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JammyJewels

JammyJewels

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JammyJewels
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  • @FrenziedRoach said:

    @JammyJewels said:

    @FrenziedRoach said:
    I would prefer the devs just go forward with what they already proposed - Self Care reverts if you stop healing at any time.

    Only reason they haven't gone forward with it is it also reverts heals from medkits or teammates - which I agree is too powerful.

    I'd rather it was a regression, rather than an outright reversion of all of the progress you made. Any changes akin to these would be a huge buff to Freddy. There are a few cases where someone who has woken up from a missed skill check and then been able to complete the heal due to no real harm to their progress. Now if you use a missed healing skill check it'd damage your chances of surviving that chase due to your lost progress.

    And a big buff to Freddy is bad because.... why? He's literally the worst killer in the game right now.

    Did I say, anywhere at all, that a buff to Freddy would be bad? Not explicitly. If it was implied or seemed that way then I apologise. I'd personally love Freddy to be more powerful (I don't know why but I love the way his weapon is shown in first person, plus the noise of the blades being brushed against one another. Oof) but as it was said in the Play with the Devs stream, not every killer is going to be top tier.

  • @FrenziedRoach said:
    I would prefer the devs just go forward with what they already proposed - Self Care reverts if you stop healing at any time.

    Only reason they haven't gone forward with it is it also reverts heals from medkits or teammates - which I agree is too powerful.

    I'd rather it was a regression, rather than an outright reversion of all of the progress you made. Any changes akin to these would be a huge buff to Freddy. There are a few cases where someone who has woken up from a missed skill check and then been able to complete the heal due to no real harm to their progress. Now if you use a missed healing skill check it'd damage your chances of surviving that chase due to your lost progress.

  • @Master said:

    @JammyJewels said:

    @Incarnate said:

    @JammyJewels said:

    @Incarnate said:
    ...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth.

    ...I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.

    Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.

    I actually think that if their perk slots were changed somewhat like this.
    One class perk slot.
    One Character specific perk.
    One support/utility perk.
    One free choice perk.
    ...or similar..and then the character strengths, weaknesses and unique quality were also added.
    Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.

    But with the above I think it could really make them less universal, much more class based and predictable.

    Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.

    @Master said:

    @JammyJewels said:
    I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.

    Dwight Fairfield:

    • 10% Repair speed increase
    • 5% Healing Speed increase when healing others
    • 9% Vault Speed Decrease
    • 5% Additional generator regression when failing a skill check
    • 10% Increased vocal range.
    • UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
      He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.

    Claudette Morel:

    • 20% Healing speed increase
    • Reduced duration of scratch mark visiblity
    • 5% Healing Progression when hitting a Great skill check.
    • 5% Repair speed decrease
    • 9% Vault Speed Decrease
    • 10% Additional healing regression when failing a skill check
    • UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.

    Meg Thomas:

    • 9% Sprinting speed increase
    • Reduced duration of scratch mark visibility
    • 9% Vault speed increase
    • 15% Repair speed decrease
    • 10% Healing speed decrease when healing self.
    • UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.

    Jake Park:

    • 20% Sabotage Speed increase
    • 10% Repair Speed increase.
    • 10% Healing speed decrease
    • 20% Sabotage regression when failing a skill check
    • UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.

      These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.

    You need to add some unique debuffs or we end up buffing survivors again

    Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.

    They are already overpowered, so buffing them is indeed a bad thing.

    And no, its not the solution to only buff and never nerf

    If you continuously nerf something you not only remove the power of it but you also make it less fun to use. If you buffed perks instead of nerfing the most powerful ones then you'd end up with a larger variety of perks without removing the values of the ones most commonly picked.

  • @Master said:

    @branchini1979 said:
    Hi all, First post here and a newbie player here

    I am an adult gamer that works full time and does not have much free time for gaming, but do enjoy this game. I know the way this works it is going to take a lot of game play hours to unlock perks and level up.

    What do you suggest is best for me to do to get the most enjoyment in the game, knowing that i cannot dedicate as much time as i would like to this game.

    Should i just concentrate on picking one survivor and one killer and level up to at least level 20 to get the 4 perk slots free, and then pick another survivor & killer and repeat, or should i just spread the levelling up amongst all killers and survivors knowing it will take a long time to even start unlocking the first perk slots etc and getting any new perks.

    I would love to able to dedicate hours on hours with this game but work and out of work activities don't give me much time and it appears this game is for those that can dedicate a lot of time to unlock all perks

    Thank you

    If you lvl all survivors/killer you will end up with a bunch of teachables and you dont get the perks you want first.

