have no idea what you are talking about. Like at all. If someone is injured then guess what? I KNOW WHERE THE KILLER IS! I can watch the entire chase as the injured survivor runs around. Not 5 seconds of the chase with a 45 second cooldown and a range of 48 meters. Survivors don't take empathy just to know where to heal survivors. The largest use is to gain knowledge to either assist another survivor or avoid the area where the killer obviously is.
Watch someone run around in circles....yea thats what i think of when i want something to help me. Just because someone is injured and running doesnt mean they are in chase. What if that killer went away from the chase how will you know they did? Survivors heal, walk, croush, run in front of the killer even if they are in a chase so how will you know if they are actually being chased?
It really isn't that hard to tell when someone is in a chase. Have you ever actually used the perk or are you completely talking out your butt? When you see a survivor looping, dropping pallets, fast vaulting windows, etc, then they are in a chase. When you see them stop running and try to crouch or hide in a locker then the killer has lost line of sight and they are trying to hide. When you see them walk away they have most likely lost the killer.
That is a ton of information provided to the player with Empathy. None of it with a cooldown, none of it with limited range, and none of it with a fixed duration. Where Alert is more useful is when the killer is out of a chase, kicking gens and stuff. But is it overpowered? I don't think so. If you are running Alert then you have to drop something. That something will have to come from a pool of strong perks already being run. Is it better than Self Care, Borrowed Time, one of the Exhaustion perks, Adrenaline, WGLF, Decisive Strike, Deliverance, or Unbreakable? Cause personally, I don't think it's something I'll run all the time.
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@TigerKirby215 said:
Behavior: Buffs Iron Will (one of the best stealth perks in the game) to be more reliable at earlier levels, buffs Alert to be a bonkers map hack, makes Sabo an actually viable strategy again, buffs Moldy Oak, makes several killer-favored maps more balanced (more pallets on The Game), makes flashlights more consistent, and punishes camping.
Survivor Mains: vAuLtInG iS tOo HaRd BeHaViOr So KiLlEr SiDeD i CaN't WiN wItH cRuTcHcArE tO hEaL aLl My BoObOoS aNyMoRe GaMe Is DeAd PlZ nErF fReDdY!That is comical. Really. Iron Will was "meh" perk before and a "meh" perk now. Alert is an "okay" perk now. It still isn't better than a lot of the meta perks already available. It is just in the usable range now. Sabotage is still a complete waste of time and a non-viable strategy. All that other stuff is just tweaks and balances that should have already been in place. They were all good changes in favor of survivors. But that doesn't somehow mean that any survivor concerns about the game are completely unfounded and should be mocked and dismissed.
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@Global said:
@Dreamnomad said:
@Salty_Pearl said:
I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.
So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....
You clearly have no idea what you are talking about. Like at all. If someone is injured then guess what? I KNOW WHERE THE KILLER IS! I can watch the entire chase as the injured survivor runs around. Not 5 seconds of the chase with a 45 second cooldown and a range of 48 meters. Survivors don't take empathy just to know where to heal survivors. The largest use is to gain knowledge to either assist another survivor or avoid the area where the killer obviously is.
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@mcNuggets said:
@Dreamnomad said:
@ZombieGenesis said:
This is one of the most moderate patches the dev team has ever pushed out with tweaks on both sides and yet all we hear about is how "killer sided" the patch was. It's crazy.Objectively speaking, the patch is killer sided. The change to healing alone is a massive buff for killers that outweighs anything survivors got. I'm not saying that it is a bad patch or that healing shouldn't be nerfed. I'm just saying that there is merit to the argument that the patch is favoring killers. The perk changes aren't that big of a deal for either side. But the healing changes will substantially effect every game played from now on.
The sabo buff and slug nerf though balanced it out quite well.
Sabo squads are frustrating for the killer again and fun for the survivors.Not even close. 30 extra seconds for a hook to respawn, woopty doo. I would love for survivors to try using sabo against me. It just never works out. Ever. They just wind up wasting time that they could have spent on generators. The change to slugging isn't a big deal at all either. These are both changes have an impact on a small percentage of games. Whereas healing is a major factor in every game played.
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@yeet said:
spoken like someone with very little experience in the game honestly
HAHAHahahaHHAAHaHaHAHahahAHaHaHAhahahah! heheheh... Good one.
