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NoShinyPony

NoShinyPony

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NoShinyPony
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  • @powerbats said:
    Syringe takes 5 seconds of charging to use

    Good idea. Doesn't have to be precisely 5 seconds but something along the lines to it.

  • So after all, we are talking only about the Syringe since nobody uses BNP anymore.

    The Syringe is way too unbalanced and should be removed/reworked anyway.

  • You should report insults, death threats etc.

    There are some players who will always insult you. Which insult they choose depends on how the game went: It's either "noob killer haha" if they survive or "bad camper killer" if they get killed.

    If those messages bother you, close the chat.

  • @Entità said:
    Are we really sure that Decisive Strike steals an unsustainable amount of time from the killer?

    Yes. If a good surv is close enough to the next pallet or window, then the chase starts anew and one more gen can get done. There are some parts of maps where you can't do anything about getting looped as long as the surv doesn't make any mistakes.

    If it's an average player with DS, then the DS is not a big problem.

  • @Kaelum said:
    @Entità using the rewards that you mentioned in your response to @NoShinyPony , that would be fine. However, this could put the game into the exact same position that the pustules created. The reward needs to benefit everyone in order to prevent the Mine...Mine...Mine mentality that the pustules created.

    There is a bit of a difference: At the Halloween event, you got to keep your harvested nectar even if you died. Therefore a lot of people just went into the match, did their farming and ran to the killer to get themselves killed asap.

    With @Entità 's concept the survs would need to survive. But that brings me to another point: The bloodpoint difference between surviving and dieing. Currently this difference is just 5k (or 7k for hatch). If surviving would mean keeping a double bloodpoint offering, we were suddenly talking about 20k points or more.

    With 20k bloodpoints at stake, a lot of survs would play differently: Not trying to get a risky hook rescue at the end of the game. Camping the hatch instead of repairing gens + helping teammates.

    If you think more about it, this could have a negative impact on gameplay.

  • @Tsulan said:

    @NoShinyPony said:

    @Tsulan said:
    OP based the problem of the 2 perks on their popularity.

    Where did you read that?

    The Title?

    The title is "DS and NOED is getting out of hand". That does not equal to "if fewer people played DS and NOED, these perks would be balanced".

    But let's not get lost about a choice of words and instead focus back on if NOED and DS should be reworked. :)

  • @Entità said:
    @NoShinyPony And what would you say if the Sanctuaries only gave Escape Cake or Bloody Party Streamers? Would not it be a tempting reward?

    Okayyyyy, then yes, that would be nice! :) I imagine that every surv would rush to find these "double bloodpoint sanctuaries" at the beginning of the match instead of repairing gens. Could work better than Ruin. However, some SWF groups might not do that.

  • @Entità said:
    Both of them are reasonable. The wide divide between a Solo Player and a SWF team is the real problem.

    DS is not a problem when it's used by an average player. But in the hands of a very good survivor, DS is super unbalanced. And here is the thing with balance: A game has to be balanced around its best players, not around the average players.

    And I agree, the divide between Solo and SWF is a big problem. But that doesn't mean that the current state of DS is not a problem.

  • I was playing solo surv (R1) and had to wait much longer than usual. I believe there are more people playing surv at the weekends so lobby waiting times are longer. Didn't have any problems when playing killer.

  • @Tsulan said:
    OP based the problem of the 2 perks on their popularity.

    Where did you read that?

  • @Entità said:
    @NoShinyPony Are you against the idea itself or do you fear it may not be enough?

    I fear that this idea would not help against those groups that are focussing on gens since these sanctuaries would be optional.

    If an additional objective would be optional and nothing necessary to power the exit gates, then the incentive to do that additional objective must be high. I don't think the existing offerings fit that criteria.

  • I'm afraid this idea would not really solve the problem. Survivors that are super focussed on gens are already ignoring totems and chests. :|

  • Perks: BBQ, NC, Ruin. If you find to like it: Shadowborn.

    Get a friend to practice with you in KYF mode so you can study the maps and their specific obstacles and the standard jungle gyms (so you know where to throw and where not to).

  • @Tsulan said:
    I see far more SC than DS or NOED. But I guess SC isn't broken, right?

    Nope. It takes super long to selfcare without items, I don't see a problem with this perk.

    Also NOED is fine and doesn't need to be changed imho. DS however needs a rework.

  • @Kaelum said:
    @NoShinyPony that should only be an issue during at the beginning of the game. ... Again, you are getting stuck on the numbers, and not considering the gameplay itself.

    Take the example when survivors destroy Ruin at the beginning of the game in front of your eyes. It is a problem that exists now and would continue to exist. That is very much gameplay-related.

