Fibijean
Fibijean
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@Asegbloodtears said:
https://forum.deadbydaylight.com/en/discussion/comment/828558#Comment_828558
I agree and i like the idea of describing whats going on, i think RL does that, and i love it.
As for why you waiting for long will be solve with the new system of matchmaking which after a certain amount of time you wait a bunch of waiting player will be took away from the searching and put in a bucket, where a new selecting is done and will try to match in that bucket only, For example, there is 40 survivor and 10 killers waiting for 1min30 to 3min, they put all the 50 in a bucket and create 10 game using rank and geolocalisation at best for all or them. That mean you will start playing for sure. but it might be a weird matching if you are the only one at your rank or geoloc. At least theses players will play now instead of just waiting.
But with your idea of describing it would help youknow if you still waiting or being move to the bucket. i like that.
Yes, I was thinking of Rocket League in particular when I made the suggestion. When people are waiting, giving them more information as to why they're waiting and any available updates is almost always helpful.
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@Soulslayer618 said:
well I wanted to let out frustration and leave it at that because my other posts got basically no attention but now I feel like Im garbage at the game and just shouldnt play
maybe Im "too sensitive" but its still kinda insulting
Ill remember not to post "opinions" anymore
<3 you guys yall are such a greeeeaaaaat community
No one was rude to you, called you sensitive or suggested you shouldn't post your rants or opinions. In fact, these were some of the most courteous responses I've ever seen on a post like this. There was no reason to respond with injury or sarcasm. You asked a question in your post, and people answered it honestly and respectfully. The community has problems for sure, but the people on this post weren't one of them.
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I think this would be useful information to have. It would be a nice QOL improvement to be able to see how many people are in queue and connected to the same server, as well as a timer. The only concern would be that it might foster resentment towards the game and the developers, along the lines of "Why have I been in the queue for X minutes when there's Y amount of players in the queue?" At the very least, though, it would be nice to get more information about what's going on with the matchmaking, just little notifications like "expanding search to include players within X ranks", "expanding to players within X distance", etc. as the process progresses, just so you know what's going on and why it might be taking a long time.
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@Dehitay said:
How the hell is everybody struggling? If you're "grinding", this should be the easiest thing for you. I'm at level 18 right now without really trying. I've actually gone some days without even playing. Simple math tells me that if I've made it to 18 within the first fourth of the battlepass, getting to level 70 will be no problem as long as I'm not so ridiculously impatient that I think I should be able to have everything done within a week and then rage quit when the impossible doesn't happen.
I agree with you for the most part, though it is important to take into account the fact that most people got a few tiers' head start on this particular Rift for games played before it opened.
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@Boodge said:
I created an account just to reply to all this nonsense.
There will never be a narrative payoff for Rin. She will never encounter her father. If you are expecting some sweeping story from this game, you are setting yourself for major disappointment. The backstories are only there to give loose context for killers. This game never has been about a grander story. Its a cheap asymmetrical online multiplayer game. Not a Hideo Kojima masterpiece of storytelling.
However, lore wise, I think its safe to assume that her deal with the entity for revenge will never be fulfilled. She is now a husk of what she used to be, filled with rage but little sentience and logic. She will eternally serve the entity, killing for it, never truly getting what she wants.
If she were ever able to get revenge, her spirit would pass on. Her rage would subside. And then she WOULD need to be deleted, to stay lore accurate. The entity has her wrapped around its finger as long as she doesnt exact her revenge.
Her story is meant to be a tragic one. A good person who is turned into a monster, lured in by false promises.
If her father were turned into a killer, she would never know. Killers dont have any contact with each other. She would still thirst for vengeance, but it wouldnt be any closer or further away for her than if her father wasnt a killer.
All of this is beside the point though. Why do you care so much about a tissue thin narrative that only exists to advertise a playstyle and theme for a multiplayer game? It's asinine to expect to learn more about characters in a game like this.
I was trying to say this before I gave up because the discussion was going nowhere. Just wanted to say thank you for laying it all out so sensibly and clearly, and better than I was able to.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/828204#Comment_828204
I'm pretty sure the devs have stated in streams that she was never able to kill her father.
Basically the Entity baited and manipulated her with the promise of the power to take revenge, and has been stringing her along with it to keep her as a killer.
That was my line of thinking as well.
