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Kaelum

Kaelum

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Kaelum
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  • @TimeMonster said:
    as i said erlier - more reasons - more counters

    Nowhere in anything that you said previously do you talk about “more reasons” or “more counters”. As others have stated over, and over, and over, and over again, in so many other threads, your argument to use a perk like “Hangman’s Trick” to counter the sabo squads is laughable at best. Stop being nothing more than a survivor, and try considering the effects on both sides of the equation.

  • @TimeMonster said:
    i didn't even said a thing obout hook sabotage... people see only what they want to see

    As I said earlier, sabo squads are back. If you give them more reasons to run sabo, then you make it all worse. Otherwise known as the Butterfly Effect.

  • Not all mechanics are supposed to make a difference on every Killer. Sabotage is OP as it is, as sabo squads are back. No Mither sabo squads can decimate any killer, as a single toolbox can sabo at least 15 hooks. Multiply that by 4, and there are no hooks to hook anyone for the entire match.

  • @MegaWaffle said:

    Yup. By saying what I quoted

    See, I can do the same thing. Taking something out of context makes your argument false.

  • @MegaWaffle said:
    Sort of contradictory.

    You need to lookup the definition of contradictory.

  • Chests have ALWAYS had the ability to drop Skeleton and Dull Keys, this is nothing new. The only thing new is that the chance/frequency has been sigificantly increased. While it sucks as killer, I don’t see a problem with it.

    TBH though, I’d prefer to have both keys and moris removed from the game. I don’t consider either fun, no matter which side you are on.

  • @Slyther83 nice necro. Very impressive that you woke up a 5 month old thread with inaccurate information. Well done!

    FYI, dedicated servers will not do anything that you stated, and will in fact increase the overall latency for EVERYONE! Those with significant latency issues will be at a disadvantage, as their latency will most likely mean that the game will be unplayable for them. It will not end hitting through pallets, or windows, and I have no idea why you would even think that it would. BHVR themselves spefically stated that in a previous live dev stream.

  • @Deebo you have obviously never worked on an online game before. TimeStamp? It is impossible to use such a mechanism in any fair way. In fact, it it impossible to know the time differences between machines that is less than the latency between the machines. NTP, and other protocols for achieving the same goal, make some good guesses, but they are by no means perfect. Add that to a game that people can easily hack, and you’d have a ######### storm.

    You obviously don’t know how TCP and UDP work either. While packets may be sent out in a very specific order, they do not always arrive at the client in that specific order. Some packets take longer than others to arrive, as not all packets take the same route, so trying to calculate anything that is less than the latency between the 2 machines would not be fair to both players.

    Servers will NOT improve the experience for anyone, as latency will increase. Latency now is peer-to-peer, latency with servers is client-to-server-to client. The server adds latency to all connections, thus my analogy to the current KYF where the spectator is the host. Other than that, you just repeated what I had already stated.

  • @yobuddd dedicated servers should prevent the loss of BP due to the killer DCing, but the latency will get slightly worse. It will be similar to playing a KYF match where the spectator is the host. Will it end being hit through pallets and windows? No, and it will get slightly worse. The killer’s Internet connection will still be a factor, but not in the same way that it is today.

    The flashlight issue is not only a killer connection issue, as a survivor with a very poor connection can DC as well. The killer connection supports bi-directional telemetry to each survivor, which means he sends and receives ~4x the data that a survivor does. The devs can reduce the number of times/second that the flashlight is used, beyond what they have currently done. Compressing the telemetry can help to, but with some new hacks that currently in use, I don’t see this happening. The amount of data will double if they encrypt the telemetry.

    Latency = asychronus activities occurring in parallel. The problem is when 2 opposing actions occur at near the same time. Who wins? Currently, both win, and I don’t see that changing. However, when there is a greater difference in time between the actions, then the server can declare that the latter action occurred too late and ignore it completely. Thus, whomever has the worst connection, will have the worst experience. With a bad enough connection the killer could be going back in time, or not lunging/swinging, while the survivors get away. It all depends upon what rules BHVR puts into place on the servers and clients.

  • @MojoTheFabulous TBH, survivors are still 3 hit downs, 2 frnzy hits, 1 normal hit. Frenzy hit as many as you can, double hitting one, then down him with a final blow. You can get that 3rd hit long before the mend timer runs out.

