Lagoni
Lagoni
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- Lagoni
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As a killer you get a quitters bonus, and it count as a sacrifice, so you don't de-rank because of quitters (correct me if I'm wrong).
I think it would be fine for survivors to get a similar quitters bonus that would count as an unhook for the same reason.obviously that's 3 unhooks for one guy quitting, which he wouldn't award, but overall it would probably add up to how much time he would have wasted for the killer.
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You have obviously given this some thought, so here's my thoughts on in.
I like the prisoner's story, but IMO there's an issue with balance.
The killer's power seems quite OP. This would outclass the nurse by miles, unless he pretty much has nurse or lvl 1 Myers movement speed.
Even if it just stopped a survivor for 0.1 seconds (so they would have to re-accelerate), it would still win any chase without ever having to think about mindgames.
Since you can't remove the collars, they would probably act as an anti-tunnel mechanic, since getting a collar on all 4 survivors would pretty much win you the game.
If you could remove the collar however, the killer would definitely tunnel, because of the collar's OP power.perks:
Heavy hitter seems cool, but i don't know if it would be too powerful. It's basically a mini-Myers. You often have to be lucky to get more than one person with Myers ability in one go, since people tend to hide until it's gone, so I'm afraid it would make Myers a useless killer (since every killer would have his power).Fear factor seems like a perk that will probably come out eventually. Another one for the doctor on the game map.
The devs seem to push for a slug meta, so Auto-summon could end up being popular.
Freeze with DS :sick:
Pls no more get out of jail for free cards.Give it up could give more BP without being OP i think. Maybe it could be like the other BP perks. 25% for each rank of rarity on the item?
over time healer rank 3 is over 6.5 minutes for a heal. The game will most likely be over before that. The problem with reducing the timer is obviously healing mid-chase.
I suppose your idea was to complement self-care during chases, to allow for a heal during a long chase. -
Very creative, I would love this.
Sadly however, I think this idea might be too complicated to implement in the game, but that's what wish lists are for I suppose. -
@TheLegendDyl4n1 said:
im tired of people always joining my threads and always having bad things to say about it. if your against what i am saying thats fine but no one wants to hear you if you dont have facts, proof and other things to back what your saying. some people even are just rude on here and i wish there was a way to block people so you could no longer see their comments and add a block-list so we can see the people we had blocked to un-block if we want to. i just get tired of people coming to my posts and not even participating in what i am asking and trying to de-rail the post by constantly saying its wrong or stupid with no facts. the internet trolls are bad and i really wish this was added to the fourms so i dont have to deal with the toxic-nessI don't think you will find any forum that lives up to these standards. It's just part of the internet to be an #########.
If people disagree with you, they will always take the weakest point in your post, and make everything be about that.
I most likely do it myself. -
@GT_Legend2 said:
Why reward players who go out of their way to unhook a survivor when in the face of the killer? It is promoting stupidity for the most apart, and should not happen in the first place.I think the point of this change was; it's not the person on the hooks fault, if some guy hook rushes.
This gives them a slight chance to get away. If survivors are constantly hook-rushing in your games, get better with the timing of the i-frames and punish them until they learn from it.
If you don't like tunneling, just slug. That still gives you extra time for their mistake without punishing the wrong guy. -
google translate? nice.
If you need more time, you could try going back to the hook after an unhook. You don't need to tunnel, but just let the survivors know, that they can't get a free instant heal by the hook.
With the new heal times, it's a bit easier to get there in time. -
@powerbats said:
@Lagoni The thing to realize is that the person that has the occasional real life issue come up isn't going to ever get a ban over this. The only ones complaining about this are those that dc at a high rate and thus get a ban they deserve.I'm perfectly aware. My only issue is, that there should be a prompt when disconnecting. I'M aware that continuous disconnects can get me banned, but with a prompt, the whole issue would be gone and dealt with. No more complaining, because it's right there in the game.
I don't really know when and how this discussion derailed into what it became. -
@Orion said:
I'm an adult myself, FYI. I just don't want my gaming experience ruined because some guy thinks that paying for a service gives him the right to screw over everyone else. If you're not using the product properly, you get punished. If you can't use the product properly, that's your problem.Yeah i know, it was just too good of a zinger to let go.
But I think you keep misreading me. I don't disconnect from games constantly. I don't feel entitled to do so, but I do have a life that on occasion needs more attention than a video game.
