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NoShinyPony

NoShinyPony

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NoShinyPony
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  • No. When you prestige, there is statistically a very slightly higher chance in getting rare items.

    Usually, you don't notice a difference. That's why players should only prestige when they want to have the bloody clothes.

  • @Jdsgames said:
    Now I am normally Huntress and I know a thing or two when playing her.
    Without Addons with a hatchet drawn you cannot catch a survivor correct? (Speed wise)

    Correct. The Huntress with a drawn hatchet is slower than the running survivor.

  • Totally agree.

    Survivors see a secret offering in the loading screen? Probably a mori: dc!

    It would really help with this issue.

  • I believe that Billy is the only balanced killer at the moment and every killer should be as powerful as him.

    It would be more fun if there was a bigger variety of killers, especially in the high ranks.

  • @Slayer said:

    @NoShinyPony said:

    @Slayer said:
    For example how about not rewarding them for unhooking since that is simple and doesnt take any skill.

    Then repairing gens should also give no pip points. And running out of the exit gate. Basically, the Evader category is the only thing that really requires kill if you put it that way.

    I'd prefer the pipping system to be bloodpoint-related again. And for that, remove the 8k bloodpoint cap per category (keep the total limit of 32k).

    What do you think about that?

    Yeah okay but gens are different the more you do the more closer you to win. I mean you do something that progress the game ( you take risk etc) while unhooking is something that can be given for free

    Doing gens and saving teammates is not that different. Both help the survs winning the game. Both can be risky for the surv, depending on the circumstances. Both can be easy points, depending on the circumstances.

    The Evader category really is the only one that requires skill. But it can't be the only category to give survivor pip points. If it was, everyone (who wants to rank up) would just run around the killer and ignore the other tasks.

    Rewarding survs with points in every category is supposed to encourage them to play the game how it should be played.

  • @Blueberry said:

    @NoShinyPony said:

    @Blueberry said:
    I'd like some small buffs for Pig but making the traps more lethal isn't the way imo. If anything let's make Rule Set #2 baseline or maybe a guarenteed no key always on the first box. (...)

    Her biggest issues aren't her traps though, it's her crouch and ambush. She needs a higher view point on crouching and the sound on her ambush needs to be removed. (...)

    Other things I'd like to see are the penalty on Amanda's Letter removed.

    These are all good points. I don't agree on the removal of the "warning sound" of the dash attack, but besides that, it's a very nice summary of what should be done.

    Why does it need the sound then? Survivors should have to open their eyes and be looking around just like against a Myers tier 1.

    Tier-1-Michael is way slower than a dashing Pig so the chance of escaping is different.

    Yes, survivors can keep their eyes open but that doesn't help in that kind of situation if they are on The Game, Lery's or on a gen surrounded by jungle gym walls.

    In these scenarios, the Pig can get so close to the survivor that despite the warning sound, they can still land a hit.

  • @Blueberry said:
    I'd like some small buffs for Pig but making the traps more lethal isn't the way imo. If anything let's make Rule Set #2 baseline or maybe a guarenteed no key always on the first box. (...)

    Her biggest issues aren't her traps though, it's her crouch and ambush. She needs a higher view point on crouching and the sound on her ambush needs to be removed. (...)

    Other things I'd like to see are the penalty on Amanda's Letter removed.

    These are all good points. I don't agree on the removal of the "warning sound" of the dash attack, but besides that, it's a very nice summary of what should be done.

  • @TAG said:
    Chi said:

    That is the way it is supposed to be. That you could hear it globally was a bug.

    To be fair, I would not mind them refining said bug into a feature.

    I didn't find that bug helpful, glad it got fixed.

  • As others said already, Michael needs to stalk a long time until he reaches infinite EW 3. His add-ons are balanced pretty well in general.

    And don't forget: Michael doesn't suddenly becomes a Nurse when he reaches EW 3. You can still loop him. You are just not allowed to make as many mistakes as when he has EW 2.

  • @CL4P_TRAP_ER said:
    @NoShinyPony Alright fine, I'd be ok with No Mither giving extra bloodpoints for running it but I like the no bleeding part of the perk. They should make a separate perk like this one.

