Avatar

PureHostility

PureHostility

About

Username
PureHostility
Joined
Visits
1,264
Last Active

Comments

  • @powerbats said:

    @PureHostility said:
    It's one of the strongest addons in the game and at the same time having the least counterplay available.
    Even the dreaded plague of IH Huntresses back in the day were much more fun to play against.
    The argument of "It's a very rare addon" is so stupid... IH Huntress used Ultra Rares + Very Rare at the same time to achieve the "scum level" of Prayer Breads.

    If you want to have an ultimate ambush ability (no audible notification for phasing out of terror radius), then remove any in chase tracking capabilities (make scratches and blood completely nullified, even if used with her Ultra Rare).

    Now, instead of the Spirit being a daughter of the nurse, one of the best chasing killer in the game, you have an alternate playstyle for her, an ambush killer that is mediocre in chases.

    Both Premo and Spine Chill both counter her and people that know how to play against her counter her using Prayer Beads as well. She sacrifices a lot to use that item and if she misses she's screwed herself over since she can't phase for awhile.

    What you're basically asking for is to give her the Freddy treatment because you want an easy match instead of facing a killer that when played well challenges you.

    Freddy Treatment?
    Sacrifices a lot for using Prayer Breads?

    Are you high?

    This is what Prayer Breads do by default:

    Prayer Breads:
    "Removes phasing sound emission while using Yamaoka's Haunting."

    That's it!
    THAT IS IT!
    One positive, no negatives, it is a purple ("very rare").

    What I proposed was this:

    Prayer Breads:
    "Removes phasing sound emission while using Yamaoka's Haunting.
    Completely disables ability to see scratch marks or blood trail"

    Where the F do you see "Freddy Treatment" or "she sacrifices so much already for using said addon"?!

    This aside, as I'm pretty sure you have no idea what I was suggesting and just jumped in by reading 25% of the text.
    Your suggestion about perks, only Spine Chill actually helps you against Spirit, Premo is crap when it comes to her, especially with prayer breads.

  • I never understood why they even implemented i-frames for unhooked person...

    Like... why would you unhook a survivor if killer is literally camping their butt and ready to swing ASAP in the first place?
    Just do gens and GTFO, that guy is dead.

  • It's one of the strongest addons in the game and at the same time having the least counterplay available.
    Even the dreaded plague of IH Huntresses back in the day were much more fun to play against.
    The argument of "It's a very rare addon" is so stupid... IH Huntress used Ultra Rares + Very Rare at the same time to achieve the "scum level" of Prayer Breads.

    If you want to have an ultimate ambush ability (no audible notification for phasing out of terror radius), then remove any in chase tracking capabilities (make scratches and blood completely nullified, even if used with her Ultra Rare).

    Now, instead of the Spirit being a daughter of the nurse, one of the best chasing killer in the game, you have an alternate playstyle for her, an ambush killer that is mediocre in chases.

  • I'm in favor of removing all Hex notifications in general.
    Making players actually use their brains and knowledge gained during gameplay to be their main weapons.

    It's not hard noticing any of these hex perks being used.
    Even if you remove red skillcheck and notification on Ruin, you will instantly know it is in use, once you hit good skillcheck, as it would regress the gen.

    Lullaby... shorter skillcheck sound cues, easy to see the difference.

    Third Seal? None of your aura perks work or killer downed someone before, you could see their aura, after that you were chased, escaped, he downed someone else, now you can't see their aura... OBVIOUS THIRD SEAL!

    Haunted Grounds, hex totem popped, some killer without insta down downed someone with 1 hit... Duhhhh (Same goes for NOED). But what if the killer has instant down? Let the paranoia begin! It's fun!

    etc.
    Lack of information was one of the main selling points for this game back in the day.
    Introduction of SWF and other dumbing down of the depth of the game is losing its original appeal.

