Peanits
Peanits
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@Aari_Piggy66 said:
Honestly I'm confused why they didn't just go with the closing the hatch powers the exit idea.It would make perks like remember me and wake up a lot more viable.
I don't know if viable is the word I'd use. If you've already killed three people without them, you're already set and you've already won. Those perks would just be the icing on the cake the majority of the time, giving you another easy kill at the end. But they aren't really making the difference between a win and a loss.
The hatch changes didn't go through because they were just super awkward, and all it ended up doing was transferring the hatch standoff into a gate standoff. In the event the gates spawned far apart, it would help, but if they were close, it would just be a stalemate where the survivor would have zero chance of actually opening the gate, so they would just hide and wait for their opportunity that would never come.
It's back to the drawing board. Not forgotten by any means, but it wasn't ready to be released into the live build.
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@Bbbrian2013 said:
Double posted oops. Not sure how to remove thisI got you fam. Except now it's immortalized because I quoted it.
For future reference, if you report your own post as spam, it'll automatically remove it for you. You don't get flagged as as a spammer or anything, it'll just get rid of it.
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I don't believe this was the case with the lunar new year event, and this seems to follow the same lines, so I don't think the basement hooks will be included.
Might be for the best. I get that they can't be sabotaged, but sometimes the basement ends up in such an awkward spot that getting someone down there would be difficult (without perks).
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@Boss said:
Why include a mod tag?Mod/dev/community manager/etc. tags are applied automatically when a mod/dev/community manager/etc. posts in a thread. It's a way for people to see which threads mods/devs/community managers/etcs. posted in. Clicking them takes you to their post.
Normally it's a tool to help people find answers to questions, but in this case, it just takes you to my dumb, not funny joke. So I wouldn't pay any attention to those unless you're looking for a response to the post.
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Could be a nice little QOL change for higher graphics settings. I would steer clear of it on lower presets just so people will lower end hardware don't get a framerate hit just for some trees outside the map. I imagine it wouldn't be too hard to do, just plop some trees randomly outside, stick a couple static 2D images in the background far enough that you can't tell the difference.
Though like @ShrimpTwiggs said, I would put this way down on the priority list. Gameplay-wise it would have no effect, but it'd still be nice to have one day nonetheless.
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Honest question, not trying to stir the pot here. When was the last time y'all hit BL3? I can't remember the last time it got all the way to BL3 personally. I always have to break a safe pallet before it can get that high. Even BL2 is pretty rare, and that's only getting slightly decreased, while BL1 (the one that happens pretty often) remains unchanged.
Am I in the minority here? I really don't think this is going to have an effect on my killer gameplay at all. Even in a larger loop like the cow tree, I'd be lucky to see BL2 before I either have to break the pallet or hit them.
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@thesuicidefox said:
@Peanits said:
I'm failing to see how adding a secondary objective would gut the game. It would add new strategies, builds, and gameplay while also spicing things up a little bit. I don't find fueling a generator before fixing it to be convoluted. If anything, having the generators arbitrarily lock progress with no explanation would be much more convoluted and confusing for people.All you need is to put a lockpad icon over the generator UI. That makes it pretty clear that gen progress is locked, nothing confusing about it. Adding more objectives is confusing though, because it's just another thing you have to do.
And you would need to completely gut the game. Ruin is already sort of a secondary objective, and if there was even MORE stuff you had to do well now Ruin might be completely OP. It would need a rework. There's nothing to rework if you just put a speed limiter on the game. And again, this would only affect the highest tier players, leaving lower tier players unaffected. Secondary objectives influences both groups unequally because low tier players will be more impacted by the change as it's just more stuff they need to do and for them it would be more difficult/confusing.
You're looking at this problem as someone that plays the game and understands it already. For you a secondary objective isn't a big deal, but for newer players it is just another thing they need to learn.
A lock icon would tell you that you can't work on it, but it wouldn't tell you why you can't work on it. It's not as intuitive as it seems. A new player isn't going to see that and think, "Oh, I can't work on this because that other generator got powered recently." There's a disconnect there. People aren't just going to put two and two together. There is no logical link between one generator getting powered and the rest being locked off, that's something they'd probably have to google if they want to figure out.
I really don't think ruin would be overpowered with that being the case. It's already very easy to just work through it, even if you don't hit the greats. As long as you use your noodle and work on generators alone, the good skill checks hardly have an effect on progression. Sure it's slower, but not to the point where it'd make the difference between a win and a loss.
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@Why_Are_You_Salty said:
RIP in the chat for insidious basement Leatherface. Kindred is going to show him to everyone. Memeface will be remembered.
Still possible, you just gotta' keep your distance slightly. You'll still have plenty of time to react when someone comes running in.
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"Crouch... that's shift on PC, right?" - My teammates when playing against hag.