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@ZombieGenesis said:
This is one of the most moderate patches the dev team has ever pushed out with tweaks on both sides and yet all we hear about is how "killer sided" the patch was. It's crazy.Objectively speaking, the patch is killer sided. The change to healing alone is a massive buff for killers that outweighs anything survivors got. I'm not saying that it is a bad patch or that healing shouldn't be nerfed. I'm just saying that there is merit to the argument that the patch is favoring killers. The perk changes aren't that big of a deal for either side. But the healing changes will substantially effect every game played from now on.
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@yeet said:
you'll play killer for 5 games, realise it's too frustrating for you and then go back to easy modeKiller is easy mode. You can't die. You can't walk 30 feet without tripping over bloodpoints. What is so frustrating about playing killer again?
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@Lowbei said:
we get it, youre salty. no need to rant.
This coming from you. Sure bud.
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@Vortexas said:
@Dreamnomad said:
@Vortexas said:
No Solution is perfect, and to be frank if your ISP going down is an issue you have to deal with regularily, then your internet is too unstable to play an online game.
Maybe not, but there is reasonable and unreasonable. Your "solution" is unreasonable.
How so?
You DC intentionally as Killer or Survivor you clearly are salty, and tilted and need to take the day off the game.
You assume that a DC is intentional. Maybe your dog just knocked the plug out. Maybe your ISP went down for an hour. Maybe there is a fire in the kitchen. The point is that a 1 day ban for 1 DC is unreasonable. I already gave a reasonable alternative. One that is not overly punitive for a single incident, but would certainly discourage abuse.
- 3 min first offense in 24 hrs.
- 30 min second offense in 24 hrs.
- 3 hour third offense in 24 hrs.
- 3 day fourth offense in 24 hrs.
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If you are being chased by the killer, don't go near the house. If you are in the house when the killer finds you then run away from the house. Problem solved. You are welcome.
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@Vortexas said:
No Solution is perfect, and to be frank if your ISP going down is an issue you have to deal with regularily, then your internet is too unstable to play an online game.
Maybe not, but there is reasonable and unreasonable. Your "solution" is unreasonable.
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@Salty_Pearl said:
I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.
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@Vortexas said:
Better idea.You DC you are banned from playing for the rest of the day. No limit to these bans, no stacking of time or increases.
You DC you are done for the day. Intentional or not.
That isn't right. If your ISP goes down for an hour and you happened to be in game then you shouldn't be banned from playing the rest of the day. That is beyond your control. A more fair system would be 3 min for first DC, 30 min second DC, 3 hour 3rd DC, 3 day 4th DC.
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I'd be okay with this change, but I don't think it meets the definition of "Quality of Life" change. Changing the pick up animation would be an example of QoL change as it rarely has a big impact on the game, but definitely makes life better for killers. This would have a substantial impact on gameplay.
If they did this then I would like to see Hex: Thrill of the Hunt changed so that other active hex totems can't be destroyed until HTotH is destroyed (the HTotH totem would have a different color fire). That way you can protect all your totems from one location on the map.
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@XeroIdea said:
This patch clearly favors the killers heavily this time around to the point that NOED on any tier is an instant down for survivors. In turn, making this game unplayable and overall not fun.Quit. Don't quit. I don't care either way honestly. But this particular point of yours is an incredibly silly reason to do so. NOED rank 3 didn't change at all. The perk itself is no more powerful today than it was yesterday. The only thing that really changed is that rank 1 and 2 aren't utterly pointless.
If you were going to have a survivor tantrum and quit over anything it should be the heal changes. That is the thing that will have the highest impact on every game.
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I agree that the animation speed should match the time it takes before you can move. It looks comically fast now.
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I missed that in the patch notes, but good change.
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Someone suggested something like this in General Discussions and I tried to think of a good way to make it work. I think I've got it.
Infection - 8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
- First Survivor Killed earns 2500 BP
- Second Survivor Killed earns 3000 BP
- Third Survivor Killed earns 5000 BP
- Fourth Survivor Killed earns 7000 BP
- Fifth Survivor Killed earns 10,000 BP
- Sixth Survivor Killed earns 15,000 BP
- Last Survivor Killed earns 20,000 BP
- Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.