    Okay, I can totally understand that you like the effect. Agreed, that should be a separate perk only for the bleeding, like you have Iron Will for the sounds when injured.

    But it should probably be closer to the functionality of Lightweight.

  • There's only one offering per bloodweb and one bloodweb costs like 50k bloodpoints. While a killer can earn that many points in one match when they use BBQ, a surv most likely can't.

    The big problem is that killers depend on the survivors bringing offerings to the match for event points.

  • @HatCreature said:

    @ShyN3ko said:
    And survivor need only 2 offering for 4 vessels.
    Killer need all 5 offering for 45 points.

    Right there, the Killer points are too dependant on the Survivors throwing down Envelopes.

    Correct.
    And the survivors can't bring an offering to every match since there is only one offering per bloodweb, but one bloodweb at lvl 50 costs like 50k bloodpoints and survs don't earn that many bp in one match.

    The devs should really increase the event points for killers. It would not only be fair but also encourage more people to play killer and therefore help with lobby times.

  • The match should not start when someone dc's during loading screen.

    However, as soon as the game has started, it has to go on. Everything else would just encourage people to dc against all kinds of things they don't like.

  • @Slayer said:
    For example how about not rewarding them for unhooking since that is simple and doesnt take any skill.

    Then repairing gens should also give no pip points. And running out of the exit gate. Basically, the Evader category is the only thing that really requires kill if you put it that way.

    I'd prefer the pipping system to be bloodpoint-related again. And for that, remove the 8k bloodpoint cap per category (keep the total limit of 32k).

    What do you think about that?

  • @Navydivea said:
    To be honest I like it as it is as surviving gets easy/boring sometimes.

    Exactly. No need for a buff.

    @Navydivea said:
    If anything have it give a BP or gen repair buff.

    Gen repair buff would be too strong but I agree on the BP bonus. It's not gameplay-relevant but it rewards the survivor for playing hard mode.

    @TheEdgeGamer said:

    @NoShinyPony said:

    But No Mither is different. This perk was designed to be hard mode. It's not supposed to help you win.

    Perks that make it harder are at least suppose to give you benefits.

    The benefit for hard mode should be bonus bloodpoints.

  • @Damarus said:
    While the idea of an event in itself is nice, the way it was designed is astonishgly lacking. Killers get many less points than survivors, resulting in almost every killer playing the survivor role, increasing waiting times for a lobby.

    That's probably the biggest issue with this event.

    Killers heavily rely on survivors bringing the offerings into the game. Which survs can't do, since there's only one offering per bloodweb and one bloodweb costs 50k (and survs don't earn that many bloodpoints in one match).

    The devs should increase the amount of event points for killers.

  • @CL4P_TRAP_ER said:

    @Jim_Halpert said:

    @NoShinyPony said:
    No Mither is fine as it currently is. It's simply hard mode, no need for adjustments.

    The only thing the devs could add was that this perk grants you bonus bloodpoints.

    Yeah, but that's the thing about No Mither. A perk is not suppose to make the game harder. A perk is suppose to help you win. This would be a WAY better concept.

    I have to agree. Perks are suppose to be benefits not handicaps. I could understand more bloodpoints for being broken but the no bleeding and recovery part are the most important parts about this perk.

    No Mither was designed to be hard mode, not to help you win. If you ask for buffing No Mither it's like asking to make a game's hard mode easier.

    If you don't like hard mode, don't play it. Don't make hard mode easier.

    The only thing that would make sense was giving additional bloodpoints as a reward.

  • @Jim_Halpert said:

    @NoShinyPony said:
    No Mither is fine as it currently is. It's simply hard mode, no need for adjustments.

    The only thing the devs could add was that this perk grants you bonus bloodpoints.

    Yeah, but that's the thing about No Mither. A perk is not suppose to make the game harder. A perk is suppose to help you win. This would be a WAY better concept.

    But No Mither is different. This perk was designed to be hard mode. It's not supposed to help you win.

