PassarinoT
PassarinoT
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1335876#Comment_1335876
Actually, Scream is a paragraph in Dead by Daylight. Chapters include a killer, a Survivor, and a map. All we got was a killer.
Sadly, it was a "chapter". Only one with one killer, oddly. But still a chapter.
However, I think this means there is room left to complete the chapter if licensing is resolved.
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@SadLegion said:
pity they cant spawn literally on top of the gen, or can they?
https://us.v-cdn.net/6030815/uploads/1ZXZAHP107L0/381210-screenshots-20200605193015-1.jpg
by god they really made that hard to find, behind a small patch of grass and behind a gen? COMPLETELY obscured!
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@Mooks said:
I really hope so, at least to get legendary skins from the other gender for a license (Dr. Loomis for Laurie for example.)
or maybe just borrow the voice of an existing more fitting character, so even if we get Hopper from Stranger Things as a Steve legendary, give him not Steve’s voice. Any male voice but Steve’s would suit him better XD
Yes, I know how you feel :(
When spirit's hallowed blight came out, I wished she got a deep, corrupted voice but it's the normal still
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clam spirit
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1328963#Comment_1328963
They didn't sabotage anything. They weren't a sabotage team. Anyway, the specific time I was referring to was after the Lery's rework but before the change to Sabotage. The reworked Lery's is just terrible for hook spawns sometimes on it's own. It becomes really bad with offerings. I wouldn't say I got outplayed, either. They were counting on being able to waste my time by forcing me to take long walks to hooks and/or them being able to wiggle off my shoulder. I didn't give that to them. I killed them all. Two bled out while I was chasing the others, got the last two downed, hooked the one with more time left on their bleedout timer, and then the fourth one bled out when there was no hook close enough. Slugging them rather than searching for hooks and/or letting them wiggle off was the smart play.
Oh I see. Well then, the problem is no longer the same in terms of sabotage. And furthermore, this is a hook problem. Not a slugging issue.
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Here's a concept my friend made the art for and I designed the concept of, if that's allowed here.
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@PigNRun said:
Well, if your intention is to prevent it, why not instead of the slugged people being able to get up, just sacrifice all Survivors and end the match? That would probably be fairer and accomplishes the same.
For instance, if everyone is slugged for more than 1 minute, more than enough time to reposition and get an Unbreakable off, all Survivors are sacrificed EGC-style and the match ends.
Interesting idea. I think it could potentially work as an alternative, but it definitely would lead to killers attempting to slug purely to win a game in that manner.
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@TragicSolitude said:
Yeah, no. I've had games where survivors burned Petrified Oak offerings and we ended up on Lery's (either due to RNG or one of them burning an offering). Hooks are sparse on that map now even without Petrified Oak. The survivor's offerings force me to play a slugging match in those situations. In one match, when I hooked the third survivor, I picked up the fourth, looked around, and had to drop them back on the ground because, despite having used only one hook during the match, there was no hook close enough to put them on. Nah, they don't deserve a get-out-of-jail free card for that. I had to play around the mess they made, and that meant slugging. I shouldn't be punished for using the only option available to me.
Sure, it's not fun being slugged when I play survivor. It's why I've so often equipped Unbreakable and saved it for the last second before I fully bled out in those situations. I usually got killed in the end, anyway, but at least the killer who left four people slugged on the ground to bleed out was forced to find me and chase me down again. Or the few times I've been slugged, no Unbreakable, and I crawled to the hatch and escaped that way. Those moments felt pretty awesome.
Slugging counters DS. Slugging is useful sometimes to slow down the match. And slugging is necessary when there are no damn hooks. Sure, it sucks when a killer is a dick and slugs everyone and leaves them to bleed out, but I haven't been in those situations that often. Sorry if you're unlucky enough to encounter that a lot, but that doesn't justify nerfing such an important mechanic.