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@ItzSoulz said:
@Dreamnomad said:
I feel like something is lost in translation here. What do you mean by "hate the survivor"? Or better "range for slam"? None of the perks describe what different tiers do.i speak german thaths why
Okay. I figured it was something like that and I wasn't trying to offend.
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For some reason this reminds me of the first Mickey Mouse cartoon, Steamboat Willie.
https://www.youtube.com/watch?v=hxf-UHuGobIIt is a kind of interesting concept, but definitely needs fleshed out more.
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I find this thread rather fascinating. People definitely have some interesting opinions here. I can't help but feel that players saying things like Borrowed Time, Sprint Burst, Self Care and Decisive Strike are overrated have an agenda. All of those perks are top tier for a reason.
There are some underrated perks that I agree with. Bloodhound, Pop Goes the Weasel, and Hex: Third Seal are all quite playable. The comments I find the most amusing though are the ones where the perk seems appropriately rated to me. For instance, I've seen Nurses' Calling listed in both over and under rated. IMHO, I see it used an appropriate amount. It is absolutely a very solid perk, but it isn't something I think should be ran in every build with every killer either.
Fun thread. Keep the responses coming.
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https://www.youtube.com/watch?v=56aSD99gmTISkip to about 39 minutes in.
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This is a terrible idea. If you suggested a slight increase in chainsaw charge speed then I might be on board. Same as Hillbilly is just bonkers.
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I feel like something is lost in translation here. What do you mean by "hate the survivor"? Or better "range for slam"? None of the perks describe what different tiers do.
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@Visionmaker said:
@Dreamnomad said:
@Visionmaker said:
Being the size of a football is what I call broken.
When you say football, do you mean soccer ball? Because a football thrown correctly isn't very large.
Nah, I mean football. Honestly, the Huntress hatchet hitbox is not that large. It's just not hatchet thin. lol
Huntress hatchet hitbox is pretty large actually. It is as wide as it is tall. It's about the size of a small/medium beach ball. I saw it on one of the dev videos.
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@Visionmaker said:
Being the size of a football is what I call broken.
When you say football, do you mean soccer ball? Because a football thrown correctly isn't very large.
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If everyone brings an offering then all of the generators will be event generators. If you don't want the killer camping a generator then there is an easy solution. But if anyone wants to Sabo my hooks then knock yourself out. Just means you aren't working on generators.
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@Shadoureon said:
I think the percentage based DC bans are flawed. I think it should be based on how many times you dc not on the percentage of the games you played. For me I have 3 reasons to DC. The DC that hurts my team the most is when I get found within 20 seconds, get hooked and then farmed to be downed again within 1,5 min of playtime. I then DC and call that a rage DC. I am sure many experienced this and in the end its a moment of weakness and you hurt your teammates.My other 2 most DC's are 1: the game starts and it ends up beeing a 1v3 game. I refuse to play 1v3 games because I bought the game to play a 1v4 game. In a 1v4 game each survivor has to repair 125% of a generator. However in a 1v3 game this becomes 133.34% of a generator meaning the survivors have a disadvantage from the beginning. 2: the game starts and one of the teammates instantly DC's making it a 1v3 with 5 generators to go. Obviously I DC this since this makes it 166.67% of a generator per survivor.
None of these are acceptable reasons to DC. If you do this too many times then you should be banned. The only acceptable reason to DC is that your house loses connection to the internet. That is simply beyond your control. If you are in a match that you don't feel is fair then play to the best of your ability until you are caught and then sacrifice on hook. One reason the game has a hatch system is for situations like you describe. Getting 2 gens done isn't impossible even with 3 survivors.
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@SmokePotion said:
I keep running into game of 2 or more flashlights. And it's pretty much impossible to do much. What can I do to counter dropping my kill because they managed to put a light beam on my eyes that stuns me, even if I turn away?Flashlights aren't a big deal. There are numerous ways to counter them. From perks such as Franklin's Demise, Lightborn, and Overwhelming Presence to simple strategy such as making sure a survivor with a flashlight isn't nearby before picking up a downed survivor, facing a wall when picking up a downed survivor, or listening to the sound of their flashlight click when you are blinded.
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@PhantomMask20763 said:
The Hallowed Blight begins this Friday so killers don't just try to prevent the survivors from completing their event objective.Lol, their event objective is to complete generators! Killers are supposed to just let them do gens?! That is crazy talk.