The guy who gets calls from his job all the time is not me, that was just an example (perhaps a poor one, i don't know), but a guy like that would probably be happy to get a prompt reminding him, that he will get banned. Then he could choose when to play the game with more care. -
@Orion said:
You sound like the kind of "adult" who thinks they're entitled to [BAD WORD] over everyone else just because they paid for something.If you don't have time to play online games, then don't play them. Know your limitations instead of making them everyone else's problem.
And you sound like the kind of child who takes their games way too seriously.
Lets just agree to disagree. -
@Orion said:
You don't get banned for one DC. You get banned when you constantly DC. If you don't have the time to play an online game, then go play a single-player game that has an actual pause button instead of ruining the experience for everyone else. Your real-life limitations are just that: yours.I'm aware of that, but "constantly" doesn't mean that all the DC's occur in a single day.
I have on occasion left a game because my "real-life limitations" (AKA being an adult with money that pay for the game) dictated that i had to, but not enough to be at risk of a ban, I would assume.
As i see it, there are two problems that cause this split.
1: the prompt one, which i have explained multiple times.
-If there was a prompt, then I think it's all fair game.
2: the remaining players gets punished.
-If the killer leaves, you loose offerings.
-If a survivor leaves, the team is at a disadvantage.
-If a survivor leaves, the killer "wastes" his add-ons. -
@Orion said:
Maybe you should use common sense.You can say that about pretty much anything?
Yes of course it's common sense to most, that DC'ing isn't okay, but if you have a job where you often get calls in your free time, but still want to play a game, then you will get reminded that you risk getting banned if you do it too much.
To a person in this position, it might not be immediately obvious that they will get banned for doing their job. With a prompt to remind them, they might just alt-tab.
Again; it's odd to have a button that essentially can get you banned for pressing it.
There is no arguing with minor bans, only permanent ones. -
@TheLegendDyl4n1 said:
OMFG THEY CONFIRMED IN THE PATCH NOTES THAT EVENT SPECIFIC HOOKS COULD NOT BE SABOTAGED THEY BETTER ADD THAT IF A SURVIVOR DIES WE KEEP ALL NECTAR COLLECTED SO FAR OR I WILL JUST BE DONE. if i die and dont keep all nectar then i will just play killer for the event ffsWow relax, you sound like a spoiled child.
We don't even know any numbers yet, but as you said; If you don't like the potential of loosing nectar, just play killer? -
To be fair, if a survivor doesn't interact with the killer during the entire match, they barely safe pip. They might even de-rank if they only did gens.
I play both killer and survivor, and i hate the gen rush when I'm on killer, but what else is there to do?
I have tried matches as survivor where i didn't see the killer ounce. Not because i tried to avoid them, but because they were chasing someone else.
I suppose Noed is a good anti gen rush perk. It's a way to punish the players for playing overly objective.
If Noed doesn't proc, well then you got some free time from them doing the totems. -
Why would you WISH for that? It's already quite expensive to play killer in high ranks with the add-ons, but this would just be bloodpoints down the drain.
Using this would make you loose the game HARD, and the "more" bloodpoints would be lost in all the other categories.
If this was added, there would just be an unusable add-on that would waste bloodpoints.I understand that it could still be used to apply debuffs, but even if it gave you infinite hatchets, it still wouldn't be worth it.
Good name for the effect though. -
@powerbats said:
TOS/EULA which you agree to when installing the gameTOS/EULA is not "clearly stated", and is not a binding contract in many cases. In general, a service provider can obviously ban you for whatever reason they see fit, but you don't have to be okay with it.
The key is whether the service provider allows the user reasonable notice and opportunity to review the terms before using the website or service.
-taken from eff.org
I do realize that this i about legality, but i still feel that it is applicable.@powerbats said:
If we follow the op's logic because there's a power button on the computer pressing it means they won't get punished for quitting by turning off the computer.That's a quite the straw man. BHVR didn't have anything to do with your computers power button. It's essentially an external or "third party" element, as it resides outside of their game's environment.
As i previously stated, I'm fine with banning people who DC, but there should be a prompt telling you that continuous DC's can get you banned.
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So from the title i thought "bullshit".
@Slaymore said:
How an Earth do you ban people for using a menu option YOU give them?This actually makes sense to me. I do think that the bans for continuous abuse of disconnects is fine, but i also think they should let people know the risks.
@powerbats said:
Wait because they give you an option to do something that the rules clearly state is against and you do it anyways.So this guy says that it "clearly" states that its against the rules, and then links to a forum post.
It's not clearly stated when you have to go to a website to read it.
