Hex_Llama
Hex_Llama
About
- Username
- Hex_Llama
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Comments
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I farmed with someone after an early DC, and I thought I'd just chase him around a little and break some pallets... but the pallets never ended. Every 12 feet or so, there was another one, and most of them were super safe loops. To me, it's less that there are so many and more that you have to break practically all of them once thrown.
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I almost never play Myers, and I actually wasn't aware that he couldn't do this. What happens if you try?
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I'm neutral about it on PC. I wish the gens were in a different spot, but otherwise I'd be willing to live with it.
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I'm concerned, but not for those reasons. I'm more worried about the signs we've been getting that the devs don't have the resources to keep up with the production schedule (e.g., releasing a chapter before it's done, not having an event prepared for Halloween, filling up most of the Rift with ports from the mobile game, accidentally making the staff skin available to everyone, accidentally making a current Rift skin available to everyone, accidentally making it so people can't buy Oni and Yui with shards, dates being announced on official channels and then pushed back with no further communication, rolling features and maps out and then immediately pulling them back -- I could go on).
The game isn't in a death spiral in terms of people playing it, but I'm really, really worried for the people working on it. I don't think they have the resources they need to keep this up.
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Mostly I'm okay with it. I think it looks more realistic at the cost of seeming less quick/fluid. They look like demons when they try to nod. And you can't look at your own face in game -- if you try, your head always whips around to look behind you in a way that's kind of creepy.
I kind of hope they keep the dorky run they do when injured. I think it's really funny and it improves my mood while playing.
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When it was announced, I didn't understand why I'd want to make survivors go faster and, having played a few times, I still don't understand.
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I love to see it. Crouching in front of the hook should always be pointless and stupid, just as it would be in real life.
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To me, that kind of crouching doesn't signal giving up -- it signals begging for your life. It makes me feel awkward and bad, and I usually just want to walk away. If you want to concede, waving me toward you while standing still is the better way.
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You're not obligated to justify yourself to random strangers who are rude to you. But I agree that super sweaty play styles don't seem fun.
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Today is the worst day, because people are trying to knock out rift challenges. In normal times, Kindred can help, if it's an honest mistake. Skulking off to a corner to heal yourself instead of letting your farmer teammate do it. There's no foolproof method I know.
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To be honest, I wasn't a fan of the UI either, but I think they were very fair and reasonable by saying they wanted to launch it anyway, let people try it for a few weeks, and then collect feedback once we had had a chance to adjust. Even if you hate the new UI, I don't understand being so impatient that you can't try it for a little while and see how it feels.
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I think it depends which characters you like to play, but there isn't a lot in there I'm excited about. I feel bad saying it, because there are a few things where you can tell people put care and thought into making them -- the rose charm, or the elephant charm, for example. It feels like there are people behind the scenes who want to give us nice things. But the bottom line is that I'm not sure this collection's worth the money it costs to buy it.
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I wish there were an option to be neutral about it. Having played with it for a couple of days, I don't hate it as much as I thought I would. I kind of wish the gens weren't marooned at the top and I dislike the killer hook counter on principle, since it feels like, if I'm making such good progress on hooks, the entity should stop being disappointed.
I think there's room to improve it in the future, but it's not ruining my experience.
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@indieeden7 said:
They're pretty difficult to find, they're small, floating, red cracks in the air. They only appear when you get close enough to them and I think they make noise when they appear. Luckily the interaction only takes a couple of seconds to complete.
Yes. It's a weird blood sploosh noise. I had to hear it a few times before I clued in that it was probably the glyph I couldn't find.
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It's definitely rude, but I'm not sure it's against the rules. I had some random Ace dead hard so he could get to the gate before me and 99 it. As soon as he moved, I opened it and left just out of spite, even though I was going to 99 it anyway.
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It's unclear. What they've said is that they may put rift cosmetics in the store after at least 6 months. In practice, they've put a handful of cosmetics in the store so far, 1 year or so since they appeared in the rift.
