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Nos37

Nos37

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Nos37
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  • Try fitting all that into a load screen tool tip for new players...

  • Nurse is laughably unplayable. All 4 survivors laughing on their way out of the exits, but you have to shoo them out or they'll just take the game hostage and won't ever leave because they know the killer doesn't have a concede option.

  • Peeing one's pants will still be a thing decades from now

  • @Visionmaker said:
    Dissuading players from playing together kills the game.

    Dissuading players from ever playing the killer also kills the game.

  • Instead of losing control of movement, how about just losing control of the camera? Either it's stuck looking forward, or it's stuck looking back; whichever is more balanced.

  • @Jeeperrs said:
    Beers for everyone!

    Putting the booze in Bamboozled

  • @TeambossFloze said:
    Who cares if its hit pc first - means jack all, ######### hits pc before anything else constantly and you know the reasons why that is.

    Agreed, and for those of you saying the new chapter already feels "old:" that's on you for watching PC play it.

  • Today, I only played 8 survivor matches; 6 of them were with Myers.

    I was screaming by the last match...
    Screaming "I can't wait for Clown to hit console so I can stop playing against Myers!"

  • @S0ckenSchuss said:
    Maybe the killer just can change his dummy if he runs into a locker himself, so that he can place dummies and move around the map very quickly. Every time he is in a locker, there is no Terror radius, and when he warps between lockers a phone ring can be heard...

    Yes, that was my intention, but it was hard to explain clearly.

    Aside from this killer still being looped because his power does nothing to help in a chase, another issue I see is multiple lockers with dummies in them being opened at the same time. In that case, as soon as the first locker with a dummy is opened, the other dummies are disabled (hidden) until after the stab/skill check has been resolved and the other locker(s) where the dummies used to be are once again empty.

  • If BeHaviour bought their publishing rights to DbD and the release of the update is dependent on the publisher, then we just have to wait for someone to get into the office Monday morning and "flip a switch" since they don't work on Sundays?

  • This new Curtain Call Chapter sure does have its perks... Hex: Devour Hope being one of them

  • Weren't they on a stage with the backs of their PC facing the camera/audience? How do you reach around and play with your ethernet cable while playing the match and not getting caught?

  • Edit: Nevermind, I see it under Other Benefits now.

  • @MegaWaffle said:
    If you meet a good Nurse on console you damn well better give them a "gg" and some praise as she is easily the hardest to master. Corn, 30fps and controller...phew!

    I used to hate corn until I went into my display settings and changed Video Fideltiy from PC RGB to Standard. Now the game's bright like I remember from DbD on PC, and I don't have to dodge Rotten Fields anymore.

  • EW1 Shape; the only thing Premonition doesn't work against...

  • The devs first need to fix killers being unable to hook a survivor if another survivor is crouching behind the killer as they go to hook. The Hang option's there, but nothing happens.

  • @No_Cluie_Louis said:
    You can go outside right now and stab someone with a kitchen knife. You can do alot of things but it doesn't mean you should.

    You can land an easy skill check to stab the killer, but it doesn't mean you should.

  • PC can 180º with the Nurse during a short blink to check behind an obstacle for survivors. Console can barely turn 180º after a full blink with the highest sensitivity.

    Changes to that sensitivity would mean having to re-learn the Nurse all over again, and I wouldn't want that. I'm just telling it like it is.

  • so the bar had a place to sit and drink a mug of beer in both games? Who does Bethesda think they are, the inventors of bars? Lol

  • I would hope that they remove the 1 million Bloodpoint cap. Their reason for having it was damage control; if a player accidentally or purposefully managed to get a lot of Bloodpoints, there would be a limit.

    However, they did not do this with Auric Cells; there's no cap on them despite Auric Cells being more damaging, as they cost real money.

  • @Jayden said:
    Killer Perks worth running: Nurses Calling, Barbecue & Chilli, Agitation, Blood Warden, Brutal Strength, Coulrophobia, Deerstalker, Distressing, Dying Light, Enduring, Franklin's Demise, Devour Hope, Huntress Lullaby, No One Escapes Death, Ruin, Iron Grasp, Knock Out, Make your Choice, Lightborn, Monitor & Abuse, Overcharge, Pop Goes The Weasel, Thanatophobia, Unnerving Presence, and Whispers

    The killer only has 4 perks slots. They cannot counter everything.

