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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • Did someone say "Sabotage the Huntress' lockers?" as an alternative objective?
    Strange...
    I was sure I heard someone whisper that.

  • The last time I suggested survivors be allowed to sabotage the huntress' lockers, I was assaulted (metaphorically). I still think it's a good idea tho...

    ...wastes survivors' time and all...
    ...and would be fun...

  • I would be okay with adding something like you repair slower after a minute of the match starting if you haven't achieved the reunited score until then. It would go away after the score had been achieved at least once.

  • Fun fact: If a hag places a trap under a survivor even if that survivor isn't crouching, the trap won't trigger until the survivor moves :D

  • @PolarBear said:

    @MegaWaffle said:

    @The_Daydreamer said:
    Open Handed has the effect, that its increases your aura reading ability by 8 meters.

    This perk could be so much better. Just let it increases more perks and not just the aura reading ability.
    Let it infect perks like Leader (16 Meters instead of 8), Boil Over (22 instead of 14), Prove Thyself, etc.
    Plus maybe increase the range, but that would be so much better and I would love to run and combine that perk.

    I think the perk is fine......when someone else is wasting the slot for it.

    The perk is powerful if a swf team has 4 of them and all running something like bond or kindred (idk if Kindred works with it since you could see the killers aura from 40 meters away) but since you are already playing in swf there is not point in wasting a perk slot for it since you are already communicating with your team at all times.

    No one will ever use it, if they are in a SWF Group. And no, Kindred doesnt work with Open Handed, sadly.
    And sure you can't notice a difference, because it just effect perks like Bond or K.O. Not more.
    Thats why this perk could really need a buff, so it can be used with different perks.

    Open Handed does work on Kindred tho. It’s just that there’s a max range
  • Poweas 
     Someone always spawns to ur right. If ur right is a wall, they'll spawn to ur left. It's a good way to find that guy early. 
    Wait they do? Cool!
    Technically, it’s the spawn rule that at least one survivor almost always spawns against the same stretch of wall that you spawn on. I don’t always know which wall I spawned against is the one uncertainty. They could be to your right, your left, behind, or in front of you, depending which way you face.

    I personally have a hard time with learning Nurse because I always seem to get farm or swamp maps with her, and I’m blind as a bat
  • Nodding their head should sprain the killer's neck forcing them to look up/down permanently for the match, spamming M2 should break billy's chainsaw, trap-bagging as Evan should cause his traps to break.

    Any other stupid ideas?

    OMG. I’ve just realized how much better this game could become. Your comment and this thread gave me hope. You have no idea how much I want a Leatherface running after me with a broken neck.
  • All I want from Vigil is for it to reduce the time I am affected by debuffs and reduce the negativity of said debuffs if possible (like Mangled or Hindered or what have you). I could care less about the strange aura reading business of others you have going on there. It would be different if it was your aura being revealed to others.
  • Wolf74 said:

    @Kind_Lemon said:

    BBQ actively works to promote tunneling and effectivize camping.

    I have a difficult time expressing my emotions about this within the rules of the forum…. so a simple #########? has to be enough.

    I had a hard time reading through the rest of the post, because this has basically been burnt into my brain.
    How does this statement make any sense??

    I could say the same about your statement. What makes BBQ a perk that incentivises not tunnelling and camping when the perk shows the auras of injured survivors along with telling the killer when a survivor is nearby so that the killer can stay near the hook while searching?

    I find it hard to see why you think it doesn’t make camping and tunneling easier and less chancy if the killer decides that’s what they want to do with the perk’s information.
  • Wolf74 said:

    @Slaymore said:
    Reposting to this thread - in case devs take a minute to read the forums:

    BBQ is really 2 perks (aura and points). W'e're Going To Live Forever only awards points for survivor so why not split that BBQ into 2 perks? Or, remove the aura for those already hooked once.

    Also, when only survivors are left, it's a bit OP - possibly remove the aura at that point if the above isn't done.

    Most killers SAY they only run it for the points so splitting it, or removing the aura for those hooked once should be acceptable to all.

