NoShinyPony
NoShinyPony
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@PiiFree said:
@NoShinyPony said:
@Eveline said:
Why do you people hate Legion so much? I don't get it. Most decent ones go for everyone and don't tunnel or camp. Just mend and don't heal and work on gens.You just answered your own question. Mending and repairing are both unfun. The fun part for a surv usually is the chase but that doesn't happen with Legion.
Of course, that's not a reason to DC. Survivors have to deal with it. Legion is in the game, so some people are going to play as them.
I really hope for a big Legion rework.
What do you mean, the chase doesn't happen? The chases against a legion are some of the most interesting ones because there are so many mindgame possibilities for both sides...
The chase does happen, the fun doesn't happen.
If you are up against a good Legion, you'll get hit. Of course you can do mindgames against Legion, but only if the killer is bad. -
@Eveline said:
Why do you people hate Legion so much? I don't get it. Most decent ones go for everyone and don't tunnel or camp. Just mend and don't heal and work on gens.You just answered your own question. Mending and repairing are both unfun. The fun part for a surv usually is the chase but that doesn't happen with Legion.
Of course, that's not a reason to DC. Survivors have to deal with it. Legion is in the game, so some people are going to play as them.
I really hope for a big Legion rework.
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@Master said:
No, that can be abused by swf (assuming rank will mean sth one day)This.
Also, when survs kill themselves on their first hook, you have the same problem.
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Grabbing is bugged at the moment. It also happens when you should be able to grab survivors off gens.
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You have to get it perfectly timed. Practice in KYF to get a better feeling for the right timing.
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Just bring Unbreakable, that is what this perk is for.
Besides just asking for a 5th perk slot: If Unbreakable would be base kit, it would have great impact on the entire game design and gameplay. It's not like the killer doesn't know that every surv would have Unbreakable. Just think about it for yourself what that would mean considering slugging, sabotage etc.
There is a reason why this is not a base kit ability for survivors.
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In order to get that trophy, all survivors simply have to leave through the hatch. If one survivor leaves 20 seconds later than the other, no problem.
That trophy was only bugged a lot of months a go (more than one year ago, if I remember correctly).
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@chemical_reject said:
I really hope in the next @samination video at the very end Chinese bots start spamming the killers meeting and they all have to flee the basement.I support this as well! Please!

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The problem is obviously that people can dc a lot before they get banned. That needs to change.
What would remain are the survivors who kill themselves on the first hook at the beginning of the game.
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If the team plays bad, the team loses. (It's the same in other games and sports.) You can't punish the killer for bad survivor play. And you can't not-punish bad survivor play.
I get that you're annoyed but that's the risk of playing with random teammates. You could use Kindred or Deliverance.
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@MhhBurgers said:
@NoShinyPony said:
@Delfador said:
@NoShinyPony said:
We have to constantly talk about this topic. Let the devs know that it is still an issue.
I believe the big problem is that there is no good idea yet how DS could be reworked or by which perk it could be replaced. If the community came up with a good idea that could speed things up.
Community comes up with good ideas, they don't care.
To be fair, I haven't read a good enough suggestion for a DS rework yet. Of course, I could have missed something.
A 3,4,5 second stun on the killer during which you can still wiggle
Yeah, I know that suggestion. The devs thought about it and came to the conclusion it's not a good enough idea. I agree with them on this one.
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I like the current version of Open-Handed.
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@BlackReaper said:
@Bbbrian2013 said:
@BlackReaper said:
@Ramxenoc445 said:
Where are they I miss the friendly faces despite all the negativity we as passionate fans can give.im thinking the same, today should be a ptb catcher 11 and nobody is talking nothing so far, maybe its delayed as the spirit but they can share some info tho
PTB would actually be next week.
End of the month PTB then releases middle of the month is the pattern they've set.
As they said they implement a new patch every 6 weeks, and today is exactly 12 weeks ago from the chapter X and exactly 6 weeks from the mid chapter. So basically today they should update the ptb with the new content.