  • @No_Cluie_Louis said:

    @NoShinyPony said:

    @No_Cluie_Louis said:
    i think it's pretty balanced tbh. As long as you play well it's perfect for one per game

    Only when you play surv. As killer, you don't get many event points and you even rely on survs bringing the offering to the game. That's why everybody is playing surv at the moment.

    No way lol, killers always get more points than survivors. I find with killer i can often go up 1 and a half blood webs per match

    I wrote "event points". I'm not talking about regular bloodpoints.

  • Yes, more event points for killers would help with the current lobby situation. I'd even suggest 3 pts per hook and 4 or 5 pts per destroyed vessel.

  • No Mither is fine as it currently is. It's simply hard mode, no need for adjustments.

    The only thing the devs could add was that this perk grants you bonus bloodpoints.

  • @No_Cluie_Louis said:
    i think it's pretty balanced tbh. As long as you play well it's perfect for one per game

    Only when you play surv. As killer, you don't get many event points and you even rely on survs bringing the offering to the game. That's why everybody is playing surv at the moment.

  • With unlimited amount of hook time and removal of slugging, the killer loses ways to put the survivors under pressure. I still don't see how you'd like to make up for that.

    Don't get me wrong, it's great when members of the community take so much time to think about how this game could be improved but I don't see it working.

  • @AlwaysInAGoodShape said:

    @Ticon said:
    This event sucks. Can’t play due to lack of killers playing. Can’t believe they haven’t done anything to fix this problem.

    I’ll go play my other games.

    I think the event is actually great game-play wise and very fun for the most part. The only problem is the problem with the queue times which simply is caused by getting 1 single variable wrong, being the points gained when breaking a vessel.

    Just the change in 1 number would solve all that.

    It's not the only reason but it's surely one of them. Increasing event points for killers would help a lot with getting more people to play killer.

    The event ends in a bit less than 2 weeks. I am curious whether the devs will make an adjustment here. There would still be enough time.

  • I'd really like the Lantern effect to be a permantly available skin! There are a lot of players who don't care about stealthy outfits and just want to look nice. :)

  • @Peasant said:

    @TheBean said:
    Actually I find it kind of odd, they expect killers to perform a perfect match of hooking everyone 3 times... AND... They expect all the survivors to put out red envelopes, cause if all survivors don't, the killer has no way to get the 45 points. Only 2 survivors need to put out envelopes to for all survivors to get 45 points.

    I do find that odd.

    In the defense of the devs, the envelopes offer extra bloodpoints and can only be offered during this event so I fail to see why a person who has an envelope wouldn't use it.

    I'm not stupid, I know that you get only get 1-3 envelopes per bloodweb and that high-level bloodwebs can take up to 50k bloodpoints to clear and generate a new one.

    This time, you only get 1 envelope per bloodweb. No chance of 2 or 3. Since survs don't make 50k per game, it's not possible for them to bring an offering to every game.

  • It's normal that people who are relatively new to the game "screw up". A lot of them are "scared" and often hide somewhere in the corner of the map instead of doing gens etc.

    Nobody would be surprised if they encountered these players on rank 18. But since it's currently too easy to rank up, these players can be found in all ranks. That's just how the current situation is.

  • Well, if they made it to rank 1, they must be one of the best players in this game. /s

  • So, that's like 6 or 7 lobbies in 12 minutes. It's still acceptable.

  • @Master said:
    I would like to point out something that most players misunderstand.

    High rank queues SHOULD take their time. Its the same in every competitive game, there are not a lot people at the competitive level so.....

    I wouldn't look at it this strictly. You could still let different ranks play against each other. DbD is not esports like, for example, LoL.

  • @Nickenzie

    The version with the two highest emblems wouldn't work, either, sorry:

    Imagine that a surv works on gens, runs from the killer and helps their teammates: They will probably get silver in almost every category and get around 17k bloodpoints. But they played well and deserved a pip.

    Or a surv runs the killer for 9 gens' worth of time and dies on the hook. That's only Iridescent and Silver. If it weren't for the bloodpoint cap, they would easily get over 20k bloodpoints.

  • Freddy is the weakest killer. He only works against teams that don't play well - and against those teams, you'll win with every other killer, too.