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@Revansith said:
Or they could have two tiers. One for regular matches where you progress from 20-15 and once reaching 15 you can enter ranked matches. It will avoid ranked matrches being full of new players who have yet to learn the game.
There's a reason that's not the case already, and that is that in lower-populated regions especially, there simply aren't enough new players at ranks 20-15 to support such a system without enormous queue times. In fact, ranks 15-20 are the only exceptions (in theory) to the can't-be-matched-with-anyone-more-than-six-ranks-above-or-below-you rule, because the devs decided it was more important that new players should be able to get games at all than that those games should be evenly matched.
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Simple answer: because not everyone has requested it, and there are lots of people that actually don't want it to be implemented.
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@Shraar said:
https://forum.deadbydaylight.com/en/discussion/comment/828160#Comment_828160
I'm astounded lol. "The fact that she was promised vengeance doesn't mean vengeance was ever enacted" ...I mean, do I have to explain what a promise means to you? how about an oath?
She is motivated by her desire for vengeance. She made an oath with the Entity to become a Killer in its trials in exchange for a promise of "blood and vengeance". If her dad becomes a Killer, her vengeance will be denied, because she will be unable to hurt him unless they introduce a Killer Vs. Killer mode.
Here are some helpful defintions for you if you still don't see where the issue arrises:
Vengeance: punishment inflicted or retribution exacted for an injury or wrong.
Promise: a declaration or assurance that one will do a particular thing or that a particular thing will happen.
You're operating on the assumption that the Entity is morally upstanding and cares about keeping promises, and not a malevolent, indifferent being that couldn't care less what its puppets want or feel as long as it gets fed. Even if that's not the case, "blood and revenge" is all we know of the oath that was made, and that's incredibly vague.
But since you're operating from such a level of intellectual superiority that you seem to be more interested in talking down to me and insulting my intelligence than actual considering my points and discussing them in good faith, I don't see this conversation going anywhere productive so I'll be ending it here.
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@NoOneEscapesNancy said:
https://forum.deadbydaylight.com/en/discussion/comment/828030#Comment_828030
What exactly counts as misbehaving
Breaking the forum rules, or being really destructive/negative. If you want more information, there's a post about the "Trusted" system here: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members#latest
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@TeambossFloze said:
What does this particular moment in the short film depict? maybe looking in to that may give some insight
It cuts immediately from that to a shot of Rin's dad holding the katana and about to attack her, so I assume it's suggesting that he took one of the katanas that was hanging on the wall to attack her with. And that's what's "missing".
What that could mean in terms of the teaser, though, is less obvious. The katana Rin was killed with is missing. So what? I always assumed that the katana she was killed with is the same one she wields ingame, so I'm not sure what relevance it would have to upcoming content.
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@Shraar said:
https://forum.deadbydaylight.com/en/discussion/comment/828144#Comment_828144
...really? She was promised revenge. That means she wants to hurt him. If he was a Killer, he would be empowered, and her vengeance would be denied. "It's not like they'll ever cross paths during a trial" which ruins her lore.... i mean, come on. Why set it up if it's going to be totally disregarded/dumped on? That's the definition of bad writing, set up demands payoff.
I still don't see how it ruins her lore. The fact that she was promised vengeance doesn't mean vengeance was ever enacted. In fact, the fact that she's still motivated by her rage implies that it wasn't. And as long as she never sees him again, she's going to keep feeling that way and allowing it to motivate her killing.
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@Shraar said:
https://forum.deadbydaylight.com/en/discussion/comment/828127#Comment_828127
Other than the Entity promising her blood and revenge, and her making an oath, yeah, they'd have to undo the thing that made her a killer to include her dad in-game in a way where he is NOT a survivor.
Why, though? The thing that made her a killer was rage at her father and a desire for revenge. I don't see how making him also a killer would diminish that in any way from a lore perspective. It's not like they'll ever cross paths during a trial.
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I do have something further to add, actually, and that's just to point out that Rin's lore says nothing about her dad being "passed over". All it says is that the Entity made a pact with her as she lay dying. So it's not really fair to say that introducing her dad as a killer would contradict or conflict with Rin's lore in any way. No comment on whether it's a good idea to add him to the game, but lorewise, there's no reason why the Entity shouldn't have made a pact with him at the same time.
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@TeambossFloze said:
https://forum.deadbydaylight.com/en/discussion/comment/828050#Comment_828050
Check the official DBD twitter feed buddy
Ah. Well... Thank God it's not Pennywise, at least.