  • Slippery Meat- That's bad. It goes into the "DS" area of second chance for failing. Never implement anything that resembles second chance and doesn't involve help from another survivor. "Default" perk was already reworked and is pretty okay now, especially when paired up with Up The Ante, and by default already shits on Trapper due to 25% increased chances to free yourself... .

    Left Behind- That's okay, basically another WGLF and gives a reason to actually do something besides camping the hatch or even worse, doing the hatch stand off.

    No Mither- So... 100% less time of exhaustion? Not 100% faster recovery (doubling the speed of recovery from 40 sec to 20 sec (op AF)), but instead instant exhaustion recovery...how about no? That's silly.
    Make No Mither another perk in the line of WGLF, giving you bonus points. This perk is like Speed Limiter for Billy, Padded Traps for Trapper, The Beast rune for the Wraith, etc.

    No one left behind- It's okay.

    Insidious- Basically a stronger (arguable) version of Rancor without built in NOED... Not a fan of it.

    Monstrous Shrine- Sounds okayish, but notification is not needed. Survivor will know it after they leave the basement. Having them be notified of it would be stupid. Like having a notification when killer runs Territorial Imperative... no need for more notifications, the less of them are there the better.

    Thanatophobia-Actually, I think base Thana would have much bigger impact on the game than your rework, so no need to nerf Thana. It's already one of the weakest perks in the game.

    Fire up- Nope, just increase the actions speed of the fire up (up to 25%, maybe even 30%), make it affect the killer much faster (1 gen done, instead of 2).

    Hex: Huntress' lullaby- Decreasing tokens required is fine, but the most important thing is removing the notification, same goes for all other hex totems. Make players use their damn brainz and knowledge already, no need for hand holding. Almost anyone can notice Lullaby being in use if their skillcheck notifications are such short.

    Lightborn-The only reason Lightborn would be used is to decrease a chance of survivors doing a flashlight save... why would anyone run this perk then? Being blinded in pallet loops? Survivor shoots themselves in the foot by doing that, due to distance loss. (with fixed sound you can easily hear the footsteps).

    Territorial Imperative- It's okay. Doesn't really needs a buff, as notification of someone going into the basement is more than enough and in most cases said perk will only work once or twice per game anyway.

  • Actually, a simple solution to this "issue" would be to implement some kind of "Trial Summary" you would get in the main menu as soon as game ends (should be easily done once dedicated servers are done), basically something like certain games have already, like League of Legends, World of Tanks.

    When game ends, all players that participated in it, doesn't matter when they disconnected from the game, they would get a summary of how game went (just the tally screen basically).
    Perks could be visible there and only there. Hell, maybe even implement a copy of the chat to said summary, just for the luls.

  • Massive amount of maps are... anti huntress in terms of locker distribution. Hell, I would even say that Devs forgot that Huntress exists when designing said maps, considering the amount of clutter in the recent maps, making it impossible to do any sort of medium-long range hatcher throws.

  • @MojoTheFabulous said:

    @PureHostility said:

    @MojoTheFabulous said:
    Why does other people having the same thing bother you? If you like the cosmetics you have shouldn't that be enough to please you?

    It is comparable to sports events that people can take part in.
    They participate, they achieve good results, they get trophies.
    But...
    That little Billy kid can just toss out 5$ and get the "The Champion of The Event" trophy you just got by pulling your guts off, rendering said trophies worthless piece of crap.

    Event stuff should stay locked to the event.
    Don't have time to get it?
    Well, that sucks, deal with it, we all (most of us at least) have real life too, which consists of work, dealing with kids and wife.

    Hell, I would even consider it to be buyable "participation rewards" that are being rewarded in the western countries to not make someone (mostly kids) feel bad when they lose, but make everyone a "winner", which in turn makes said rewards worthless pieces of junk, as I have said already... .

    I feel like it's better to please the majority though.

    Honestly, it's not really pleasing majority.
    It's more like an option to cash in additional funds, it is purely businesses thingy, same with SWF being a cash cow beside it being extremely unhealthy for the game balance (lack of any balancing between SWF and solo).