    If you wanna play time efficient, then I suggest the following:
    BBQ is your #1 priority, basically doubles the BP on killer.

    Then decide what killers you wanna play (2-3 to keep some variety) and lock down on a single survivor you like because of the style.

    Then you need to gather the important teachables, SC, sprintburst etc. I.e. lvl meg and claudette first

    As killer I suggest to start with trapper, agitation and brutal strengh are rlly good in the beginning. Then maybe buy hag DLC for ruin, most important perk if you wanna do well in low ranks

    To be honest? I'd only recommend Claudette for the self heal. And then I'd suggest David, for We're Gonna Live Forever.

  • @Incarnate said:

    @JammyJewels said:

    @Incarnate said:
    ...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth.

    ...I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.

    Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.

    I actually think that if their perk slots were changed somewhat like this.
    One class perk slot.
    One Character specific perk.
    One support/utility perk.
    One free choice perk.
    ...or similar..and then the character strengths, weaknesses and unique quality were also added.
    Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.

    But with the above I think it could really make them less universal, much more class based and predictable.

    Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.

    @Master said:

    @JammyJewels said:
    I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.

    Dwight Fairfield:

    • 10% Repair speed increase
    • 5% Healing Speed increase when healing others
    • 9% Vault Speed Decrease
    • 5% Additional generator regression when failing a skill check
    • 10% Increased vocal range.
    • UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
      He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.

    Claudette Morel:

    • 20% Healing speed increase
    • Reduced duration of scratch mark visiblity
    • 5% Healing Progression when hitting a Great skill check.
    • 5% Repair speed decrease
    • 9% Vault Speed Decrease
    • 10% Additional healing regression when failing a skill check
    • UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.

    Meg Thomas:

    • 9% Sprinting speed increase
    • Reduced duration of scratch mark visibility
    • 9% Vault speed increase
    • 15% Repair speed decrease
    • 10% Healing speed decrease when healing self.
    • UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.

    Jake Park:

    • 20% Sabotage Speed increase
    • 10% Repair Speed increase.
    • 10% Healing speed decrease
    • 20% Sabotage regression when failing a skill check
    • UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.

      These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.

    You need to add some unique debuffs or we end up buffing survivors again

    Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.

  • @Legacy_Zealot said:
    I don't think self care needs to be changed, even as a Freddy main.

    Off-topic, but do you think healing when in the dream state should be more punishing? When playing against Freddy I can drop a pallet and try getting a skill check if I'm injured. And I, even as a survivor main, find it rather silly how it's acceptable to wake up and then keep your healing progress.

  • @Legacy_Zealot said:

    @Torche said:
    It was only 15 minutes to finish the summer event and I only needed three more gens to get the Kate cosmetic, I were a couple of hours playing to reach from 55 cocktails to the 87 I had before the last match. Well, I repared all the three gens almost on my own and finished the match one minute later the deadline (15:01 UTC). For a goddammn minute and I started the game on time. I don't know if this happened to someone else or is this a bug but I'm pissed out.

    I don't know if this is the right place to post this but I needed to get this off my chest.

    Considering the amount of time you had to do the event on top of the extension, you cant complain.

    The initial connection issues will be brought up as a counter-argument. But it was still possible to get it. Though this is coming from someone who has all of the time in the world and was able to give myself multiple days free from the grind after unlocking both cosmetics. I've yet to play with the Hillbilly weapon but there is no doubt I'll play about with it a lot.

  • To be honest? I'd suggest just playing the game, levelling up the characters you wish to play as. Over time you naturally get better at the game if you put your mind to it and therefore you won't need to specifically level up to be good. It might be harder to play with low levelled characters with no perks but the fun can still be there. I play the game not to level up characters but to play the game and have fun. Levelling up my characters is just a side activity.

  • @Incarnate said:
    ...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth.

    ...I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.

  • @Vietfox said:
    I like the idea, but as others have mentioned already, numbers are too high.

    Well, are there any numbers you agree with? The % increase with Claudette's healing was to perhaps make self healing on her more powerful and make her a good support type character. I have my bias, but I'm happy to hear your ideas.

  • @Peanits said:

    @JammyJewels said:

    @Brady said:

    @JammyJewels said:

    @Brady said:
    You know what I'm pissed about?

    We got this awful, ear piercing clown music still. What's with that? @not_Queen @Peanits

    I love how you've tagged @Peanits like as if he's an official part of the development/design team. He might be, I'm not sure. But whether he is or isn't, he is our lord and saviour. Back to the topic of the event, connection issues were present but even so it was possible to connect to matches if you were patient. I was, and was able to get 10% of the margaritas needed before I went back to playing other games. It doesn't matter in terms of this event, in my eyes, due to how lackluster the survivor cosmetic really is.

