Avatar

Kind_Lemon

Kind_Lemon

About

Username
Kind_Lemon
Joined
Visits
1,464
Last Active

Comments

  • @DemonDaddy said:
    Does nobody remember all the posts about to many leftover offerings. They increased the base number of event objectives and toned down the frequency, feels alot better than the heavy need for and overabundance of the last event offering.

    While this may be the case for non-level 50 characters, when a player has to spend ~40-25k bps per bloodweb to get 1 offering which grants at max less than that in bps, it's not worth the work put in to get the offerings.

  • @Kind_Lemon said:

    @Peanits said:
    A fix was just pushed to the backend. It should be working on all platforms now.

    I get points from playing killer but not from escaping as survivor Edit: with a lantern. Can you give an estimate as to when survivor points will work?

    nvm; I'm good now

  • @Peanits said:
    A fix was just pushed to the backend. It should be working on all platforms now.

    I get points from playing killer but not from escaping as survivor Edit: with a lantern. Can you give an estimate as to when survivor points will work?

  • Why in the world has slippery meat been suggested to be worse that no mither? Why do survivors lose progress and gain wiggle time when dropped? Secondly, wiggling off is meant to prevent survivors from going to the basement and nothing else. That’s the reason sabotaging was hit so hard in the nerf.

  • Surveillance on this post is outdated fyi.

  • I would prefer it to be reverted. It's disappointing when I want the item in the chest (because I have none) and then a sneaky killer appears and chases me away before I can bend back over to pick it up.

  • The issue are the lobby times... it is easier imo to become a good killer against mediocre survivors than it is to become a good survivor against mediocre killers, so you won’t have that many good survivors at rank 1.

  • I would like it to be;

    Iron Maiden

    Open lockers 25/whatever/whatever % faster
    Survivors in lockers must perform the rush action in order to leave. Survivors who exit from lockers suffer from the Hindered effect for 100/120/140 seconds.

  • Animations need touch-ups to fit with the killer’s hitbox so that it looks to the survivor like he/she was hit and not just have to imagine the hit detection zone and survivor hitbox overlapping.

  • I run stbfl because sometimes I can get a hit and then be able to teleport immediately after to where the survivor ran. I personally don’t like exposed perks outside of Hex: Devour Hope, but that’s personal preference. I also run A Nurse’s Calling due to the reduced terror radius of hag. I used to run Sloppy Buthcer until I got BBQ, which makes killing survivors easier, but BBQ is just too good to pass up sometimes.

  • It was removed when The Game map was introduced because of the change to The Nurse’s ability to blink up and down floors quickly. Accuracy penalties on addons were essentially nullified at this time.

  • It may not be fun for you because you A don’t like holding the monotonous M1 forever on gens or B aren’t a god in the chase and aren’t familiar with killer jukes. If I’m being honest, go watch a killer play this game and notice what things are broken in their favor, and the go watch someone like (I hate to say it) Ochi*o to see how good survivors can be amazingly strong (albeit against average killers). 

    The developers are forgoing many mechanics on the survivor side of the game in favor of nerfing the survivors’ chase potential because of how broken that can be. It makes survivor gameplay tedious at times.

    I sense that you may be a survivor that doesn’t use your items. My advice is to use the tools that are given to you so that you have a better chance of survival.
    Additionally, I feel as if you lack awareness of your surroundings. I suggest bringing perks like OoO if only to understand how killers operate when not in your line of sight.
  • Does anyone know if thanataphobia unintentionally affected window vault speed and pallet vault speed in the past?
  • @Mister_xD

    Something funny I noticed when I recently started using Premontion is that when you have to look around to know where the killer is, you are a lot more likely to fail skill-checks because your eyes ARE actually focussed on something else, which was what the whole point of skill-checks was about!

    It'd be super cool if you could only hear the heartbeat of the killer when they're within Traditional Terror Radius Range + in your FOV, for longer than 0,5 seconds. (meaning you can't spin around)

    Just the trills!

    sidenote:

    Would cause problems with already weak terror-radius-condition based perks like caulrophobia et al.