That's a hook based problem. That's a different issue that needs addressing in a different way. Although, I understand it is painful to have no hooks nearby, that just sounds like a very coordinated team and something you'd have to outwit. I face saboteur teams with offerings sometimes, once on Lery's and I only let them get one successful hook break and save. And they had all the works. Breakout, dead hard, saboteur, and whatever mystery perk they chose for their fourth. I didn't slug more than one person for more than a few seconds to check if anyone was nearby. That just sounds like being outplayed right there. Whereas, slugging 4 people and letting them all bleedout with hooks nearby? That's just toxicity, not outplaying. The reason hooks have distance is so that there is a chance of escaping the killer grasp. And not to mention, hooks only disappear for a short moment that's far less than a minute. So, survivors won't disable your hooks for long. And even then, you can drain their resources of toolboxes and they aren't completing gens, giving you more time. I don't see how your issue got to you so bad? If you got that outplayed, I'd give them props. Trying to sabotage all the hook nearby of a survivor can be extremely difficult as you don't know which way the killer will go. It just sounds like you were predictable and got pitted with offerings, which I think is annoying, but fair.
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@elvangulley said:
Survivors ds has a counter just slug
Survivors i hate being slugged punish slugging slugging is toxic.
This has nothing to do with decisive. This is about slugging without hooking. You can make it about decisive if that's what you want, but why would you slug more than one person if there's a decisive present? Also, I'm a killer main. I'm having a very hard time interpreting what you're trying to format in this comment, but I'm coming from a very killer-sided point of view on this. As killer, there is no need to slug more than one person for more than a moment.
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@indieeden7 said:
Carrie or the shining (Stanley Kubrick's version) would be my dream chapters
yes carrie please, I want it so bad
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I haven't seen many ask for this one, so here. I really want to see The Strangers added. Maybe even just as legendary skins. Their survivor counterpart(s) could be the brother and sister from "The Strangers: Prey At Night"
Couldn't find a pic from the film, but these two could be the survivor counterparts.
Then, for the realm, it could the trailer park the movie took place in, and it could maybe have two different parts to it.
One being the pool/check-in area with a few trailers:
Maybe make the pool drained/unable to access, though.
Then the other, (I won't attach any more images, I swear) would be just trailers and then the park where Kinsey hides from the killer(s).
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@APoipleTurtle said:
I think it's long been known that Plague has issues with earning BP and Emblems. Her score events related to her power offer very small rewards, and her common strategy of keeping all survivors in a broken status means that she also tends to earn less hits towards Brutality/Malicious (something that the one-shot killers occasionally have trouble with).
I think the brief cooldown she faces on canceling her power is fine; I don't like when killers are able to completely 'fake' the use of their power with no penalty to zone survivors (though the only really irritating cases of this are Deathslinger and sometimes Billy). However, I do think that pressing the button to use Vile/Corrupt Purge at all should automatically charge it to the minimum point where the action would go through, regardless of if the player let go of the button early (though they could cancel it before this like normal). At the very least, I'd like some kind of indicator in the charge bar for the minimum time necessary to not have the power auto-cancel.
Kinda hoping they'll implement something similar for Leatherface's chainsaw, but at the top 25% of his rev bar. I've had so many occasions of trying to use his power just after the bar filled only to have him cancel the Frenzy instead.
Yeah :\ her hitscores can be pathetic with the right teams.
Also, yeah I was only speaking of when you start to charge, then let go and don't get any vomit. I don't mind cancelling it. That's fine, IMO. But when you try to vomit and get nothing but a cooldown, it feels (naughty word here)ed.
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@C3Tooth said:
I also have some question about Plag
- How many fountain in a match?
- If Survivors use all fountain, and Plag doesnt consume fountain. Do Survivors totally lose ability to cleanse themselves since there is no more clean fountain? I feel like when Survivors use all fountain, all corrupted fountain will be cleansed.
Don't remember exactly, something like 5-7 fountains? I don't recall precisely.
No, they do not. All fountains are cleared and The Plague is given corruption for normal duration.
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I had an idea like this, but rather than locking their perspective, maybe skillcheck difficulty would increase with looking further away from the objective.
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
@PassarinoT said:
Curious to hear your ideas for a possibly more balanced version, and if you think it's balanced as is, that's fine just keep it to yourself because this discussion isn't asking that.
My ideas are:
- Considerably decreases hatchet Wind-up Time
- Considerably increases hatchet throw cool-down time.
