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NuclearBurrito2

NuclearBurrito2

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NuclearBurrito2
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  • Spirit is super satisfying to improve with. As a spirit main I have had the moment you are having now

  • So take the pig... replace her bear traps with the shape... and then use all of that build up to do an action that doesn't even down them!?

  • You guys realize these solutions are not mutually exclusive. We can have redundancy if we need it.

    We can have VC, Pings, additional passive aura's, action icons in the character portraits ect and then rework perks like bond and empathy in response

  • @TrAiNwReCk said:

    @NuclearBurrito2 said:

    @TrAiNwReCk said:

    @NuclearBurrito2 said:

    @TrAiNwReCk said:
    Instead of generalizing 'Balance Around Voice Chat' please, give even 1 example of 'balance' around voice chat? Voice Chat isn't a function or some type of mechanic that can be tweaked and altered in any way. It is either there, or it's not.

    Some might say, well have perks that can affect voice communication in game in some way. Maybe after the 1st hook the player loses the ability to use voice chat (killer cut out their voice box idk). Wow, balance . . .

    Wait . . . Let's just use Discord.

    I am willing to hear any actual 'balance' based around voice chat that players won't simply revert to using Discord because they don't want any type of balance.

    As others have said, voice communication is only as powerful as the survivors make it. A bunch of randoms with voice chat would probably be trash talking one another 90% of the time, making annoying noises or talking about non game related things.

    SWF is only OP when used by organized, skillful and knowledgeable players. They are a dim a dozen, but the fact they can be that power needs to be balanced within the SWF mechanic in the game. Limiting SWF groups only to unique perk/item/offerings (no player would have access to what other players take into the game) would add great balance to such SWF groups. Those who claim otherwise just want to have access to such OP configurations if they want too use them.

    Balance around VC doesn't mean that you make changes that directly hinder the VC itself, that would be counter productive.

    Rather you just take the assumption that survivors know anything the other survivors know and then make a balanced game with that information after doing whatever needs to be done in order to make sure that this is true.

    "after doing whatever needs to be done" that's what I am wanting to know. What is that, that needs to be done? How do you balance around an assumption?

    Simple. Buffs when the assumption means a side has more power and nerfs if it means less power.

    Yes, but what would these buffs be? I am not trying to be a troll or whatever. I really want to know.

    The problem is Survivors OR Killers just want something to happen and then balance it from there. What's the points of changing things to change them only to still have balance issues down the line. Wanting change without any specific realistic ideas for balance there after makes the change meaningless. It essentially gives into one side and still problems persist, but hey that one side got what they wanted so its fine.

    Really, I am just asking. If you are unsure that's fine, but that's my point.

    I've only not been specifying because it is kinda arbitrary. It could be a MS buff to killers, it could be a gen repair nerf to survivors, it could be a hatch rework that is more killer sided or it could be a combination of things.

    The buffs do not have to specifically counter VC somehow so it's kinda hard to say that this change needs a specific buff to go with it, we don't it just needs to be mathematically sufficient, playtesting would be required to figure out what that means exactly

  • @TrAiNwReCk said:

    @NuclearBurrito2 said:

    @TrAiNwReCk said:
    Instead of generalizing 'Balance Around Voice Chat' please, give even 1 example of 'balance' around voice chat? Voice Chat isn't a function or some type of mechanic that can be tweaked and altered in any way. It is either there, or it's not.

    Some might say, well have perks that can affect voice communication in game in some way. Maybe after the 1st hook the player loses the ability to use voice chat (killer cut out their voice box idk). Wow, balance . . .

    Wait . . . Let's just use Discord.

    I am willing to hear any actual 'balance' based around voice chat that players won't simply revert to using Discord because they don't want any type of balance.

    As others have said, voice communication is only as powerful as the survivors make it. A bunch of randoms with voice chat would probably be trash talking one another 90% of the time, making annoying noises or talking about non game related things.

    SWF is only OP when used by organized, skillful and knowledgeable players. They are a dim a dozen, but the fact they can be that power needs to be balanced within the SWF mechanic in the game. Limiting SWF groups only to unique perk/item/offerings (no player would have access to what other players take into the game) would add great balance to such SWF groups. Those who claim otherwise just want to have access to such OP configurations if they want too use them.