  • @Krueger1428 said:
    [The nerfs to Sprint Burst and Self Care] are awful. I do not like these changes one bit. Not being able to recover from exhaustion while running is beyond stupid.

    Running indefinitely is stupid. "Catching your breath" while running is beyond stupid! The survivors never get tired? The one thing Friday the 13th got right was the stamina bar.

  • Please do something so I'm not forced to play Nurse

  • My blinks take me to where I want to go. The problem is that the survivors see me arrive there before I do. They have time to react and juke. Couple that with the removed auto-lock. Now replace the blink lunge with her very short basic lunge. You see the problem?

  • @SadonicShadow said:
    Killer with a controller is a

    What does the controller have to do with the lunge range?

  • The Nurse changes are brutal on console. Unless I blink inside the survivor's player model I cannot get a hit with her garbage lunge.

  • Stop whining about what update? I haven't gotten one yet...

  • Nurse. I'm at Rank 19 with survivor so I know the nurse will be terribly bad.

  • I went to the Updates section on the Xbox and had 1 update pending!
    ...but it was for an App.

  • I'm doing a Sabo Jake using

    Saboteur
    No Mither
    Resilience
    Unbreakable

    No Mither + Resilience lets me sabotage faster. I 99% several hooks on the opposite side of the map from the basement. I'll run to each of the hooks and break them to bring the killer over, before running to the corner. The killer will often take the bait and try to carry me to a hook that's too far away. I just run back to the corner after wiggling free. The killer can either waste time trying over and over, or they can leave me to fully recover and sabotage the hooks all over again.

    It's janky because I'll sometimes miss a hook that's close enough, or the killer will have Iron Grasp or Agitation (or worse: Hangman's Trick). Either way, I hardly ever pip from the whole thing, whether the others make it out or not.

  • @Easylife said:
    I hope they don't go PTB->PC->Console for future chapters because it kills all anticipation and hype as opposed to downloading them at 2am as they go live and playing the new killer for the first time without seeing them beforehand.

    It will be PTB -> PC & Console (at the same time). The only reason they couldn't sync the release this time is because so much was put in that it couldn't go through the faster cert process.

  • @Shipthebread You mean like a console-ation prize?

  • Right now I'm practicing Nurse, so I don't give up chases. The survivor has to legit get away and stay hidden. I don't care about gens or exit gates. I just want to get my time-to-down a survivor to a really good spot. If I de-rank then it just means I face "easier" targets next match.

  • Here's another perspective:

    If a survivor doesn't stop working on a gen at 33% and move on to repair the next gen then they are tunneling that generator.

    If a survivor hides near a gen and waits for the killer to leave before they get back to repairing it then they are camping that generator.

  • I think SWF voice chat would ruin the deception.

    My idea for Ghostface would be to have 3 Ghostfaces, but the killer only controls one at a time.

    • The other two are "dummies" in lockers.
    • Ghostface can climb into a locker and spy (can hear survivor breathing louder or read auras?), reducing his terror radius to 0.
    • While in a locker he can cycle between all 3 "dummy" locations to spy.
    • To move his "dummies" around, he would have to take control of them one at a time and then climb into the locker of his choice before switching to another "dummy."
    • He can exit the locker quickly (to gain a temporary speed boost?), or exit slowly (to have a delayed terror radius / red stain?).
    • If a survivor quickly opens a locker with a "dummy" inside of it, the "dummy" stabs them before the real Ghostface (killer) is teleported into the "dummy" to take control of it (their old form vanishes leaving its clothes to fall to the ground and fade away, before a new "dummy" reappears in a random (or the nearest) locker).
    • If a survivor slowly opens a locker with a "dummy" inside of it, the "dummy" grabs the survivor and gives them a skill check (again, the killer takes over this new "dummy").
      • Passing the skill check slams the locker on the killer for a stun and escape unharmed.
      • Failing the skill check will let Ghostface slice them.

    I don't know. Something like Wraith + Hag, where they can be stealthy, but can also be multiple places.

    Imagine working on a gen and keeping the nearby locker in view because you're not sure if something's going to come out of it...

  • How about the survivor dies the first time they are hooked. Solved! No more face camping...

    in delete Comment by Nos37
  • @Nos37 said:
    ONCE PER MATCH, when a survivor escapes a chase, succeed a Skill Check to automatically put the survivor into the dying state.

    It would also be 1 time usage.

  • No One Escapes Death is a Hex. Decisive Strike is not. Nice try, though.