- Hatchets cannot down survivors, but instead put them in the deep-wound state.
- Increases movement speed to 115%
Or simply:
- Hatchets put survivors into the deep wound state.
Or even:
- Hitting a survivor reveals the nearest survivor to them for 4 seconds.
- If a hatchet comes within 4 meters of a survivor, they scream and reveal their location.
I made a thread a while back if you'd be so kind to consider anything in it, mine or not.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/158081/tunneling-and-camping-incentive-idea
I like this. I was thinking about something similar this morning, wondering why they don't reward killers for leaving the hook, instead of punishing them? But then I bit in to some bacon.
I like the way you think (and eat).
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@Taiga said:
https://forum.deadbydaylight.com/en/discussion/comment/1304000#Comment_1304000
isn‘t that just for survivors since killers already only have one full body slot?
Some killers are getting legendary ones, too. It's just cosmetics that may not be fitting if worn with other pieces. For example, all legion members wear hoodies. If they were to wear a bunny head with a hoodie, it would look awfully wrong aesthetically and logically
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@1nsignia said:
Nah that doesn't scare me. The only thing that scares me is when you patrolling and out of nowhere a survivor drops a pallet on me, then I jump. God I hate that.
THAT ACTUALLY MAKES ME JUMP. Literally nothing makes me jump as much as when a survivor surprise drops a pallet. I don't complain about eating a free one and finding a survivor, but jesus is it terrifying. Killer more scary than surv change my mind
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324315#Comment_1324315
Keys are the bane of my existence. People somehow can see the problems with a one use perk in the form of DS but they don't see issues with keys that let one or multiple survivors escape entirely.
A survivor will jump in the hatch with a key and my entire nervous system will go cold B(
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Hey, hey, hey, leave my ghostface and his beast of prey out of this! I like my extra chase points and stealth...
Anyways, why is furtive not up there when Beast Of Prey is already 2x better
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Man, I wish that there was a little bypass to bodyblocking after 5 seconds or so. It's so irritating, especially with survivor sandbagging survivor in a corner.
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@Dr_Loomis said:
I think it could be it's own perk.
An issue with Penance is that whilst the protecting survivor is broken, they have to be found in order to administer the downing blow. So as they can't heal, Nurse's Call is not viable. if they run far enough we can rely on BBQ&C. It's not a fantastic perk, I agree.
Actually, I lied, that wouldn't be too bad of a change. Is it 8 seconds of healing? I don't know, but it's not much.
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@Dr_Loomis said:
I think it could be it's own perk.
An issue with Penance is that whilst the protecting survivor is broken, they have to be found in order to administer the downing blow. So as they can't heal, Nurse's Call is not viable. if they run far enough we can rely on BBQ&C. It's not a fantastic perk, I agree.
I would recommend making it into a "deep wound" effect rather than broken, but I feel that may make it considered more of a very rare tier perk. Not sure though.
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@LetsPlayTogether said:
You need to prevent Camping and Tunneling. Or make it at least easily countered. Rewards for not doing it doesnt solve anything.
Not only did this reward doing well, it punished camping and tunneling by removing a fair amount of bloodpoints for tunneling and camping.
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@Rydog said:
Hopefully The Game, in such a way that it isn't two claustrophobic floors that you can get lost in way too easily. I hate that map.
Yesss please. I want to see more openings from the top floor to bottom that aren't tiny little squares and maybe even some outdoors
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1322781#Comment_1322781
Sorry for everyone who like true but i hate him. For me he seems pretty arrogant and negative and he always blame it on SWF.
Also he acts like as he is the best player ever just because some of the wannabe trues fangirls tell him he is. :P
Oh I know. He's by far one of the most annoying content creators to watch in my eyes, he mostly blames either the game or SWF. hardly knows how to realize he's human and can make mistakes. also, hearing "was that ded awd" after a whiff gets old fast
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@Blueberry said:
Autohaven maps. They are so dated.
They need reworks not just visually but game play wise as well. They are literally just a giant field of pallets, that's it. No interesting game play or interactions involved.