    And I'm not "stuck on numbers". You didn't mention how long it should take Freddy to reach the higher levels, there are no numbers.

    Don't take me wrong. I appreciate that you take your time and try to come up with a good concept for Freddy. I'm simply pointing out an aspect of the gameplay which I think should be reworked.

  • @Kaelum said:
    @NoShinyPony if that would be an issue, then the levels could be adjusted.

    An example: Michael on Evil Within 1 is super slow but still able to hit survivors. One thing that makes Freddy weak is that he has to pull survs into Dream World before he can hit them. Sometimes I have to watch survs destroy ruin in front of my eyes since they are not in Dream World fast enough. With your concept, I fear the problem would continue to exist.

  • The devs know that either gen time needs to be increased or an additional objective needs to be introduced into the game. They hesitate to increase gen time since repairing gens is simply not exciting. That would leave us with option B: adding another objective. Here comes the real problem: Either them or the community needs to come up with a good idea for an additional objective. The halloween event was an experiment (you remember, when survivors had to harvest petula nectar) and it didn't work out.

    So we are still looking for a good concept for an additional objective. If there was any, I'm sure the devs would be super open to it.

  • @Kaelum said:
    I’m mostly interested in hearing how others would feel about the change in gameplay. Would this make Freddy a threat?

    Without more details I guess it would still keep him weak if he'd have to reach level 3 until he could interact with survivors = hit survivors.

  • @Maximus7 said:
    The thing is he doesn't need a rework, and he's not as weak as everyone think he is. His end-game sucks without the right builds, but A: Remember Me (with or without Rancor) can be devastating, and B: even if you don't build for the end-game, you can stall long enough to at least get one or two before they power the gates.

    Yes, he is weak and he does need a rework. You said yourself that if you don't have an end-game build you can kill one or two survivors.

  • Besides Legion, I can't think of any other killer to use Thana with.
    One the other hand, if Thana would get buffed, it could be become too strong when combined with certain other perks. Kind of a tricky situation what to do with this perk.

  • @redsopine01 said:
    When you go from no lag and juking and making a bunch of saves to seen picking a guy up and suddenly laggy enough to mess up a straight forward vault out of no where what would you think

    Unfortunately, some killers switch on the lag when they start to lose a game. I can understand why you are wary.

    Do not let them bother you and remember: In a few months, we will get dedicated servers. :)

  • @Dead_by_David said:
    I do not know what a lagswitch is but isn't the connection hosted by the killer meaning if they have bad connection everyone does? I might be wrong.

    If the killer has the "internet problem" then yes, all of the survivors will be having problems.
    If only one survivor is having problems, then this survivor's internet is the one which is not working properly.

    I can't wait for dedicated servers.

  • @Kaelum said:
    I propose that Freddy should start out in his Dream World, where he has no interaction with the Corporeal World, and uses a Dream Catching mechanism (similar to the Michael Myers stalking mechanism) to catch the dreams of survivors

    Could you explain this mechanism more detailed? How long would it take Freddy to reach a higher level?

  • @milo77727 said:
    The rank should go up based on experience and make you unable to derank.

    Do you mean by experience simply the amount of time you played the game?

  • @Sombrero said:
    The survivor who triggers this perk also suffers from the Exposed status for 20/25/30 seconds.

    That would inform the survivor that the killer uses the perk. The current version of TI is not strong and therefore it is rarely used but at least survs don't know what's going on and tend to hide in the basement instead of running away.

  • @tt_ivi_99 said:
    Yh I agree with that but Im just saying that devs have too much going on, Freddy rework and new characters development, new map coming, new dedicated servers, fixing bugs.

    Okay, the devs having a lot to do in a short amount of time is an issue. It could surely help if after March 2019 (when Chapter 11 is released), they would take some time to work on existing problems and not release Chapter 12 in June already.

  • @Jdsgames said:
    The perk currently completely incentivizes camping and tunneling the obsession. The current suggestion would eliminate the reward for camping the obsession. Tunneling is a strategic move that any killer can and might do despite what perks they run. However, the suggestion would incentivize leaving the hook and possibly finding someone else so you can then down the obsession again and rehook them.

    No. The current suggestion would incentivize to leave the hook only so far that an unhook takes place and afterwards, running straight back to the hook to tunnel the unhooked person.

    Yes, tunneling is a strategic move that a lot of kilers use, sometimes because they have to. But tunneling is not a fun game mechanic and therefore there should not be any tunneling perks.

    Good game design should promote not camping and not tunneling.

  • @Jdsgames I was reffering to @tt_ivi_99 's specific suggestion and that specific suggestion was unbalanced.

  • @tt_ivi_99 said:
    Yh well I dont want to break your bubble but those maps have been broken since lunch and I dont think they'll be changed anytime soon.