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How does it feel to lose the game horribly without really getting to do much, the way you're describing? Not great.
But how does it feel to depip? It's a huge relief, honestly. I'd rather stay away from red ranks if I can help it.
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I am so confused. Can someone link me to wherever people got the idea that Rin's dad is going to be introduced to the game in the next chapter?
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I honestly don't think I've played against a single Nurse since the rework. I'm starting to understand why.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/825643#Comment_825643
But the balance of the game has 0 to fo with emblems
No, but ranks have everything to do with emblems, and you were the one that brought that up. You're right though, this is getting very off topic from the OP, so I will digress.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/824361#Comment_824361
Yet getting a 2k usually drops you in higher ranks lol
Yes. Partly because the system is flawed, and partly because high ranks are deliberately designed to be difficult to get to and even harder to stay at. Theoretically, you have to be exceptionally good at the game to get to top ranks. And if you're exceptionally good at the game, you will consistently 4k even at red ranks. That doesn't mean anything less than a 4k should be considered a loss, because depipping is not the same thing as losing, despite how many people equate the two.
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@Liruliniel said:
Um how? Lobby dodge till we get one another? That takes longer then trying it yourself.
I think he just means SWF, but there's really no easy solution for killers.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/824577#Comment_824577
Fair enough.
We have changed some daily rituals before like Amanda's old daily ritual so I guess it's not completely out of the question.
I don't know I'm just a cynical pos
However if things that were on the ptb and the placeholders are accurate we do basically know every Challenge for all the levels
We do indeed. I'm still holding out hope that even in the worst case scenario, if they release the challenges and they are way too hard and no one can do them, at least they'll listen to our feedback for the next one.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/824357#Comment_824357
When they said it was subject to change I don't know if they meant change for the next tome or if they meant change from the ptb to the the live version.
It seems pretty weird that they would just suddenly change the challenges that are already there especially considering the minor bug they had already revealed that they're in the system
They've said it several times since the Archives went live, after people saw the level 4 challenges and started freaking out. Apparently the ones in the system are placeholders only, and they're not final until the official release.
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I hate feeling like I can't cleanse to get NOED out of the way because that would mean getting suboptimal use out of my perk, but at the same time being worried that if I don't cleanse, I'll lose totems anyway to my teammates. And I'd like it if I didn't have to struggle not to get unreasonably angry at teammates who don't have Inner Strength cleansing totems when I need them for my perk.
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/824358#Comment_824358
Add in a scaling penalty timer for queue hopping like 90% of competitive games already have. Problem solved. Though I fully understand what you're saying and I do agree with some of your points, I'm also thinking that it's still a good idea to gut SWF in some way. I don't actually believe solo survivors would be massively affected by it so that only leaves the people trying to play in groups to get the short end of the stick.
The big issue with not doing anything to SWF is that I don't see any other option as being viable due to Behavior's history. As it is they're listening to the lower end of the playerbase ladder by nerfing 2 of the strongest killers, thus destroying the balance that was being held up until now at the very top of the competitive gameplay. Their decision making is definitely not something i trust.
Red rank SWF groups are going to absolutely ruin high tier play if/when there's no strong killer to counter them. However like it is now if those strong killers exist then the bottom end of the ladder bitches and moans about it so a balance is never struck.
Some have suggested that solo survivors should get buffed up so that there's more room to buff killers and I'm pretty sure that they'll easily screw that up. I have full confidence that they could do a good job at buffing survivor gameplay but I highly doubt they'd achieve the same with killers.
I think buffing solo is the way to go, and I haven't completely lost faith in the devs' abilities there because I think they did a good job recently with Freddy.
Adding penalties to lobby dodging unfortunately gives rise to a whole bunch of other problems, which cannot be solved so long as matchmaking and the dedicated servers remain in the dodgy state that they are currently in.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/824321#Comment_824321
Glad to see that a loss even by your own systems standards is supposed to be the norm
A loss for a killer in DBD has always been considered by the developers, and therefore the game, as 0-1 kills. A 2k should be the norm, which I believe is what Mandy was saying.
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Mechanical handicaps on SWF teams simply will not work. Nerfing SWF is not a solution. We've been over this before. People will just join the queue as solos and then lobbyhop until they get a game with their friends to avoid being handicapped. Then not only are we back to square one as far as improving killer experience against coordinated survivors goes, but the survivors' experience is also worsened. It's just making the game less enjoyable for people for no reason at all.
