Avatar

Pokino

Pokino

About

Username
Pokino
Joined
Visits
252
Last Active

Comments

  • Offerings don't expire, so no worries... Although, its a pity so many of them are wasted selfishly now.

  • @Peanits for me, I wouldn't mind a bleed out button for survs, for example something like speed up the bleed out phase X4. This would have a double intention: survs have a tool to accelerate leaving the match if they are slugged and wasting their time, and a way to encourage killers to hook slugged people if they want points or BBQ tokens. Of course it's neccesary a way to warn killers one guy is accelerating the bleed out.

  • I've always thought´this game needs ways to make people wants to try new and imaginative builds instead meta. My idea is classify perks by values. For example, DS = 5, Dead hard = 4, Self Care = 3... and stablish a limit value for build, for example 10, and you need to fit your perks to this limit. If you run a meta perk with high value, you'll have to compensate running other perks with lower values to not exceed the limit. Thus, the game won't ban any perk, but you will be forced to balance your build.

    Of course this is an idea for survs and killers.

  • After playing PTB, I realized new farm maps are smaller, with a very few pallets impossible to combine, and huge dead zones... are these changes intentional? because with my 3500 hours I felt these maps were killing the skilled gameplay for survs but also for killers...

  • @Peanits said:

    I'm not sure where the rumours of pallet reduction are starting, but they are not true. The number of pallets is unchanged barring the Disturbed Ward, which now has two fewer pallets in the main building. For the rest of the maps, the amount is unchanged. While a tile may not be a maze tile, it can stick have a pallet on it (e.g. A rock/tree loop, some debris with a pallet on it, bales of hay with a pallet, etc.) Changing how many maze tiles spawn or where they spawn does not change the minimum and maximum pallet counts.

    I don't know if you realized, or just joking, but absolutely no doubt there are less pallets, we did some test for hours and results were clear, aprox 40% less pallets on farm maps than previous versions. We encountered maps with 5 pallets, or maps with one single pallet on a half of a map, only hills and harvesters... it was insane.

    Please, check your patch, because some maps are barely playable.

  • @Peanits said:

    I'd definitely suggest giving it a try first. My initial reaction is that remove the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.

    Well Ill say to my trapper that don't worry, now with destroying my build to run two perks, traps will fly to my hands, and absolutely for sure 3 gens will not pop in less than two minutes while I set some traps.

    Did you realize this change enlarge the gap betwen killers with movility and "slow" killers? How a trapper is going to chase people, set traps and push gens at the same time?

  • Devs are extremely wrong whit this change. They say "but now, surveillance with corrupt intervention and ruin could be fine!"... So, instead to fix the gen rush problem, they destroy ruin, and force killers to run a variety of weak and ######### perks, as if killers had 8 perk slots... While survs can rush gens without needing a single perk.

    Sad, very sad, and I am a main surv, but I want to play, not to force killers to uninstall.

  • Of course not, but at least a system that in case of doubt does not punish innocent gamers...

  • But the fact is a fair killer without camp or tunnel has to get 24 hits to kill everyone, which means 24 surv mistakes... as killer, even 3 or 4 mistakes could mean a complete defeat and gg ez for survs.

  • This is the proof that system does not know if you are dcing on purpose or just your game crashed. Bad feelings about this...

  • A red addon like "regenerate one hatch every 25 seconds" would be fine, but its absoluty mandatory to nerf boring iridiscent addon.

  • As I said, DS needs just 2 adjustements... protection gone if you are full healed (which means you weren't tunneled), or you do something different than heal (stop survs abusing rushing gens hurted)

  • Reduce the amount of points earned by gens, and create secondary objectives well rewarded. Even stupid (and easy to do) ideas like find a item in the map and carry to a specific place could be fine.

  • In the current state of the game, DS needs a single change, you should lose the protection status if you do something different than heal yourself or being healed. Stop seeing people repairing hurted.


  • @Mr_K said:

    How do you enforce a minimum time?

    slug, camp and tunnel ... physically IMPOSSIBLE to do

    Ok, how? Once a killer downs a survivor they automatically go to the shadow realm for a set time and reappear far away from the killer? Have a survivor go to a random spot on the map to "revive" a fallen teammate? What happens if the killer downs all four? Wouldn't that violate point 1, an enforced minimum time?

    Balance killers and maps to allow a long match enjoyable for everyone.

    You forgot survivor. Having three gens pop for one hook isn't fun either.