  • @MojoTheFabulous said:
    Why does other people having the same thing bother you? If you like the cosmetics you have shouldn't that be enough to please you?

    It is comparable to sports events that people can take part in.
    They participate, they achieve good results, they get trophies.
    But...
    That little Billy kid can just toss out 5$ and get the "The Champion of The Event" trophy you just got by pulling your guts off, rendering said trophies worthless piece of crap.

    Event stuff should stay locked to the event.
    Don't have time to get it?
    Well, that sucks, deal with it, we all (most of us at least) have real life too, which consists of work, dealing with kids and wife.

    Hell, I would even consider it to be buyable "participation rewards" that are being rewarded in the western countries to not make someone (mostly kids) feel bad when they lose, but make everyone a "winner", which in turn makes said rewards worthless pieces of junk, as I have said already... .

  • @raw_bean said:

    @PureHostility said:
    No, you are looking at it at the wrong angle.
    You should make game much harder for SWF rather than make solo as stupid as SWF currently is.

    How? Short of magically disabling their microphones there's nothing you can really do about the core problem.

    Exactly, devs dug up a grave for game balance themselves, by introducing that broken gamemode.
    Implement two modes, ranked and casual (as seen in most games that have ranks to begin with).

    Ranked, solo only.
    Casual, the same thing.

    "But it splits the playerbase" so does the current mode.
    Playing with and against SWF is a frakking nightmare or a chore as a solo survivor or as a killer.
    Don't want this?
    Mark SWF players in lobby so players can act accordingly (prepare their loadouts, or dodge as they already are by checking their friend steam profiles).

  • For me, other survivors in the game are nothing more but BP pinatas and something to take the aggro of the killer off me.

    That's what made me buy this game at the release....oh....and lack of any "party play" (aka SWF)...sucks that this thing changed.

  • No, you are looking at it at the wrong angle.
    You should make game much harder for SWF rather than make solo as stupid as SWF currently is.

  • @Jack11803 said:
    It’s the best perk in the game, get over yourself. Maybe have some intuition instead of having the game make your decisions for you.

    BBQ is far from being the best perk in the game.
    The biggest reason why it is so commonly used is...because it boosts your BP two times for very easy action that you will surely do each game.

    WGLF is the equivalent of BBQ for survivors, minus the aura reading (while useful, it's not as game breaking as you may think so), however... WGLF forces you to play pretty altruistic, often farming other survivors. Not everyone likes to be altruistic and getting said stacks isn't as easy as hooking all 4 survivors once.
    If it would be as easy to gain stacks as with BBQ (trivial action), I guarantee you almost all survivors would run it too.

  • @DwightsLifeMatters said:
    PureHostility said:

    Shadowborn NEVER EVER affected the "dark corners", which you can see with Nurse's fatigue or cloudy borders when using insidious or Wraith's cloak (besides early versions of dbd back in 2016).

    Then you clearly haven't played shadowborn on Nurse on patch 2.4.0 buddy

    Shadowborn did not affect it at all, as it wasn't even in the game during that patch (2.4.0).
    Fatigue visuals weren't present at all, so how the hell would shadowborn affect it?

  • Another victim of renting an apartment under a rock.
    Never live under a rock!

  • Shadowborn NEVER EVER affected the "dark corners", which you can see with Nurse's fatigue or cloudy borders when using insidious or Wraith's cloak (besides early versions of dbd back in 2016).

  • @Master said:

    @PureHostility said:

    @Master said:

    @DwightsLifeMatters said:
    Jplanas98 said:

    @Tru3Lemon said:

    and did you play PTB cuz if you want more nerf for SWF the only thing that i see its bond and kindred not a perk but as a kit

    That's not really a nerf to SWF though, SWF players don't need bond when they can just communicate and tell the others where they are.