  • Your versions of Noed, Empathy, and Wake Up and Up The Ante are too powerful.

    PWYF would be too weak. Downing the obsession several times takes too much time.

    Monstrous Shrine needs a rework and your change could be interesting.

  • We have many, many threads with this same topic.

    it's apparently not a matchmaking bug but a severe lack of people playing killer.

    The devs need to act on this and make playing killer more appealing. We can talk about how that could be done.

  • @Nickenzie

    Ok. :) I'll keep it short for now. We could still go more into detail.

    In general, I agree that the ranking system needs a rework. There are good players in high rank who deserve to be there, but there also are those who don't.

    First, let's see why the emblem system isn't working. Concerning survivors:
    A survivor has to adept to the circumstances. They can't say "I'm not going to help teammates/repair gens anymore, since my emblem is full". Circumstances may force them to do one thing and abandon one or two categories completely. The skilled surv who keeps the killer busy the entire game gets no points in Lightbringer and Benevolence, for example.

    It's not that bad for killers, though there are some issues.

    I'd prefer pips being related to earned bloodpoints. Remove the category cap of 8k points (and keep the overall cap of 32k).

  • Moris are fine as they are, as long as there are insta-heals in the game. :)

    @artist said:
    Wolff_Bringer said:

    @artist said:

    I think a great starter nerf to moris would be to make it so that they can only be used when everyone has been hooked at least once

    That would make the mori useless. How often in games i have the problem that i get ONE person not catching.

    That would ruin the offering completly.

    it would ruin it for the worse killers that dont rly deserve the kills. I don't see a problem with that

    You should play killer for a while in the high ranks. That will change your view on a lot of things.

  • The emblem system itself isn't a good way of representing the player's skill, especially the survivor's.

    If the ranking system got a rework, the new system shouldn't be based on the emblems anymore. Ranking according to bloodpoints would make more sense. (Yes, I know that it used to be this way. Some adjustments would need to be made to earning bloodpoints, but in the end it would work better than the emblems.)

    I'd explain more in detail, if necessary.

  • @Master said:

    @NoShinyPony said:

    @fcc2014 said:

    @Master said:

    Yes its a factual evidence that there are not enough killers on console and thus survivors experience high queue time.

    We don't know yet if it is a player base issue. I suspect it might be.

    I can't imagine that the devs are not aware of this issue. If the reason for the queue time was a buggy matchmaking, don't you think they would have said something like "we know there's a bug, we are working on it" by now?

    If it was buggy matchmaking, how is the killer side geting insta queues then?
    You need both sides for a game, so.....

    Exactly. That's why I was asking hypothetically what would happen IF it was a bug...

  • @fcc2014 said:

    @Master said:

    Yes its a factual evidence that there are not enough killers on console and thus survivors experience high queue time.

    We don't know yet if it is a player base issue. I suspect it might be.

    I can't imagine that the devs are not aware of this issue. If the reason for the queue time was a buggy matchmaking, don't you think they would have said something like "we know there's a bug, we are working on it" by now?

  • @ReneAensland said:

    @Scgamecock86 said:
    TimeMonster said:

    @Unnamed_Freak said:

    There's not enough people playing killer, that's simple.

    It's not a very attractive role to play due to the game's unbalance, so most people play survivor.

    as someone said - it's not so fun. Even when you trying to get ALL fun frome game without ruining others fun - you will endedup with camping, tuneling, memento moris, HEX: RUIN and NOED, Hillbillys, nurses, through pallet or window hits and finaly - slugging

    on other side

    you get pallet looped, genrushed, DS (whitch i think is fair enough), toxic survivors (i get here only thouse who taunting killer instead of doing something), Unhooks when you not camping but didn't find anyone to chase, constat genrepairing when you chasing someone, beeing unable to caught and kill that annoing survivor that whole game were taunting you, but even if you down them - they had insta heal, DS, adrenaline and they still somehow escaped...

    i don't maining any role - playing both sides...