If you want to be really exact, it's more like a new DLC comes every 3 months. And 3 months have like 13 weeks. It's equally probable that we have to wait one more week for the PTB. But in any case, it will be soon.
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@Delfador said:
@NoShinyPony said:
We have to constantly talk about this topic. Let the devs know that it is still an issue.
I believe the big problem is that there is no good idea yet how DS could be reworked or by which perk it could be replaced. If the community came up with a good idea that could speed things up.
Community comes up with good ideas, they don't care.
To be fair, I haven't read a good enough suggestion for a DS rework yet. Of course, I could have missed something.
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If you didn't do it already: Take a friend to play KYF with you. Take your time to learn the maps (where you can throw and where not).
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@ermsy said:
Okapi said:The fix for the issue is to rework DS or remove it entirely. By far the worst thing in this game.
I agree with you but the rework has seemed to have been abandoned a while ago and I don't think they will remove...so where does that leave us?
We have to constantly talk about this topic. Let the devs know that it is still an issue.
I believe the big problem is that there is no good idea yet how DS could be reworked or by which perk it could be replaced. If the community came up with a good idea that could speed things up.
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Well, > @Ember_Hunter said:
Do people normally ridicule you for stealthing too much?
There's a difference between being stealthy and stealthying too much. If somebody doesn't do gens and spends a lot of the time hiding, the other survivors notice that.
Keep in mind: Repairing gens, helping teammates, distracting the killer - this is a job for 4 survivors. If 1 surv hesitates too much and ends up wasting time, the other 3 survivors will also have a hard time surviving because they can't compensate for that one person.
If you are asking yourself if you are just normal stealthy or if you are "too stealthy", just take a look after the game at how many gens you did, how many unhooks, how many heals and how long you kept the killer busy while being in a chase. These facts will tell you more than what a trolling teammate is saying to you.
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@Blueberry said:
They need to focus on properly balancing the normal mode before they even think about a 2v8This so much.
The devs have so many points on their to-do-list, thinking about a 2v8 mode is super low priority. -
At the moment, inexperienced players are getting matched with experienced ones. One reason is the rank reset, another the pipping system. (Pipping is way too easy. Survivors can play bad and still pip and therefore they climb to ranks they don't belong on yet.)
@Poweas said:
But that's not even the only issue, the nerfs to survivors is RUINING the new survivor experience. All that they're getting is killers who have some obvious advantages. While these nerfs are justified, there needs to be some kind of help for the newer players.With every game, sport etc., beginners have to practice to get better. If people think practicing is too much effort and they leave DbD, then that's how it is.
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@rafajsp said:
There was 2 kills and 2 escapes cuz they were bad and I never camp/tunnel.
I'm not complaining about ratio.
It's the setup ... 1 light Faint is just enough on console to blind the killer. Now imagine all these plus 4 DS.
Really see a balance there bro ? Really ?It's not only totally fine to tunnel against such a setup, you basically have to (if the survivors aren't super bad).
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@The_Crusader said:
Its not even just that they reward bad players, it's that both perks have the potential to turn the game around in an instant. A simple perk shouldn't be able to do that.What is the difference between 3 survivors getting downed with NOED and 3 survivors getting downed in one phase of Michael's EW3? It's both just bad play from the survivors' side.
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@Master said:
Imagine if all survivors played opimally.... the game would be dead so fast
Yesterday, I played a match as surv (with random teammates). I did not touch a single gen, I didn't do any unhooks, I didn't heal anyone. Hey, I opened one exit gate. I pipped.

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I did not notice such a thing. Sure, there are some killers that nod but that's it for the most part. When I watch my fellow random teammates, I see a lot more people tbagging the killer, not leaving the match etc.
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Of course, we need more people to play killer.