    So we can agree that unbalanced things can't be fixed by bringing other unbalanced things into the game? Good.

    And don't forget that maps are constantly being reworked. You can't compare today's maps to those from a year ago.

  • @Jdsgames said:
    Not saying you would be super nice to the obsession it simply affects how you have to play in order to get ANY benefit from Dying Light.

    It would promote tunneling a bit less than it is now, but in the end it would still be a tunneling perk, not a perk that "would incentivize against camping and tunneling".

  • @tt_ivi_99 said:
    Just like some maps are powerful for survivors, there are maps that still have inginites and Broken pallets so... I dont see a problem with the 3 gen strategy

    When I said "too powerful" I meant "so powerful that survivors have no chance in doing all 5 gens".

    If something is unbalanced, then it clearly is a problem and should not be in the game.

    Maps that are currently unbalanced and strong for survivors should be balanced. The solution can't be to create more situations that are unbalanced, but now strong for killers.

  • @Jdsgames said:
    The change would incentivize against camping and tunneling the obsession because in the perk's new state it wouldn't be an All or Nothing perk

    No. It would still be a perk that rewards tunneling the obsession. The more hooks, the more tokens. Why should a killer decide: "1 Token is enough for now. Okay, 2 tokens would make the perk stronger, but let's be nice to the survivors right now and let's not use the perk to its full potential." ?

  • Why do think a change is necessary?

  • @tt_ivi_99 said:
    Kicking a gen should regress it a 5% instantly.
    To stop the regression bar survivors should work on It for at least 5-10 seconds.

    That would make the 3-gen-strategy too powerful. Imagine a Doc doing that.

  • Doc is no Freddy but he isn't a strong killer, either. He should not be nerfed.

  • No more firecrackers please. It was not a good idea to give survs that many firecrackers during the event, as it was not a good idea to give killers so many pink moris in the gift boxes.

  • One reason for maps being unbalanced is the randomness of spawns. Remember, spawn isn't always to the killer's disadvantage. Azarov's is a good example for that.

  • I'd prefer if the devs would simply remove the BNP.

  • @Jdsgames said:
    Second, for the first couple of hooks, it shouldn't give you a notification as it is too gradual to notice.

    Experienced players will notice. And HL should not give any notification at all.

  • @thekatedenson said:
    why don’t killers have to work to get a kill?

    Try playing not only as a surv but as a killer, too. Your view on what is balanced will change, trust me.

  • I agree that this is a problem that should be solved.

    But what would survivors stop from waiting at the exit gates with your suggestion? They would just have to leave a few seconds earlier than they have to now.

  • Try to play together with other people (SWF or KYF).
    Do you play survivor and killer or do you stick to one role?

  • @Broosmeister said:
    When a killer sees swf they dodge on ps4. All i can say is get good at the game or stop playing

    I sometimes get dodged on PS4 when I play as 4 SWF but it's not super bad. How many items do you bring and which skins are you using?

    4 SWF with voice comm is super strong already and doesn't need items on top. If you usually bring items, try leaving items at home for a change.

  • I'm not a fan of a role concept for survivors. If some perks were restricted to certain survs, all I would see in my lobby would be Mercys, Megs and Davids.

  • I guess the big problem with the DS rework is the lack of a good concept.
    So let us bring up new ideas how DS could be reworked and keep the discussion alive.

  • Buffing sabotage would lead to slugging. A lot more slugging. Do you like to play these kind of matches as a survivor?

  • Even with these changes the obsession would still get tunneled/camped. Dying Light should be drastically reworked.

    A perk that rewards a killer for tunneling a survivor is not a good idea. The same applies to Remember Me.

  • @Might_Oakk said:
    I'd say change the category cap to 10k but leave total cap at 32k.

    Yes, leave the total cap at 32k.
    But I would either remove the 8k entirely or raise the cap significantly. I'm afraid if the cap gets raised by just 2k, that doesn't help enough with the problem.

  • @TranquiBoy said:
    I do not think so. in the game there are many pallets, so a survivor can travel the entire map distracting the killer while others make a gen rush, and finish the game. 

    You are talking about keeping a killer busy and I agree with that: Depending on map spawn and the killer, a survivor can keep a killer busy a long time. That was what I was referring to in the OP.

    @TranquiBoy said:
    Survivors dont need more BP, they need less BP per actions like pallet camping (the killer has one penalty for camping the hook, and the survivors?), looping (the same thing with hook camping).

    Killers don't have a BP penalty for camping. And looping is a core mechanic of the game and therefore needs to be rewarded with BP.

    My suggestion in the OP refers to everyone: The survivors who juke, the survivors who are forced to only do gens and the killers.

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