    He's good at finding info on things are are super minor and unimportant such as Menu Music. :P

    Yeah, he's lovely. I'd happily suck his Peanits, but I don't know if I have an allergy to nuts. I'm sure there is some explanation to the changed menu music.

    I'm flattered.

    But I don't work in the office, I work from home. So the short version is I'm not sure why it's still Curtain Call themed. On the upside, the next chapter is close, so I imagine it's not going to stay circus themed much longer.

    Any idea on what the new theme might be? I'm hoping it's an edited version of a Japanese folk song (I think) named "Sakura". Like how the Bayu Bayushki Lullaby is hummed by the Huntress.

  • @Sarief said:

    @JammyJewels said:

    @Incarnate said:

    @JammyJewels said:

    @Orion said:
    @JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.

    The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.

    Oh, you were replying to the other poster in my thread.

    @Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.

    lol
    wanna go through numbers then?

    9% in sprint increase. killers have 15% (normally) compared to survs. add 7% hope
    killers cannot catch surv. never

    Actually ,other numbers are too rediculous to even talk. 10% increase in repair speed? combine with all other perks = 54 second on generator :( solo. nice.

    @yeet said:

    @JammyJewels said:

    @Orion said:
    @JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.

    The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.

    9% speed increase would make meg literally impossible to catch around some objects, as the killer would literally never be able to catch up
    9% speed is INSANELY powerful

    Okay. Message received... Again, I wasn't trying to say these numbers were concrete, or should stay the same as the numbers I suggested. I'm glad you're all adding your own input as these feeds the discussion. What ideas do you guys have?

  • @Incarnate said:

    @JammyJewels said:

    @Orion said:
    @JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.

    The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.

    Oh, you were replying to the other poster in my thread.

    @Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.

  • @Orion said:
    @JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.

    The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.

  • I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.

    Dwight Fairfield:

    • 10% Repair speed increase
    • 5% Healing Speed increase when healing others
    • 9% Vault Speed Decrease
    • 5% Additional generator regression when failing a skill check
    • 10% Increased vocal range.
    • UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
      He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.

    Claudette Morel:

    • 20% Healing speed increase
    • Reduced duration of scratch mark visiblity
    • 5% Healing Progression when hitting a Great skill check.
    • 5% Repair speed decrease
    • 9% Vault Speed Decrease
    • 10% Additional healing regression when failing a skill check
    • UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.

    Meg Thomas:

    • 9% Sprinting speed increase
    • Reduced duration of scratch mark visibility
    • 9% Vault speed increase
    • 15% Repair speed decrease
    • 10% Healing speed decrease when healing self.
    • UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.

    Jake Park:

    • 20% Sabotage Speed increase
    • 10% Repair Speed increase.
    • 10% Healing speed decrease
    • 20% Sabotage regression when failing a skill check
    • UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.

      These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.

  • @Zanfer said:

    @JammyJewels said:
    Well, as for the P3 Clown he could have had 1,000,000 bloodpoints saved up, plus using the Shrine of Secrets to get bloodpoints from purchasing a perk. Though that's a stretch and I know it. As for the stories told of him harassing these girls... I sincerely hope those girls are free from his clutches. He has the sort of look to him that would make me avoid him if I saw him on the street, just out of instinct. My spidey senses are tingling about him... Something about him just rubs me the wrong way about him. I usually try to treat people how I'd want to be treated... But he uses bullying and other people's frustration to try and be 'funny' when at this point what he does is normal survivor gameplay. Oh wow, he threw a pallet down on the killer. Oh wow, a dark clothed survivor hid successfully. The only entertaining parts of his videos to me are the glitches, the odd occurrences. Not what happens each time I play a match as survivor.

    I am pretty sure they are since the videos are coming out and more people are speaking out about it

    Well then. If solid proof is given how him asking underage girls for nude photos (and if one girl unfortunately sent some) he could actually be prosecuted and put in jail. So this whole fiasco is more than a mere battle of "Oh, this guy is a bad influence on our community" and is moving into legal territory... Though I doubt we'll even be aware of that side of it, nor will we really 'celebrate' if anything happens. Because it just leaves a sour taste in my mouth to even think that someone like that would have so many followers...

  • @Peanits said:
    I don't think he's insulted by it at all. You brought up a good point and he just answered back why it's a little more complicated than it seems. You've got nothing to worry about, I don't think he hates you or anything.