  • @yobuddd what you are describing is a little different. It’s based on a known bug that BHVR thought they had fixed, but hadn’t fully. There are controllers out there that allow buttons to auto-pulse at beyond human rates, which is what is happening with flashlights. When a flashlight is pulsed fast enough, it creates the possibly of those nearby to DC. It’s usually the killer that DCs, but it can do the same to survivors. This was verified just a couple weeks ago, when it happened live on Puppers stream several times.

    I am almost 100% certain that the survivor lagg switch device was created by a hacker who decoded the telemetry streams, and figured out how to reduce the information being sent to the host (Killer) w/o suffering the effects of normal lagg. It basically picks certain packets to block, but does not block the retry packets. Which results in the 1/2 second stop motion animation that killers are seeing.

    P.S. This new lagg switch device also has the ability to TP the survivor completely out of view, with no scratch mark trail. One moment they are in front of you in stop motion animation, then they are just gone.

  • @Judgement there is something new that survivors are doing that from the killer’s side, looks like they are just jumping from point to point to point, without really running. It started a little over a month ago, where I’d see it maybe once every few days, to now where it occurrs at least once every 5-10 matches. It only seems to happen with higher ranked killers, and I didn’t see it all for the week after rank reset.

    I play on PS4 and thought that it was just a PS4 thing, but then I started to see it on PC streams as well. It definitely happens more on the PS4, which means that it is some sort of black box on their Internet connection. I have a feeling that when it is turned on, it blocks like every Nth packet, which would exhibit behavior like I am seeing. I’ll have to setup WireShark and monitor the connection sometime, to see if there is a pattern.

  • This is partially accurate. Yes, the 2 changes at the very end of the PTB changes document are not occurring, but all of the other changes to The Legion are. So, the only change that will NOT be seen on The Legion, is the change to frenzy where survivors were previously in an injured state.

  • There is absolutely nothing wrong with the way that exhaustion is working now, and EVERYTHING was intended. BTW, learn the difference between a “buff” and a “nerf”, and learn how to use white space. Your post is making my eyes bleed. Exhaustion, and the addons that work against it, are working EXACTLY as intended. The “nerf” to exhaustion was sorely needed, and no one can say otherwise with a straight face.

    P.S. The mid-chapter patch is further nerfing exhaustion, so good luck with your proof that this wasn’t intended. What wasn’t intended is the fact that additional exhaustion effects could be added, but the current exhaustion always overrode them.

  • @NoShinyPony I’m on PS4, and that does not happen. In fact, it is a requirement imposed by Sony that all games must adhere to. It can take up to an hour for the game to get the block, so it is possible to get matches with a blocked player up to an hour after you block them, but you should never be matched with them after that. You can contact Sony, if you need more information.

  • After reading the text for the description of the event a few more times, I'm going to make a couple assumptions:

    1. The survivors are working together to create a pool of Lunar Vessels, and
    2. Only those who live will get Golden Coins, 1 for each Lunar Vessel collected.

    For those who know nothing about what has been leaked, the Lunar Vessels become corrupted for a short time and return to their spawn points every time a survivor is hooked. While they are corrupted, the killer can destroy them, and receive 1 Golden Coin for each Lunar Vessel destroyed. Survivors only get Golden Coins for the Lunar Vessels that they escape with. If you die, you get nothing. If it's a long match where the killer hooks everyone several times, it is very likely that the killer will have destroyed all of the Lunar Vessels, thus he will get all of Golden Coins.

    If this is how it is actually going to work, then this will make for a fun event after all. Survivors who act stupidly, will not get anything. Those who play well, will be rewarded. Only the Lunar Vessels that are obtained after the last person is hooked will matter. Collecting Lunar Vessels early on will most likely be a waste of time, as the next hook will return those Lunar Vessels back to their spawn point.

    NOTE: I added this text to the end of my original post.

  • @TheMidnightRidr said:
    Except for the hundreds of high-rank survivors (20-15)....

    You mean lower ranked survivors, right? ;)

  • This isn’t a vault “buff” per se, it’s really a bug fix. Why would your velocity be 0 after a fast vault, which requires you to accelerate all over again. There are other velocity bugs as well, where you randomly accelerate at an extremely slow rate for absolutely no reason at all.