    Balance around VC doesn't mean that you make changes that directly hinder the VC itself, that would be counter productive.

    Rather you just take the assumption that survivors know anything the other survivors know and then make a balanced game with that information after doing whatever needs to be done in order to make sure that this is true.

    "after doing whatever needs to be done" that's what I am wanting to know. What is that, that needs to be done? How do you balance around an assumption?

    Also "doing what needs to be done" is refering to the VC. Not additional changes in response to VC.

    You make it so that there is no disconnect between the perceived factors and the actual factors. And then you make sure the stats

  • @TrAiNwReCk said:

    @NuclearBurrito2 said:

    @TrAiNwReCk said:
    Instead of generalizing 'Balance Around Voice Chat' please, give even 1 example of 'balance' around voice chat? Voice Chat isn't a function or some type of mechanic that can be tweaked and altered in any way. It is either there, or it's not.

    Some might say, well have perks that can affect voice communication in game in some way. Maybe after the 1st hook the player loses the ability to use voice chat (killer cut out their voice box idk). Wow, balance . . .

    Wait . . . Let's just use Discord.

    I am willing to hear any actual 'balance' based around voice chat that players won't simply revert to using Discord because they don't want any type of balance.

    As others have said, voice communication is only as powerful as the survivors make it. A bunch of randoms with voice chat would probably be trash talking one another 90% of the time, making annoying noises or talking about non game related things.

    SWF is only OP when used by organized, skillful and knowledgeable players. They are a dim a dozen, but the fact they can be that power needs to be balanced within the SWF mechanic in the game. Limiting SWF groups only to unique perk/item/offerings (no player would have access to what other players take into the game) would add great balance to such SWF groups. Those who claim otherwise just want to have access to such OP configurations if they want too use them.

    Balance around VC doesn't mean that you make changes that directly hinder the VC itself, that would be counter productive.

    Rather you just take the assumption that survivors know anything the other survivors know and then make a balanced game with that information after doing whatever needs to be done in order to make sure that this is true.

    "after doing whatever needs to be done" that's what I am wanting to know. What is that, that needs to be done? How do you balance around an assumption?

    Simple. Buffs when the assumption means a side has more power and nerfs if it means less power.

  • No. [GOOD WORD] that. If you want to "punish" a legion (playing as him isn't a [GOOD WORD] crime #########) then beat him and show him why we call him bottom tier. Don't just give him a free win and expect that to help, play the game, learn his weaknesses and exploit them
  • Peasant said:

    Toxic squads are a pain when you're new. But eventually, you'll learn that they are usually more bark than bite. These groups tend to be predictable and have easy counters to boot. Let's focus on the flashlights for now.

    Flashlights can be used for only the following:
    - Flashlight Blinds
    - Shoulder Saves
    - Burning The Wraith
    - Burning The Nurse
    - Burning Phantasm (Hag) Traps

    Knowing this, let's move onto counters.

    The Wraith can only be burned while he is in the spirit world. Just uncloak before charging the flashlight person and you'll be good.

    The Nurse can be denied the ability to blink while the flashlight's light is on her. So to counter this she can just start charging blinks early. Alternatively, if the survivors got cocky she can always just lunge at them once they're close enough.

    Hag, unfortunately, has no counters other than maybe using a Minty Rag to manually teleport to traps being affected.

    So for general flashlight blinds/shoulder saves we have 2 types of counters available, perks, and knowledge.

    In the perk area, there are several perks that make using Flashlights harder or riskier.
    - Lightborn increases your base resistance to blinds and helps you recover from a successful blind faster.
    - Overwhelming Presence makes using flashlights consume 80%/90%/100% more charges than normal when used within your terror radius. (Provided you can regain control before the blind is complete you can move your head to chew through their durability.
    - Franklin's Demise lets you just knock a survivor's item out of their hands and also removes 0%/5%/10% of the item's base charges. (If you can get a lucky pallet lunge you can sometimes lock their item under a pallet. When this happens I strongly encourage you to never break that pallet regardless of the consequences just to make these "bullies" realize that they need killers in the game.)