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@Boss said:
@Peanits said:
Not really. Kindred is possibly going to be made part of the base kit so solo survivors are closer to the power of SWF, and that would allow killers to be buffed without leaving solo players behind. But the camping part of kindred is pretty negligible due to the small radius, so unless you're standing right next to the hook, it's not going to do anything.@Boss said:
Nah, i blame the devs for caving in to review bombers.These changes have been discussed way before review bombing. They're completely unrelated. Moreover, if the review bombing is due to the exhaustion nerf, I don't see how making kindred part of the base kit would make them change their minds.
Things are often said by them and then turned out another way without mentioning so ahead of time, it's hard to not be skeptic.
Plans do change, but conspiring the worst case scenario every time will just sour your opinion and leave you disappointed regardless of what happens.
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@thesuicidefox said:
@Peanits said:
I feel the exact opposite. What you're suggestion is artificially increasing the time of the game by locking out objectives. The other option is to add new objectives before generators can be done. The difference is that one would leave the players in control, and the other would leave people feeling like, "Great, we lost because the game said we weren't allowed to do the objective."The same could be said about secondary objectives though. "We lost because we couldn't find that 1 gas can" or whatever the case may be. Kinda like those games where Ruin is hidden super well and you don't get to it until late in the game. It's the exact same feeling. They have less control over the game because they have more stuff they need to do that they might not necessarily be in a position to do.
The difference is that by just limiting the speed at which gens can be completed you aren't completely redesigned the game's core fundamentals. What would end up happening most likely, is that a gen gets done you either finish your gen to 99% (if it was only at 75% then you can just keep going as per normal), leave to go start on another gen, or wait around your gen to finish it off. In every scenario the game is extended.
Again asking for a secondary objective is asking for the devs to completely gut the game. That's costly and risky. We need simple solutions to problems, not convoluted ones. They are more effective without being too drastic.
You could spawn more gas cans than are needed (maybe ~15 or so scattered around the map in preset spots, reusing the potential totem spots to save time and make it easier for survivors to learn them).
As it currently stands, someone's inability to find ruin comes down to the lack of knowledge of totem spawn locations and their inability to work through the skill checks. It is still in their control. Locking generator progress would completely take away any control.
I'm failing to see how adding a secondary objective would gut the game. It would add new strategies, builds, and gameplay while also spicing things up a little bit. I don't find fueling a generator before fixing it to be convoluted. If anything, having the generators arbitrarily lock progress with no explanation would be much more convoluted and confusing for people.
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Not really. Kindred is possibly going to be made part of the base kit so solo survivors are closer to the power of SWF, and that would allow killers to be buffed without leaving solo players behind. But the camping part of kindred is pretty negligible due to the small radius, so unless you're standing right next to the hook, it's not going to do anything.
@Boss said:
Nah, i blame the devs for caving in to review bombers.These changes have been discussed way before review bombing. They're completely unrelated. Moreover, if the review bombing is due to the exhaustion nerf, I don't see how making kindred part of the base kit would make them change their minds.
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I don't have any issue with flashlights these days. You can face a wall before picking someone up to hard counter a flashlight save, and as of the mid-chapter patch, the pickup animation is so much faster that they have practically no time to get in position. They'd have to already be there waiting for the save if they want a chance. If you can't face a wall, check around, make sure nobody's there. Otherwise if you just pick someone up out in the open knowing that they all have flashlights and are waiting on for the save without checking first, you're just sabotaging yourself.
They're super predictable once you get used to it, and it's very easy to counter.
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@Master said:
@SenzuDuck said:
Could be a poorly timed heal, they might not have meant to do it, however you don't see the healing thing often and it's been around for ages yet survivors haven't really been abusing it I've had it happen once a few months back.But hey, tinkerer is being exploited up the booty right now. They'll both get fixed soon.
Sure, the survivor accidentially stops in the middle of the chase and waits till the killer is close enough for the hit just to pop the insta geal, "poorly timed heal".
No idea how you can defend this behaviour, but I guess you are someone of the abusers
I've accidentally done it way back, and that was how I even discovered that bug in the first place.
Context: Was getting chased, lost the killer briefly, started healing, killer spotted me and started heading my way. There were no pallets around so I just popped my syringe so I could take a hit and run off without going down. I waited til the last second because I thought I might get the heal off, but then panicked and used it anyway. I went down, then fully healed.
It happens. Both are bugs. If you're intentionally abusing a bug to gain an advantage, that's when it becomes an exploit. That's basically all there is to it.
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Probably not. That's just a massive amount of build diversity down the drain. It'd probably hurt killers more than anything since some of the best builds require perks from other killers (hillbilly + BBQ, Myers + M&A, absolutely any killer + ruin, for example).
You'd also see a lot of people just playing Meg or Claudette, and if they get into a lobby where they're already taken, they'll just leave and requeue.
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You could still do it, you just wouldn't get points for doing it. You'd get hatch points anyway, so if your strategy really is "screw everyone, I'm hatchin' out of here", you're still going to get some points.
But otherwise, if you do the bare minimum and escape and derank/get very few bloodpoints, that's totally intentional. The same goes for every other playstyle too. You can't just hide in lockers all game, slip out the door and rank up either.