    OR...just have skill checks appear on the object/survivor with which is being interacted. That way, survivors have to look at the gen/injured surv/hook to not blow it up. It also makes Hex:Huntress Lullaby more potent.
  • I agree, especially if this is in response to what Paulie Esther and company tried to do recently. 
  • @fcc2014 said:

    @Kind_Lemon said:
    Dear devs,

    Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them.

    Sincerely,
    A fan of your game

    Sabo and toolboxes got a nice buff so stop with it being nerfed. Don't get hooked in the basement. The basement is also suppose to be the closest source to the entity. Monstrous Shrine should be built into the basement and not a perk. The basement should be the most dangerous place for a survivor on the map.

    While you seem to share some agreements with my personal opinions about how the basement in general works, you also have some conceptions about monstrous shrine that don't pertain to the discussion. Addressing your claim that sabotage has been buffed, if you are looking at the history of sabotage, when toolboxes had this penalty introduced and sabotage was permanent, this rendition of sabotage has not been "buffed" from the original concept. Additionally, sabotage was an integral part of the game, only made an issue by constant basement-bound survivors and the wiggle bar. Now it is not, and therefore my comment about all the sabotage-related addons and items being less seen and used stands.

  • @fcc2014 said:
    Kind_Lemon said:

    @fcc2014 fcc2014 said:

    @Kind_Lemon said:

    Dear devs,

    Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them.
    
    Sincerely,
    

    A fan of your game

    Sabo and toolboxes got a nice buff so stop with it being nerfed. Don't get hooked in the basement. The basement is also suppose to be the closest source to the entity. Monstrous Shrine should be built into the basement and not a perk. The basement should be the most dangerous place for a survivor on the map.

    While you seem to share some agreements with my personal opinions about how the basement in general works, you also have some conceptions about monstrous shrine that don't pertain to the discussion. Addressing your claim that sabotage has been buffed, if you are looking at the history of sabotage, when toolboxes had this penalty introduced and sabotage was permanent, this rendition of sabotage has not been "buffed" from the original concept. Additionally, sabotage was an integral part of the game, only made an issue by constant basement-bound survivors and the wiggle bar. Now it is not, and therefore my comment about all the sabotage-related addons and items being less seen and used stands.

    You are correct about sabotage is not what it was with hooks not respawning. The game has evolved you can't expect that back. That in it's current gameplay is no fun for either side.

    Certainly; sabotage as it is now is lackluster and difficult for survivors to do while being tedious and annoying for killers to face. What I'm suggesting is not a complete rediscovery of what sabotage means; all I would like is the opportunity to, if a survivor would like, sabotage basement hooks because it wouldn't ever disrupt the flow of the game.

  • @Kind_Lemon said:
    Dear devs,

    Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them.

    Sincerely,
    A fan of your game

    Sabo and toolboxes got a nice buff so stop with it being nerfed. Don't get hooked in the basement. The basement is also suppose to be the closest source to the entity. Monstrous Shrine should be built into the basement and not a perk. The basement should be the most dangerous place for a survivor on the map.

    While you seem to share some agreements with my personal opinions about how the basement in general works, you also have some conceptions about monstrous shrine that don't pertain to the discussion. Addressing your claim that sabotage has been buffed, if you are looking at the history of sabotage, when toolboxes had this penalty introduced and sabotage was permanent, this rendition of sabotage has not been "buffed" from the original concept. Additionally, sabotage was an integral part of the game, only made an issue by constant basement-bound survivors and the wiggle bar. Now it is not, and therefore my comment about all the sabotage-related addons and items being less seen and used stands.

  • @Orion  said:

    "Take away what makes basement hooks unique so that they become useless."

    The answer is, obviously, no.