    The underestimation of the complicity of the creation process of these sorts of cosmetic items is what I was worried about. I was trying to suggest a solution that seemed a lot simpler than having to remodel all other cosmetic items for a character when they wear a hoodie... Though considering now that a hoodie cosmetic would cover both the head and torso I doubt that having multiple hoodie exclusive options would matter.

  • @βLAKE said:
    I'm curious OP do you have like a clip or a time stamp of when your suggestion got addressed?

    36:22, round about. Mathieu cuts off what he's saying and repeats what I had written down in my suggestion.

  • Well, as for the P3 Clown he could have had 1,000,000 bloodpoints saved up, plus using the Shrine of Secrets to get bloodpoints from purchasing a perk. Though that's a stretch and I know it. As for the stories told of him harassing these girls... I sincerely hope those girls are free from his clutches. He has the sort of look to him that would make me avoid him if I saw him on the street, just out of instinct. My spidey senses are tingling about him... Something about him just rubs me the wrong way about him. I usually try to treat people how I'd want to be treated... But he uses bullying and other people's frustration to try and be 'funny' when at this point what he does is normal survivor gameplay. Oh wow, he threw a pallet down on the killer. Oh wow, a dark clothed survivor hid successfully. The only entertaining parts of his videos to me are the glitches, the odd occurrences. Not what happens each time I play a match as survivor.

  • @Iceman said:
    I do not think you blew your chances as a moderator. After all it was just a suggestion. And he didn’t seem too irritated by it either but even he if was it is probably because of the people who suggest thing and insult them at the same time. At least it is what I see most of them do. One bad apple can ruin It for the rest. However you seem like you are coming from a genuine place  8-)

    That 'genuine place' must be one of anxiety. I'm always worried that I've said something wrong, to the point where I make entire posts about it. But I do genuinely worry for people like Mathieu and the DBD, along with other game Devs. So many people take things so far and are so ungrateful. We never know how much our words are taken to heart, especially when a lot of the people behind a game's development aren't even brought to the spotlight. At the end of the day the people at Bhvr or any other company are people. So I feel like it's important to ask how they are, to know that they're doing okay. I take it as a personal tragedy when I find out someone isn't okay and would do all I could to make sure they felt better. I'd want someone to do the same for me, so why wouldn't I do that for someone else? Treat others how you wish to be treated, as my rule of thumb goes.

  • @βLAKE said:

    lol in all seriousness i'm sure once he reads your post he will forgive you.

    I hope so. I think he sees so many demands that he's just kind of tired of it... Balance feedback from the community is always focused on short-term fixes rather than realising that any balance changes are made with future killers and all of the games' perks in mind. Or how some people ask for licensed killers without knowing the costs that go behind them. I'm trying my best to try and show that I respect the Devs. Hell, I was asking the Mods and @not_Queen about their days because I can imagine how rare it is to hear anyone care about their day-to-day lives...

  • If I encounter him in my games I'm equipping OoO and Bond. I want him gone.

  • @Greater_Cultist said:

    @Rex_Huin said:
    Self Care – allows you to heal 3 full health states
    Botany Knowledge – when combined with above allows infinite heals.

    My pleasure.

    I think you might be playing slightly too aggressively if you have to SC 3 times in a match, but let me just tell you why I think this isn't a good idea.

    It doesn't fix the main problem with SC, which is that
    1. It makes healing entirely self sufficient
    2. It is much more efficient time-wise than actually being healed

    To prove point 2:
    SC is 24 seconds
    normal healing is 12 seconds

    BUT
    you need to find someone to heal you, which can take time.

    also, being healed means you and the other person aren't doing anything, meaning that you're both using 12 seconds, which combined is 24 seconds.

    What I'd do?
    Reduce SC healing speed
    or/and
    make it reset healing if interrupted (doesn't count if self healing with medkit.

    Your very last suggestion was actually one that the Developers were throwing around. This change would be a buff for one special boi: Freddy. If the healing reset then taking the risk of missing a skillcheck during a chase is no longer as rewarding as you are no longer able to return to a healthy state mid chase after missing the skill check.

  • @Brady said:

    @JammyJewels said:

    @Brady said:
    You know what I'm pissed about?

    We got this awful, ear piercing clown music still. What's with that? @not_Queen @Peanits

    I love how you've tagged @Peanits like as if he's an official part of the development/design team. He might be, I'm not sure. But whether he is or isn't, he is our lord and saviour. Back to the topic of the event, connection issues were present but even so it was possible to connect to matches if you were patient. I was, and was able to get 10% of the margaritas needed before I went back to playing other games. It doesn't matter in terms of this event, in my eyes, due to how lackluster the survivor cosmetic really is.