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I feel the exact opposite. What you're suggestion is artificially increasing the time of the game by locking out objectives. The other option is to add new objectives before generators can be done. The difference is that one would leave the players in control, and the other would leave people feeling like, "Great, we lost because the game said we weren't allowed to do the objective."
The idea I've seen thrown around is the gas can suggestion. You first find gas (spawns all over), bring it to a generator, then fuel it (short interaction). Once it's fueled, you can fix it like normal. This is intuitive to newer players. Generators need fuel to run, so they gotta' find some fuel to put in it. Beyond that, it also adds new gameplay. Survivors are no longer just sitting around on a generator for killers to patrol and eventually find, they're moving around the map trying to find gas. You could rush this by sprinting around, but that leaves sprint trails that the killer will very easily see. Or you could take it slower and play more stealthy, taking more time but avoiding being spotted from far away. As an added bonus, you could buff some lesser used perks to help with this stage of the game (Small Game comes to mind), adding more build diversity. You could even be the dedicated gas man, going around the map fueling all the generators while other survivors start working on them. The control is still left in the hands of the players.
The other option is that once a generator is done, you can't work on other generators for some time. This is not intuitive to new players. Why is this generator locked off? What am I doing wrong? I could work on it a second ago. This does not add new gameplay. Unless you're already chasing a survivor, everyone's just going to hide behind a tree and wait for the generators to be enabled again. You'll be playing hide and seek, except the people hiding have no reason to go out and risk being seen. You can go out and sprint around like a headless chicken during this time if you want, but it wouldn't help at all. You aren't buying the rest of the team time, you're just getting chased and wasting pallets. It'll also lead to frustrating situations where you find a cluster of generators and try to power one as soon as possible to prevent a three-gen-strat, but someone across the map decides to power that single generator in a different area code from the rest surrounded by pallets.
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@Master said:
@Peanits said:
Whispers for the last survivor would be neat. Maybe not immediately, so they have a chance to hide and finish the last generator (it's not common, but if they killer already found the hatch, that's their only option). But y'know, in case they just decide to play musical lockers for the next few hours.Though the built in kindred is not to counter camping. In fact, kindred does a relatively poor job of countering camping to begin with. The radius to show the killer's aura is incredibly small, so it's very easy to sit just outside that radius and still get the full benefits of camping. (For example, I could sit 10m away with insidious. SWF groups could easily see me and tell their buddies, "Hey, he's camping." but kindred wouldn't.) Built in kindred is to bring solo players up to the level of SWF groups (since SWF groups don't need kindred anyway, they can just use voice chat to communicate that info).
In doing so, they're able to create a more level playing field and balance the game better. There is a gap between solo players and SWF groups. This way you don't have to worry about leaving solo players in the dust when buffing killers since they all have the same info and tools to coordinate.
Basically, it's not just "hey, let's give survivors a free perk!", it's "Let's give solo players the same information as groups so they're closer to groups. Then we can buff killers without leaving solo players completely screwed."
(But real talk, I kinda' like ruin as a base perk. I like the secondary objective it adds. Maybe not ruin itself, but a different ruin-like mechanic that forces you to do something else before doing the generators.)
Nice that a mod answers here.
But there is one point I dont understand. I am aware that the gap of solo and SWF needs to be closed in order to achieve balance.However, how can it be "balanced" if the gap between solo and SWF is closed by lifting solo up and at the same time buffing survivors in generaö (pallets, bloodlust etc).
That is a thing I am really curious about and I can only hope that I misunderstood their plans for chapter 9 or that they left important information out of the Q&A.Not entirely sure what you mean by pallet buff. The only upcoming pallet change I'm aware of is an animation one which doesn't have an effect on gameplay (just so you don't do a wicked spin before throwing down a pallet). Otherwise, the only change recently brought a pretty big nerf to pallets by removing the vacuum, allowing fewer loops before survivors drop them.
Regarding bloodlust though, it's just not a great mechanic. It doesn't fix the issue it was made to fix (pallet loops), since you lose bloodlust when you break a pallet anyway. More than anything, it punishes the smart survivors that are able to gain distance via windows and mindgames, since vaulting or going around windows do not recently bloodlust. I've played a lot of killer in my time, and the only time I have ever hit bloodlust 3 was when I was actually trying to activate it just so I could see the speed, or back when EW1 Myers could get bloodlust. In the current state, it's basically just a brute force mechanic. There's no thought involved in bloodlust other than hold forward and look at the person you want to kill, go around any obstacles.
Currently, you move at 1.2m/s faster with BL3 (5.8m/s on a base 4.6m/s killer). That means you close the distance at 1.8m/s, or three times your normal speed. With this change, you'll instead close the distance at twice the normal speed (1.2m/s) instead of three times. It's still a massive speed increase, but it's a lot more manageable to play against.
BL1 is unaffected. BL2 is only slightly slower.