It's in the survivors' own best interest that killers get buffed/survivors get nerfed, so that this game becomes more fair and as a result, more people want to play killer.
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I get the OP's frustration. But keep in mind that it is mainly the fault of the bad ranking system.
A survivor can be a very bad player yet at the same time they can easily make it to rank 1.
Pips are gained way too easy. You don't have to do much in order to get a pip.And since the survivors have reached rank 1, most of them think they must be good. They don't see how much more they need to improve.
And then, these inexperienced "rank 1" players get matched with real high rank survivors and killers. As a result, we have frustrated good survivors like the OP and frustrated inexperienced survivors who claim that killers are overpowered.
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@antgnstea said:
Like if you run kindred, while someone including yourself on the hook others survivors auras and killer when nearby reveal to remaining survivors.I believe you forgot some words, it's not clear for me what you are trying to say.
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Killers need more time but the impact of Ruin differs from match to match.
Instead of making Ruin base kit, Gen times need to be increased in general (I know, boring) or a 2nd objective for survivors needs to be implemented.
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@blue4zion said:
While not in a chase, your movement speed is increased by 6%/8%/10%
As long as the obsession is alive and injured, your base movement speed is increased 2%/3%/4%Are there still tokens involved? Or are these different values for tier 1-3?
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@Tiyr said:
I'd be fine with the removal of keys from chests , seems a little cheap to get a possible escape from a loot boxExactly. It has nothing to do with skill and the killer can't do anything against it.
Green keys could be removed as well since almost nobody uses them.
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@fcc2014
I believe we should start with reworking the ranking system.And keep in mind that gameplay always needs to be balanced around the top = most skillful players.
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@samination said:
@NoShinyPony said:
@samination said:
Maybe just give the killer the option to end the game after the gates are opened for a certain amount of time? And I don't mean quit.@JanTheMan said:
Yeah, a "surrender" they have that in Identity V for both sides.That wouldn't solve the problem, I'm afraid. Survivors could still troll without losing the game if the killer had to surrender.
We need to make it so that the survs are facing a loss if they don't leave.
Well, think about it again. The time limit for a Killer to surrender should be 2-3 minutes. Punishment for the survivors is that they don't get the escape points? Or get less points? That's more than enough time for everyone to leave and the last one to find the hatch.
Yes, that is the suggestion of the op? Give the survivors just enough time to leave, but if they don't, they would die and not get escape points.
@samination said:
@NoShinyPony said:
@samination said:
Maybe just give the killer the option to end the game after the gates are opened for a certain amount of time? And I don't mean quit.@JanTheMan said:
Yeah, a "surrender" they have that in Identity V for both sides.That wouldn't solve the problem, I'm afraid. Survivors could still troll without losing the game if the killer had to surrender.
We need to make it so that the survs are facing a loss if they don't leave.
I can tell you with certainty the devs will NEVER go for locking the survivors in with no means of escape based off the fact they won't allow killers to close the hatch.
Where did you read anything about locking survivors in? At least one exit gate has to be open for the timer to start.
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I don't like that players are allowed to be impolite to each other. Tbagging, killers nodding etc. - all that stuff added toxicity to this community.
Concerning your suggestion: If crouching had a cooldown, it would make stealth play and chases much harder for survs. Probably too hard.
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@Slayer said:
Wait if you re not okay with any item survivors took for trial just take mori stop asking for nerfs when killers got the same unbalanced tool.Insta-heals are more powerful than moris, in the hands of a good survivor group.
And when it comes to balance, we have to look at the good players, not the bad ones. -
@fcc2014 said:
@NoShinyPony I really wonder if match making was changed if people would feel differently about the game. Match making based on hours played so you match skill/experience vs skill to get actual true data so they could balance around that might change everything.The current ranking system doesn't work at all. It would be better to match players according to their experience instead of the current ranking system, yes.
But in the end, I'd prefer a properly working ranking system that is based on skill to match players with each other.