    I love how survivor mains still try to bash a perk that was created to solve THEIR issues.

    -Camping
    -Tunneling
    -Long lobby times

    Still they want to nerf a perk that benefits THEM if a killer picks it.

    Survivor mains aren't the brightest candles on the cake.

    BBQ actively works to promote tunneling and effectivize camping. It makes the issues worse. Killers will go after the injured aura if nobody else is on a generator, and if someone is on a generator, the killer can ensure that at least three people are not doing objectives (4 if the injured survivor doesn’t have self-care or there are two survivors injured). If the killer doesn’t see most if not all the survivors through BBQ’s aura-reading, then that killer is more likely to camp. A camper’s rationale is that by camping, not only the hooked survivor’s time is wasted, but also any rescuer’s time. BBQ is a camper’s dream in that it tells a killer when it’s beneficial not to camp and when it is—it’s next-level camping strategies. 

    Sure it was meant to solve problems, but the poor implementation exacerbated the issue. 

    On the main topic:
    WGLF should have different requirements for gaining stacks. When a survivor loses 15,000 points (the survivor brought in a broken key with a weaved ring and prayer beads) every match consecutively for a total of 5 matches because they had some bad games, they lose 75,000 points in total, maybe not breaking even if that survivor didn’t get any saves for WGLF stacks. A killer brings in two ultra rares, only costing 14,000 for the same period, and 3-4ks because of the addons, thereby getting every BBQ stack. The killer gains more bp per round than the survivor even with a two tier rarity increase. WGLF is not sufficient. 
  • Personally, I’d like Surveillance to reveal the aura of generators and survivors that completed a good skill check for 1 second within a 24/36/48 meter radius.
    (It would also work on the action of healing.)
  • Boss said:

    To be fair, no one's going to miss that 8%.

    I have just started missing it after this thread—it’s essentially another stack and a half of STBFL. I thought it still had it :(
  • It’s not the maps; it’s your eyesight and your detection of movement. It’s called Corn Blindness, and many players suffer from it. I am one of them, so don’t fret; you are not alone.
  • Third Seal works agains WoO. That wasn’t Third Seal; there was no blindness indicator on the side. It might have been TotH instead.
  • Tbh from the title I thought this post was going to be about killer hitboxes and how they should be made smaller to combat looping. To my surprise it wasn’t. The more you know.
  • Yeah, BBQ is more powerful than what most killers give it for credit. The devs see the conversation regarding BBQ as not important or hypothetical, good controversy, but certainly not something to which they have to pay any attention. I’m with you on the fact that BBQ should be considered for a rework even though I don’t agree with your proposals.
  • @Kind_Lemon said:
    Once found by a killer, the survivor should have a decent chance to escape. It should not be "try to extend the chase as long as possible because I'm going down eventually". It should be "how can I lose the killer given the options presented?". Pallets in this scenario exist to give the survivor time to think about how to go about doing so. The killer's role is to try and counter the survivors' escape attempts and should be expected to fail sometimes.

    I do agree with one thing that the OP states; Both survivors and killers move too quickly to appreciate the scenery (and for balance of reaching objectives, hooked survivors, stealth, etc.). Another thing I'd like to add is that the lack of acceleration from both survivors and killers peeves me. Why is acceleration and deceleration present only in missed attacks and successful attacks?

    Killers lose speed boosts when they attack, when they get stunned, and when they break a pallet.

    Interrupted chases also decreases bloodlust quickly.

    To which part of my post are you responding to with “speed boosts” and “bloodlust”? I’m not sure how your comment relates to the lack of player acceleration (which includes deceleration) across all roles.
  • Attempting to burn a Wraith is really risky and eats up so much battery with so little reward that it’s not worth doing unless the Flashlight is top-tier.
  • If you are so worried about your sprint burst use it at the start of the chase, if you are so worried about your dead hard use it to dodge the bottle.
    You are complaining about a killer that is basicly played by no one and about 1 of his very specific addon.
    Literaly no one is playing the clown

    Why are you so against balance feedback regarding an uncommon addon that’s become too powerful? There is no difference between the uncommon and rare ( is it very rare?) addons due to the loss of all Exhaustion upon being hooked. All the Exhaustion-giving addons that have timers need to be reconsidered even if it is just to say that they are fine the way they are now. 