I'll just be blunt about it, if someone is regularly relying on BL3 to catch people, there's a reason they aren't catching people, and it's not because of balance. It's not because of pallets either, because pallets reset bloodlust. It's because the survivor they're chasing is repeatedly outsmarting them with window/LOS breaks and gaining distance.
Even in the longer window loops (ironworks, cow tree), you won't get to BL3 before you catch up to them/the window gets blocked from too many vaults.
To put it simply, it's just a crutch, and the numbers are too high. You don't really need it, and I'm willing to bet most people rarely if ever reach BL3 without specifically trying to activate it.
Getting back to the original question: Sometimes a step backwards is a step in the right direction. Giving the solo survivors more info puts them on the same level as groups, which allows you to buff killers to be threatening against everyone without the risk of leaving the solo players behind. Bloodlust is not the key to balance though. The real issue lies in pallets and the amount of time someone can waste just by running around them (something bloodlust does not help with), as well as perks like SB and DS. Exhaustion perks recently got a pretty sizable nerf, essentially only allowing them to activate once per chase, and a DS nerf is in the works. Loops are also being looked at to decrease their power, adding LOS blockers to allow mindgames and tweaking loop lengths to be more risky and force survivors to throw down pallets sooner.
Personally, I feel like bloodlust needs to go in order to buff killers properly. Something to keep in mind is that you can't just keep adding speed boosts to the killer. Stacking speed boosts lead to F1 killers that have no counterplay, and that's neither fun to play against nor fun to play as. If you get rid of bloodlust, you can instead focus that speed increase where it's needed more. For example- just spitballing here- you could instead focus that speed boost into a mechanic that increases speed based on the number of pallet stuns you've received, or by adding additional objectives for the survivors to complete in order to give you more time to catch people. Could even just increase the base speed of killer slightly. Just throwing random ideas out there, none of this is set to happen. But making those changes on top of bloodlust gets messy, and doing so without bringing solo players up to the same level as premade groups leaves them stranded and miserable. Stacking speed boosts are risky business, and you want to steer clear of that as much as possible.
TL;DR: Get rid of crutches (for both sides), level the playing field, add actual power where it's needed.
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@Bbbrian2013 said:
@Peanits said:
Typically they don't announce exact times in advance, just in case there's some last minute bugs that need squishing. That way you don't have loads of people waiting around for an update getting frustrated when it doesn't come out when they said.Also because there's no 'downtime' anyway, you just download the update and get right back in, so there's less reason to announce it in advance.
It probably won't come as a patch. It's likely just a switch they need to flip since everything has already been in the game files.
Possibly. But it's also possible that they could still discover some bugs with it and push an update at the same time. Typically there's some sort of update along with it, even if it is just a bug fix update.
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I don't think this would work. You would basically have no reason to take anything other than hex perks, if that was the case. You could run all hex perks to get a strong early game (ruin, devour hope, TOTH, wildcard fourth perk), then have all endgame perks set as backups. You'd basically have double the perks.
The point of hex perks is to provide you with more powerful perks that can be destroyed unless you defend them. Some killers have an easier time defending them than others (hag, hillbilly, nurse) due to their mobility. Having backup perks sorta' eliminates any downside to having a hex perk in the first place, giving you powerful perks that get replaced with other good perks if you destroy them.
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Typically they don't announce exact times in advance, just in case there's some last minute bugs that need squishing. That way you don't have loads of people waiting around for an update getting frustrated when it doesn't come out when they said.
Also because there's no 'downtime' anyway, you just download the update and get right back in, so there's less reason to announce it in advance.
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I, too, prefer minimal HUD over numbers all over. There was a stream waaaaaay back where they mentioned this is also their approach as well.
With that said though, I think the hook part of it could still be addressed. Rather than having a percentage, just have a separate icon for the second hook phase (regular hook icon with entity tendrils). Possibly also putting a small notch on the bleedout bar to show when that second hook phase is going to happen. This would benefit both sides equally, letting you know how much time you have left to get a save, or to let you know, "Hey, this guy's almost phase 2, I should stick around for a second to make sure nobody saves him until that happens."
I'd also be nice if they smoothed out the rough edges in the transitions. It seems like phase 2 actually starts a couple seconds before the animation does, leading to some cases where you appear to get unhooked in phase 1, only to die instantly on hook next time. It would be nice if that was synced up as well.
For bleedout, I think it does an okay job already. The bar gives you a pretty good idea of how much time you have left. As for screen effects, I'm not sure how I feel about the blood. If anything, I would say just add the BT effect during the last ten seconds or so of bleedout (where everything loses colour, as if you're slipping).
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Whispers for the last survivor would be neat. Maybe not immediately, so they have a chance to hide and finish the last generator (it's not common, but if they killer already found the hatch, that's their only option). But y'know, in case they just decide to play musical lockers for the next few hours.