    So if flashlights seem to be a common thing for you, consider grabbing one of the above perks.

    In terms of game knowledge, the key thing to know about flashlight blinds is that in general, they require timing and space to pull off. For example, if you down a survivor next to a wall, or just near a wall in general, try to grab them while facing the wall. By doing this you make it harder for the blinder to get in position to blind you. Additionally, if you suspect that there is a blinder lurking nearby and you have no perks or walls to help, do a quick circle around the downed survivor and see if anyone is nearby. If you do find anyone just give them a smack and usually they run off to heal.

    To summarize countering flashlights without perks:
    - If a wall is nearby, just face the wall while you pick up the downed survivor, the closer you are to the wall the better.
    - If a wall isn't nearby, spend 10-15 seconds quickly patrolling around the downed person making sure that nobody is hiding just around the corner to blind you.

    That's all I got. Good luck!

    First of all toxic is the wrong word for these squads as they are just playing to win. Competent squad describes them better.

    As for flashlights I always find it funny how survivors think I can't hit them after they blind me. I always lunge where I think they are when I'm blinded and I've had multiple games where I hit them this way. It's so satisfying to do
  • @OrionsFury4789

    What's your psn tag? 
    Ok just to be clear. You agree that DCing right before a mori is not ok right?
  • Oh yeah. Probably going to take hate for this but: Legion moonwalk is ALSO not toxic
  • My mind. Never DC ever. If someone wants to cheese a win out of me then they will have to pry it from my cold dead hands
  • se05239 said:

    @Poweas said:

    @se05239 said:
    Most toxic survivors love using DS (breaks momentum, especially when a non-obsession got it) and flashlights (wastes valuable seconds, can break momentum through saves) and most toxic players are also really proficient at looping.

    I'm a good looper but some people call me toxic :(

    I guess that boils down to if you T-bag at every chance you get, use flashlights to blind at every pallet and heal constantly when given the chance. If no, then you're definitely not toxic in my book.

    Of those only t bagging is actually toxic. Flashlighting at every pallet is proper use of them. Healing is just obviously beneficial 
  • PiiFree said:

    Therefore, NOED is weak against SWF and strong against solos because they don't have the same tools in a game to deal with the perk. Furthermore, the perk awards failure in terms of you couldn't prevent the survivors from completing their objective. I'm not going to defend DS either, it's the NOED equivalent because it also awards failure in terms of losing in stealth and in the chase.

    I have to disagree.

    SWF makes things a lot easier compared to solos, that's obvious but your statement: Solos don't have the same tools in the game to deal with the perk -> Yes they do. They have EXACTLY the same tools. Voice communication is NOT part of the game. Do you realize that you just used SWF and Voice Communication as a benchmark for balance and use the lack of communication of solos as a reason as to why NOED is OP? How ridiculous is that? Is that were we are now, SWF as a measurement for balance?Wow.

    NOED doesn't reward failure. Assuming that the balance of the game is aimed around 2kills 2 death this means it's completly natural and expected that 5 gens get repaired. Considering that, it's not at all a loss to reach that state. It's not the Killer failing to do their objective to defend gens, it's the Survivors doing their objective. I'd compare NOED to Adrenaline, but DS is a whole new level. On top of that, Survivors have the complete control over NOED (and Adrenaline). They decide when and if it activates the moment they pop the last gen. On top of that, NOED still requires you to find & down a Survivor before they can escape the gates / break the totem. It's punishing Survivors for failure.

    DS, on the other hand, punishes Killers for doing well. That's why DS is incredibly poorly designed and NOED, while it certainly can be powerful, is just that: A situational, powerful perk (against unaware Survivors).

    There's a reason why mostly Wraith, Trapper and Freddy use NOED. They lack the pressure to keep Survivors from doing gens, so they focus on the endgame. If Survivors mindlessly rush gens, they'll get punished for it because they didn't consider the obvious: NOED. Remove NOED and you gotta be really lucky to ever see one of those Killers again.

    And as a sidenote, I'm sure most Killers would gladly trade NOED for Adrenaline and DS.