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@Terratoast said:
https://forum.deadbydaylight.com/en/discussion/comment/824339#Comment_824339
I mean, you can try to accomplish the challenges now to test.
Actively try to hook 5 people in the basement and see how it goes. Or flashlight save twice in a round.
Granted it will be a lot easier to do right now since you wont be fighting other survivors for the same objectives nor would you be playing against people who know that you're trying to complete an objective and plan against it.
The biggest problem with the plunderer challenge in this tier wasn't finding all the chests in a single round. It was the other survivors that were also searching through chests trying to complete challenges.
It would also be extremely obvious to survivors when you're trying to get multiple hooks in the basement. They might even DC to be a jerk and prevent you from doing so.
The other reason I'm reserving judgement is because it hasn't even been confirmed that we're going to have to do any of those challenges - in fact, it's been explicitly stated that they're subject to change prior to release. I just don't see the sense in getting preemptively worked up over something that might not even happen.
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I often run Plunderer's Instinct as part of my main build. As long as you don't sprint around like a lunatic with no regard for safety, it isn't very difficult to get all 3 chests without being caught by the killer, and it shouldn't take all game either. It takes me maybe the length of one generator. Most people don't go looking for chests at the start of the game, they go to generators or totems. Prioritise the basement chest, because that's the one your teammates are most likely to go for since it's a guaranteed spawn. And if you're worried, burn a coin as a safety net.
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@Terratoast said:
https://forum.deadbydaylight.com/en/discussion/comment/824279#Comment_824279
This is an issue when concerning how many Rift fragments a casual player could expect from the archives. For every one of the difficult master challenges they fail to do that's another 5 fragments the player has to pump more time into to make up for it.
All of the challenges in the 4th level are master challenges. Failure to complete it in one round means that you're no closer to completing it than when you started. A player can easily be stuck early on in the 4th level (I suspect at the blind rescue 2 times above and 5 hooks in basement below). Getting stuck means they can't even attempt the later challenges for rift fragments.
I'm reserving judgement on level 4 until it actually comes out and we see how difficult the challenges are going to be in practice. It may be that they turn out to be easier in practice than in theory.
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@Terratoast said:
https://forum.deadbydaylight.com/en/discussion/comment/824260#Comment_824260
The issue is the later levels will have far more difficult challenges. I have no delusions that I will be able to come close to full clearing level 4 from what has been leaked. I suspect level 3 will also have a few challenges that I will be unable to finish.
I don't see that as an issue as far as earning xp goes. It took me about 18 hours of gameplay to finish level 1 of the tome. I've played about twice that since then just in ordinary games. The way I see it, all that will change in level 4 is I'll be spending a higher proportion of my game time working to complete challenges, instead of completing them all in the first day or two and then playing normally for the next few weeks. I still get the same amount of Rift Fragments from it in the end, they'll just be a bit more spread out.
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I like carols. I don't like pop songs about Santa.
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@QwrtyMan213 said:
https://forum.deadbydaylight.com/en/discussion/comment/824199#Comment_824199
But like, I've never heard of any DC punishments.
A friend of mine got punished a while back for DC'ing from almost every match he played in order to derank. And by "punished" I mean banned for a week from playing. I made a post on the forums using it as a starting point for a discussion which was supposed to be about how flaws in the game design and ranking system encourage people to derank in the first place.
Personally, I believe that all disconnects should be punished, but only excessive disconnects should be punished with bans. If someone disconnects from a game, for whatever reason, they should have to wait X amount of time to rejoin the queue. X would increase exponentially with every disconnection within a certain period of time (24 hours, say). I also believe that people should be able to rejoin a game within 60 seconds if they disconnect due to internet problems (as opposed to using the "leave game" button), because sometimes disconnects can be caused by temporary latency spikes.
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You're forgetting two important things - (a) you earn about half of your Rift fragments from completing challenges, and (b) you earn xp while you're playing matches to complete challenges.
So the total time to complete the Rift will probably end up being closer to 100 hours than 200. Personally, I'm guessing around the 120 mark. Which is still a fair way above the devs' original estimate of 70-80, but not so catastrophic as some people's inflated estimates would have us believe.
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Sorry to be that person, but it's actually Wednesday. Or Thursday, depending on when you live. Specifically, it's due to release on the 13th at 11am ET.