    Firstly, that’s not a quote, and I resent the attribution, and while I appreciate your experience in the game, people who have been playing for so long can be very resistant to any type of change that they don’t understand even if it may be benign. Basement hooks have 4 things that make them special. They are listed below in order of greatest to least importance.
    1. The basement hooks are in a cluster so that multiple survivors can be hooked together.
    2. The basement hooks are located in an enclosed area with no pallets or windows readily available within a short distance (have to go up stairs).
    3. The basement hooks are able to be blocked off from the rest of the map by a killer's body-blocking.
    4. The Basement hooks do not break when survivors die on them. (can't be sabotaged, etc.)

    @Acromio said:
    No.
    /thread

    What this guy said. Basement hooks should never be broken. Period. End of story. /end thread

    To many of you, who either remember the days when basement hooks were the only hooks on the map or simply resent change that you perceive as threatening; it's not an intrusion into your power as killer. Allowing  basement hooks to be sabotaged won't bring back the sabotage meta, nor will it make it impossible to hook a survivor in the basement. If there are survivors in the basement sabotaging hooks, very few of them would get out once they are caught inside as the first hook goes down. The only thing this will do is make saboteur and/or Breakdown a perk that could prevent a survivor from getting the back hook and saving themselves a couple of seconds in their next escape from the basement. I also am not suggesting basement hooks break when a survivor dies.

    In short, there is no strong argument against allowing basement hooks to be sabotaged. All hooks have gained the reviving capabilities of basement hooks, and I am only giving sabotage more use in whatever situations a survivor may be. Again, why would a survivor waste time sabotaging the back basement hook instead of doing gens unless they are as hungry for new adventure and purpose as I am?

    I'm really curious as to what your responses are.

    P.S. I don't really like the current wiggle mechanic if anyone asks. The whole thing with survivors wiggling free if the killer wasn't even going to the basement is iffy and caused a lot of problems for this game's development.
  • Prove Thyself doesn’t even cancel out the inefficiency penalty applied on multiple survivors working together. The toolbox speed has always been there and been the same, and it could have been worse with leader, which with enough survivors truly countered the inefficiency penalty.
  • Prove Thyself doesn’t even cancel out the inefficiency penalty applied on multiple survivors working together. The toolbox speed has always been there and been the same, and it could have been worse with leader, which with enough survivors truly countered the inefficiency penalty.
  • Don’t jump the window if you don’t want to be trapped? There’s another way down from the combine. Additionally, once the trap is set, the Trapper can’t untrap it without stepping in it himself. It was an issue with survivors because killers follow survivors in order to catch them. That core mechanic was being foiled. Untrapping traps, on the other hand, is not necessary and therefore is not of the same caliber as the survivor body block issue.
  • A decent legion will never be unable to eventually down a singular survivor as long as the exit gates are not open. There is no counterplay via stealth or otherwise (some chase jukes work against less skilled legions), so survivors use their last resort “counter”—doing generators as fast as possible. I think @ScottJund said that playing Legion is like playing a single player game, which DbD is not. Legion has very little ability outside of applying deep wounds to a survivor, and survivors can do almost nothing except do gens. It’s not fun for people who want to be playing Dead by Daylight in any way.
  • The crows on the more open farm maps have been gone for quite some time before this patch. It’s just that it was barely noticeable, with Torment Creek being the only exception.

  • This shouldn’t be in balance feedback because there’s no balance feedback. It should really be in wishlist. @MandyTalk
  • Entità said:

    @Kind_Lemon said:
    I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.

    Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
    Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.

    For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately. :(

    Aura perks to be countered by immunity from 3 stacks on Sole Survivor are as follows:
    - Bitter Murmur
    - OoO (with open handed)
    - Blood warden
    -Territorial Imperative

    Killer Addons affected are as follows:
    - Willow things x2 (Hag)
    - Glowing Concoction (Huntess) ; not really that important
    - numerous mirror addons (Michael)

    Killer Powers:
    - Freddy 

    ...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.
  • @Peanits said:
    Just stay away from the basement. If you sabotaged literally every other hooks, all you gotta' do is not run straight to the basement when you get chased. If you decide to do that or the killer somehow manages to zone you over to it, you messed up. I don't think you should get a free win for making mistakes like that.