When the punishment is a ban, i think there should be a prompt in the game explaining this when you click disconnect.I don't really get the whole rant about the bugs. Yes they should be fixed, but I just haven't experienced any.
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Well i like the name, and the overall concept, but it seems like the killer can see survivors, and down them from pretty much anywhere.
Maybe dousing a generator/totem/pallet would just set it on fire for x amount of time, meaning that survivors can't interact with it without getting injured (not insta downed). This would be a great way to defend a nearly done generator from getting finished. If a survivor does interact with it during this period, they will get injured, and send out a scream, alerting the killer (which would be be bypassed by calm spirit).The insta down on doused survivors also sounds a bit too powerful, and would be used for griefing, since it injures surrounding team mates.
Maybe it could just be an effect that gets removed after a heal. It could make the skill checks harder, and a missed skill check, would result in the person healing getting injured.The killer at this state is very defensive, and has to "set up" before being able to chase, so he would probably struggle here, and default to being another M1 killer.
Maybe there would be a way to leave a petrol tracks where you run.
The pig has two "powers", one on M2, and one on CTRL.
Pressing CTRL with the arsonist, would start draining his petrol tank, leaving trails behind him (maybe this would come with a movement speed penalty).
The petrol can then be set on fire to counter loops, giving him a bit more potential in chases.The first two perks sound OP, and the last, sounds like blood warden.
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His argument about camping being easy to counter is only correct if every survivor played SWF or were equally skilled. It's not as team based as he seems to think it is. It is often 4 solo players vs. 1 solo player.
If one person gets hooked, then that person is just dead, and no matter how much one survivor might ignore it, and do a gen, the rest of the team is just squatting around waiting for the killer to move, which he won't.
Be a scary killer? What's scary about me AFK'ing in front of a hook?
It is however correct that is is MUCH easier to pip as a survivor than it is with killer, and that survivor is generally easier to play (at least if you do what i call "fair-play" as killer).
Camping is a very dividing subject. I haven't played the PTB, but i would hardly notice the new chaser emblem, I will however strongly notice the change for getting emblem points for hooking all survivors, and not just for the sacrifice (about time IMO) -
I honestly think it should be 16 killers, each with 16 perks against 1 survivor.
The survivor perks are just so impactful. -
Or you could just grow up, and stop taking it so seriously.
Yes i have been t-bagged, but i have also had the joy of outplaying a person who t-bagged me. Everything is good for something. They WANT you to get angry, and tilted, so work on your temper. -
This would not work. EVERY game would start with the killer finding a survivor, just to run away and drop pallets until the chase would end, because it would save you time overall to not have god-pallets.
The idea could work as an activation perk. after x amount of seconds spent in a chase, the perk becomes active, and you can drop a single pallet. I still don't think it's a good idea though (Spirit fury, and enduring already has something similar as well). -
Sure, but you could continue after mori's. Perhaps other emotes would make sense as well. Alternate "point" and "come here" animations, or maybe whole new ones available in the store.
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I think the amount of iridescent shards you get is fine. I'm currently devotion 1, so the reset has happened, and I'm still happy.
If they increased the amount of shards you get, they would make less money on auric cells/DLC packs.
Extra stuff like better bloodwebs would be fun i guess, but it could create big problems down the line. "Veterans" of the game already have so many good items. Creating even more wouldn't be a good idea imo. -
Leatherface is my most played killer by far. I generally feel like he is an alright killer.
If you get Lery's map, then you are screwed. With all the windows on that map, you are pretty much an M1 killer (which is still better than Freddy).
Is he OP? not at all, you just need to play differently against him. -
It would be fun to have different rule-sets for people to play with, but there might be a problem with splitting the community.
Many people report that they have a hard time finding games already.
Personally i rarely spend more than a handful of minutes as killer, and a few seconds as survivor (unless i consistently get matched with bad pings ofc), but that's probably tied to regions. I would prefer to be matched by ping first instead of rank any day. -
I do i agree that survivors are just skins (some being strictly better than others), but the survivor equivalent to the killer power (although not as exiting) is the tools they can bring in (medkit, toolbox, etc).
It would be fun to have character specific abilities as survivor, but then you would probably have to completely re-balance an already imbalanced game around it, and I'm sure they would rather spend their resources elsewhere. -
This seems like a lot of fun, but the cooldown might be too low. It's almost a get out of jail free card, if you manage to loose line of sight.
Based on the numbers you use, it follows the exhaustion perks. For "logic" and balance, i suppose it could be an exhaustion perk. You spend energy to "kick a trail of dust in the wrong direction".