    Ima stop you right there. 2k average does NOT mean 2 kills per game, that's a 2k median and is something different. 2k average means 50% winrates over all games. Which actually means an overwhelming majority of 0k's and 4k's
  • Self Care
    Empathy
    Spine Chill
    Dark Sense

    however once I unlock the perks I eventually WANT to be running:

    Self care
    Quick and quiet
    Dance with me
    Alert

  • I kinda want to try a devour hope build on Hag. But I don't have the hag nor do I have devour hope sooo....

    Specifically I'm thinking: DoH, ToTH, BBQC, Brutal Strength

  • @TrAiNwReCk said:
    Instead of generalizing 'Balance Around Voice Chat' please, give even 1 example of 'balance' around voice chat? Voice Chat isn't a function or some type of mechanic that can be tweaked and altered in any way. It is either there, or it's not.

    Some might say, well have perks that can affect voice communication in game in some way. Maybe after the 1st hook the player loses the ability to use voice chat (killer cut out their voice box idk). Wow, balance . . .

    Wait . . . Let's just use Discord.

    I am willing to hear any actual 'balance' based around voice chat that players won't simply revert to using Discord because they don't want any type of balance.

    As others have said, voice communication is only as powerful as the survivors make it. A bunch of randoms with voice chat would probably be trash talking one another 90% of the time, making annoying noises or talking about non game related things.

    SWF is only OP when used by organized, skillful and knowledgeable players. They are a dim a dozen, but the fact they can be that power needs to be balanced within the SWF mechanic in the game. Limiting SWF groups only to unique perk/item/offerings (no player would have access to what other players take into the game) would add great balance to such SWF groups. Those who claim otherwise just want to have access to such OP configurations if they want too use them.

    Balance around VC doesn't mean that you make changes that directly hinder the VC itself, that would be counter productive.

    Rather you just take the assumption that survivors know anything the other survivors know and then make a balanced game with that information after doing whatever needs to be done in order to make sure that this is true.

  • @NuclearBurrito2 said:
    Any solution that invovles willingly losing isn't one.

    Except the killer has already won because they pipped, likely even double pipped. A 4k is not what defines a win in this game, it's only a win based on your arbitrary rules. Survivor on the other hand does risk "losing" by jumping into the hatch to get grabbed because they can lose their pip for that. This is almost NEVER the situation for the killer, unless it's something like 3 survivors escaped already and the last one is just greedy for hatch.

    I freely give hatch in a ton of my games (and some games people get it legit) I still "won" because I got a 3k and pipped/double pipped.

    Like I said in the other thread, if you gave up this idea that "4k = only win condition" then you would probably get a lot more enjoyment and a lot less frustration out of playing killer.

    We have been over this.

    Also even if I agreed with you (I don't) then I would still want to 4k because I don't see if I have pipped or not until after the game ends. So I can't make ingame decisions based on it
  • @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

    Slug the 3rd then
    There are solutions

    I do. He often DC's, when he doesn't I win usually

  • When I'm survivor I do gens if the Killer is on the hatch, otherwise I look for the hatch

  • @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

  • @Nickenzie said:
    NuclearBurrito2 said:

    @Nickenzie said:

    PiiFree said:

    @Aven_Fallen said:
    
    @PiiFree said:
    
    @Eveline said:
    
    But it takes forever sometimes...
    
    
    
    It's still way faster than the average time required for a hatch standoff.
    
    
    
    Just dont do Hatch Stand-Offs. Problem solved.
    
    
    
    That's what I'm doing by slugging. Problem solved.
    
    
    
    You can just slap the survivor on the butt and take your 3k. Same thing for the survivor side, let the killer sacrifice you by jumping in and move on.
    

    Problem solved and you save 20 minutes of your time. Yeah, you're so welcome! :)

    Any solution that invovles willingly losing isn't one.

    The solution on the survivor side is to do gens while the killer is on the hatch. And then to go to the hatch when the killer checks on the gens

    Exactly, but others think wasting 30+ minutes is a even better option. Personally, if reach the hatch, I'll either kill myself or attack the survivor just so I can move on to the next game. It sucks that losing is the only option but hey, at least I get to keep 30 minutes of my life and spend them on those delicious bloodpoints! :)

    The point is that you balance and make plans with the assumption that winning is your #1 priority. Because when it isn't you aren't trying to play optimally in the first place.