    Tru3Lemon is correct. By giving at least kindred to a basekit for all survivors the devs can go harsher steps to nerf survivors in general cuz the gab is closet a little bit more. We need to allow survivor buffs in order to nerf swf. But a lot of hardcore killer mains don't get it.

    The only correct step adressing the SWF/solo thing is implementing ingame voice comms.

    That would be the worst solution ever.
    For the reason why it is stupid AF, look at F13.

    Of course the voice comms are only on the survivors side, otherwise it would be absurd

    So?
    It doesn't change anything.
    The last thing I want to hear when playing as a survivor is another guy using their mic, especially as it will mostly be a russian 12 yo kid munching on random objects while being yelled by their mom.
    No, thank you.
    VOIP is one of the worst things in random plays.
    Game is perfectly fine without ANY voip communications, as it was actually created to be played without any vocal/spoken/text comms to begin with.

  • @Master said:

    @DwightsLifeMatters said:
    Jplanas98 said:

    @Tru3Lemon said:

    and did you play PTB cuz if you want more nerf for SWF the only thing that i see its bond and kindred not a perk but as a kit

    That's not really a nerf to SWF though, SWF players don't need bond when they can just communicate and tell the others where they are.

    Tru3Lemon is correct. By giving at least kindred to a basekit for all survivors the devs can go harsher steps to nerf survivors in general cuz the gab is closet a little bit more. We need to allow survivor buffs in order to nerf swf. But a lot of hardcore killer mains don't get it.

    The only correct step adressing the SWF/solo thing is implementing ingame voice comms.

    That would be the worst solution ever.
    For the reason why it is stupid AF, look at F13.

  • The least used would be Tapp, Quentin and Jeff.

    Most used:
    1st) Meg
    2nd) Claudette
    3rd) Dwight

    Data regarding most used survivors is ~3 months old from my personal stats out of almost 200 games across all ranks, but mostly red.
    Yes, Meg is the most used survivor for some reason, don't ask me why, as I have no idea. Claudette is JUST behind her.

  • @Skorpanio said:

    @Jago said:

    Play Legion. Free dc's !

    Why would anyone dc on The Legion though?

    They fell asleep and hit power button with their head.
    Happened many times to me.

  • @NoShinyPony said:

    @PureHostility said:
    You are punishing solo players, who may need these precious seconds to GTFO from this shithole SWF has just created.

    I understand that you sometimes get bad games with SWF groups when you play solo surv. But the problems (like getting farmed by other survs, trolls, survs dc'ing) are in general a lot worse with random players, not with SWF.

    In an average match as a solo surv, you will have more success if some of the other players are SWF. Therefore I believe my idea is a good one.

    An additional point: You can't balance a game under the assumption that - for example - 25% of survs in a match will troll. Trolls don't count for balancing, trolls get banned.

    I have to disagree.

    As a solo only player, in my whole dbd experience that spans over over 1,8k hours, most unfun games are when SWFs are present in the game. I actually tested by checking the profile of said survivor players to make sure they are indeed a premade, in vast majority of cases they were.
    Guess, I will need to go back to archiving my games as stats into exceel.
    That type of data would be extremely easy to include.

  • Ambient volume, including music is through the roof, like HOLY #########, my ears hurt.
    Footsteps are non existent (AGAIN!!!).
    I can hear random noises from all around the map like if they were just in front of me on random intervals (breathing, bottles breaking, hits).

    Sometimes I wonder, what is the point of PTB... .

  • Uh...just change it from 30 seconds to 60 seconds or even 90 seconds.

    It is already semi more powerful than ruin, that gets destroyed early/mid in the game, as each kick regresses 20 seconds of time on that gen.
    Increasing its time would remove the annoyance of having to rush to the nearest gen, skipping any potential chases or hits, as you are on a very limited timer.

  • @NoShinyPony said:

    @PureHostility said:
    Why are you punishing solo survivors?

    How is it punishing? Nothing changes for a group of 4 solo survivors. And if solo survivors are matched with a SWF group, the solo survs benefit from the other survs playing more coordinately.