    I see that I am considering sabotage to be of different use than giving survivors free escapes, mostly because I was not here during the whole sabotage era of the game. And since you've been here for a very long time in the development of the game, I am excited to see if you can share any insight into the starting idea behind sabotage.

    From my understanding, in this time-management game where addons, perks, and items reduce seconds reduce and add seconds, everything needs to be considered in just this aspect at one point or another. Sabotage is no different. In its original state, hooks were gone permanently and the only reachable hooks were the basement ones, as you know. Without a wiggle bar, killers would just have to waste some time by going to a less convenient hook location. However, with a wiggle bar, the amount of time survivors gain by wiggling free is immense. An imbalance began to form because of the wiggle bar, a mechanic implemented to prevent killers from taking every survivor to the basement. Therefore, slugging the entire team became a very popular strategy.

    Since the nerf to sabotage, there was never any consideration about the basement hooks. Since all hooks respawn anyway, I doubt a killer is going to slug someone in the basement if there's another hook nearby just because the basement hooks are temporarily broken. Even if the survivors were to run into the basement after hooks had been sabotaged, when four hooks come back simultaneously, there's nothing any survivor can do.
    I'm curious if @Peanits , you know anything about the developer decision that made hooks the way they are today.

    Edit: Spacing

  • I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.

  • I want a very rare pig addon that gives her triple bp but prevents bear traps from killing survivors (they pop off at then end of their timer).

  • I hate the perk as it is and wish it could be destroyed. Slippery Meat all day!
  • I am 1 unless I have WGLF and am missing stacks or if I have No One Left Behind. 
  • Bloodweb levels do not prevent you from learning new perks; level 50 becomes a repeating level. The bloodweb level only affects four things: the size of the bloodweb, the rarity of items, whether a mystery box spawns or not, and if you’re allowed to go through the prestiging process.
  • @Mister_xD said:

    @Kind_Lemon said:
    @Mister_xD said:

    @Kind_Lemon said:

     @Mister_xD said:
    
    sure.
    
    but i want something in return!
    
    what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
    

    thanks.

    ...why would you want this? I mean, if you were a developer, I'd make the deal, but still. What is going on in your life to want that?

    why i would want this?

    simple.

    you cant just nerf slugging into the ground and take away our hooks. if one is to be nerfed, the other one has to be buffed. for balance reasons.

    and let me ask you this:

    would you really make the deal? are you sure you would want that?

    cuz honestly, as a survivor i wouldnt. have you ever been slugged? meaning 5 minutes on the ground until you bled out and died? its no fun.

    take away a killers hooks and thats what he'll do. are you really gonna say yes to a deal that would make 80%+ of your matches end like that?

    This isn’t a badge of honor... And, yes, I have been slugged for the full time, and it was by a billy who didn’t want to hook anybody even when we crawled next to hooks. This is the only time. Sabo is currently used (for solo players) to make the killer walk a little bit further before hooking someone. That’s all. Letting basement hooks be sabotaged would make that be the only counterplay to a basement Hag, Leatherface, and/or Trapper. So, yes, if you were a developer, yes, I would make the above mentioned deal. 

    And no, slugging hasn’t been nerfed. I still use the tactic perfectly well.

    sabo, when done right can be very strong. however, the killer wont just let you wiggle free and escape then. he'll just drop you and let you bleed out, which his the most boring thing this game has to offer.
    believe me: you do not want to have the majority of your matches like this.
    also, maybe you shouldn't even go to a leatherfaces basement? i mean, hag and trapper ain that big of a problem, you can avoid the traps. but bubba... oh boy. stay out of there.
    and no. that's by far not the only way to counter these killers. again: you will bleed out down there then. cuz as soon as you leave, you get hooked on a close by normal hook.