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@lilbitofliah said:
https://forum.deadbydaylight.com/en/discussion/comment/824055#Comment_824055
I would LOVE to play as killer. I actually prefer the game play over survivor. I specifically bought the Halloween dlc pack just so I could play as Myers. I've seen YouTube gameplay videos of him and he seems really awesome. I've also gotten to play him in game a couple times and overall had a good experience. I know I can't be the only one who wants to play as killer.
I hope something gets fixed soon. I'm glad they're trying to do something about players who DC. That's never fun. At least they're taking a step in the right direction. Problem is, they need to be taking multiple steps in the right direction.
There is one tip I can give you - killer queues are much easier to tolerate if you just join the queue and then go watch YouTube or something. Keep an eye on the game so you can go back to it when you finally get a lobby.
And I quite agree, there are a lot of urgent problems that are turning players away and need fixing. There's an idea going around which is gaining popularity in the community that the devs should skip the next DLC release or maybe the one after, and spend 3 months just focusing on improving the health of the game.
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A mechanical reason? No. Thematically, though, it makes sense that in order to unlock the lore for a certain character, you do challenges for that character, or at least for that character's role. Perhaps there's even a reason for it that has to do with the lore of the archives and the observer themselves, but we don't really have enough information yet to know whether that's the case.
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You make some very valid points.
Matchmaking is messed up. It's probably the number 1 thing that bothers me about the game right now, because it affects new players like you and stops them from wanting to play the game, which I think is really sad. Unfortunately all we can do is hope the developers fix it soon.
They have said that they are currently testing a new system for tracking and punishing DCs, which will hopefully be ready to be implemented once dedicated servers go live.
As for the wait times, in my opinion that's an unfortunate side effect of making the game "balanced". The developers want to make killer and survivor just as fun and rewarding to play as each other. Which is fine, and understandable. The problem is that this is an asymmetrical game, and the consequence of placing both roles on even footing, or attempting to, is that the distribution of people wanting to play each role will be about 50/50. For matchmaking purposes, though, the ideal distribution is about 80/20. So as long as killers are just as attractive to play as survivors, killer queues will be much longer than survivor ones.
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*Chanting* Bun-ny Feng. Bun-ny Feng. Bun-ny Feng.
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@Terratoast said:
https://forum.deadbydaylight.com/en/discussion/comment/823660#Comment_823660
But if someone were that determined to deny bloodpoints to deny an unhook, couldn't they just suicide on the hook once they see you getting close?
Indeed they could, if they were really determined. That doesn't mean we should encourage that kind of behaviour by making it easier for people to screw others over.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/823660#Comment_823660
Couldnt they just make it so you only get the option in the killers terror radius or within a certain meter range of the killer meaning if it would be a safe one anyway nothing changes? and disable it if the rescuer has bt. Theres ways to make it work.
Three problems with that:
(a) There are times when it is appropriate to unhook someone, even when the killer is right there and you don't have BT. For example, if someone is about to die or enter second stage, it's a better idea to unhook them unsafely than to leave them alone. If someone is new or simply less aware of strategic basics than they should be, they might think someone is trying to farm them when actually it's in their best interests to be unhooked in that moment, and deny the unhook for no good reason.
(b) From an abuse perspective, denying an unhook when the killer is nearby, with or without BT, would be even worse. If someone decides to deny an unhook out of spite and the killer is right there, it puts the rescuer in even more danger.
(c) Borrowed Time is one thing, but there are a lot of things that can affect viability of unhooks at a given moment other than BT. For example, someone might have We'll Make It and be able to heal them much faster than the hooked player is expecting. They might have a Styptic Agent they're about to use as soon as they unhook the person. There might even be a scenario in which the rescuer (Person A) is in a 3-man SWF with Persons B and C. B is already dead, and has informed their friends that Person D (who is currently hooked) has Adrenaline. A and C therefore coordinate the rescue with the repair of the last generator so that D's Adrenaline pops at the exact right moment. There are so many different possibilities, and it's impossible to disable/enable an ability like hook denial to account for each one.
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@DeKillerKiller said:
Ask @Fibijean because apparently booping The Pig's snoot gives you a free hatch escape.
It's a well-known fact. Booping snoots is how you make friends.
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@newavitar said:
I really like the idea of denying an unhook, I don't see how it could be abusable. I'm legitimately asking
In the same way that denying heals can be abusable - because people do it just to deny bloodpoints to people they don't like. Only in this case, it would be much worse, because not only is it scummy and petty, it can seriously screw someone else over, because going for an unhook is putting yourself in a lot more danger than healing someone is.