Though the built in kindred is not to counter camping. In fact, kindred does a relatively poor job of countering camping to begin with. The radius to show the killer's aura is incredibly small, so it's very easy to sit just outside that radius and still get the full benefits of camping. (For example, I could sit 10m away with insidious. SWF groups could easily see me and tell their buddies, "Hey, he's camping." but kindred wouldn't.) Built in kindred is to bring solo players up to the level of SWF groups (since SWF groups don't need kindred anyway, they can just use voice chat to communicate that info).
In doing so, they're able to create a more level playing field and balance the game better. There is a gap between solo players and SWF groups. This way you don't have to worry about leaving solo players in the dust when buffing killers since they all have the same info and tools to coordinate.
Basically, it's not just "hey, let's give survivors a free perk!", it's "Let's give solo players the same information as groups so they're closer to groups. Then we can buff killers without leaving solo players completely screwed."
(But real talk, I kinda' like ruin as a base perk. I like the secondary objective it adds. Maybe not ruin itself, but a different ruin-like mechanic that forces you to do something else before doing the generators.)
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I don't know if PWYF would work well like that. There's really nothing forcing you to lose your tokens, so it's more or less a permanent 12% speed boost. Even if the obsession catches on and tries to block you and force a down, they're going to have one hell of a time catching up to a killer moving ~5.15m/s.
12% does a lot more than it seems. (Assuming 4.6m/s base in this example) You'd go from closing distance at 0.6m/s to closing distance at 1.15m/s (catching up almost twice as fast). That's a little too much for something that can always be active. I would maybe lower the speed boost a little (taking notes from NOED, where the lower speed boost still makes a massive difference), but otherwise that sounds way better. The current perk is too hard to get stacks and too easy to lose them.
Dying Light sounds okay, but maybe a little awkward to use. I don't like the current perk. Like you said, it encourages tunneling that one guy, and that's not fun. Taking someone out early in the match is already a huge deal, having a perk reward you for doing so just promotes something that's not fun.
The part I find awkward: You have to hook the obsession first. So you'll see killers walk up to survivors on generators and then 180 like they should have knocked first when they notice it's not the obsession. I would just make it "the first time the obsession is hooked" and get rid of the token system here. That way you'd still have a reason to go for the obsession, but not so much to ignore everything just to find them.
With that said though, that might be a huge buff to an already pretty good perk, so I'd maybe see how that plays out first. Currently it's not that great because it takes a pretty decent amount of time to activate, but with this, you'd just need one hook, allowing you to get that bonus much sooner. Might need a slight reduction to compensate. A slightly smaller penalty over a greater period of time to balance it out, basically.
I like the ideas though, they sound like huge improvements. The numbers might need some tweaking though.
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I would disagree about the kindred being better than voice comms thing. Kindred has a very limited range. I can tell my buddies, "He's camping" when the killer is just outside the radius with insidious, meanwhile kindred would not show that. Figuring out who's closer has never been an issue. I can very easily say, "I'm half way across the map, is anyone close to them?" and figure it out in a second. You'd still have to spend the same time looking around to figure out who's closer anyway, and you'll then have to figure out who's who so you can coordinate it (where applicable).
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Just throwin' it out there, I very rarely even get bloodlust 1 (unaffected), let alone bloodlust 2 (slight decrease). The only time I've ever gotten bloodlust 3 was when I was messing around and intentionally trying to get it. It's not as big of a deal as some make it out to be. The vast majority of the time you're going to have to break a pallet before BL1 can even activate, and even if you do get BL1, it's unaffected by this change. Simply put, you do not need to be going 1.8m/s (4.6 base) faster than someone to catch them. BL3 will still allow you to close the distance twice as fast as you would normally.
I've never been a fan of bloodlust. It doesn't help with the one thing it was made to solve. Each time you break a pallet, it resets. The only thing it actually punishes is survivors who know how to survive without using pallets let and right, and instead using windows to gain small amounts of distance and using the broken LOS to mindgame. Bloodlust in reality is just a brute force mechanic. There's no strategy to it. You just run around for a bit and then sonic up to someone to get a hit.
If anything, I'd rather just see it reworked into something that punishes pallet looping, e.g. for each pallet you break in a chase you get a bloodlust stack. But in order to do that (since stacks would be easier to accumulate), you'd have to have a more reasonable speed boost. You can't have an F1 running you down just because of a few pallets.
Also, that is going to be tested before it even has a chance to go live. It's not even confirmed yet.
The rest of the changes mentioned were fairly minor. QOL animation improvements (no effect on gameplay, unhook change is arguably good for the killer because the "fake" unhook where they are not grab-able doesn't exist), trap buffering is really not a big deal (now that traps cannot be placed under hooks, it's going to see minimal use, long time trapper main here).
The only other biggish change mentioned is giving more information to solo players, which is a good thing. It puts everyone on a more level playing field, making the game easier to balance. Currently it's difficult to find a good balance because solo players would be left behind if you just buff killers, whereas SWF groups wouldn't have much issue because they're able to share information easily. Bringing everyone up to the same level allows you to buff killers to make them powerful to everyone equally.