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I'm sure this was a mistake, but it's the kind of mistake that seems to keep happening lately. :(
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I feel like it's probably another instance of the store not getting updated correctly. Lately that seems to happen a lot. :(
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It's true that, to a certain extent, we're always reacting to the latest thing that happened. I don't think most of us have a deep feeling of trust with this game.
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I don't like a lot of the Claudette cosmetics, so I was really looking forward to this one. It bums me out that it still hasn't been released.
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Same. I tried to spectate at the exact moment my last teammate died, and I'm not sure if that's what did it. I got trapped in a weird purgatory and had to force quit the program to exit. Like the OP, I'm on PC with controller; not sure if that matters (switching back to mouse also did not allow me to leave).
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I thought it was supposed to, but it wasn't in the patch notes, so I'm curious about this, too.
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I'm basically okay with them. I think the animation when you're injured and running is hillarious, and the other ones look a little more natural and transition a little more smoothly than the old animations. I'm actually most in love with the skill check wheel, because it seems to move more smoothly now, too.
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I played two survivor games before it crashed, and I didn't dislike the UI as much as I thought. I still wish it wasn't spread out as much, but I guess maybe i also don't look at it as much as I thought I did? It's confusing to want to know how many gens are left and have to look up, but I might get used to it after a while.
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@kyogul said:
The worst part about swamp is the fat shaming spots.
This. I normally like the swamp maps, but recently it seems like there are tons of places where you get stuck while you're running for no apparent reason.
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I've only ever played solo, but I like it. I have zero expectation that I'm going to get to micromanage the other three people, so I don't get frustrated when I can't. I also never go into a match expecting to escape. It's more like a pleasant surprise if I do.
I definitely have the stereotypical solo experiences sometimes -- like doing everything by yourself and dying on your first hook while no one comes to save you, or getting matched with three people who hook bomb the whole game -- but I'd say, on average, my teammates are pretty decent.
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I think there are a handful of perks that are specifically designed to make up for deficits in someone's gameplay (ex Technician, Unrelenting), but it shouldn't be viewed as a negative thing. If you recognize that you have a weakness, using a perk to balance it out is just smart.
We all have different ideas of how the game is "supposed" to work, but I think it's supposed to be a thing where it's a little bit chaotic, everyone has a chance to win, and there's an element of luck. So, if boosting your performance with a certain perk gives you a chance to win when you otherwise wouldn't have one, that's good.
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For some reason, killing yourself on hook bothers me less than DCing. I think it's because it seems less like an attempt to cheat the killer out of points.
FWIW, the only time I've tried to kill myself on hook was when I was getting lag spikes thanks to Windows 10. I just wanted to leave before I made everything worse, but my teammates saved me before I could die. So I hobbled to a gen and tried to stay still and work on it so I'd contribute something. It was awful.
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It's not so much that it's too strong, IMO, as that it's vulnerable to being exploited. The changes they've outlined would close some of the opportunities to exploit it while still letting people use it to counter tunneling.
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The answer I really wanted was "sort of." NOED usually isn't a strategy so much as it's an aspiration. You throw it on and hope your totems don't get broken and, if they don't, you get to use it. In some cases, I guess the killer could deliberately protect their totems, which would be outplaying the survivors. Or the killer might deliberately set up a four-man Blood Warden situation.
In cases where it's just lucky that no one broke the totems, it's sort of outplaying, because it was a gamble, but the gamble paid off.
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I'm on PC with controller, which is how I play 99% of my games. The only system I'd change to is Switch, because it has cross-progression and is portable, but I don't have a Switch currently and I'm not super committed to getting one.
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There are a lot of situational perks in the game, or perks that are stronger in combo with others, but that doesn't make them useless, IMO. If all of the perks were super strong on their own then, when you stacked them together, the effect would be way too much.
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@bm33 said:
The one I let live after I felt like I was bullying them at start of match.
This. It's annoying when anyone does it, but the one I spared because I wanted them to have a chance to play is the worst.
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I'm going with Wraith. Both Wraith and Huntress have some weak perk sets, but Huntress at least has one that's powerful, if your totem doesn't get broken right away. I would be more upset to lose Lullaby than any of Wraith's perks.