  • @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

  • Ok there now it's -20 meters which isn't quite as insane on a 24 meter TR killer (still really good but not as much so)

  • @Kind_Lemon said:
    That would be terrible — you could completely negate the point of the heartbeat, which is already in dire straits. Ignoring a mechanic with no downsides is never a good idea for game balance. The only reason The Nurse is still as she is is because of the tremendous skill ceiling.

    Wot. Only Myers can completely remove their TR with this perk even WITH M&A stacked onto it.

    Both M&A and this insidious perk combined is -23 meters terror radius outside of a chase. The smallest non-Myers terror radius is 24 on the nightmare, legion and sprite which I am now realising is smaller than I remember it being.

    1 sec I thought they were 28, which they aren't

    Point is it doesn't REMOVE the terror radius (or isn't intended to anyways), it just lessons it for stealth play

  • @Nickenzie said:
    PiiFree said:

    @Aven_Fallen said:

    @PiiFree said:

    @Eveline said:

    But it takes forever sometimes...

    It's still way faster than the average time required for a hatch standoff.

    Just dont do Hatch Stand-Offs. Problem solved.

    That's what I'm doing by slugging. Problem solved.

    You can just slap the survivor on the butt and take your 3k. Same thing for the survivor side, let the killer sacrifice you by jumping in and move on.

    Problem solved and you save 20 minutes of your time. Yeah, you're so welcome! :)

    Any solution that invovles willingly losing isn't one.

    The solution on the survivor side is to do gens while the killer is on the hatch. And then to go to the hatch when the killer checks on the gens

  • @AlwaysInAGoodShape you stop discussing it too

    @Paddy4583 ok so say again what change you want made because it clearly got lost in the semantic argument that has been going on for 10 pages

  • @Paddy4583 please stop with the sidequest thing. Regardless of if you are right or not at no point can you then go "therefor we should do X"

    If you ARE working towards that then just say what needs to change about this proposal like I did so we can move onto discussing which mechanics are ideal to improving the state of the game

  • @AlwaysInAGoodShape said:
    @NuclearBurrito2

    I would prefer BOTH the power cells AND the tunnel to be in a pressure point

    What if you replace power cells with, idk, spiderwebs? Meaning that you have to "cleanse" spiderwebs before you can go down the last stairways, meaning you are spending more and more time increasingly deeper inside of the basement? xD

    I mean the cells that you install into the gates

    Like in route A its do 5 gens and get a thing in the basement to open the gates (or do 7 gens but who cares)

  • In regards to aesthetics btw we do have the underground section of larry's (the map with the houses in case I got the name wrong)

  • @AlwaysInAGoodShape said:
    @NuclearBurrito2

    Labour-wise I think you wouldn't be able to get away with a multi-hallway tunnel set. Though what you want already exists inside of the game, right?; It's the basement, as you've mentioned.

    If you want to create such a pressure spot related to doing an objective, then you could try and remove the batteries from the basement and instead have the basement asset have another door inside leading even deeper inside.
    (The deeper room having the same aesthetics of the basement)
    With such alterations then you might be able to create the type of pressure point you want, while keeping required resources durable.

    Dunno, can you see it in front of you?; A basement with another stair-case leading even deeper, made out of basement textures etc?

    I would be willing to take that as a compromise. I would prefer BOTH the power cells AND the tunnel to be in a pressure point (with the cells being far faster and thus a bit less risky in comparison), but in the event that doing this isn't possible I am ok with it being part of the basement

  • And of course the last person would not be making such a decision as they can just leave straight away

  • @AlwaysInAGoodShape said:
    @NuclearBurrito2

    Realm specific is close enough

    The idea is that the tunnels have a similar risk factor to the basement (1 way in or out not counting the exit door and not enough room to maneuver around the killer)

    When I say a new area I don't mean something particularly large, I'd say maybe twice the size of the basement but more stretched out into a few hallways. Since opening the hatch in my idea gives a noise notification it means it is very likely the killer is going to come down, this means you can just open the hatch and leave without using it to distract the killer if you want to.