Matched with Adams pebble throw, dance with me, and quick and quiet, this would probably fool anyone. -
I will admit that i dodge lobbies with obvious SWF groups when i play killer, but the first idea is nowhere near balanced. Just because people play together doesn't automatically make them toxic gods. Aura reads on 3 players would be far too overpowered.
I don't know about option two. What percentage would be fair? if its too much, you might as well not do any gens, and it would punish people who just play casually with their friends, but if its too low, why have it at all.
I think a nice way to balance gens out would be a dynamic timer. If the survivors are doing really well, the repair time goes up, if the killer is, the time goes down.
The problem with this is of course that it would create artificial skill, and punish people who does well. -
Wow this is the biggest sperg fest i have ever seen.
I mainly play killer, but the key word here is "PLAY". If you just want to stand AFK in front of the hook for most of the match, why even launch the game?
Camping when the gates are open or if you are getting crushed is fine i guess, but it ruins the game when the killer only goes for one-hooks, and it doesn't help this toxic environment we are sitting in right now. -
@se05239 said:
Imagine if you removed the need to "level up" perks and you got all perks in level 3 when you unlocked them. Now you cut down the perk grind by 66%.Sure but then you could also just start with all the perks at lvl 3. that's a 100% reduction. The idea wasn't about reducing the grind as much as possible, but to find a balance where you are working towards something, without it feeling tedious.
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@Master said:
So you only get random perks that you havent unlocked via teachable if you are in bloodwebs below 50? Witht he amount of perks that would mean that you have to use lvl1 perks....Oh i see what you mean. I misunderstood you.
My idea is that the perk for every blood web completed would be ADDITIONAL to the already existing way of getting perks. You would just ALSO get a random perk after every bloodweb up until lvl 50. -
No without the teachable, there aren't enough perks for this to make sense IMO. with "the pool" i just mean every perk you have unlocked. Standard, and teachables. You could go on getting a random perk every bloodweb after lvl 50, but i think it would cut it down too much maybe.
The general idea is, that it's not such a hassle to prestige if you got perks a bit faster.
I don't know how to balance it for new players that haven't unlocked any teachables, and don't have the DLC. They might get lvl 3 perks too quick. -
What you are describing is the medium vault. There are actually 3.
Slow: when you are walking/crouching (this is the only silent vault)
Mid: when you sprint, but come in from an angle, or you didn't have enough of a run-up
Fast: When you are in a proper sprint, and you come in to the window from a 90 degree angle.I also disagree with the feet touching the ground. If windows were to be changed like that, the already very powerful loops would be made even stronger.
Also, this is a peer to peer game, so what happens on your screen is not necessarily what is happening on the server (killers screen). -
Sorry that was mean. I meant every point that i made, but i apologize for being childish.
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I like the concept. Maybe the time to do a generator could be made dynamic. If the survivor team is doing well, then the gen repair time increases, and vise versa.
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@Wolf74 said:
The floor is salt, the ceiling is salt, and the walls are saltIt has nothing to do with complying to other peoples rules. I just don't think its fun to camp or tunnel, and I don't think it's fun when other people do it. I want to actually play the game instead of just afk'ing in front of a hook or ending the match as soon as possible, with "smart" tunnel strats that a chimp could do. Why are you so angry? find another game to play if you hate it this much dude :P
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@Wolf74 said:
Why should it be "fine" to remove exhaustion?I think it's fine, since i try not to tunnel the guy on the hook anyways. It's sort of a safety against campers as well. If you get unhooked, and your DH or SB is ready, you have a chance to get away, if the killer is right there.
If exhaustion still regenerated during chases, then i would be against it. -
When I first saw this thread I was sure that it was a bait thread. But now that so many people have joined in, I'm no longer sure. What would more perks solve? If you are good at playing killer, the only "real" threat is multiple people in a team that pallet loops. If they win without pallet loops, its just people who are better than you, and that's okay. More perks would just destroy the game for survivors who don't loop.
The idea for a dedicated hex perk slot is fun, but not needed in my opinion. I have stated this before in other threads, but I think they should try changing the maps instead of the characters (move strong loops further apart). -
@White_Owl said:
Personally I think it is fine as it is, but it should get some additional effect, it could show the killer's aura to the unhooked survivor for a couple seconds to allow him to avoid running into him and getting downed again. It would make it a useful perk to do safe unhooks.I like this idea. Actually getting a complete aura reading for x seconds might be a bit too powerful (maybe not), but maybe just an "explosion" like when a hex totem is cleared.