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I've got so much respect for someone who can lose, realize they maybe could have done better (or just accept that there was nothing they could do), and then move on. Not to say that everything's going to be 100% perfectly fair and balanced all the time, but trying to pass the blame helps no one.
Kudos for the positivity, we could use some more of that. -
Gotta' be iron will. Stealth is almost impossible without it unless the killer's playing without audio. Once you get hit once, it'd be game over.
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Exploiting a bug to gain an advantage is always risky business, so I would advise against it. We aren't banning everyone who uses it, but you still shouldn't do it.
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@Shadoureon said:
@AshleyWB said:
I know nea has a shirt with a cat on the back. I don't know any kitty cats that stream unfortunately.😢Isnt that the spine chill logo?
Yes. More than likely just reused art, but I like the idea of it being tied to lore/some external reference though.
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It is done.
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@Raccoon said:
Vortexas said:Why have the option to leave the game if its a bannable offense?
waits for official answer
Official answer is above. There are times when leaving it perfectly fine. It's when someone does it excessively that it becomes a problem.
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@MaxiferPriest said:
It should maybe be possible to ban people who frequently dc like angrypug, since you have the video proof. if it's like deadwolfwalking said that he dc's constantly and if he's streaming when he dc's you might have some counts on how many times and then if he goes over that, u just ban him for like a day? since it's easier to ban someone who dc's and streams it then ppl who don't
if that makes any sense XDDIt's all recorded automatically. We aren't going to ban someone more harshly just because they disconnected on video, meanwhile other people who aren't streaming are doing it just as much if not more. If someone crosses the threshold, that's when it becomes a problem, and they will be automatically flagged for it.
People do disconnect. Even if it's not a connection issue, sometimes people get angry and leave, or maybe they're just not having fun and they want to move onto the next match. It's all within the rules. It's just a problem when they're doing it too much, and too much is based on their total games. We don't need it on video for evidence, it's already logged.
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I mean, I would never say never, but I can't think of a way to make that balanced and enjoyable without being able to cheese the mechanics of the game. I'm a pessimist, and I'm just imagining having one guy chase while the other camps the basement, sandwiching anyone that comes too close. Or one killer carrying someone half way across the map, and the other following ready to instantly down the guy again and bring them the rest of the way to the basement. Or better having both camp a gate each and hold the game hostage. Or have one guy run devour hope and have the other guy hard camp it while the other runs around instantly downing and mori-ing everyone.
I mean, I think the idea of having a killer tag team and trying to coordinate chases and objectives on the fly would be neat, but trying to make that work would be hell, and I can't see it being worth the effort in the long run.
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NOED is pretty obvious, so there's basically no reason to announce it. Anyone who's half paying attention will notice a healthy survivor instantly going down. It even sticks a status effect on your screen in case you missed it.
Remember me I don't think really matters. They'll almost definitely tell each other, but even if they do the gates are still going to take longer to open. Knowing that in advance doesn't make them go any faster. Even if they don't tell each other, they'll notice as soon as they try to open one.
Bloodwarden is probably the one that'll actually make a difference. That way they know not to make a beeline for the gate and instead try to buy some time until the gates are unblocked. Though it's pretty safe to assume they've also got bloodwarden if they're using NOED and Remember Me.
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@TheXenoborg said:
@Peanits said:
@MaxiferPriest said:
You should lower that percentage since there's a dc almoust every damn game. It's just stupid and annoying. It should be when u dc 4 times in a week you get 15min bad, then just higher and higher bans. It would stop so many ppl from dc-ing and it would be better for whole game and comunity
just my 5 cents on how dc bans should go 
There are time when you do need to DC, and it's next to impossible to distinguish legitimate disconnects (internet goes out briefly, or you encounter a bug and get stuck in a stalemate, for example) from intentional ones. It's based on a percentage of your total games played because if you play a large amount of games in a month (say, several hundred), four legitimate disconnects can very easily happen. A set number wouldn't scale for those who play the game a lot.
I play the game on a regular basis, way more than hundred games a week. Since I live in a third world country, I'm subject to power cuts and internet outages frequently. Not too frequently, but some days, it's just way too much. So if I play a 100 games, when I'm unlucky, I could be DCed in around 10-15 matches. And then a few extra DCs like...2-3 would be genuine rage quits but the rage quits are extremely rare. So is it possible the system is able to distinguish between real rage quits and situational DCs?
I cannot say for sure, that's way out of my hands, but I would imagine it's all treated equally because otherwise you could do any number of things to trick the game into thinking it was a real connection loss when really it was just a rage quit. Basically people would abuse it if they could.
The threshold is high enough that legitimate disconnects should never result in a ban.
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Except it totally will.