I also believe that a proper, skill-based ranking system would improve the game experience a lot for most players.
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@samination said:
Maybe just give the killer the option to end the game after the gates are opened for a certain amount of time? And I don't mean quit.@JanTheMan said:
Yeah, a "surrender" they have that in Identity V for both sides.That wouldn't solve the problem, I'm afraid. Survivors could still troll without losing the game if the killer had to surrender.
We need to make it so that the survs are facing a loss if they don't leave.
@Boss said:
I feel like every Survivor should get an AFK Crow for every minute that passes once in endgame. (After all Generators are repaired.)
And with AFK Crows, once you get your third one, you'll start giving out notifications.Or perhaps it would be better to give them all 3 Crows at once after 3 minutes, to still allow stealth during the first 3 minutes.
I prefer the timer solution. I believe crows aren't compelling enough. We want the survs to leave so that we can start a new match and not prolong a game that has been decided.
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@Coriander said:
Two minutes is not enough time, especially since Freddy's perk can lock you out for half of that. Also, sometimes people want to make hook rescues, while the killer is off chasing the rest out. It would have to be at least three, but I'm not sure how to make it fair enough and not upset players on both sides who might lose because the game ends before they're ready.Concerning rescues: Did you see what I wrote about pausing the timer? And how comes Freddy's power into play if the gate has been opened already?
I'm not super fixated on the 120 seconds. Let's put our focus on the general idea and if you guys like it, we could evaluate the exact amount of seconds afterwards.
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@powerbats said:
@NoShinyPony said:
I was suggesting the exposed effect as a mean to prevent the use of insta-heals mid-chase. It doesn't have to be the exposed effect. If anything else works as well, I'm open to other suggestions. And other good suggestions have been made in this thread and I wrote these suggestions could work as well. Don't pretend that I insisted on the exposed effect. At this point I really believe you did not even read the entire thread.
Which is why I suggested a channel timer of 2 seconds for a Stypic Agent and 5 Seconds for a Syringe since if you think about it those would need to be properly applied.
That solves the find a good loop spot/pallet and stop for 1-2 seconds and insta heal and instead makes their usage much more strategic.
Yup, that's one of the suggestions that would prevent insta-heals from being used in front of the killer/mid-chase. (Besides that, I would say 5 seconds for both, but that's beside the issue.) As I said, I don't insist on the exposed effect.
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You obviously don't know what ping is and how it works. Google it. Afterwards, you'll know that as the survivor, you should be the one leaving the lobby.
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If the surv could only use the DS before he has been hooked for the first time, the broken status could help a bit with the remaining game. But it's probably not a strong enough nerf to DS.
Considering the balance of insta-heals and them being used in chases, I think a solution to that could be that insta-heals give the exposed effect for a certain amount of time.
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You forget to mention that you never camp + tunnel.
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@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@Watery said:
Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.
When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.
We have talked about these points several times already in this thread.

If they're in "every" bloodweb, where is it? I can go multiple bloodwebs without coming across one. Even if you say the percentage is high, it's not. Out of all my characters (I have all but 2 and 8 of which are level 50), only 2 have anything to do with the insta-meds on their webs and one of which is a rank 40 I'm bound to never play again unless I actually waste points at ranking him up and getting better perks (or, y'know, daily). I'd be up for the argument of limiting the type of medkit to green or higher, but saying it appears every bloodweb on lvl 50 is an outright lie and you know it. They are rare. That's the point of them. You're bound to go through 4+ looking for them. It may not feel like it is, though, 'cause we have cheaters among us who can just give themselves an unlimited supply.
I like how you chose to ignore the entire balance issue and instead post a screenshot of a bloodweb where you don't have an insta-heal.
We already established that spending bloodpoints, the cost of items/add-ons etc. have nothing to do with gameplay balance.
Just shows to everyone that you very well know that these add-ons are unbalanced freebies for survivors and you don't know which point you could bring up to justify keeping insta-heals as they are. Which is understandable, since there just is no valid point.