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@AlexisFox said:
Oh boo hoo, so what if a survivor found the hatch and used a key to get out? It's not a 'free escape.'
- They had to do something to cause the hatch to spawn in the first place.
- Complete some number of generators
- Survive longer than anyone else
- They have to use something up.
- The key itself
- An addon for the key
- An offering
Y'all that complain about keys are just acting like entitled little brats whining about how they weren't able to do something they wanted to do because someone else did something to prevent it. It's a game, you aren't going to get your way every single match and if someone prevents you from getting your precious 4 kill then just move on and try again in the next match. I promise you that if you keep trying you'll get a match where you get to murder everyone.
You forgot also having to find the hatch once all those conditions have been met, which is far easier said than done, especially on certain maps.
- They had to do something to cause the hatch to spawn in the first place.
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The thing about Adrenaline is from the survivor's perspective, it is a bit situational, but in terms of its impact on the killer it can be devastating. Killers can waste minutes of their time just getting a single hit on a competent survivor. Adrenaline makes that time invested completely worthless. It's the same reason why killers hated instaheals. Adrenaline is a last-minute Stypic Agent which has the ability to completely negate a late-game chase.
And because it's such a popular perk, often most or all members of a team will be running it. Watching four Adrenalines go off on survivors that you've been chasing around trying to down all game can be incredibly disheartening for a killer - particularly so if a SWF coordinate to pop the last generator at the most opportune moments, as soon as a survivor goes down or when they're about to get hit.
I say this as a 99% survivor main, who plays almost exclusively with friends. I'm not making any commentary on whether Adrenaline is overpowered or not, I'm just explaining why it feels so much stronger from a killer perspective than from that of a survivor.
That said, you're making Adrenaline out to be a lot more niche than it is. Surely as a survivor main, you must realise how common it actually is for someone to be hooked/injured/in a chase when the last generator pops. Not only that, but it's not just a case of what state you happen to be in at that specific moment - many people who run Adrenaline don't bother healing if there are only 1-2 generators left to complete, and instead save time by rushing the generators and letting Adrenaline do the work for them.
Side note: The reason the two are compared as much as they are is because both bend the rules in the endgame, both are powerful, game-changing perks if used correctly, and while Adrenaline doesn't counter NOED at all, NOED is the strongest direct counter to Adrenaline, which is one reason why it is run so much.
Also because they're currently considered the most gamebreaking perks on either side, so naturally they bump chests a lot. Before the instaheal nerf, instas were commonly compared to moris as examples of "broken" mechanics on both sides. Now that instas have been nerfed, you'll see moris compared to keys a lot more often, because keys have taken the top spot as the most powerful survivor item. It's the same with Adrenaline and NOED - if Adrenaline gets nerfed, people will start comparing NOED to whatever the new top survivor perk is.
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People not readying up would be a much bigger problem than people going afk is now, and would promote resentment and toxicity among players in the game.
Right now, people know that once they join a lobby, they can only be afk for about 2-3 minutes at a maximum if they don't want to either die immediately (in the case of survivors) or throw the game (in the case of killers). If the timer weren't there, people could grab a lobby and then go get a snack or go to the bathroom and ready up when it suits them. Or they could sit in the lobby for ages adjusting their loadout or levelling random characters. Or they could switch characters or items at the last second before readying up, which gives the killer even less time to react than they already have.
The timer is there for a reason. A lack of it is just too abusable, increases lobby times and reduces the quality of gameplay for everyone.
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Oink.
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That data is over 7 months old. Spirit may not have become an issue until recently. And Nurse changes were not made on the basis of her killrate.
Also, they said in the latest stream that they were thinking of doing another one of those statistical posts soon, so we have that to look forward to.
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They probably changed it originally because it was glitching all over the place. I'd rather have stiff hair than glitchy hair personally, but if they can figure out a way to get the best of both worlds, I too am happy with the new physics.
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They never promised anything, they said that was their goal, which was based on their internal data. The only thing they could possibly have lied about was that data itself, but you have absolutely no way to verify whether they reported accurately in that case or not. At worst, it was a wildly inaccurate estimate, not a promise. The only thing they promised was that they would be collecting feedback, so if it turns out that their goal was unrealistic, hopefully they'll be making adjustments to it in the future.