  • @mgs2020 said:
    Then give the survivor the killers profile name so they know the person they are up against and they can dodge in lobbies instead of game.

    No, and again the devs have stated their reasons why numerous times. Instead, PC needs the same mechanism that consoles have. On console, we can block anyone, which means they can’t message, invite, or play with whomever blocked them.

  • @mgs2020 said:
    Then there would need to be similar punishment for killer dodging ques.

    This is a joke, right? The devs WANT people to dodge lobbies, and not while in-game. How many times do the devs need to repeat themselves?

  • @Dead_by_David
    Exactly!  I always play stealthy, and I always have the highest objective points, usually maxed, unless I get tunneled by the killer.  That’s why I hate the ranks 7 and below, as you are pretty much are guaranteed to be tunneled. 6-3 are not as bad, but you always run into potatoes that ruin the game for everyone. Only ranks 2 and 1 are really fun, if you are competitive.
  • mgs2020 said:

    Mb on the bleed out timer. Definitely feels a lot longer on the ground and still I feel like a reduction or that option could provide some quality of life changes.

    I'm saying that exact thing. You recover to full but your teammate refuses to pick you up. Instead the sit in the corners hiding waiting to either be found or you bleed out. This is where that option should come into play. The person on the ground is left helpless and sitting there.

    If it prevents the hatch from opening, then yes. If the hatch would be allowed to open, then no.  There needs to be a downside to prevent it from being exploited by hatch escapees.
  • @Tucking_Friggered there is “hate speech” in the US, but it by itself is not illegal. I am not an attorney, and I do not pretend to be one. When “hate speech” is combined with other acts, either perpetrated by you, or by others, it can become a “hate crime”. Companies tend to disallow “hate speech” to prevent financial liability, as “hate speech” can be used as the basis for a liability claim, which is a tort, not a crime.

    • The dying state timer is 3 minutes, not 5.
    • The counter to slugging is recover to max immediately.
    • The standing survivors perform drive-by heals on the fully recovered.

    If you don’t fully recover when a killer is slugging, then you are part of the problem. Don’t be part of the problem, and immediately recover to max.

  • @ChesterTheMolester said:
    Can we talk about what classifies as "Hateful speech"? Its really vague and kinda sounds like you can be banned for a non existent emotion perceived by a third party.

    There is no ambiguity in the meaning of “hateful speech”. It is a legal term that in part refers to derogatory remarks related to religion, race, gender, sexual orientation, disabilities, and many others. In fact, your name in these forums could be construed as a violation, so I’m not really surprised that you are asking this.

    @Peanits @not_Queen does his name violate the rules of these forums, and/or of the game itself? I know for a fact that it violates Sony’s rules, if he is on PSN.

  • I haven’t seen the floating survivor variant, but I have been seeing The Walking Dead variant a lot. You put them into the dying state, and they start walking around like a zombie for a few seconds, before finally falling to the ground. They are on the ground, but it can be hard to find them if they look like they are still moving.

  • On PS4 you have many options:

    • Use a real USB or BT keyboard.
    • Use the virtual keyboard with your touchpad.
    • Use the companion app on any iOS or Android device.

    So, there is no valid reason for not having it on PS4.

  • @FoggyDownpour the actual cooldown timer would be up to the devs. The problem with a short cooldown is that you fix nothing. The game would still go way to fast, and everyone ends up with both fewer bloodpoints and emblem progression. As for what can they do, well there are totems that might need cleansing, chests to be found, and keeping out of sight.

    @Entità there is only one rank that everything is based on. The rank of the highest survivor in the match. Absolutely everything is based on that.

    Side Note:
    Everyone knows that SWF and matchmaking are completely broken. Instead of using the average of the ranks of a SWF group for matchmaking, matchmaking should be using the SWF survivor with the highest rank to match.

  • @Entità it uses many machanics that are already available, with the exception of the cooldown. How it works in the end, could be added to the tutorials, so that would not be an issue. With the full scaling option, there could be very little to no change in gameplay at the low ranks, unless playing in a SWF with a higher rank, depending upon exactly how the devs implement it.

    THE NUTSHELL

    No Participation
    The game will progress significantly slower than it currently does, if you play the game as you currently do and don’t perform the rituals. The generator progression will be slowed, as the ritual is not being done to return progression to normal. Leaving a gen immediately puts that gen into a regression state. There will be a scalable cooldown after each gen is completed, where gens can’t be worked on, and gens will continue to regress. The killer can kick gens during the cooldown, to ensure that they continue to regress even after a ritual is completed, though in this case rituals are not being completed.