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I see the Spirit less often and I don't really understand how to get away from her except by doubling back, which sends me straight into her arms as often as it works.
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Hillbilly. The chainsaw boys are redundant with each other, and Leatherface is much more common.
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If I'm invested and it's near the end, I'll watch to see if the other survivors escape. Sometimes, I'll watch to see how other people are countering the killer, if I couldn't figure out what to do. Sometimes, I'll watch to see if the killer's camping everyone else or just me.
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I'm disappointed about this, too. They don't want to encourage tunneling, but apparently they do want to encourage the kind of hook swarming body-blocking plays I hate the most.
The other element of it that I don't like is that the killer hook counter implies your goal should be to get 12 hooks, or that "making progress" in the match is synonymous with hooking everyone a ton of times but, in most matches, unless the survivors are really bad, hooking them all three times isn't a realistic outcome. So, you're basically never going to get to the end of the match with a full progress bar and progressing on the bar might not translate into kills.
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I think the underlying assumption here is that, when you throw a pallet, you're "supposed" to be able to get to the next tile without getting caught. But, if that were true, chases would never end, because the killer would have to follow the survivor through every tile loop, breaking every pallet.
Speaking as someone who's bad at killer, survivors who are good at chase know how to break bloodlust by timing pallet stuns and breaking LOS. They also know how to force me to break safe pallets before they leave the tile, and when to bail from unsafe pallets and make a run for it. It takes a thousand years, even though I don't kick unsafe pallets.
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There's literally no excuse for why you'd kill everyone by slugging them except for malice.
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I like these changes. I want to agree that your DS shouldn't time out while you're actively in a chase, but there are specific scenarios where the killer has no one else to chase because there's one survivor left on the map, and I'm not sure DS should just last an infinite amount of time in that case.
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The grind is real. I think it would be nice if all of the characters you have unlocked got tier 1 of all the teachables you have unlocked automatically. Then, you'd be able to run whatever build you want and have fun, but there would still be a purpose to using the blood web to get tier 3.
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My experience in solo queue has been that either the killer does exactly what the OP describes -- camps the gen until the timer runs out and kicks it anyway -- or, the killer and I chase away together but then a teammate I didn't know about wants to do the gen and can't because it's blocked.
I like the suggestion of using it to counter ruin while you go do something else. I haven't tried that yet, and I might, now.
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I don't like breakable walls, either. The approach I use is that I usually don't bother kicking them unless I have to. So, the first time you take me on a chase through an area with breakable walls, you get away while I break them, but then they're broken. I don't seek them out ahead of time, because maybe no one will even run there.
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Same -- I've seen this several times from both sides, and I'm assuming it's a validation thing. The survivor screams and then the server's like, "Whoops, never mind."
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I think it's okay that the burden of staying awake is on the survivors instead of placing the burden of putting them to sleep on Freddy. It fits the lore, and it changes the gameplay for everyone that way, instead of just the killer. If they were to change it so that Freddy has to put people to sleep, they'd also have to make it a lot harder to wake yourself up, and right now I think it's the right level of difficult to do it.
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I don't like shooting games, so it bums me out that he turns this into one -- that's the main reason I don't like him. If he even just threw the harpoon instead of shooting it, I'd be happier.
Outside of that, the small terror radius is annoying, and his sounds are annoying, but, if you go against a Deathslinger who's only intermediate level, you can often dodge just by wiggling while you run, so it's not that big a deal.
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I think Trickster is a category with a lot of potential for fun: sabotage, illusion, shapeshifting, etc. Powers that could trick the survivors into acting against their own interests somehow, or powers that let the killer disguise themselves as a survivor, or trap interactable items, etc.
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If the Legion goes into Frenzy when using a perk that gives Undetectable status like Tinkerer or Trail of Torment, does going into Frenzy cancel the Undetectable status? Does it make a difference if you're using the add-on that makes your terror radius fill the whole map?
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I think it's kind of mean to talk about when the game's going to die on its own forum. I'll just say I'm concerned about the future unless they drastically expand the number of people working on it.