Nah, I'm just pointing out holes in your argument. I've already approached with my opinions of what's being pushed and you've willfully not acknowledged or dismissed it. Exaggeration doesn't really help your case, like pretending survivors just are fed points for existing and therefore always have a ton of extra BP to spend.
It's not a hole in my argumentation. We are not talking about the cost of add-ons.
You refuse to talk about the topic of the thread which is the balance of insta-heals. Instead, you try to distract with talking about how often these add-ons appear in bloodwebs, how they are so expensive... It's like writing in a NOED discussion thread "My character is on lvl 40 and still no NOED".
If you don't want to talk about the topic of the thread, that's totally fine. Just stop writing here. But stop trying to disctract and acknowledge valid arguments.
The first post indicated a change should be done to insta-heals. While I agree the item/add-on should be weakened, I don't think the change should be as abysmal as "you're exposed when you use it" since that would make it relatively unusable. It's supposed to be an ultra rare item and those should help you win. They do on the killer side. Why should they get in the way and actually screw over the person using it when used on the survivor side?
Giving the exposed status effect would not "screw over" the person using the insta-heal. It would in many cases prevent insta-heals from being used in front of the killer, for example in a chase. But it would not make the insta-heal unusable at all since it would still save the survivors a lot of time.
And sure "It's like writing in a NOED discussion thread "My character is on lvl 40 and still no NOED"." would be valid if your argument against people saying it's expensive and therefore shouldn't be useless wasn't that you can get every bloodweb. Going back to you saying "These add-ons may be rare in theory but you find them in every bloodweb on lvl 50." The point in my post is to point out how much of an exaggeration that is. And maybe "Spending bloodpoints is not a downside gameplay-wise." is true for you, but it isn't true for someone who's still leveling up their characters, getting new perks and so on.
That spending bloodpoints is not a downside gameplay-wise and therefore not something that has anything to do with the balance of insta-heals is a fact. A fact is not anything you can have an opinion on. Like the earth is not flat. That's a fact and not something you can have an opinion on.
"But stop trying to disctract and acknowledge valid arguments." In this case is the same as saying "agree with me," right? Because you don't find the argument "valid" and therefore it should be dismissed.
It's not about you having to agree with me. It's about that when you have a discussion with other people they expect you to bring up valid points and when you don't but instead try to distract, then they'll notice and say something about it.
People aren't going to equip an item that'll give them an exposed affect. What times do you see insta-heals used? If someone's being tunneled off hook and you try to insta-heal them, they're likely to go right back down if they're in a bad spot. Given people shouldn't be able to just insta-heal mid-chase as easily.
I was suggesting the exposed effect as a mean to prevent the use of insta-heals mid-chase. It doesn't have to be the exposed effect. If anything else works as well, I'm open to other suggestions. And other good suggestions have been made in this thread and I wrote these suggestions could work as well. Don't pretend that I insisted on the exposed effect. At this point I really believe you did not even read the entire thread.
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@Watery said:
Yeah. If insta heals aren’t balanced- what about insta-down? You’ve constantly said our medkit addons are OP,"Our" medkit add-ons? What do you mean by "our"? Do you think I never play surv?
Concerning the rest, I explained these points plenty of times. Read the thread. If you still have questions afterwards, I'll explain what's unclear.
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@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@Watery said:
Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.
When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.
We have talked about these points several times already in this thread.

If they're in "every" bloodweb, where is it? I can go multiple bloodwebs without coming across one. Even if you say the percentage is high, it's not. Out of all my characters (I have all but 2 and 8 of which are level 50), only 2 have anything to do with the insta-meds on their webs and one of which is a rank 40 I'm bound to never play again unless I actually waste points at ranking him up and getting better perks (or, y'know, daily). I'd be up for the argument of limiting the type of medkit to green or higher, but saying it appears every bloodweb on lvl 50 is an outright lie and you know it. They are rare. That's the point of them. You're bound to go through 4+ looking for them. It may not feel like it is, though, 'cause we have cheaters among us who can just give themselves an unlimited supply.