    Full Participation
    Once the ritual is completed, the automatic regression ends, and the progression penalty ends, until the next gen is completed. Once a gen is completed, the ritual spawns (not necessarily visible, see later), the cooldown is in effect, regression begins, and survivors can’t touch gens. The killer can kick gens to ensure that they continue to regress after the ritual is completed. I’m leaving it up to the devs to determine when the ritual becomes visible, and when survivors are allowed to complete it. Those times could be anytime during, or at the end of, the cooldown period, thus slowing the game. Once the cooldown is over, survivors can again repair gens.

    There should obviously be a timer to show when the gens are on cooldown, and some kind of indicator showing the the ritual has not been completed. It’s a fairly simple design, and it would take a little effort on BHVR’s part to implement, but nothing major.

  • @Entità using the rewards that you mentioned in your response to @NoShinyPony , that would be fine. However, this could put the game into the exact same position that the pustules created. The reward needs to benefit everyone in order to prevent the Mine...Mine...Mine mentality that the pustules created. That event was an absolute nightmare for survivors actually trying the play the game.

  • @mcNuggets said:
    Because optional stuff will not stop tryhards from doing the main objective.

    Did you read any of the thread? How is that a negative with this idea? By not participating, doing just the main objective would be slower than participating. Either way, that game is slower.

  • @Entità checkout this idea that I posted under Balance:

    Optional ritual for survivors to complete

    It slows down the game overall, and provides a bonus BP incentive if they do participate. If they don’t participate, the game is significantly slowed down, and they don’t get the bonus BP. By giving the survivors more power through your offerings, it creates an even greater imbalance between survivors and killers.

  • @FoggyDownpour in a sense, it is very similar to Hex: Ruin, but is not nearly as powerful. It’s somewhat a watered down version, in order to extend the gameplay.

    I played with a similar idea, where only 1 generator would not be hindered, but I thought that that would be way to powerful for the killer. I’m sort of just trying to come up with a base for something that BHVR could build upon, w/o breaking anything in the game. The cooldown could be 30 seconds, or even a full minute at the higher ranks. During that cooldown, the gens would be regressing, so it adds more time than you might think. Did you consider the gen regression while on cooldown?

  • @Peanits I saw it happen just a few days ago, while watching Puppers or Tru3Talent live, I can’t remember which.

    @yobuddd if it is possible on PS4, it would be through one of those special controllers that allow the spamming of buttons. I’ve never used one, but I’ve heard about some who have. That was back when I was playing F13, 1.5 years ago, and some people were using them to escape Jason’s grasp.

  • Did they have a flashlight? There is a bug in the PC version, where a survivor can bind a macro to SPAM flashlight clicks, which can cause other players, especially the killer, to DC.

  • I’m glad that I’m on PS4. If he had put that into messages, he would not only be immediately banned, but Sony also turns it over to the authorities. It doesn’t matter if it’s only said in spite, or not, a threat is a threat, and you deserve whatever comes out of it.

    As for slugging, if a killer wants to slug, go for it. If the survivors don’t counter it, then you win. If they do, you lose. The only time I slug is if there is only 1 survivor standing, and I want to prevent him/her from getting the hatch, or there are so many around me, that I can easily slug them with very little effort. Believe it or not, but the latter happens more often than you think.

  • @DwightsLifeMatters said:
    I remember him saying that he wants to make DbD e-sports ready

    That statement has never publicly been made by anyone at BHVR. They have always said that it is a casual competitive game, and they would not mind if it became an esport, but they are not going to do anything to specifically make it one.

  • I was trying to cover a few different things w/o forcing participation in the rituals. If they don’t participate, survivors will endure a significant penalty for not participating, and significantly slow the game down as well. Games going too fast is not only a killer issue, as it also significantly reduces the number of bloodpoints that survivors receive as well. If they do participate, survivors get bonuses for doing so, and the game is still slowed, but not by as much that it would have been if they had not participated. The speed boost that I added at the end is just an incentive to get the hell out, and not hang around once the exits are powered.