    I support you, @Voidraconis !
  • Hex: Music and Sounds

    This hex unlocks hidden potential in the game files to fabricate an intricate story of the entire trial through sounds and music for all players in the trial. This hex is especially appealing for survivors to break because all it does is make their experience better.

  • @thekiller490490 said:
    Mine is Clown's solvent jug. Using this makes dead hard non-existent for the clown and when used properly can stop lithe/balanced or even SB. This add on cancels out one of the most used types of perks in game an I love it.

    I don't think this is underrated, but sure.

    My personal favorites are the Huntress' Deerskin gloves (especially back when Tinkerer worked on them — checking lockers then felt really good) and the Hillbilly's Death and Doom Engravings. Best underrated addons in my opinion are those.

  • @Tsulan said:
    That's the whole purpose of it. Give the killer a reason to not camp and tunnel.

    But survivors complained that they don't want to be punished for the mistakes of others. So the devs nerfed the aura reading. 

    Right now it's a joke. Half of the time I won't even see a survivor with it.
    Devs should remove the aura reading blockers for it. Just keep it at minimum distance. 
    If survivors don't like that, then they can equip sole survivor.

    I mean, why should survivors have free choice on what to equip while killers are forced to equip so many perks to counter survivor gameplay that doesn't require perks?

    Sole Survivor doesn't counter BBQ...
    And BBQ doesn't incentivize not tunneling...
    And BBQ helps killers camp more efficiently...
    And it's still one of the top killer perks in the game.

    What are you going on about?

  • BBQ does 4 major things for a killer:

    1) Gives 100% bonus bloodpoints at the end of the game if you've hooked each survivor at least once whether you've camped or not.
    2) Tells the killer when to camp and when not to camp.
    3) Shows the killer where on the map to look for other survivors (increased killer efficiency — also shows which survivors are injured and easier to go after).
    3.5) Forces survivors to move off of objectives or waste time trying to counter the perk once they think you have it.
    4) Starts chases even before survivors know the chase has begun (especially on high mobility killers).

    In summary, once the killer is already doing well, it elevates killer efficiency while decreasing survivor efficiency to an extreme. It's a perk that helps killers steamroll when they are already steamrolling rather than helping bad killers do a little bit better.

  • Once found by a killer, the survivor should have a decent chance to escape. It should not be "try to extend the chase as long as possible because I'm going down eventually". It should be "how can I lose the killer given the options presented?". Pallets in this scenario exist to give the survivor time to think about how to go about doing so. The killer's role is to try and counter the survivors' escape attempts and should be expected to fail sometimes.

    I do agree with one thing that the OP states; Both survivors and killers move too quickly to appreciate the scenery (and for balance of reaching objectives, hooked survivors, stealth, etc.). Another thing I'd like to add is that the lack of acceleration from both survivors and killers peeves me. Why is acceleration and deceleration present only in missed attacks and successful attacks?

  • McLean said:

    Orion is right about how the multiple negative effects stack. The secret in the sauce is that positive action speed modifiers are added together before being applied, whereas negative action speed modifiers are applied sequentially. Let's say you have Botany Knowledge (+33%) and Resilience (+9%), but you're Mangled (-20%) and using Self Care (-50%). Charges per second will be (1+0.33+0.9)*(1-0.2)*(1-0.5) = 0.568. Healing takes 16 charges, so it'll take 16 / 0.568 = 28.16 seconds to heal.

    I think this comes across as confusing for most because they expect the percentages to be based on time, rather than speed. Descriptions could be a little clearer on that.

    You wrote Resilience as .9 in you’re  calculations instead of .09 fyi. You still used .09 when calculating, however.