    He's good at finding info on things are are super minor and unimportant such as Menu Music. :P

    Yeah, he's lovely. I'd happily suck his Peanits, but I don't know if I have an allergy to nuts. I'm sure there is some explanation to the changed menu music.

  • @WhateverIGuess said:
    My simple and fair solution to the self care problem: None. Self-Care is not a problem. Leave this perk alone, idc if you nerf DS, idc if you nerf SB, idc if you nerf Kate's breast physics, do NOT touch self-care.

    Yep. It's the one perk that has been my best aid as a solo survivor.

  • Teabagging can be used to play mind games with the killer... Or anyone. Hell, I've seen participants in fighting game tournaments use tea bagging. And yet it's just viewed as a way to play with your opponent's psychology, to infuriate them and therefore cause them to mess up. If it angers the killer- good! You've fulfilled what you intended to do.

  • @Brady said:

    @yeet said:

    @Brady said:

    @yeet said:

    @Vietfox said:
    Self care is not a problem at all.

    "The strongest perk in the game with a 90% usage rate is not a problem"

    I quote with reasoning:

    @Brady said:
    Self Care is not a problem, at all. It's in the meta because it's a simple perk that has common sense to be in the game. And a great plus on actually being a lone wolf. You know, the way the devs originally intended this game would be like.

    Run without Self Care, at any given rank, and you'll see there isn't a that much of a difference at all. It just makes solo players less reliant on other players, and when you solo, that's something you know.. that's really nice. Stop trying to take that away.

    "It'll prevent mindless actions like bodyblocking, etc" lol no it won't and it hasn't. I still bodyblock without Self Care, and so fourth.

    And if you change Self Care, Bond's gonna be meta along with the possibility of Botany, Empathy, or Leader making it's way up there too. Give or take. Maybe even We'll Make It will become more meta too. And you know what that means?

    Faster Heals, grouped up so faster gen rushes, and way more coordination due to everyone running Bond because Self Care wouldn't even be considered worth a perk slot.

    Just my opinion.

    healing in general needs to be limited imo

    Really? That's a very unreasoning opinion.

    Healing should not be limited. If anything it should be only slowed down. When a survivor is injured they are likely to go off and heal, not doing gens. The more time they spend away from gens the slower matches go.

  • During the PTB, when I was hearing only the descriptions of the perks, I was hoping it would be a counter to Iron Grasp, like how Lightweight used to counter Predator. But... nope. I tried testing if Open Handed increased the range of the hook aura blocking range but I didn't really notice a change.

  • @Brady said:
    You know what I'm pissed about?

    We got this awful, ear piercing clown music still. What's with that? @not_Queen @Peanits

    I love how you've tagged @Peanits like as if he's an official part of the development/design team. He might be, I'm not sure. But whether he is or isn't, he is our lord and saviour. Back to the topic of the event, connection issues were present but even so it was possible to connect to matches if you were patient. I was, and was able to get 10% of the margaritas needed before I went back to playing other games. It doesn't matter in terms of this event, in my eyes, due to how lackluster the survivor cosmetic really is.

  • @Jack11803 said:

    @fcc2014 said:

    @Jack11803 said:

    There was a huge debacle on what to do with “false flagging” I never broke the rules once. In fact the person I was talking to got banned appropriately a DAY after it happened, meaning a moderator saw what I said and even deemed it okay. Later flags got removed. A month later I’m told I could get banned for personally attacking someone who personally attacked me

    Hey is that where you have been? I haven't seen too much from you recently and you used to be a main presence on here. The ban candy is getting out of control. Some maybe deserved some out grudges and others out napoleon syndrome. Either way good to see a post from you again.

    Kept ya waiting, huh?

    I missed seeing your green text. Nice to see you've come out of your closet.

  • @Brady said:

    @yeet said:

    @Brady said:

    @yeet said:

    @Vietfox said:
    Self care is not a problem at all.

    "The strongest perk in the game with a 90% usage rate is not a problem"

    I quote with reasoning:

    @Brady said:
    Self Care is not a problem, at all. It's in the meta because it's a simple perk that has common sense to be in the game. And a great plus on actually being a lone wolf. You know, the way the devs originally intended this game would be like.

    Run without Self Care, at any given rank, and you'll see there isn't a that much of a difference at all. It just makes solo players less reliant on other players, and when you solo, that's something you know.. that's really nice. Stop trying to take that away.