    If a match last 12 minutes, ANY killer should be worried about a 3 minutes chase. For me it would be the opposite, because I want to face good survs knowing rest of them arent going to rush me.


  • @Peanits said:

    All of that is way easier said than done.

    How do you ensure that games are at least 10 minutes without locking the exit gates even if generators are completed sooner? How does that promote playing well to slow things down as much as possible? What purpose would keeping the pressure up have if you had a long game regardless? (A 10 minute match time is already average, for what it's worth.) How do you get rid of tunneling, slugging, or camping in a fair way that can't be abused by survivors?

    These are all things that can't be easily 'fixed', you'd need to completely rebuild them from the ground up.

    Yes, I know, it would be necessary to rebuild most of the game, but every killer genrushed, every surv camped, every surv playing vs an one-shot killer in a shi......y map like shelter woods, every killer bored to death seeing a surv vaulting the same window... all of them can´t deny other ways to get fun could be possible.

  • @FluorescentLemon said:

    how to you make tunneling and camping literally impossible? It's not like the devs are going to referee the game and give me a 5 yard penalty or something.

    There are a lot of ideas. For example, camp would be impossible if a hook surv could be save if different points instead one sibgle hook, tunnel would be impossible if surv obtain invencibility until he would be healed (and obviously he couldn't repair or do anything until healed), and we could say bye slug if all survs runs unbreakable in basekit, one surv down, one hook, simple.

    This is an ideal, obviously it would be neccesary remake most of the game

  • buff BT?, I'd call it a fair adjustement... Or maybe you think a killer camping and then just wait until surv fall down is a fair way to play?

  • Moris are a proof that proves how unbalanced this game is. Just a offering that transform a (ideal) 12 hooks match into a 4 hook match and mori, even without talk about how this f..... offering encourages killers to camp and tunnel and make a match unfun.

    Devs, please, fix the true problem of this game, the game time, and you'll see how all the others problems will fix like magic...

  • well, at least this stats are usefull to know how reliable is a camper killer to kill... yes, talking about hag.

  • @GodDamn_Angela said:

    "They play legally (no focus, no camping)"

    Just had to point this out because it made me laugh.

    Well, your comment made me sad, because I thought a game is about fun, not about ruin other ones fun. Camping and tunneling could be "legal" because devs fault, but please, don't say as it was something "normal" or fair...

    Maybe someday we'll reach a day devs remove these boring behaviours and we start to discuss about how to balance the game without thinking on killers forced to camp or focus or slug to kill someone.

  • If you depip in a normal match, maybe you didnt do enough... for me its ok, because this punish those who only want to repair and escape, making the game absolutely boring.

    Different issue is AFK killers, this needs a fix.

  • Sorry but a few days ago I read you saying plague has a excellent kill ratio at red ranks and horrible at low ranks... Just curiosity, but could you share with us who are the best and worse killers at high and low ranks?... Pleeeeease...

  • My idea for improve this perk. Every time you get a protection hit, increases 50% the hit cooldwn for the killer. A bit more of chance to the protected surv (and the protector)

  • Spirit is a unfair and broken killer, but at least, two changes should be made to her base power. First, every tp should deplete the entire power bar, because if she fails a short tp, surv should have an oportunity to take distance, instead a free second chance for the killer almost inmediately. Two, 15 secons to complete a power bar seems a short time. 20 seconds, at least, would be fairer

  • Now, this game is about broken killers vs genrushing, and this wont change, because devs want to keep the unskilled and boring "press M1 and win" mechanic into the game, and keep those 95% unskilled survs who want to win EZ.

    Remember they need 4 survs for each killer, its impossible devs want to change things and make a game where skill is needed to escape.

  • it should be same as usual killer+surv DLC, if not........

  • The idea of a Legion incrasing his power chaining hits should be the way of the killer must work. Now he is a joke, just a free hit and then looping as an idiot.

  • Legion was built around the idea of people with 100 hours can hit for free no matter your skill level. That was obviously unfair and lacking of logic.

    Well, now we have a rework that we could understand like a good answer to legion problem, or in a good direction at least, but I think devs made half of needed work to make legion a good and interesting killer. Indeed, now is a M1 killer, because is almost impossible to chain 2 o more hits on frenzy, unless survs are stupids. A less imaginative work from devs...

    As I said once, push his power up, promote chain hits, for example, increase feral frenzy speed and duration with each hit, or chain hits removes a third of bar for each surv hitted in a chain (thus, fourth surv is one shot down...)

    Im not saying legion now is a bad killer, but is not interesting at all.

1 2 ›