I like how you chose to ignore the entire balance issue and instead post a screenshot of a bloodweb where you don't have an insta-heal.
We already established that spending bloodpoints, the cost of items/add-ons etc. have nothing to do with gameplay balance.
Just shows to everyone that you very well know that these add-ons are unbalanced freebies for survivors and you don't know which point you could bring up to justify keeping insta-heals as they are. Which is understandable, since there just is no valid point.
Nah, I'm just pointing out holes in your argument. I've already approached with my opinions of what's being pushed and you've willfully not acknowledged or dismissed it. Exaggeration doesn't really help your case, like pretending survivors just are fed points for existing and therefore always have a ton of extra BP to spend.
It's not a hole in my argumentation. We are not talking about the cost of add-ons.
You refuse to talk about the topic of the thread which is the balance of insta-heals. Instead, you try to distract with talking about how often these add-ons appear in bloodwebs, how they are so expensive... It's like writing in a NOED discussion thread "My character is on lvl 40 and still no NOED".
If you don't want to talk about the topic of the thread, that's totally fine. Just stop writing here. But stop trying to disctract and acknowledge valid arguments.
The first post indicated a change should be done to insta-heals. While I agree the item/add-on should be weakened, I don't think the change should be as abysmal as "you're exposed when you use it" since that would make it relatively unusable. It's supposed to be an ultra rare item and those should help you win. They do on the killer side. Why should they get in the way and actually screw over the person using it when used on the survivor side?
Giving the exposed status effect would not "screw over" the person using the insta-heal. It would in many cases prevent insta-heals from being used in front of the killer, for example in a chase. But it would not make the insta-heal unusable at all since it would still save the survivors a lot of time.
And sure "It's like writing in a NOED discussion thread "My character is on lvl 40 and still no NOED"." would be valid if your argument against people saying it's expensive and therefore shouldn't be useless wasn't that you can get every bloodweb. Going back to you saying "These add-ons may be rare in theory but you find them in every bloodweb on lvl 50." The point in my post is to point out how much of an exaggeration that is. And maybe "Spending bloodpoints is not a downside gameplay-wise." is true for you, but it isn't true for someone who's still leveling up their characters, getting new perks and so on.
That spending bloodpoints is not a downside gameplay-wise and therefore not something that has anything to do with the balance of insta-heals is a fact. A fact is not anything you can have an opinion on. Like the earth is not flat. That's a fact and not something you can have an opinion on.
"But stop trying to disctract and acknowledge valid arguments." In this case is the same as saying "agree with me," right? Because you don't find the argument "valid" and therefore it should be dismissed.
It's not about you having to agree with me. It's about that when you have a discussion with other people they expect you to bring up valid points and when you don't but instead try to distract, then they'll notice and say something about it.
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You asked Master, but let me throw in my two cents as well.

In theory, it would be nice to have Casual and Ranked Mode. Realistically, I think the player base on consoles is not big enough. I'm not sure about PC.
The problem I see with Ranked Mode: The current heavily unbalanced state of the game. Killers can only play Nurse and survivors will bring 4 DS, 4 insta-heals etc.
It is an interesting topic, for sure.
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@fluffybunny said:
@NoShinyPony said:
@fluffybunny said:
@NoShinyPony said:
@Watery said:
Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.
When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.
We have talked about these points several times already in this thread.

If they're in "every" bloodweb, where is it? I can go multiple bloodwebs without coming across one. Even if you say the percentage is high, it's not. Out of all my characters (I have all but 2 and 8 of which are level 50), only 2 have anything to do with the insta-meds on their webs and one of which is a rank 40 I'm bound to never play again unless I actually waste points at ranking him up and getting better perks (or, y'know, daily). I'd be up for the argument of limiting the type of medkit to green or higher, but saying it appears every bloodweb on lvl 50 is an outright lie and you know it. They are rare. That's the point of them. You're bound to go through 4+ looking for them. It may not feel like it is, though, 'cause we have cheaters among us who can just give themselves an unlimited supply.