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@MaxiferPriest said:
You should lower that percentage since there's a dc almoust every damn game. It's just stupid and annoying. It should be when u dc 4 times in a week you get 15min bad, then just higher and higher bans. It would stop so many ppl from dc-ing and it would be better for whole game and comunity
just my 5 cents on how dc bans should go 
There are time when you do need to DC, and it's next to impossible to distinguish legitimate disconnects (internet goes out briefly, or you encounter a bug and get stuck in a stalemate, for example) from intentional ones. It's based on a percentage of your total games played because if you play a large amount of games in a month (say, several hundred), four legitimate disconnects can very easily happen. A set number wouldn't scale for those who play the game a lot.
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Just gonna' go ahead and take of this now, we don't discuss bans in public, so nothing is going to come of this anyway. I'd recommend contacting her privately if you need some clarification.
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You didn't hear it from me, but it comes after the last one.
Disregard if time travel is discovered after the time of this post.
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@deadwolfwalking said:
i doubt they ban for dc's. i see a streamer called pug from time to time. he dc's constantly. 3 games in a row on one occasion i saw.... to my knowledge, hes never been banned. in fact, i believe he has his own cosmetic....@RemoveSWF said:
@deadwolfwalking said:
i doubt they ban for dc's. i see a streamer called pug from time to time. he dc's constantly. 3 games in a row on one occasion i saw.... to my knowledge, hes never been banned. in fact, i believe he has his own cosmetic....When is AngryPug getting banned, Peanits?
Why did the devs give that toxic piece of ######### his own cosmetic?
Everyone is subject to it, there are no exceptions. Streamers and Youtubers have been banned in the past. I won't go into specifics because we do not discuss bans in public. There's a certain percentage out of your games played, and if your disconnect rate is over that threshold in a month, you're on the ban list. It does not discriminate between who's streaming the game or who's posting videos on Youtube. Just because you don't see it happen doesn't mean it never happens. Often times when a streamer gets banned, they just won't play the game until the ban expires. Not everyone's out to publicize it and capitalize on drama.
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Excessive disconnects in a given month will lead to a softban. Softbans will eventually escalate into permanent bans if it keeps up.
I would not recommend disconnecting like that. It ruins the game for the other four people in the lobby, regardless of the side you're playing. It sucks to be a man down as a survivor and have an extra generator to complete, and it sucks even more to have the killer disconnect and boot everyone back to the menu. Please be considerate of others, disconnecting ruins it for everyone.
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I'm torn. It's unique, and I like that, but it could be better. The audio is what really kills it for me. Most things are silenced by walls/floors, making it difficult to find other survivors (for both killer and survivors). Someone could be working on a generator right on the other side of a wall from you and you wouldn't be able to hear it. Meanwhile, things like the terror radius aren't cancelled out by walls/floors. You can't tell if the killer is on your floor and you need to hide, or if they're above/below you and you're perfectly safe.
If the audio got reworked for it, that would fix most of my problems with it. The only other issue I have with it is the size/layout. It's two tiles high, but only 4x4. You're almost always going to be within the terror radius unless you glue yourself to the edges. With distressing, it's even worse. It really just makes it difficult for stealth players to gauge risk and forces people to play bold. You can't hop off the generator every time you hear the killer get too close because you've got a 50/50 chance they're not on your floor and don't even know you're there anyway.
I would like to see the shape change a bit. Instead of 4x4, maybe go for a 3x5 (+1 tile outcropping somewhere, for consistency sake). That way the map is still the same size, but the action is more spread out and you're not constantly next to the killer.
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That is a community run Discord server. You'll have to contact the mods over there, there's nothing we can do for ya' here.
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Playing devil's advocate here, so please do not be offended and think I'm just shooting down ideas, I'm just trying to provide constructive criticism. You've got some pretty good ideas here. I just like to point out potential issues so we can try to come up with workarounds.
1: This is actually a pretty interesting sounding perk. It would work really well with a hex build, along with devour hope, ruin, and TOTH. They'd want to get rid of the hexes, but getting rid of the hexes is a huge risk.
2: I fear this one would make basement camping too powerful. The thing that sticks out in my mind in particular is the hag. Typically you ain't crouching out of there before she gets back. If she sticks a trap at the top and bottom of the stairs, you need to crouch the entire way up the stairs and out of the basement, otherwise you'll set off the trap and she'll teleport back. It's a lose-lose because even if you do crouch all the way out, she'll have plenty of time to just walk back. The only practical counter is to heal before leaving, giving you a buffer hit on the way out. With this perk, you could not get that buffer hit. Getting hooked in the basement once would be a death sentence.
3: Great idea, but this would be a little awkward. I feel comfortable saying that most people just slap their perks on in any order. Having it go by the order you equipped them would be confusing for most people, and abuse-able by others (putting their best perks on last to prevent them from getting disabled, or self-care in the last slot to help counter it). Might be better if it just picked a random perk for each survivor.
4: I would cut the repair penalty. At two hooks each, that's a whopping 40% slower repairs. That's almost as slow as the dream world. 80% longer healing times are pretty significant, so I would argue that the repair speed is ultimately redundant since they'll be spending so much time healing. 80% would mean 60 seconds(!) from a regular medkit/fellow survivor heal, 120(!!) from self-care. That's huge.