YES
When I load in to ANY of them, I often let out a big sigh because they're just painful to play on :\ visually unappealing and monotonous gameplay wise
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@Anara said:
Can I say I'm excited about every map graphic rework? :D
HELL YEAH! Me too!
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@Timtom24 said:
https://forum.deadbydaylight.com/en/discussion/158067/which-map-are-you-most-excited-to-see-reworked
Haddonfield easily. the loops have to get better and the design as well just because they could do even better now with the current ressources
Oh yeah :-) very excited for that one! I love horror games that are indoor based, so the houses will hopefully add a bit more to the scare factor. Alongside that, I just really want to see the assets they come up with for it. Glenvale, Hawkin's, and Lery's all have FANTASTIC assets, aesthetically. Glad to see they're moving past their old sharp-edged aesthetic.
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I really, really love playing on Lery's, especially after the rework. It's such a cool map and it has a real horror feeling that you're trapped inside this building. Also, Hawkin's. I don't really mind the lack of safe pallets. It makes me more creative in my pursuits/escape :-)
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Same happens with me in Japanese ://
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@SweetTerror said:
Jigsaw's map is already pretty damn creepy. I'm eager to see what they do with that!
Oh yeah :D I really hope it gets a balance pass too, hopefully more windows... need the windows... but yes! I hope they add more traps, too
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Ooooh yes Haddonfield! I can't wait :,) I love how they're getting rid of the old, rough, kinda dirty aesthetic they had with new maps. Cannot WAIT to see how it looks on those ones!
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I love Sanctum for gameplay as survivor, but in all honesty, I LOVE going to the Family Residence and looking at where rin jumped, it's weird but it feels more immersive to see that I'm a part of the trailers for Shattered Bloodline, yknow?
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I'm seeing very different outcomes for different people here, and I don't think it's skill based, either. I think The Game map is very unbalanced, not sided towards one group particularly, but it can side with a killer or be a hindrance and that is an issue. For example, trapper players get no grass to conceal their traps. But they can also make a single path unusable unless the player has dead hard or the trap is disabled. Doctor players can have a much greater effect with static blast, and paired with the few amount of lockers upstairs, it can be considerably difficult to avoid. It can be a lot harder to get map pressure in with billy, even though the map is far smaller. Also, the stairs seem to be very random, I wouldn't know exactly what spawns them, but trying to find a way upstairs when discordance, BBQ, etc. shows you a point of interest can be extremely frustrating. The signs help a little but the lack of consistency in the stairs proves to be more confusing than anything else in my experience.
However, I do think that there is a big issue with survivor's resources in this map. I think there should be a better balance. More windows, safe or not, some grass, better places to hide (maybe wreckage of boxes or something), and even some less hidden pallets. This said, I am excited to see what BHVR pulls for their map rework on this one, it's sure to be interesting seeing this map get a rework alongside the others.
I just hope BHVR thinks up an outside portion to this map, or atleast works in some sort of grass/mechanic to obscure traps. And windows. Windows are hard to come by in this map.
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@Theetis said:
As much as I love Joyce from Stranger Things, I'd rather have Robin replace Nancy.
As for a Steve replacement, I don't know. All other male characters are just kind of 'whatever' to me. Not much to choose from either, since most of the male cast is made of children/teenagers.
That's what my friend wants too lol (Robin)
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@Diggly said:
At this point, I think I would accept about anything over the current mending feature, it is just incredibly boring to sit and hold a single button doing literally nothing. At least with generators and healing we have skillchecks, but with mending it is just hold one button for X amount of time.
I think adding some extra little things to it, that might make it more a threat/risk would be interesting even if I don't 100% think your idea would work, but you clearly put a lot of thought into it.
Yeah lol that was my intent. I hate just sitting for x amount of seconds with literally nothing to do. There's nothing fun about it, only the 100 survival points maybe. I think that this change definitely would need working around w numbers but yeah mending now is way too unfun.
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@Splitsecond27 said:
https://forum.deadbydaylight.com/en/discussion/157138/does-deep-wound-need-a-rework
The deep wound was already changed a while ago and I think it’s fine it does what it’s supposed to, the idea you suggest here just would make tunneling as killed very easy for things such as bt, and legion would get a significant buff from this and it’d be too much, It basically Guarantees a down if there in deep wound because you almost never get time to mend mid chase.