    Why are positive modifiers not applied the same way as negative ones? (I understand that if negative modifiers were done like the positive ones, you could end up with a 0 charge per second result.)
  • If the event rarity is treated the same as the common rarity, Plunderer’s should decrease the chance of finding the items you want. I don’t have any spooky items, and I really want one for my only P3 character before the event ends.
  • If survivors didn’t loop, they would all be found and downed tremendously quickly, leading to 4ks every game. The game is broken, and yes, the developers realize that.
  • I hate the fact that RBTs can only be put on a survivor’s head after they’ve been downed. RBT mechanics should be separate from the “end the chase and hook” mechanic. I would love to see an RBT applied to a survivor at the start of the game except that the RBT doesn’t show up in the HUD of survivors until activated. Traps only appear on a survivor’s head after a certain criteria is met (eg. Staying in a locker for more than 15 seconds, or failing a heal skill check, or other things of that nature). I also believe  that Rules No. 2 should be base kit.
  • willcenx said:

    I think it should make survivors' grunts of pain more directional and counter IW. I would be so excited to run it on Rin then, cuz it would make her sooooo terrifying for injured survivors. No way to escape from her vendetta.

    That’s not terrifying though. It’s exhilarating for the killer, but makes surviving less scary because there’s no hope in a chase, and chases are inevitable if the gens aren’t done quickly. Scary would be jumpscaring someone after they thought they lost you.
  • If survivors play perfectly, the killer will never win. Killers can 4k after making tons of mistakes/mismanagements if survivors aren’t perfect. It isn’t an issue with Hillbilly, it’s an issue with the game.

    Edit: spelling correction
  • I would like Hope to increase movement speed by 1/1.5/2 % for every generator done after the second one (that means 8% additional tops). Hope dies out 120 seconds after both gated have been opened.

    The timer on hope bugs me especially if I’m being hooked while the last gen pops. I often won’t get to use the Very Rare perk even though I’ve waited all game to use it. 
  • amneoss said:
    I can't hear anything in this game. Stridor or not.
    I can tell when a gen is being worked on or a chest being searched but that is about it.

    I'll be watching a streamer like Tru3 or Panda and they'll say I heard them breathing/moving. It genuinely has me concerned about my hearing. 

    Even when I turn my headphones up to max I still get nothing except feeling like my eardrums are going to burst when I hook someone or break a pallet.

    Stridor or not. I never hear survivors. I'm like a T-Rex I need to see the survivor first. And even that is hard as I'm convinced the killer's screen is darker than survivors. 

    This is my experience exactly.
  • The event, which isn't all that awesome, would be made at least 50% cooler with this one feature

  • @yeet said:
    yeet said:
    I played a game against a mediocre Huntress the other day, and I kept getting downed because I would fake a vault, she would go to the other side, and I would move away from the window. Then she popped her head back around, and I would do a running vault. Except that I didn’t because I forgot the changes were implemented. She downed me twice in the same game that way. The last time she downed me was because I over compensated the running time needed, and I was a sitting duck jumping that window. It was a sad game for me :( 4 gens left because of Hex:Ruin to boot even with most survivors running toolboxes.
    Obviously she was better than you if you died.
    @yeet Lol that’s an interesting way of thinking about things. It’s as if your proposing the game didn't have some aspect of chance, but anyway, that’s getting off topic XD. The issue my post highlighted was how the vaulting changes have affected my games. I didn’t post it as a complain or bash about/on the Huntress. 
    In conclusion; it’s going to take me a while to figure out if certain mindgames are possible anymore.
    Adapt to the changes.
    ...Um, that’s what I said I’m going to have to do. So, that’s already happening, but thx for the blunt, not-so-helpful advice? I guess?
  • I liked the post above mine @Wahara
    However, I want a killer that requires intense concentration on sound and memory to play against. Even if this is not possible, I baseline want a killer that I have a chance to get away from while being chased.
  • yeet said:
    I played a game against a mediocre Huntress the other day, and I kept getting downed because I would fake a vault, she would go to the other side, and I would move away from the window. Then she popped her head back around, and I would do a running vault. Except that I didn’t because I forgot the changes were implemented. She downed me twice in the same game that way. The last time she downed me was because I over compensated the running time needed, and I was a sitting duck jumping that window. It was a sad game for me :( 4 gens left because of Hex:Ruin to boot even with most survivors running toolboxes.
    Obviously she was better than you if you died.
    @yeet Lol that’s an interesting way of thinking about things. It’s as if your proposing the game didn't have some aspect of chance, but anyway, that’s getting off topic XD. The issue my post highlighted was how the vaulting changes have affected my games. I didn’t post it as a complain or bash about/on the Huntress. 
    In conclusion; it’s going to take me a while to figure out if certain mindgames are possible anymore.
  • They are afk crows. If you haven’t done anything for a while, you hinder all other survivors. The killer, when camping, has no allies to hinder. Afk crows exist to keep the game moving.
  • @Spudbar, Your insight into the problem is excellent and well thought out, but I disagree with your implementation of solutions.