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I just don't think anyone would actually try building the hatch. Maybe after all the gens are done, which would just make the game much more frustrating for a killer who has already lost the game.
It's "punishing" the wrong people IMO.
I generally don't do hatch stand offs, and I don't know why some people waste so much time on them, and feel cheated when the last survivor gets hatch. If I'm killer, i just get the 300 points for the hit, and if I'm survivor, and the killer is at the hatch, I just do a gen. -
@Bravo0413 said:
The idea is so the survivors have to constantly think after each gen is done they need to find this part now just incase things go south for them other wise no hatch will be available for the last person and it was their fault for not building the hatch.. yes the gen rush is still there but if they want the extra bp they have another objective of building the hatch... maybe it could be another escape route after their done building it... theres possibilities to adding this in rather then use the hatch as a comfort zone because it's free escape for the survivor..
Yeah okay. I also think some games go by much too quick, but a hatch building mechanic just seems a bit clunky. What will you do, if the guy who picks up the part doesn't build it?
It also feels like "planning to fail". We can do the gens real quick and win, or we can build this stupid hatch, and waste time until we lose. -
I don't like the idea of pieces spawning based on gens completed. What would the purpose of that be? It also implies that all generators would have to be fixed, which would make the hatch obsolete anyways.
If all you want is get rid of a boring hatch standoff, just give the survivor an "open hatch" animation. If it's a couple of seconds long, then they would have to get there first in order to escape (or at least be there alone).
I guess you could also have the hatch work like it does now (opens when one survivor left with at least 2 gens done), but then have the "close hatch" option for the killer. It wouldn't do anything other than make the "open hatch" a requirement for the survivor.
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@MandyTalk said:
maybe showing the aura of other survivors for X amount of seconds, but only after taking a hit - not an unhook.>
Yeah maybe just showing the aura of the player you took the hit for, for a little while. It wouldn't really be good, but I guess it would be fun to see them get away as a result of your actions. -
@Master said:
If you think that an asymmetrical game can't be balanced, then you didn't understand what balance means.I guess i chose poor words to describe it. What i mean is, that it wont be balanced in a traditional way. Many of the imbalances in the game is due to play style choices such as patrolling the hook, tunneling, face camping, and the before mentioned pallet loop.
Balancing this out is just a lot harder when the players aren't equal.good players will obviously just do gens to counter hook camping, but it just doesn't feel great, when you are the one de-ranking on the hook, and sadly what you often see is 3 players crouching around you, doing nothing (even with kindred).
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@Master said:
How is it a dead perk? It is used quite frequently in my games and as survivor I use it from time to time tooA dead perk as in it doesn't actively do anything. It gives you more blood points at the end of the trial, but that's just meta game. BBQ would be a good perk even without the BP bonus (not that i want that gone!)
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No. I think I play killer more than survivor, but this it honestly a terrible idea. I think some balancing to totem placement is in order, and that would "fix" the issue. I'm not 100% opposed to the idea of a destroyed hex perk, having some small use if you managed to get max tokens or something, but a re-balance to totem placement, is what i would hope for.
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This seems like a bait thread, but I still have an opinion;
This is an asymmetric game, so the characters will never be balanced. It's easy to balance counter-strike, since each team changes sides after 15 rounds, so it doesn't matter if the terrorists are stronger, since everyone gets to play them during the match. It is balanced by the nature of symmetry.
I think they should try focusing more on the maps for a little while, since the play field is where they could swing favors.
I'm not a developer myself, so I don't have a concrete answer, but I will give my 2 cents.
The strongest tool for survivors is obviously pallet looping, but it only affects the top players, since bad- average players won't/can't do it.
I don't pallet loop much myself, as I personally don't enjoy the play style. The only counter to it, is for the killer to hope that you make a mistake, otherwise you are safe.
It just feels odd to somehow have immunity for several minutes, and it doesn't seem like survivors with this play style ever hope to loose the killer. I'm not the play style police, but I think the intention is to try and get away by pulling a nice vanishing trick in the middle of the chase.I think increasing the distance between good loops, would be a great addition to the game, as the good players would still be able to do it, but not for as long.
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The exhaustion thing is fine, but some killer builds focus on giving you status effects to slow down the game. If this would be reset upon hook, there would almost be no point to any of it.
If this was implemented, i think slug builds would rise in popularity, since it would be the only way to not reset your hard work, and i just don't think its fun to play as or against.