    and since you didnt want to belive me, that slugging has been nerfed, heres a list:
    -Unbreakable lets you stand back up
    -No Mither lats you stand back up
    -With the Victory Cube, bleeding out gave you 1 out of 4 possible points per survivor. if you were slugging, you would have depiped
    -With the Emblem System, slugging gives no points in devout. combine that with a very poor malicious and chaser score and you will mostly depip
    -survivors now being able to recover up to 95%, allowing them to get onetapped

    not to mention the point penality you get when slugging...

    so yeah. no nerfs at all.

    thats also why i asked for the other buffs in the first place. because on that case, slugging would be very effective again.

    its a circle. killers slug => survivors complain about being slugged => devs rework the sabo mechanic, so killers dont need to slug anymore and punish slugging with bad points + ranking => now survivors complain about the new hooks => devs nerf hooks => killers slug => survivors complain about slugging => and so on.
    and to be honest, i doubt they will continue to nerf the hooks, as neigther they nor us want this to repeat.

    I didn't say slugging didn't receive changes, and the changes you mention all are counters to non-tactical slugging as in the survivors are left on the ground for extended periods of time. By citing all of these so-called "nerfs" you fail to bring up how the most important part of slugging is the splitting up of the team and not the incapacitation of a survivor for a long time. That's what hooks are for, and if you've been slugging an entire team over the course of the match to win, then you've not been using the best part of slugging to it's full potential.

    So, sure, the concept of downing every survivor and having everybody think that that's a win is nerfed, but slugging used with good map awareness has not been touched.

  • You can sprint when you know the killer is far away. There are some killer-specific reason to not sprint, however. Eg. Don’t sprint near chasing locations or generators when out of chase with the Hag because you’ll probably summon her.

  • ...or just add it into Dark Sense. The hatch aura is shown when the killer aura is shown. Simple, balanced, and easy.

  • @Kind_Lemon said:

    @Mister_xD said:
    sure.
    but i want something in return!
    what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
    thanks.

    ...why would you want this? I mean, if you were a developer, I'd make the deal, but still. What is going on in your life to want that?

    why i would want this?
    simple.
    you cant just nerf slugging into the ground and take away our hooks. if one is to be nerfed, the other one has to be buffed. for balance reasons.
    and let me ask you this:
    would you really make the deal? are you sure you would want that?
    cuz honestly, as a survivor i wouldnt. have you ever been slugged? meaning 5 minutes on the ground until you bled out and died? its no fun.
    take away a killers hooks and thats what he'll do. are you really gonna say yes to a deal that would make 80%+ of your matches end like that?

    This isn’t a badge of honor... And, yes, I have been slugged for the full time, and it was by a billy who didn’t want to hook anybody even when we crawled next to hooks. This is the only time. Sabo is currently used (for solo players) to make the killer walk a little bit further before hooking someone. That’s all. Letting basement hooks be sabotaged would make that be the only counterplay to a basement Hag, Leatherface, and/or Trapper. So, yes, if you were a developer, yes, I would make the above mentioned deal. 

    And no, slugging hasn’t been nerfed. I still use the tactice perfectly well.
  • I think the devs wanted to make Calm Spirit do this when The Pale Rose was first implemented, but they didn’t because they couldn’t figure out how to do so. 

    Developers, it would be nice if you could try again.
  • Legion on the power scale (5 max points for each category)

    Tracking survivors: 4
    Dealing with pallets: 4
    Dealing with windows: 4
    Dealing with loops in general: 2
    Chasing a survivor with no obstacles: 3
    Map pressure: 3
    End Game potential: 1
    Getting bloodpoints: 5

    Downing survivors (without Frank's): 0
    Downing survivors (with Frank's): 5

    Total: 31/45 without Frank's and 36/45 with Frank's

    For some reason, Legion does really well in knowing where survivors are and hitting them, but he is a bad killer due to his lack of ability to down with his base ability.

    He's an unfun killer, and the only thing that prevents him from being exceedingly powerful and game breaking is his inability to down. What Legion does is take every part of the game other than the chase and nullify it.

  • I kinda want to be able to move backward while lunging. That would be fun.