    1) So many people use this silly argument and I will quote here once here too, as it is a double edged sword "Not all SWF players are playing seriously".

    2) Solo survivors in most cases of ~3 SWF teams are nothing more than BP pinatas, as they are farmed or left behind without second thought.

    3) Solo survivors have no idea if they are going in with SWF or not, thus they cannot prepare accordingly for the debuff.

    4) Playing as solo with SWF players is annoying AF due to many other minor issues, such as "SWF trolls" (run around doing thing, suicide for each others, etc.).

    You are punishing solo players, who may need these precious seconds to GTFO from this shithole SWF has just created.

  • Why are you punishing solo survivors?

  • @Peanits said:
    Just going to nitpick a couple of things here:

    1. This wouldn't stop people from playing with their friends in ranked games. I'm not sure if you were around during the beta or shortly after launch, but originally SWF was not a feature in the game. To get around this, people would queue at the same time as their friends, check to see if they're in the same lobby, and leave if not and re-queue until they were. You would see the same here. If a group of friends wanted to play together but also wanted the ranked rewards, they could very easily do the same. This would drive up queue times for everyone and defeat the whole point.
    2. The latter half is backwards. Unlocking all perks in casual mode would be an incentive for newer players to play it, giving them the ability to try out perks they have not yet unlocked, yet this would be the mode that (ideally) all of the organized groups would be playing. It would naturally be pairing newer killers with more coordinated survivors. Experienced killers with lots of hours under their belts would have these perks unlocked, so they wouldn't have any incentive to take on the extra challenge.
    3. Allowing a killer to play in the same lobby as a friend in a live match would be heavily abused. It's already a pretty common occurrence, and I can only see it becoming more prevalent if that were to happen. Some would use it to grief other players, but more commonly it would just be used to farm bloodpoints. This is basically why KYF does not award bloodpoints. If you need some extra people to fill some slots, I would suggest checking the Looking For Players subforum or the Looking For Group channels of the official Discord server.

    I'll be honest, I don't think it's that big of a problem. The vast majority of the groups I've played against have been casual players- just a couple friends hanging out and chatting as they play. The 'tryhard' groups are very few and far between and only make up a very, very small section of the players. Even still, a good group of solo survivors will pose almost just as much of a challenge as an experienced group. Someone being in voice chat doesn't make them any better in a chase, it just helps them co-ordinate a little better. A good survivor will have an easy time tracking the killer and know when they should be doing generators or going for a save.

    If anything, I think the changes should be subtle. Bring the solo survivors up to the same level by giving them little bits of information, and then give killers a slight buff as well to compensate. It was mentioned a while back that making kindred baseline would help balance things, since that information is already available to a group in voice chat but not for solo survivors. In my experience, killing most groups is very doable, and making massive sweeping changes for the few exceptional cases would be overkill, and I feel like it would get stale steamrolling over casual groups of friends over and over.

    That's a bad argument, saying that not all SWF groups are that.
    It's exactly like saying "Not everyone uses third party cheats in GTA 5 Online in order to screw people over, some just use it for messing around, so it is fineeeeee!".

    SWF allows for the game balance to be thrown out the window, rendering multiple killers semi unplayable with a minimal amount of communication from survivor team (voip; a communication that was never supposed to be in the game in the first place!), plentiful of perks are useless too and game mechanics too...

    The sole reason it allows for such things should rise a red flag and be changed.
    Personally, I find SWF annoying to play with as a solo player, there is almost nothing worse than playing as a solo player in a lobby of 3 man SWF... enjoy being their BP pinata in case you get caught. Happens way too often in red ranks.

  • @MasonHugsCats said:
    @PureHostility Living up to the name. If you dont like SWF don't play it and just leave? But if you seriously don't like SFW because it's the only time Survivors have a decent chance of getting all 4 men out alive then your silly as hell. That's like me saying I don't like Football because I have a chance at loosing.

