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Free_Hugs

Free_Hugs

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Free_Hugs
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  • You sound upset.

    Would you like a hug?
  • Stop @ ing at me, please. I have no desire to extend a discussion with you. 
  • The funny thing is, you're trying to loop me on a discussion about vaulting.

    Sorry, I have better things to do with my time then chase the guy with a flashlight.


    My statements stand and have not been addressed. I suppose I'll let the lack of any and all positive response to your idea speak for itself.

    Seeya around.
  • You seem to be willfully ignorant in your responses.

    #1 Increasing vault speeds to any notable degree will pressure killers to play Nurse / Legion, which is negative for both survivors and killers.

    #2 Players would be confused and dissatisfied because their tooltips do not match the experiences they are having in game.

    No one is arguing a diminishing return system is bad. It is being argued modifying vault speed or intruding muddy game mechanics will do more harm than good.

    You are painfully deluded if you think observing the opinions of people who play a different genre of game are a good pool to determine how well such a system would impact specifically Dead By Daylight. The game we are actually discussing.

    All in all, you need to realize one thing. You're not arguing for something "people" want. You're arguing for something you want.
  • I do like how you're ignoring point #2 and how implemention of your idea would be horrible for essentially all involved.
  • On it s face you suggested leader effecting vaulting speeds for an implied 25% increase.

    If you're going to attempt to argue that you didn't even suggest Leader raise vault speed by 25% and instead it would use your system for that base value from one perk I defer back to my assertion that this is a troll post.
  • Oh, no, I read it in full. Including the painful League of Legends comparison.

    What you're suggesting would both heavily disfavor every killer except Nurse and Legion in a chase, when M1 killers like trapper are all ready considered unplayable garbage at tier 1, and be both confusing and a poor player experience for survivors trying to stack the perks and they're not as effective as they say they should be on the perks themselves.

    In essence, for essentially no gain other than "I want this" you are creating two much bigger problems.
    1: Pressure on killers to play the two most unfun killers in the game to be competitive, harming both survivor and killer variety and enjoyment.
    2: Creating a clarity issue where survivors trying to stack perks are dissatisfied when they do not function as they say they do.

    And if you argue that #2 can be alleviated by BHVR intentinally making the math clearer on tooltips in game, keep in mind they use a "greatly/moderately/slightly" description for all of their effects. the same kind of "slightly" that can mean "pig's crouch time is halved" versus "pig's crouch time is reduced by 25%" both being described by the same "slightly"

    I was giving you the benefit of the doubt saying this was a troll post. I wished you didn't suggest something this I'll convinced with your own free time on purpose.
  • This is a lot of effort for a troll post
  • Oh, I had a game like this. SFW, four DS, four Adrenaline, Four unbreakables and four deadhards.

    The whole game when I would down one and pick them up the others would swarm me until they could DS, no one healed at 1 gen left because they all ran adrenaline. I got a down and he immediately got back up as they popped a gen within the same second.

    It was a slaughter. I was doc and I'de been pushing up all of their madness all game so I could track them for the endgame. I didn't bother running ruin, NOED and blood warden trapped them in with me as I went around bopping them one after the other because they couldn't deadhard thanks to adrenaline. They couldn't loop me anymore because all of their pallets were all ready used by their teabagging asses while I was "uselessly" chasing them around all game.

    It was a 4k in the span of about 2 minutes after last gen being completed.

    The chat after was delicious, I never knew it took someone with no skill to beat a red rank SFW group with flashlights and toolboxes out the wazoo with Doctor.

  • Kind of logic that I would apply to myself. I know I'de generally never have the impulse to facecamp even in a tryghard game because I can go back out into the map and do something with that instead of just losing the hook I worked hard for and not even getting an easy chase on the hurt survivor.

    I can't imagine I'm alone in that kind of analysis.

    Currently moving away from the hook just hurts you, as the killer. You don't gain anything for it and you lose a potentially dead survivor.

    Atleast with PgtW I'de be able to rationalize gaining sizeable gen degredation and that every step forward I take to a gen away from a hooked survivor isn't just me hurting myself by alienating the possibility of an easy chase/rehook.

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