  • The issues with pallets are the stuns and time required to make the pallet useless for vaulting. If pallets were objects that didn't stun and couldn't be vaulted over once thrown (eg. dropping a support beam that brings down an impassable wall), then that would a peek into the Nurse's world as to how she ignores defenses.

    So, no, not everything is a pallet, and that's why she can be so effective (in addition to her speed during blink reducing the time to react to an approaching terror radius).

  • I find it funny in a sad way that the devs aim to make under-powered perks to fit into the categories instead of making perks and then fitting them into the categories. That style of design feels completely backwards, and the same goes for addons. If you don't have a perk or addon made for that spot yet, then it doesn't need to be there! Don't force yourselves to make poor quality content for the sake of a perceived consistency. It's not consistent if the quality of the game's mechanics aren't.

  • I've been getting fast lobbies as killer, which never happens to me during the day.

  • Yeah, it's a shame the rework of the Predator perk is the way that it is and also that Lightweight wasn't changed to have lighter footsteps. The amount of mechanics that the developers don't consider to be relevant enough to keep tinkering with is disheartening.

  • @Mister_xD said:
    sure.
    but i want something in return!
    what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
    thanks.

    ...why would you want this? I mean, if you were a developer, I'd make the deal, but still. What is going on in your life to want that?

  • This loop varies in effectiveness against killers from one to the next. With Hag I have no issue, but with Wraith I get wrecked. The balance in this game is so fragile that the developers need to have broken loops to compensate for other forgotten aspects of the game.

  • @Master said:

    @Kind_Lemon said:

    @Master said:

    @Kind_Lemon said:
    Dear devs,

    Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them.

    Sincerely,
    A fan of your game

    Sabotage has received quite some buffs recently, just fyi

    By "quite some buffs" to sabotage, you mean...what, exactly? Saboteur was modified slightly so that it no longer has the efficiency bonus (balanced out by the overall toolbox efficiency increase), further separating it from (and making it worse than) self care in design style and it adds another 30 seconds to sabotaged things. Those don't seem like "quite some buffs" nor would allowing basement hooks be sabotage-able be a buff. I don't see why the argument that is based on the idea of since something has already been tinkered with it needs no further work is feasible.

    You forgot to mention that it takes 3 times less time to pick someone up from the floor now

    Also you shouldnt forget that slugging gameplayy usually us really boring for the survivors (maybe you like bleeding out, i dont know)

    Are you arguing against allowing Breakdown to destroy a respawnable basement hook by saying that slugging is boring? When was the last time that you were slugged because of Sabotage, much less in the basement? Pray tell, why does slugging play into the change I propose?

  • I only glanced at the post, but the property of Hope removing the Exposed (which should be renamed Vulnerable) status effect caught my eye and intrigued me.

  • @Master said:

    @Kind_Lemon said:
    Dear devs,

    Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them.

    Sincerely,
    A fan of your game

    Sabotage has received quite some buffs recently, just fyi

    By "quite some buffs" to sabotage, you mean...what, exactly? Saboteur was modified slightly so that it no longer has the efficiency bonus (balanced out by the overall toolbox efficiency increase), further separating it from (and making it worse than) self care in design style and it adds another 30 seconds to sabotaged things. Those don't seem like "quite some buffs" nor would allowing basement hooks be sabotage-able be a buff. I don't see why the argument that is based on the idea of since something has already been tinkered with it needs no further work is feasible.

  • @Kaelum said:
    Both hemorrhage and mangled were both significantly buffed in recent updates. There is absolutely no need to buff either, any further. I play both survivor and killer fairly equally. As killer, blood is so bright now, there is no possible way that a survivor can lose me. As survivor, this would absolutely destroy solo players, and have no effect at all on SWF. This is counter to what BHVR is currently trying to do by bringing solo players up to the level of SWF groups.

    Hemorrhage wasn't buffed though. A couple patches ago, the devs made the change for it to apply even after being healed from dying to injured, but that wasn't really a buff.

1 … 36 37 38 39 40 … 42