    The only flaw in your post is that you don’t mention increased ways for survivors to escape a chase rather than elingating a chase. This is another major issue I see in game design. These two issues should be looked at in conjunction if the game is to be better balanced.
  • I played a game against a mediocre Huntress the other day, and I kept getting downed because I would fake a vault, she would go to the other side, and I would move away from the window. Then she popped her head back around, and I would do a running vault. Except that I didn’t because I forgot the changes were implemented. She downed me twice in the same game that way. The last time she downed me was because I over compensated the running time needed, and I was a sitting duck jumping that window. It was a sad game for me :( 4 gens left because of Hex:Ruin to boot even with most survivors running toolboxes.
  • I think it should be an obsession perk if solely for the reason that when hooked and downed survivors count for stacks, this will be a strong enough perk to qualify. 

    And, yes; I do expect this perk to buffed.
  • @Laakeri said:
    We used to have shorter hook timers so survivors actually were pressured when somebody got hooked. You can prolly quess why it got changed.

    Because gen times were made longer, and because the hook times weren't originally changed, camping was more effective (due to a change in the gen time to survivor hook time ratio). There's no need to guess; this is the actual reason.

  • @Kind_Lemon said:
    A better idea would be to ask for pallets to need set up time before they can be thrown rather than the ability of killers to destroy all pallets (upright or not) they find.

    I also mentioned different ideas for that, never said they be allowed to destroy all pallets. I mentioned ideas like being allowed to only do it but only to a couple pallets per trial with heavy cooldowns each time its done.

    I corrected what I said. You’re revolving around an idea that takes away aspects of the game rather than adding more depth. Making it harder by removing abilities is a ton less fun.
  • If it’s just appearance, the prize goes to wraith. The sorrow in his eyes makes me really uncomfortable, and I would be terrified if he started chasing me. Second place goes to The Shape because of his build and mask. Third would go to Lisa, but her lunge is silly-looking. Instead, third goes to Trapper. All the rest I don’t find that scary in appearance.
  • A better idea would be to ask for pallets to need set up time before they can be thrown rather than the ability of killers to destroy pallets (upright or not) they can find.

    Edit: Removed the word ‘all’ before ‘pallets’ because it improperly represented the OP.
    Added the word ‘can’ before ‘find’

  • I would agree with this on all levels except for the case of Dying Light. I still think this mechanic should be implemented regardless.

  • @Orion said:

    @azazer said:
    That's how we got BBQ, pop goes the weasel, make your choice, devour hope. People still camp because survivors make it viable. 

    That's why we need to punish Survivors for hook rushing. Give Killers double damage and increased recovery speeds within 8 m of a hooked Survivor, see if that fixes it.

    Survivors are already punished for hook-rushing, but the consequences of not saving are so monumental that hook-rushing seems like the better option. I would rather not save anyone from the hook and escape by myself, but the game is built to require me to save. From losing emblem points every time a survivor is hooked and not getting those points back if no one saves the hooked one all the way to the multiplier loss of team ability in gens, altruism is pushed HEAVILY in this game. This is the main cause of most of the toxicity surrounding the hook. I'm confused as to how people don't realize this.