    Would love to.
    However, tell me how to tell if they are in SWF without doing a massive time consuming work around, that requires people to have public profiles on steam?

    Besides, thanks to mods for deleting my post or for whatever reason it disappeared. (was edited later on to include more information why it is a silly idea).

    Thus, let me retype it in shorter way:

    Bad idea.
    It is a bribe for doing something people do not enjoy.
    It is an awful bribe to begin with, as 50% more BP is crap for an utterly disgraceful experience.
    Even 200% more would be nothing, as many people in the past already commented on exactly the same suggestion, they would prefer not to participate rather than get "paid more" and that was back in 2016.

  • @MasonHugsCats said:
    Survive with friends seems to be a big issue most killers have. Me included. Why not instead of removing it or "nerfing it" (However that would work?). The killer is insentivised to play against SWF groups. Gaining bonus blood points?
    2 SFW -15% BP Bonus
    3 SFW -30% BP Bonus
    4 SWF -50% BP Bonus
    Two sesperate groups of two SWF -30% BP Bonus
    All applied after game. This would make SWF less toxic for killers and would make Killer Mains playing Survivor feel less mean.

    2016 wants its suggestion back.

    To counter your idea, let me rephrase it this way:

    "We heard you didn't like having a spit with a pint of urine in your soup. We agree, it is unacceptable in our restaurant to serve such things, thus we will now serve a cookie with a soup containing spit and pint of urine in order to make it more bearable.".

    In other words, you are trying to bribe players in order to play a "mode" they do not like ... that's silly as hell.
    Many people already voiced their opinion that wouldn't even want to have +200% additional BPs for playing against SWF, as a matter of fact, after a while, you don't care THAT much about BPs anymore, as you actually just want a fun game.

  • Uh, beside it being a console (crappy graphics and awful resolution), I don't see anything wrong with that ruin skill check...

    Hell, even googled out some pic of a ruin skill check pre 2.4.0 to make sure it looks the same.

    It's the same.

  • @That_One_Scrub said:

    @The_Crusader said:
    No because then he could just spam m1 on a survivor over and over until they're down

    I'm fairly certain that the timer isn't gracious enough for that, at least not on average. Remember you only get a recharge when hitting a fresh target, after all.

    Still, if that becomes a problem somehow, you could always take away some percentage of the bar other than 100%. 30%, 50%...whatever balances out correctly.

    You could easily do that, even if not, you could land at least 3 hits before it ends and follow up with 5 seconds of moonwalking.

  • @ChesterTheMolester said:
    DocOctober said:


    RSB said:

    @DocOctober said:

    RSB said:

    @Wolf74 said:
    
    https://forum.deadbydaylight.com/en/discussion/comment/238530#Comment_238530
    

    @Janick said:

    Hello
    
    Deep wound, in concept, is to create pressure and waste Survivors time, not to down survivors, similar to Reverse Bear Trap.
    
    Thanks for the feedback.
    
    
    
    ~speechless~
    
    
    
    The fact he dodges every uncomfortable question really gives something to understand.
    

    In a way, Janick is like Legion.

    Slow and unable to do anything?

    I thought more along the lines of "a joke". Whenever he posts something, with very few exceptions, I hope that he isn't being serious. Like that reply mentioned above. "Not there to down them." I'm sorry, but considering his kit, that decision is not justified.

    One of Janicks posts reached 70-80 LOLs (Record?) before Clyde spontaneously decided to come back from the dead to remove that feature.

    I wasn't born yesterday.

    Oh, which of his posts reached that amount? I would gladly read it to make my day after 12 hours of work... .

  • Wait, wait... WAIT!

    Lockers hide auras of survivors in dream state?
    Wasn't DREAM STATE supposed to be not counterable by any perk "jamming" abilities of survivors?

    #########, Devs... xD

  • Imho, after 2k of hours, L3 on my Trapper all I would love to see changed:

    1) Start with 2 traps by default. (Major buff)
    2) Traps are darker by default. (Minor buff)

    That's it.
    Nothing more.