    You know when i first started playing this game i played only killer for the longest time, and i played very sweaty too. I didn't give two shits about anyone. I was one of those killers that was like killers are to weak, killers job is to kill etc. 
     Then I started playing a lil survivor. And I would escape some, get camped some, get tunneled some, moris etc. And I was just like why would anyone want to play survivor if they knew they were just going to be someone's lil ######### for a few minutes. So it's a very hard game to balance and be appealing to both sides, and I think it's in the best place right now than when I first started.
     So I still play alot of killer and I say prolly 75% of the time I play laid back. Dont camp let people get unhooked and healed. Yea that just backfires on me most the time. Gens get done to quick cause I'm not applying enough pressure. So then the teabagging starts and waiting at the exit gates just so you can watch them leave. But if you apply pressure and keep pressure then your just a bad killer and get bad mouthed. So the killer drought isn't from balance of the game, I think it's just the toxic community. People just say hey, I dont have to deal with this ######### and go on to something else. Survivors dont want to survive they want to bully. And if you are not a bully, if the shoe dont fit dont wear it.

    Same here...I get burned out playing killer.
    It's nice to elude the killer, run him around and etc.

    So you're more like an ex-killer main. I don't blame you.

    @WINTERS said:
    I can say that there are definitely not enough killers on console. Not much the devs can do about that, I think.

    There are definitely things that the devs can and have to do about that issue (balance, bugs, toxicness). If they don't act, it will harm the game. The killer role needs to be made more attractive.

  • @micsan said:

    @TRGraybles said:
    The big problem is that against HC-SWF teams most killers can't do #########, it's not about skill anymore it's about good teamplay. Killers get run ragged by good SWF teams and they can't do ######### about it other then start camping hooks to at least get a kill.

    • A passive killer buff for every SWF member in the game might be able to fix this problem, something like Freddy's Fire Up perk or something that at least turns the table back a little bit, that way it's not a flat out buff against solo player games!

    Could be very interesting, I don't see what they could buff though in terms of speed or whatever without it being broken.

    • Maybe give killers more BP for engaging SWF teams, 'cause even that usually sucks, there is no rewards for doing it so why bother?

    I've always been a huge fan of the idea of giving the killer bonus points when playing against SWF, I've heard the idea before and I'm all for it. Because it doesn't nerf the survivors in any way or buff the killer, as I don't believe that this game had such a huge issue with HC-SWF teams as they do now. It definitely was an issue, but now the issue is making people quit the game.

    • Or just an option to not play against SWF teams would be an option as well! At least when the SFWers get a lobby they know they got one!

    I don't really like this idea too much, but I definitely see what you are getting at. I just don't like the idea of having "I want to play against something easy this time" button.

    @NoShinyPony said:

    Bottom line: We need more killer players. Issues that prevent people from playing killer need to be fixed.

    I definitely agree that the issue is around the number of killers. Number of killers willing to play against SWFs.

    But I do think that it is slightly exaggerated that killers don't stand a chance against a HC-SWF, you definitely can still win, it's just going to be incredibly hard compared to non-SWFs or even casual SWFs.

    I'm not exaggerating. When it comes to facing SWFs, there are so many variables:

    • Which character is the killer using? While a very good nurse can deal with pretty much everything, it's a completely different thing for Freddy.

    • Which items are brought into the game? Perk loadouts? 4 DS, 3 insta-heals combined with some Deliverance and Unbreakable? That consumates a lot of the killer's time.

    And that's the point: Consuming the killer's time. The killer can down a survivor super quick, but a DS will always give the surv a certain amount of extra time. An insta-heal will always give the surv a certain amount of extra time. Deliverance... and so on. It's about the amount of those extra time-events which combined all together take to much of the killer's time.

    It's not about one single DS. We don't have to talk about killers complaining that a single DS made them lose their game.

    Btw: I play more surv than killer.

  • @micsan said:

    @NoShinyPony said:
    I don't think that the matchmaking is buggy. There are probably not enough people playing killer at the moment. As killer, I get instant lobbies. As solo surv, I have to wait one or few minutes. Waiting times for SWF are even longer, of course.

    Playing killer should be made more attractive so that more people are interested in playing this role.

    I'm starting to suspect the same thing.

    ...

    TLDR; I think many of the nice people in this game have quit or are taking a break, effectively making queues horrible and the games you get into as well.