    "It'll prevent mindless actions like bodyblocking, etc" lol no it won't and it hasn't. I still bodyblock without Self Care, and so fourth.

    And if you change Self Care, Bond's gonna be meta along with the possibility of Botany, Empathy, or Leader making it's way up there too. Give or take. Maybe even We'll Make It will become more meta too. And you know what that means?

    Faster Heals, grouped up so faster gen rushes, and way more coordination due to everyone running Bond because Self Care wouldn't even be considered worth a perk slot.

    Just my opinion.

    healing in general needs to be limited imo

    Really? That's a very unreasoning opinion.

    Healing should not be limited. If anything it should be only slowed down. When a survivor is injured they are likely to go off and heal, not doing gens. The more time they spend away from gens the slower matches go.

  • I like Self Care as it is. If they further reduced the speed at which you heal using Self Care I'd love that: Self Care is a wonderful tool as it is one of many perks that allows someone to waste time not doing generators and slightly rewards losing the chase as you're then able to hide away and heal. Though of course I'd ask for a buff to Botany Knowledge. One thing I always take into account when considering perk balance is that there are only four slots. If you made a perk like Self Care and Botany knowledge as a combo look appealing you only have two slots left. For me those would be filled by Iron Will and Urban Evasion. If you make perks look just as appealing as Decisive Strike and Sprint Burst and therefore make the survivors have less slots to power these perks (Vigil, I'm looking at you) then I'd say we're going in the right direction. Though I'm not a game developer and may never be, so take my addition to this discussion with a grain of salt.

  • Have you ever experimented with specific cosmetics being used to be more/less stealthy? I use Claudette because she is my favourite character just due to her generally anxiety-induced looking self but I love the idea of having darker clothes to hide whilst wearing brighter clothes when I want to distract the killer.

  • I only become scared due to tension: for instance, I'm the last one alive. The hatch is evidently somewhere but the killer's heartbeat is nowhere to be found. I have a hunch and realise the Killer has already found it... I run into a gen and have to make a risky decision: do I miss a skill check to bring him over and try to sneak around? Or do I complete it and potentially give away my position whilst also opening up the possibility of 'No One Escapes Death' kicking in and giving him an advantage?

    The scenario I described ended with me sneaking past the killer after failing the skill check and getting the hatch. It is scenarios like that which craft fear with tension, that get your heart racing. As of now it feels like there is no tension whatsoever in the game. I feel very relaxed whilst the playing the game. There are very few moments during the game's progress where I feel tense: let's say I used 'Spine Chill' in order to make me aware of a killer's approach. I sneak away in a very exposed area... And I narrowly avoid being caught by the killer. I feel tense during those situations. So far there is no real pressure on survivors that would call for such a reaction or fear.

  • SWF detection, if it were to be implemented officially, would most likely lead to more killers deciding to dodge lobbies and would choose to wait for longer times just to have potentially easier matches. No one can really detect if the killer is a notorious camper and is just a matter of the situation, the player, etc. Camping is disliked due to how unfun it is. SWF is more liked due to the fact that the survivors in the group are having fun with their friends. It's not fun on the killer's end when those survivors are OChido wannabees that decide to bully the killer.

    I don't think I've ever seen an objective based SWF group, aside from the days of 4 Gens instantly popping with the old 'Brand New Part' toolbox add-on.

  • I don't see how SWF is so bad. In all of my games as a solo survivor it's a SWF that nets me the win due to the fact they distract the killer so much. Solo survivors can be just as badly toxic as some SWF groups. I find it funny how altruistic these groups can be... But, honestly, if you can't take on a co-ordinated group you'd have no chance in tournaments. Or in a competitive ranked setting... Oh wait.
  • Jesya said:

    Auric cell option SHOULD exist for exclusive clothing. DBD is a business afterall and their goal is to earn money. Be happy it isn't a pay to win type of situation where auric cell only OP perks are available.
    It's just cosmetics

    Girl. Any fashionista will tell you how the right outfit can help you out seriously. Like, how many complaints were there for the black L4D t-shirt on Claudette? The right look can hide you really well.
  • BHVR has submitted for Avatar approval. The process can take weeks and there is nothing they can do. Each avatar requires separate approval, so don't expect them to be released at the same time.  Once Sony, Microsoft, and Steam have approved, they'll release the avatars for a fee. 
    REEEEEE
  • Well, there appears to be six scratch marks, separated far enough from one another that it could be some sort of clawed hand. Though I wouldn't know what else it could mean.
  • Console privilege. Playing Nurse on Console is just asking for a bad time.
  • I once played SWF.