  • Actually it looks much, much better.
    Some maps are brighter some are darker.
    It's fine.

  • @alivebydeadight said:
    they changed the the recent vault interrupts back the the recent patches interrupt before the time when this happened just confused myself

    What are you smoking?

  • @Visionmaker said:

    @Wolf74 said:
    To all those that see it as a valid argument that the Devs said "SWF was intended from the beginning": this true, but it's also true that the Devs did NOT implemented it into the game from the beginning, because they KNEW it was unbalanced and they had no clue how to balance it.
    Than the (survivor) player FORCED it into the game, by reviewbombing the game and the Devs caved in.

    Talking about false narratives; this is one.
    You just focus on one side of the story.

    They literally said they only had time for one feature: KYF and SWF and they opted for KYF first. And because DBD is marketed as a multiplayer co-op game, of course consumers will be irritated by not having the option to play with friends. It's not "review bombing", it's popular demand coupled with misleading advertising.

    Are you just trying to become a FAKE NEWS meme?

    Co-op doesn't mean it must have a friend party system.
    You can coop with random people, who you don't know.
    Actually, that premise sold me on the game, being in with people you don't know and they don't know each other and have to survive together (or alone(!!!)) against one strong enemy...

    Sadly, SWF was added shortly after survivors started abusing the lobbies (and bugging them out) heavily soon after release, to find their friends. Shortly after SWF, in its broken state, was added.

  • Uh, who the heck even did the SWF test by looking if they all joined all at once or not?!
    That thing did not work, it was not an indication of SWF at all(!!!).

    There were multiple times were many solo players joined all at once and SWF team joined with a delay between each others.

    The only proper way to check for SWF, beside obvious names, is to check their friends list on the steam profile, to see if they know each others (have them as friends).
    That process takes around 30 seconds.

  • @Dreamnomad said:

    @PureHostility said:

    You will see that survivors have much higher BP per hour potential, especially nowadays, with MASSIVE lobby times for killers.

    Except that wasn't remotely the case. I played roughly an hour and a half for each.

    I don't believe you, not at all, considering right now, I waited 8 minutes for a single game as a killer.
    Meanwhile, I could do 2 quick suicide runs as a survivor, getting plenty of BPs and actually WAY more shards in that time. (there is a reason why survivor mains have higher account levels than killer mains).

  • The Game and Haddonfield.

  • @Dreamnomad said:
    Okay, here is actual evidence. This isn't a massive sample size, but it is consistent with my experience. I ran 5 games as wraith with survivor pudding. Perks I was using were Nurse's Calling, Brutal Strength, BBQ, Ruin. Add ons were Windstorm White (considerably increases movement speed while cloaked) and Blind Warrior White (mangled and hemorrhage with surprise attack). Results were:

    Game 1: 77,000 (4 tokens)
    Game 2: 89,730 (4 tokens)
    Game 3: 61,550 (3 tokens)
    Game 4: 92,757 (4 tokens)
    Game 5: 90,594 (4 tokens)

    Total: 411,631 (19 tokens)
    Average: 82,326 (3.8 tokens)

    I then played 5 games as Feng Min using survivor cakes running the following perks: Borrowed Time, We're Gonna Live Forever, Self Care and Deliverance. I used a green flashlight with green add ons. I made every possible attempt to earn tokens for WGLF. Results were:

    Game 1: 26,236 (1 token)
    Game 2: 73,320 (3 tokens)
    Game 3: 16,608 (0 tokens)
    Game 4: 39,468 (1 token)
    Game 5: 25,112 (1 token)

    Total: 180,744 (6 tokens)
    Average: 36,148 (1.2 tokens)

    I played those as rank 1 killer and rank 8 survivor. I wasn't sandbagging to taint the results. They were my honest best effort with both. As far as time per game goes, my total time playing as pretty similar. I didn't run a stop watch though. I feel like if my sample size was larger the results would largely be the same. Anyone that wishes to continue disputing the disparity between BBQ and WGLF, I challenge you to perform a similar test and post your honest results.