Yeah, deep wound was changed several times, but it's still not interactive. I see your point with tunneling here, but being real, that still happens with deep wound now. That's just a fault of killers, borrowed time should not even be all that necessary. But the thing with legion, yes that is definitely true but on the same token I should think he would get a nerf in movement speed back to 110 if this was the case.
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Well, do you like customizing your character? Because if so, no. He has hardly any good outfits to wear. I don't get why they give him so much streetwear, he was a teacher in Japan.
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Nevermind, my single brain cell found the option to switch forums.
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@MiniPisa said:
I honestly just hate the new add-on loss thing. They wanted to make it fair because killers lose their add-ons... but... why not switch it around? Like instead it being killers can also keep add-ons if they get a 3-4k (or anything above brutal killer)... surely that's way better..
Yeah that's fair. I was like "killers keeping their add-ons... hmmmm" but yeah no that seems fair actually. Maybe the other way tho, if they succeed then they lose their add-ons. Imagine clowns running about using redhead's pinky and getting to KEEP that...
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I literally have no idea. The thing for me is this, when I play in the day, I get no VPN players but my friends are offline so I painfully solo queue and killer queues are too long in the day. But at night, when my friends are online, I ALWAYS get VPN killers from korea or somewhere distant. It is SO frustrating when a ghostface hits me across a pallet that has been down for 3+ seconds and I have not vaulted, then shakes his head yes at me as if he won fairly.
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@Hex_KillerMainBTW said:
People are disappointed? I figured it would be Pyramid head and I'm actually really excited for it
Yeah :/ half the forum posts are people complaining right now. Imagine being a dev and being so proud to show your work and this is how it's treated. Awful community sometimes.
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@Respectfulnancymain said:
Im proud of the devs sure but they definitely overhyped it
Honestly, they seemed to be very happy about it. I'm mostly happy we got more than a singular killer this anniversary. I'm pretty sure the devs have a bigger liking to the Silent Hill franchise than most of us but it is clearly something they have a passion for and I think that they should be allowed to hype their happiness like they did. It was a great reveal, IMO. Was stuck looping the trailer for a while just in awe.
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@Waffleyumboy said:
Part of maturity is acknowledging that different people have different opinions, so I think we should be doing a bit more of that.
This is true, but even if you are disappointed, that doesn't mean you are required to be ungrateful. People are already complaining about the new killer so immaturely.
But yes, I understand a bit of the letdown for some. Even then, there's a silver lining to everything but nobody wants to hear it anymore in this community.
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@Dr_Loomis said:
I like Silent Hill, but people are not obliged to be 'grateful'.
If they're disappointed, they're disappointed.
Even though the chapter does look good...I'm disappointed. I was hoping for Jason or Pinhead.
I understand that, I wish it was Jason too, I couldn't care less about Silent Hill, never was my cup of tea. But people should atleast learn to be mature about it. I go to the forum minutes after reveal to find many cases of the new killer being sh*t on already. It's saddening, I don't know how the devs maintain sanity sometimes.
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@Carpemortum said:
Of course they cant be grateful. Did you see the stream chat? Lots of "just shut the ######### up and tell us about killer."
If it's not what THEY want, its toxicity and spite.
Loved the racism too towards some of the devs. This community is awful. Glad to see they turned off comments on the newest trailer tbh.
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@Waffleyumboy said:
People are allowed to be disappointed. Let them get their feelings out so they can view the new content objectively. The perks suck btw.
The perks were hardly revealed, the DLC is HARDLY in PTB and you're complaining? Man, just be mature. That's what this game is rated, anyways.
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I'm genuinely crying it is FANTASTIC and my faith in the devs is restored
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@KiliHD said:
First question. Are you playing alone (so no swf)? If not, you could get into a server out of your region. It also can be your internet.
I personaly dont have problems. Ping around 33 ms constantly.
Yeah, it was no SWF. Both roles. It's since fixed though but it's an odd occurrence.