  • @MuteNewt said:
    It is reportable if you are planning to body block someone in a corner. Or blocking a team in the basement and then going AFK. You will then be essentially holding the game hostage. Which is an offence. 

    but if a killer wants to go AFK as Freddy for a de-rank the survivors take forever to leave; they'll try everything for 10 minutes to get the killer's attention. The smart ones realize they can just get more points in the next match and move on. Then there are the trolls who stick around for another 10 minutes just to take the game hostage. That seems to be a more bannable offense.

    Nothing is stopping the survivors from completing gens, opening exits, and escaping. However, the killer cannot move on to the next match as long as the survivors choose not to leave.

    Why de-rank? There are no rank rewards; ranking up just means facing more and more toxic survivors who only see the killer as a Bloodpoint piñata running around a park at night.

  • I tried swapping Enduring for Insidious to counter Borrowed Time, but Insidious is bugged on console, taking 7 secs instead of 2.

  • The license holder would not allow Freddy to be visible to someone who is awake.

    • Freddy should be able to climb through a window even if an awake/transitioning survivor is also vaulting through it.
    • His lunge should go through awake survivors and only "snap" to sleeping survivors.
    • The interaction speed penalty should apply during the transition.

    Another annoying things survivors can do is fail a healing skill check on a dying survivor to wake them up and let them crawl out the exit while Freddy watches helplessly...

  • @Outland said:

    @Nos37 said:

    You would rather hope that the community behaves themselves, rather than just click a single button to hide post-game chat?

    That flag never stays off, so yeah it can go, end game chat rarely is pleasant, so why have it?

    Because players only have one way to vent on console: hate mail. If they could vent in post-game where you cannot see it then that's less hate mail. Maybe then players can change their privacy settings back.

  • @Outland said:

    Or, you know, they can just grow up and keep their comments to themselves.

    You would rather hope that the community behaves themselves, rather than just click a single button to hide post-game chat?

  • @Noodle said:
    Please no, I get enough hate mail from salty survivors in my psn inbox, I don't need in-game chat to be as toxic either.

    The post-game chat can be hidden on PC. If that feature remains intact in the console version then that would mean you can just hide the post-game chat. Plus, it would reduce the amount of hate mail you receive, as salty players can vent their frustrations in post-game chat instead of messaging it to you.

  • While we're on the topic of buffing Saboteur, and sabotage in general, can a survivor who successfully saves a teammate through sabotage be rewarded in the emblem system?

    I'm not sure if and how the emblem sytem does reward sabotage, but I sabotaged several hooks allowing another survivor to wiggle free four times. Four times I saved their life, but I didn't feel properly rewarded in the emblem system after the match.

  • Another, more complicated, rework of Saboteur:

    • Have it require 100% completion uninterrupted
    • The hook does not break after completion. Instead, it remains sabotaged until the killer hooks a survivor on it.
    • The survivor counts as having been hooked, before the hook drops, stuns the killer, and frees the survivor.
    • The killer, as part of the stun animation, has to reset the hook which removes the sabotaged effect.
    • Survivors who are "dead on hook" when hooked will still be sacrificed, and there will not be a stun.

    Yes, it sounds overpowered like Decisive Strike (the survivor gets away), but, unlike Decisive Strike, it's not free; they have been hooked. Also, the killer doesn't have to wait for the hooked survivor to be rescued. They can get right back to searching for and chasing the survivor, speeding up the overall find-chase-down-hook loop.

  • If I want to sabotage a hook to make an area safe for me and my teammates to work on a generator, then why would I sabotage the hook to 100%, trigger a visual notification, and bring the killer over, making the area unsafe? Even if the killer didn't come over, we would only have so much time before the hook comes back.

    What if Saboteur removed visual notifications from successful sabotages, and/or added 10/20/30 seconds to the hook regeneration?

    This would give Hangman's Trick more weight, too, as the killer's notification that someone started sabotaging would override Saboteur.

  • I'm confused by this statement, though "We integrated Redshell with the goal to track the efficiency of our marketing campaigns (how many players clicked on our advertisements on social media platforms and then purchased the game afterwards)."

    If Redshell isn't in your computer until you install the game then how is it supposed to track which ad/method you chose to buy the game? If you go into a store and buy a video camera, that video camera won't have footage of you walking into the store to buy it.

    Maybe browsing / clicking history? Does it monitor the friends of players who already own the game, to see how/if they buy the game?

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