    The hatch is faster, especially if people are dead which is why you would want to use it and I would imagine there would be a latter to get back out of it if needed

    Ah, I see. So you want to create a place where the survivor can get trapped in and has to make the consideration of whether committing to it or not?

    Bingo.

  • Also I would just have a counter for the tunnel power cell gate things (im'a just call them power stations kay?) that has an animation when it is being used and when it is completed. The killer would not see this

  • @AlwaysInAGoodShape said:
    Finish 3 gens;

    So route A =

    Do 2 extra Gens >>> Go to the basement >>> (escape through the exit gates?)

    Route B =

    Go to the basement to grab 3 things / 3 times?>>> Open and enter the hatch >>> New area.

    Route C =

    Map dependent.


    For Route B:
    So the moment when there are 3 generators finished. (Which is insanely quick as it can often translate in every player only having to do 1 gen. Meaning after doing 1 gen you can grab something in the basement and go inside of the tunnel area.

    I don't know what a tunnel area would contribute to game-play; Does it have pallets? Can you return? Can the game afford to do all this and still have things run on console?
    It seems like the idea behind the tunnel only works conceptually. Game-play wise it adds to little for the amount of labour that such a system would require.

    With both A and B being so similar it kind of feels like:

    Do 3 gens > Go to the basement? ---> no?
    Do 5 gens > Go to the basement? ---> no?
    Do 7 gens > No questions asked.

    It has that structural overlap and with that overlap, I cannot see where the meaningful strategical considerations are;
    Why pick route A over B for any other reason than the killer being somewhat close to the basement or not? What makes the choice different? What makes tunnel more risky or what game-play does the tunnel add?

    The problem I see with A and B in particular is that they don't interact with each other, meaning that in a solo environment multiple players may be working on a completely different route as the tunnel doesn't progress the 7 gen/the 5 gen. Doing the main objective no longer progresses as 1 bar but as separate.
    Whether the map specific objective would have interactivity with either of the 2 is of course uncertain.

    As for map specific objectives; this is cool. Though I don't know how much work that'll be. Different objectives means also more error for balance issues. If you'd want something like it, the better try would be to ask for Realm-specific objectives, with realms that only have 1/2 maps all have the same objective (:

    Realm specific is close enough

    The idea is that the tunnels have a similar risk factor to the basement (1 way in or out not counting the exit door and not enough room to maneuver around the killer)

    When I say a new area I don't mean something particularly large, I'd say maybe twice the size of the basement but more stretched out into a few hallways. Since opening the hatch in my idea gives a noise notification it means it is very likely the killer is going to come down, this means you can just open the hatch and leave without using it to distract the killer if you want to.

    The hatch is faster, especially if people are dead which is why you would want to use it and I would imagine there would be a latter to get back out of it if needed

  • @Lowbei said:
    your opinions are welcome. please try to be balanced if possible. many people come here and make threads about how killers shouldnt be allowed to kill them, or camp, or breath, or use m1 or the W key.

    id love to hear what you think about the new dlc! the spirit is great right?

    Got it. Use a slug build on the huntress and let everyone bleed out while only using the hatchet while strafing

  • If we can properly fix the death efficiently issue then that should make both of these other issues less problematic

  • Sorry but I want to win.

    As killer that means I need to slug to prevent the hatch
    As survivor that means I need to gen rush to open the gates

    Does that make these things good design? No, but that isn't the players fault so they aren't the ones who should be blamed

    Instead we should try and have mechanics that fix the fundamental issues

    Things besides gens required to escape, less emphasis on the hatch ect

  • @Dwight_Confusion said:

    @RemoveSWF said:
    Something is certainly needed to counter a gen rush.

    Camping, Ruin and Noed....

    Something is needed to SUCCESSFULLY counter a gen rush

  • @Eveline said:
    PiiFree said:

    @Eveline said:

    Piifree take notes. Which side is more toxic lol.

    Your definition of "toxicity" seems to be a bit off aswell.

    People trying to win has nothing to do with them being toxic.

    Survivors who flashlight save are trying to win. Ds users also.