Unless the tokens are per survivor, of course, not shared between all survivors.
5: This one does just sound way overpowered to me. I think it would be okay to reduce it by ~10%, then leave the rest to regular regression, which could be stopped like a usual kick. Keep in mind you'd also be able to force three generators in close proximity much easier this way. But knocking a generator all the way back down to 0 from full would be wicked OP as is, let alone three times per match. Not to mention that would make Pop Goes the Weasel completely irrelevant.
I almost feel like this one would be better as a base mechanic than a perk. If the survivors are steamrolling over the killer, the entity has pity on them and gives them an extra chance.
6: Just going to math this one.
Tier 3 = 5% faster per stack. Max 5 stacks. 25% faster. Assuming 4.6m/s base speed, we're talking about 5.75m/s, a total of 1.75m/s gained on the average survivor (4.0m/s). This means to close a gap of 32m (two tiles), you'd only need about 18 seconds. Granted, that's only once all the generators are done, but a 20% speed boost will still yield almost the same results.
It's just too much for something that's always active. I also feel like NOED already does this but in a more balanced way. The speed boost it provides is smaller, but it feels a lot more fair to play against. It doesn't feel like you're playing against Sonic.
7: Sounds sorta' interesting, although against good survivors, this will really only ever come into play on unsafe pallets. Safe pallets will still need to be broken anyway, or else you'd just be wasting your time for 20 seconds until the entity breaks it.
8: Seems okay. I don't know how powerful this would be though. Typically you'll hear a chest if you're close anyway, they're crazy loud. I don't feel like lockers get enough use for me to warrant using a perk slot just to detect them. Most of the time it's pretty obvious when someone's hiding in a locker anyway.
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@ChraizE said:
@Peanits said:
@ChraizE said:
Why do you never discuss them in streams? I am just curious to see if there are any devs out there willing to provide some kind of explanation as to why?I guess I'll just leave this here.
https://clips.twitch.tv/AnnoyingEnthusiasticKiwiPJSaltInteresting so they JUST began to do something with the report system so that touches on one thing at least thanks.
Not just, they've been working on it for a while.
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Yes, you are.
No not really. I like the pig. She's on my killer B team. Trapper is my A team, just him. B team is Myers and Pig. They aren't the most powerful by any means, but they're fun to play and can give people some real scares. The thing I really like about the pig (aside from ambushes) is the micro-management of traps. You always have to keep an eye on generator progress and decided when's the best time to use your traps. Using them early on gives you a weak endgame, but will put more pressure on the survivor because their traps are more likely to get activated. If you know a generator's about to go off, that's a great time to use a trap.
I love it. My only gripe is that it's super easy to avoid an ambush just by the sound alone, and if they've got sprint burst, you got no chance.
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@Esheon said:
@Badmanone said:
FrenziedRoach said:You can remove hook vacuum the day we can hook from any direction... just like unhooks
Fair?
No. Because it was made with unhooks because killer could just facecamp blocking
Well, maybe it should be made with hooks because survivor could just squatcamp blocking.
I find hitting them to work pretty well. Or in case there are multiple, dropping the survivor you're holding and then hitting them.
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@No_Mither_No_Problem said:
@Peanits said:
Not a nurse main, but it's not very common, especially now. It was much more noticeable when insta-blinds were a thing. Now you'd have to stand close and hold the flashlight for so long that the nurse could very easily just blink the short distance and hit you before you could blind her. You can also just look away while charging your blink and completely counter it.So basically it'll never happen unless you let it happen.
Wait, you can look away to shield yourself from it? Isn’t the whole thing with Lightburn the fact that you can shine the light on anywhere for the Killer to get burned?
You may be right about that part. I know it's that way for the wraith, but it's been a very long time since I've done it to a nurse.
Still, the time it takes to blind is pretty long, and to be within blinding range she would only have to charge the blink for a very short period of time, giving you little to no chance to get that burn off before she can blink to you and hit you.
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I more or less share the same opinion. The only time I ever run sprint burst in the first place is when I'm leveling up a survivor and I don't have any other good perks yet. I hate using this term because it sounds so condescending, but it really is a 'crutch' perk. You can do perfectly fine in a chase without it if you know what you're doing. You don't need it, and you can do just fine without it, but some people have become dependent on it.
Regarding the other exhaustion perks: I feel that way about dead hard, because the difference is dodging one attack (a minuscule distance gain, you're still boned unless there's a pallet or window nearby), versus and significant distance gain from something like sprint burst. But Lithe and Balanced Landing are both just as powerful in the right hands. The exception being BL, where depending on the map/generation, you could be completely screwed with only one or two (or zero) spots to activate it, though I would attribute this more towards an issue with the maps themselves than the perk. It would be fantastic if every map could get a pass at some point to ensure that each has at least a couple spots where you could activate it.
Lithe, though, I could very easily activate that multiple times in a chase, and if you run tiles the correct way, you also force the killer to vault or go around the window, buying you even more distance.