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@TwitchyCyre said:
Perks: Slice & Dice - After starring at a hooked survivor for a period of time, slice and dice activates. He can use it to immediately progress the hooked survivor to the struggle state, or to instantly down another survivor. It has a limited duration.
Over the river and through the woods - Gavin is adept at moving through trees and forests. He gets a move speed buff in wooded areas. His normal move speed is reduced in non-wooded areas.
Hidden Stash - Two additional chests spawn that conceal Gavin's tools and supplies. They're also rigged to injure survivors should they try to open them. Chests will explode upon being opened by survivors, causing them to suffer the loss of a health state.
None of your perks depict what the different ranks would do. Regardless of rank, Slice and Dice is completely overpowered. It is pretty close to having a free mori. It is also unfair and unfun for survivors. Over the river and through the woods has too long of a name and is both overpowered and underpowered. There are maps that are entirely woods and maps that have no woods at all. If I burned an offering to go to The Huntresses map for instance, I would have a permanent move bonus which is just broken good, but if I wound up on The Game then I'm permanently snared. Hidden Stash is tied too closely to the killer. Remember, it is a teachable perk that other killers would learn. I'd be fine with bonus booby trapped chests spawning on the map though.
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Well done man! You have talent. Are you planning on painting it when you are done?
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@RosalinaxLuma said:
He would bang his pipe to extend his range and see visions of survivors as his ability.
That is a bad ability. A killer's ability needs to help him catch survivors. Just finding survivors isn't all that hard since you'll find them naturally as you patrol generators. Once you get down to the last survivor when you are racing to find them before they find the hatch it might come in handy, but if that is all the power does then that won't happen very often with this killer.
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From what I read the killer doesn't actually have a power. You just have weird echo location vision. Which if they actually did it right, would be pretty cool. But that in and of itself isn't a power. For instance, what happens when he activates his ability button?
An example of a power for a killer like this might be that he screams. When he screams, a cone shape 15 meters in front of him that will pass through objects appears. Any survivors caught in the scream will have their vision turn into the same as The Sound for 10 seconds, only their ability to perceive objects is diminished. (The Sound can "see" 20 meters, Survivors effected by his ability "see" 8 meters) This would make running away from the Sound much more difficult.
For the perks, Lingering Chase is too weak and frankly pointless. Disorientation is overpowered. After landing one hit, you are almost guaranteed to land another. Come My Pretty is too complicated. From what I gather, the longer you are in a chase, the survivors not involved in the chase have their action speed reduced? I like that concept, but I wouldn't tie it to bloodlust. Bloodlust is easy for a survivor to break. They just need to force the killer to break a pallet and it goes away. Something more easy to understand and balanced would look like:
Come My Pretty: Whenever you are involved in a chase, the survivors not involved in the chase have their action speed reduced the longer the chase lasts. After 10 seconds of chasing a survivor, the remaining survivors have their action speed reduced by 4/7/10%. After 20 seconds of chasing a survivor the remaining survivors have their action speed reduced by 8/14/20%. After 30 seconds of chasing a survivor the remaining survivors have their action speed reduced by 12/21/30%.
The more I think about it, the more I REALLY like that concept.
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@thesuicidefox said:
It's like a catch 22.
I agree. It is like a catch 22, only you are the one caught in it. Either one of your perks is useless or another one is. Take out Rancor and put in BBQ and the build is 5 times better.
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This is far from overpowered. It is honestly a nonbo. You know... like a combo, but the opposite. NOED and Rancor don't play well together. You should pick one or the other. Rancor and Dying light don't play well together. You should pick one or the other. Basically, you are choosing to have one less perk than normal since it is impossible for both perks to be useful in the same game. The execute on Rancor is the least important part about it IMHO.
When you reach the stage of the game where the gens are all powered and you manage to knock a survivor down, you don't want to immediately kill that player. You want to use that player as bait to hopefully get more kills. If they are dead then the other survivors have no reason to stick around.
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@Khalednazari said:
You don't face it often doesn't mean it's not happening with others. Not that it hasn't happened before, or that I will stop playing this game. I will move on to the next game. And yes, we already know there's no punishment, that's the reason I am asking for moderation on PS4.
Percentage wise, how many times out of how many games have you experienced this?