    The toxicness could be one reason. I believe there are other problems as well.

    Big problem: Balance. If the killer isn't a Nurse, they usually have a hard time against a 4 SWF. This game also isn't balanced for several toolboxes or several insta-heals or certain perk loadouts if all of the survs are running them. If a killer feels like they don't have a real chance in winning, then they aren't likely to go into the match.

    Another issue: Bugs. Audio works again but scratchmarks still aren't properly working at the moment. Also fps on console.

    Bottom line: We need more killer players. Issues that prevent people from playing killer need to be fixed.

  • Nice idea!
    I hope it can be implemented at some point in the future. :)

  • I don't think that the matchmaking is buggy. There are probably not enough people playing killer at the moment. As killer, I get instant lobbies. As solo surv, I have to wait one or few minutes. Waiting times for SWF are even longer, of course.

    Playing killer should be made more attractive so that more people are interested in playing this role.

  • @NurseVSWeepingAngels said:
    I honestly don’t think having swf groups being able to tell the others about the loadout was such a big deal that they had to make this change. This is frankly just annoying and unfair to newer players. 

    That depends on the killer's loadout. If you go for endgame surprises like Bloodwarden, it's a big deal. If you play BBQ, Ruin, Enduring + Spirit Fury, it doesn't matter that much.

    You also can't make a difference between SWF and solo, even if it was technically possible. Solo survs would still sometimes write messages to the other survivors like "they have noed/bloodwarden".

    It might be annoying to survivors, but the alternative is unfair to killers.

  • @Vietfox said:
    @NoShinyPony said:

    @Vietfox said:

    Broosmeister said:

    
      
      

    Can i report the 2 people for holding the game hostage since they are the ones refusing to leave?

    If they were hiding all the time and you didn't know were they are then yeah, but you decided to let them do that since you knew they were at the exit gate. You were as stubborn as them and you decided to not push them out, you held the game hostage as well.

    How is an afk killer holding the game hostage?

    I mean that op let that happen. Had the choice to hit them and force them leave but didn't want to because of pointless pride.

    That's not holding the game hostage, then.

  • *Edit: Double post, please ignore

  • @powerbats said:

    @Orion said:

    If the Killer is doing nothing for five full minutes and the Survivors have not yet escaped, that's on the Survivors.

    1 gen left to be done all 3 in plain view and killer is a Nurse or Billy on a hill and the killer simply turns around and looks.

    Then the survivors didn't play well if they end up in a 3-gen-scenario. It's not the killer's fault.

    @powerbats said:

    @Orion said:

    If the Killer is doing nothing for five full minutes and the Survivors have not yet escaped, that's on the Survivors.

    The killer blocks them in the basement as we've seen screenshots of thus preventing said escapes for 5 minutes or longer.

    That is a case of the killer taking the game hostage and a bannable offense. Also, this hasn't got anything to do with the issue being discussed. The issue is that a killer would like to chase a survivor but can't since they are randomly hiding on the map and doing nothing.

    @powerbats said:

    @Orion said:

    If the Killer is doing nothing for five full minutes and the Survivors have not yet escaped, that's on the Survivors.

    someone gets stuck and can't move ie stuck on tree or in building like on Badham Preschool etc.

    That isn't an issue since the crows are coming when the surv can't move and alerting the killer. If the surv got stuck so that the killer can't hit and pick them up, the surv has to dc.

    *Edit: fixed typo

  • We really need a mechanic to help with this issue.

    @Lagoni said:

    @Captain_Spaulding said:
    I've got two Meg swf sitting in the game not doing ANYTHING for the past 20 mins+ just urban evasioning around the map. I've had 3 gens up for all of this. They won't touch them or anything. Is this bannable because holy ######### this is irritating. I'm not gonna dc and give them what they want because that's not even close to how this game should be. I want to report them but have no idea if that even does anything in this game.

    >

    I don't think there's a lot of people being opposed to some kind of counter mechanic to this issue. for example, if no gens has been done, and no chases has been initiated for 5 minutes, the auras of survivors are revealed.

    Yes, something along these lines.

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