    I died. And then again, and then again. It just showed me I prefer to play solo.
  • I mean. Claudette now has a black jacket.

    Black clothing is OP. So I'll buy those outfits. I actually like the customisation and how it can affect how you play the game... In any other game I'd wear dark clothes and be stealthy.
  • Tsulan said:
    Peanits said:

    @Tsulan said:
    WhateverIGuess said:

    Y'all are doing this just for the Nea shirt huh? lmao jk.

    There's a shirt?
    Damn, totally missed out on that. Got a screenshot?


    (I would not recommend doing it just for a shirt. If you're doing it for some cosmetic, you're doing it for the wrong reasons.)

    Not doing it for a shirt. Until now I didn't even know there's a special mod cosmetic. 
    I was in the same boat. Hell, I didn't even think there was any sort of 'reward' for being a mod.
  • powerbats said:

    @JammyJewels said:

    Wait. I am unaware of what's happening. Would you mind filling me in?

    The scam spammers from Korea are at it again this time since it's a Friday they're really spamming the forums. But @Peanits is them down faster than a Billy now lol

    I've never encountered these spammers. Then again I rarely ever look away from the General Discussion Forum. I'm glad Peanits is here to save the day.

    I like Peanits. Peanits isn't thick and isn't too hard, so we can handle it. Peanits isn't limp either in the face of opposition. 
    (This isn't funny. But I'm genuinely happy Peanits is looking into it.)
  • Well. Looping is no problem. After all the survivor has been found and intends to survive, and so they shall run as much as they can. I've tried employing tactics like hiding after dropping a pallet instead of continuing to run but to varying success. Though it mostly works with P3 Claudette.

    Pallet looping is something I don't really like, but I still do it because it allows me to waste time for the others to repair. If the survivor knows that they have enough distance from the killer to loop they shall loop. If they see the only form of defence and guaranteed time waster in front of them they shall go for it. I don't see the concept of looping as a problem, especially if certain perks can be used to increase the effectiveness of these loops, but pallets are such a powerful tool. If they made more tools that aided in losing the chase then perhaps pallets wouldn't be so relied upon to waste the killers time.
  • powerbats said:

    @Peanits said:
    On it.

    Thanks and @ChesterTheMolester while it's weekly now it's far worse on the beginning of the weekend. Since they know that's the end of the workweek and when most of the mods are gone.

    Wait. I am unaware of what's happening. Would you mind filling me in?
  • Some killers camp because that's how they get the most kills. Some killers camp due to the situation. Some killers camp because "Why not". It isn't an offence worthy of a ban and is just a disliked tactic as it isn't really fun, for either side. If a killer camps just work on the generators, that's my advice. If the hooked survivor doesn't kill themselves it could buy you enough time to complete a minimum of 2 generators, if your fellow survivors also have the same idea. And if you are getting persistent I'd recommend working towards getting the Tier 3 Kindred.

    Oh, and be careful once the gates are powered. If the killer has not gotten a kill prior to this then the killer is likely to camp anyone that they catch after the gates are powered.
  • Tsulan said:
    fcc2014 said:

    @powerbats said:

    @ChesterTheMolester said:
    JammyJewels said:

    But hey, unnecessary counterpoint, but people didn't seem to care for @not_Queen and her want to detach her work from her personal life yet people harassed her during streams. And she wasn't even at fault, everyone unrelated to the coding of the game was not at fault. But they deserve props for turning the situation around and now being able to look to the future again.

    @strain would get my vote for moderator.

    You just had to go there didn't you? I figured it'd come from @Lowbei 1st or perhaps @fcc2014 but you beat them to the punch.

    Ummmm Thanks?!?! I think she is useless and ducks and covers when things go wrong. BTW i unlike others have never watched her stream or harassed her on it. For me it isn't a personnel vendetta it is my honest opinion of her as the community manager. We have so much passion and commitment from people in this community do you not think we could get someone more engaging?