    All-in-all, I like this change from both sides. The only survivors that I don’t think will like it, are the toxic ones, as they will no longer be able loop a killer for 3+ gens. BTW, killers...., don’t let a survivor loop you for that long, just move on. This should reduce that to 2 at best, where they could possibly even be the one who finds the ritual. I have a feeling that all higher ranked players will like it, if the scaling based on rank is implemented. Right now, nothing at all in the game scales, which is just sad.

  • @NoShinyPony that should only be an issue during at the beginning of the game. If state 2 was removed, then only at the beginning of the game, or through an extremely bad play by the killer later on, could that ever be possible. Dropping down to a level where Freddy can’t interact should either be extremely rare, or extremely easy to get out of. Again, you are getting stuck on the numbers, and not considering the gameplay itself.

  • @NoShinyPony if that would be an issue, then the levels could be adjusted. The 50% could just as easily be dropped to 30%, as this is a work-in-progress. Try not to get hung up, on the actual numbers as stated, none of those numbers are set in stone. At 30%, he’d only have to dream catch for ~15 seconds before he could hit anyone. Level 2 could even be completely removed. It was only added in case people thought that it would make him too powerful. The most important thing is, would it make for good matches for both the killer and survivors? Anywho, thanks for the feedback.

  • @Maximus7 Feddy’s current power is what is broken. Once the gates are powered, it is game over, as he has to put you to sleep before he can do anything to stop you. The devs have said that tweaking Freddy is not an option, as he is too broken, and it would require breaking other things for other killers. Which is why he is getting a complete rework, from the ground up.

    P.S. Discussing his current power is off-topic.  Please keep your discussions on topic.
  • @NoShinyPony I envision it powering up similar to Michael Myers’ Evil Within, so perhaps 2% +/- Corporeal Level / second.  It could change based on your current Corppreal State, and addons that you might be using. I am presenting this as a basis for the devs to build upon, as the perks would need to be adjusted/changed entirely, and so will his addons.

    I’m mostly interested in hearing how others would feel about the change in gameplay. Would this make Freddy a threat?  Would survivors still be able to push him around like a limp piñata?  Would he be to OP?  The devs can always make mechanical adjustments, but it would be nice to know if any are needed in advance.

    I wouldn’t change his terror radius or lullaby radius, they should remain as-is. The lullaby presents a downside which Freddy needs to overcome, in part  with his speed and ghostlyness.  I think seeing a ghostly killer that becomes less transparent as he gains in power, would create extremely interesting matches.  He would no longer be deadly while invisible, which was a major concern.
  • Who is more salty?  The person who created this post, or the person he/she played against?  My bet is on the former.
  • @powerbats I can agree that it is either a purple or a green, it is definitely no longer a pink.  Whether it is purple or green, I truly can’t decide, as 3 survivors with it on one gen, could finish that gen in about 12 seconds.
  • @Causticwit75 said:
    They could give it a QOL by making you immune to Ruin, Huntress', Unnerving, Overwhelming, etc for the duration of its one time use.

    Ummmm.....have you even used a BNP? It is 100% immune to Hex: Ruin for the few seconds that it is active. And if Hex: Huntress Lullaby is in any way active when you are using it, why are you not using it at the beginning of the game?

  • And there is the “E” word, thanks to @Tru3Lemon , who obviously doesn’t know what an exploit is. It is intended game play, get used to it. If the devs want to change it, all they need to do is tie the timer to the terror radius. Maybe they will, maybe they won’t, but either way it is not an exploit. I sometimes wonder if these people throwing around the “E” word even know how to play the game.

  • The devs have already stated that the nurse is going to be changed significantly. She is almost unstoppable on PC, and is a complete joke on console. I luv it when we see a nurse, as I know it’s going to be an easy game. However, they also stated that she will most likely be the last killer that they balance (significantly nerf on PC), so I wouldn’t expect anything big for at least 2 years. I would expect much smaller changes that may help other killers, but somewhat break nurse, or at least hurt her. The end game changes will have been completed long before her changes have begun.

  • No!

    I think of it this way, I didn’t use any of the Ebony Mori’s that I received during the event. I received anywhere from 1 to 3 Ebony’s on each Bloodweb, with the others being Ivory or Cypress, so I have quite a few. Some day soon, there is going to be a reconning for all the firecrackers that I had to evade. Get ready everyone, “The Days of the Moris” is coming soon.

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