  • @DeadByFlashlight said:
    A killer that camps will go afk in front of the hooked survivor, probably even stand up and get some snacks. Then he will chill until he dies and then walks away, probably even with a few seconds delay after he pushed his snacks to the side and chases down his next camping target.

    Your idea punishes the non-camping killer instead of the camping killer

    I play hag mostly, and I find that I'm back at the hook in no time once someone is rescued (bc of popped traps). I personally do not care how much time the survivor has lost on the hook, and I feel decidedly mean when I come back just before the halfway mark. If I camp, however, I know I can leave the hook a good 10 seconds before the survivor is dead because I can make sure no one saves them. I've played in a style I do not like as a survivor, and I wanted to propose a change to that. The same applies for Nurses, Huntresses, and Billies. Wraiths, Leatherfaces, Trappers and Michaels have to wait slightly longer before giving the hook distance if they were camping. Spirit might be there or not, so she's a different story. Freddy is not worth talking about. I want to minimize the ability of killers to hunt down other survivors after camping a survivor to death. Seconds are huge, and for a team of randoms who may or may not know what is going on, this is boost. Kindred's Tier 3 range is not super effective in highlighting tightly patrolling killers, and a limit prevents Open Handed from doing wonders on that perk. This was a suggestion that I thought would have more of a mix of positive and negative remarks. It appears that this was not the case.

  • If hooks gain 20% sabotage progress every time a survivor is unhooked from that specific hook, I'm in with more changes to saboteur.

  • @DeadByFlashlight said:

    Because your suggestion hurts those killers who like to move away from the hook. For those killers its useful to know in which hook stage the survivor is.

    A camping killer doesn't care because he camps anyway.

    Alright, then. You seem to be saying it's difficult to know what stage the survivor is in while on the hook. Why not instead of discrediting my idea completely, suggest something like a range for not knowing? Even an indicator on the hook icon that lets the killer know if the survivor is in struggle or attempt escape phase is something you could say.

  • @DeadByFlashlight said:

    @Kind_Lemon said:
    @DeadByFlashlight said:

    @Kind_Lemon said:

    DeadByFlashlight said:

    @Kind_Lemon said:
    
    A balance change to reduce choice camping would be to not let the killer know how much longer the survivor has on the hook before they die. That would mean a greater chance for unpredictability in survivors in situations where the survivors aren't experts at chase, and the killer is dominating the hook game.
    
    Tell me why the community members agree or disagree.
    
    
    
    How does this affect camping at all?
    
    I mean camping literally means that the killer chills next to the survivor until he dies, how does it matter AT ALL whether he sees a timer runing or not?
    
    The timer is actually only useful for killers that DONT camp. Take that away and you will see probably evne more campers :lol:
    

    It affects the optimization of camping, making it harder. A killer can’t just leave when there is a fraction more bar left, looking around for unhookers that might be running in last second; they have to wait until they see the survivor stabbed with spikes. That gives roughly 10 extra seconds at the end of a sacrifice for survivors who aren’t in comms to make up for their inefficiency during that time.

    I dont think you know what "camping" actually means and I believe you are talking about "patroling" actually.

    A killer that camps doesnt move away from teh hook anyway and doesnt give a [BAD WORD] about any timer until the survivor is dead^^

    Yes; that would be camping. It is the prevention of a save off a hook through the defensive strategy of standing near the hooked survivor. Most killers will start to leave the hook if the timer is low enough and there is not enough time for a survivor to run in and save. It’s a small change to require more investment, albeit amall, to camping. 

    All I want is for the killer to have less time to catch other survivors if the killer camps.

    You are talking about the 2 seconds the killer leaves earlier from the hook because he knows there is no survivor in sight so there is no save possible?

    Pls dude

    Yes, I am. I don't know why everyone's trying so hard to protect that tbh. It's kind of silly to argue against it, and it only makes the survivor experience better, in which I take part, sometimes.

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