    @JammyJewels I think being ironic (maybe sassy) can disarm a situation that could otherwise escalate into a full blown harassment thread.
    But not everyone understands irony. Some people might get offended. People get offended by everything these days.
    Indeed, a good joke could turn the entire tone of a thread into something much more positive. But as mentioned by others sarcasm is more easily transmitted through voice rather than text, though I'm sure some would know of a way to do so. Even if I were a sassy moderator or a high-brow moderator I'd do the job because it's for a game I love. Though I'm still going to try being helpful, even as an average member.
  • Just gonna leave this here...#justiceforfeng
    There is an obvious difference in lighting. Please don't unnecessarily insult the people behind these things, it isn't what Mr. Rogers would want from you. Besides... Who looks at the face most of the time? All of the survivors' faces are funky.
  • Envees said:

    @JammyJewels said:
    Envees said:

    @dannyfrog87 said:

     @Khalednazari said:
    

    If 90% of the totem locations weren't worse enough, I present you with this. I wouldn't be more surprised if it was any other map. But this specific map is the most strategic map for totems. Why would a survivor not be tempted to break it immediately? This is the reason most totems go off in the first 15 seconds. @not_Queen please convey this to devs.

    im sorry but the devs are idiots. they know about the totem spawns are #########. and they do nothing about it. i expect nothing but for them to make a mess of the game more and keep favouring survivors. they buff killers then they take 2 steps back by making it more a pain in the ass to player killer. pretty good job so far lol

    I tried the game again this last month after having an extended time off. I am back to not playing again. Killers are still a joke. See you this time around in a year? If the game is still alive then? Devs have their darlings. We all know it.

    No deathgarden for me even if it liked it, which i dont. No money from me for DbD ever again. No money for any of their future projects and i will leave my negative review in place. The only thing that has changed is that there are more highly coordinated groups now in the 15-20 range.

    Its obviously swf using mics when one guys spots the totem, nobody else is around, and as soon as a leave the chase the guy who saw it the totem is down as soon as a leave.

    Actually. Gonna delete the game off of my steam library. Good ridence. Nothing is going to change. Survs will always run the show and balance cannot be achieved. Ever. The powerrole is not the killer for sure. Its the survs.

    So....[BAD WORD] you devs.....you can ban this account as well. Go on do it you dumb #########

    My dear, don't be so rude. Balancing the game, any game in fact, is tricky business. But given your reaction, I'd say the Developers are afraid to make changes due to such disrespectful outcries with no real positive comments for the attempts they have made at getting closer to a more equal balance. But that'll always be the case in these games. If a killer is a bad the survivors are likely to escape. And if the survivors are bad they are likely to be killed. That's just how it is and this game does rely on luck along with skill, as demonstrated by the OP's video. But if they made the totem locations fixed to a certain four or five patterns people would be able to learn the patterns and destroy the totems just as quickly. 

    Balance requires foresight in order to predict how a certain change would impact future killers and survivor gameplay with the introduction of new perks. Most people just look to the present. But to get back to your comment, please, don't be so dismissive and rude. Behaviour have given a lot to the community with free ways to purchase DLC characters (excluding licensed characters which is understandable) and other new features. Problems will always be present in the game like in any other game. And mistakes do happen as the developers are Human at the end of the day and are doing an incredibly difficult job as it is. So, please. Be the person Mr. Rogers would want you to be.

    My two pennies on Totem placement? Meh. Some survivors are blind to totems and ignore them whilst others are like Eagles. I think it all depends on two factors, luck and the players. Hell, you could have been texting during the introductory camera turn and missed that totem. I do sometimes. But it's very hard to balance situations like this that are so tightly connected to RNG.

    Logic would dicate that in a 1 vs 4 situation that the single player would need to be stronger. The killer is not nor will ever be in charge, nor stronger. The suvs pay the bills with their idiotic purchases of cosmetics. They are not going to harm their revenue stream. The killer will always suffer. They need this to be the case so they get more purchases.

    And i wanted to be [BAD WORD] rude for a reason...duh. You are not very smart are you?

    I won't ever compliment myself so that I don't grow a massive ego. But your rudeness is seeming less intentional and more like a personality trait. 

    What at would you say to all of the updates prior to the Curtain Call Chapter, the one to introduce the current primary resource of money? It'd be idiotic to not capitalise on the third person perspective of survivors where such cosmetics would have more value but I don't think they intentionally cater to survivors. If they were doing so then pallets would have a vacuum, Sprint Burst would still recharge whilst sprinting and not to mention the countless other changes. But it is incredibly hard to balance the game in a way that allows victories to be earned. If all of the Killers were able to perform brilliantly in all situations then indeed they would be OP. There is a reason why Nurse is OP for a great many, because they have worked for that power and been able to become butchers where less skilled players would have failed. Like survivors, which is something I love about this game. Bad survivors suffer, bad killers suffer. In the legendary words of any Dark Souls veteran: "git gud". So, the one player being stronger than the four is indeed a necessity. But to be so strong that it requires no skill to succeed? That's not a necessity and does not make it a rewarding process to learn the killer and then start destroying survivors.
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