    Correct. And I would never call them toxic for doing so

  • @AlwaysInAGoodShape said:
    @NuclearBurrito2

    To make sure if I understand how I should read it: You mean if you pick 4A then 5A and 6A is the route right? Same goes for 4B, 5B and 6B?

    Correct. Although just because you start doing one does not mean you can't start doing the other (so doing 4 gens doesn't stop you from doing the hatch and powering one of the hatch cells doesn't prevent you from using the gates later)

  • @Entità said:
    Master said:


    Entità said:

    This reform is very urgent.

    Playing as a solo, with other solos, it means to waste your own time: people running into random places, gens almost done forgotten by other survivors, deaths on the first hook or three people running to the hook, a mess from the beginning to the very end. Simply awful: you lose any form of fun and get angry.

    Playing as a killer against a full team is no less unnerving: infinite loops and tbagging, an army of flashlights which appear from nowhere when you down somebody, hexes unplayable, instaheals and Adrenaline and DS everywhere... a nightmare, without Freddy.

    Please, @not_Queen @Patricia, restore the balance among Solos, Killers and SWF: all players deserve to have a fair game. :(

    The biggest problem of playing solo is that you get matched with compete plebs, but that's the fault of the ranking system.

    Playing with a competent team of solos can be really fun,but sadly it practically doesn't happen anymore (I miss the old days)

    Do you support the proposal written in the OP, then? :)

    @NuclearBurrito2 What?

    Well SWF can be as coordinated as they are because of voice chat. So give solo's voice chat and suddenly everyone has the exact same tools

  • @poopman said:

    @NuclearBurrito2 said:
    Literally just do the title.

    Here's the thing. I agree 100% and I have asked the devs on several occasions.
    They always gave me the same ridiculous answer:
    "We can't do that because it would break the immersion".

    That makes 0 sense.
    You can just make it optional - Heck, turn it OFF by default if you have to, just make it a toggle option.

    But oh.. they always ignored that argument, they kept going back to: "It would break immersion"

    Seriously, they told me that argument 10+ times. I'm not joking.
    That's the only argument they have against it and they'll always use it.

    Because everyone knows people can't talk to each other in real life...

  • I'm betting it's a mummy

  • As a killer main I am 100% ok with giving a dull totem cleansed notification for survivors (no real need for a counter they can just count the notifications. I guess it could be there anyways but it doesn't have to be) and other survivor QoL

    Hell I would even be ok with having survivors who work on a totem revealing the totems aura to other survivors as a passive

  • @ermsy said:
    NuclearBurrito2 said:

    Not saying that NOED in particular is fine. But in general perks that give you a boost when you are losing are not problematic, however that is only true so long as the boost is less than the snowball from the fact that you are losing (or in otherwords you should never be MORE likely to win now that the survivors have made additional progress). Those gens should always hurt you more than they help you, but that does not mean they can't help you, hence end game builds.

    like, a survivor is very likely to escape once the gate is powered, not as likely if the killer has NOED, but even in that case they are still more likely to escape compared to when the gate isn't powered.

    DS is problematic because you are more likely to survive a chase after using it compared to when you were initially injured or downed

    Or in otherwords a perk can turn a point of failure into a point of lesser failure and still be fair. However it is not fair for a perk to turn a point of failure into a point of success.

    Keep in mind that even without NOED it is possible for the killer to win after the gates are powered. Thus having a boost that makes it possible to win is still a point of failure as the gates being powered still makes it highly possible to lose compared to before then.

    (I consider blood warden and remember me to both be stronger than NOED in this context since they are more effective at letting you win the game after the gates are powered)

    I agree that ds is much more of a problem compared to noed as respecting the possibility of a noed as a survivor is usually enough to escape. You just have to take ds most of the time and hope you can resolve the second chase quickly, if not you lose.

    I don't believe remember me and blood warden is stronger. Although Remember me is very strong but promotes tunneling and blood warden is too situational, survivors can make themselves scarce if they know about it and you have to time the hook.

    Remember me and blood warden are not stronger than NOED and that isn't what I claimed. Instead they are more impactful, however it's at the cost of consistency

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