I like how you chose to ignore the entire balance issue and instead post a screenshot of a bloodweb where you don't have an insta-heal.
We already established that spending bloodpoints, the cost of items/add-ons etc. have nothing to do with gameplay balance.
Just shows to everyone that you very well know that these add-ons are unbalanced freebies for survivors and you don't know which point you could bring up to justify keeping insta-heals as they are. Which is understandable, since there just is no valid point.
Nah, I'm just pointing out holes in your argument. I've already approached with my opinions of what's being pushed and you've willfully not acknowledged or dismissed it. Exaggeration doesn't really help your case, like pretending survivors just are fed points for existing and therefore always have a ton of extra BP to spend.
It's not a hole in my argumentation. We are not talking about the cost of add-ons.
You refuse to talk about the topic of the thread which is the balance of insta-heals. Instead, you try to distract with talking about how often these add-ons appear in bloodwebs, how they are so expensive... It's like writing in a NOED discussion thread "My character is on lvl 40 and still no NOED".
If you don't want to talk about the topic of the thread, that's totally fine. Just stop writing here. But stop trying to disctract and acknowledge valid arguments.
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New account, that account name... looks like a troll post
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@fluffybunny said:
@NoShinyPony said:
@Watery said:
Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.
When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.
We have talked about these points several times already in this thread.

If they're in "every" bloodweb, where is it? I can go multiple bloodwebs without coming across one. Even if you say the percentage is high, it's not. Out of all my characters (I have all but 2 and 8 of which are level 50), only 2 have anything to do with the insta-meds on their webs and one of which is a rank 40 I'm bound to never play again unless I actually waste points at ranking him up and getting better perks (or, y'know, daily). I'd be up for the argument of limiting the type of medkit to green or higher, but saying it appears every bloodweb on lvl 50 is an outright lie and you know it. They are rare. That's the point of them. You're bound to go through 4+ looking for them. It may not feel like it is, though, 'cause we have cheaters among us who can just give themselves an unlimited supply.
I like how you chose to ignore the entire balance issue and instead post a screenshot of a bloodweb where you don't have an insta-heal.
We already established that spending bloodpoints, the cost of items/add-ons etc. have nothing to do with gameplay balance.
Just shows to everyone that you very well know that these add-ons are unbalanced freebies for survivors and you don't know which point you could bring up to justify keeping insta-heals as they are. Which is understandable, since there just is no valid point.
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A reputation system would be abused. You don't want that.
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@tizzi717 said:
@NoShinyPony said:
@NoxiousOnnyyxx said:
Yall are killing me with nerfing ds. There is nothing wrong with it. You are not entitled to every kill.....Get over it! The only thing that needs to be nerfed is your attitude towards it. Quit getting your panties in a bunch.Why are survivors entitled to get free escapes? I'd really like to know the reason.
@DarkGGhost said:
Just make it so if the killer press the M1 after 2-2,2 sec pick the survivor with the DS the survivor will get hit ista oh and make it so you can use DS on the first down and make it so the other DS will work in 65 % of wiggle barPlease rewrite your suggestion. We really don't know what you mean.
And you are entitled to get a free hook with no one escape death or even worst a free kill with rancor. Come on wake up open your eyes, both roles has their bastard perks
Bothered by Noed? Cleanse totems.
Rancor? Be stealthy after the gens are done.At least you acknowledge that DS = free escape. A lot of survivors who don't play killer don't do that.
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@BigBadPiggy said:
Less douchey survivorsSo it's "only" toxic behaviour like tbagging what bothers you? Or do you also include the use of certain perks or items?