    Awesome.

    Now divide them by the time you spent in lobby/loading time/ingame.

    You will see that survivors have much higher BP per hour potential, especially nowadays, with MASSIVE lobby times for killers.

  • With the pig it seems random or only when in a certain radius. 
    I had notification when someone used wrong biz, took it off. On the other hand, there were countless times where I didn't get any notification for any of these. 

    The only addons I use on The Pig are for quicker crouching and faster ambush charge and cooldown. (or no addons at all)  


  • SenzuDuck said:

    @powerbats said:

    @PureHostility said:
    powerbats said:

    Those stats from from a dev stream and are the same ones most killer mains use.

    So 30% of all matches are totally solo while another 34.1% are a duo queue + 2 solo's.

    Ye, I wouldn't take them seriously, as I have shown, the pure solo players take only 14%,while the rest of 86% of games contain some sort of SWF present in them.
    I'm afraid the solo numbers are even lower now, that's why I want to continue doing stats like these.
    Remember how they wanted to obfuscate how much self care is used by making it a percentage of a perk slot rather than whole loadout? 

    You can't say pure solo takes only 14% because you haven't actually shown anything since you don't work for BHVR. Thus you don't have any actual data to back up your claims.

    Those are numbers the devs posted on a stream from data they'd collected. These are also the numbers everyone has accepted as current until they post the new updated stats.

    While numbers have probably changed we don't know what the exact numbers are so people saying it's x are blowing numbers out of you know where. 😜

    I love how he's telling you to take his stats for 100% but to ignore BHVRS stats, lmfao.
    The things people go to to act as if SWF is 90% of matches.

    I stated the reason behind why BHVR's public stat is questionable at best.

    You can do the research by yourself and compare it to what bhvr provided us with and tell me it is a worth while stat of what we see ingame on a daily basis.
  • CoolAKn said:

    @PureHostility said:
    CoolAKn said:

    @PureHostility said:

    CoolAKn said:

    Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.
    

    Lag has nothing to do with how skillchecks appear, as they are completely client side. 

    Doesn't affect how they appear, but the lag does provide a delay from input to realization of that input. When you press space for the skill check while inside the success zone, if there is lag, it will not register the space press until after the success zone. Whenever there is lag, I've had to press space a full second before just to maybe get the skill check inside the success zone. Game runs fine, until the killer is close, then there are lag spikes, which is especially deadly if you are hooked in the struggle phase. Pressing space to struggle and a lag spike hits, it's instant death. Doesn't matter if you were pressing space the entire time.

    No, it doesn't. The only lag will affect is when you receive the point reward for hitting the skillcheck or make it blow up if you fail.

    The skillcheck is a client side thing, this includes the sound notification, visuals of it rotating and the Input controller, everything is client side. Thus no, you can't blame a "lag" for missing a skill check, sorry. 

    Then you have never experienced lag in this regard. In a majority of the games, the skill check registers EXACTLY where I press it inside the skill zone. I have also had many games where the skill check registers AFTER the success zone when I pressed space DURING the success zone, where there is no doubt there was a delay. To adapt, I've had to press space BEFORE the success zone so it registers while inside the success zone.

    Then I suggest checking your keyboard instead. 
    Aś I have said, skillchecks are completely client side, you would have know it especially when you face any killer that either lags heavily, uses a lag switch or connection just drops. Even with no connection, you still get skill checks and you can still pass them, but scoring event won't happen (+50 or +150 on the left side of your screen) nor will it blow up.

    Get someone in KYF, tell him to be the host and make it as laggy as possible, try doing gens, you will see that no matter the connection, mechanical part of the skillchecks is on your side. 
  • CoolAKn said:

    @PureHostility said:
    CoolAKn said:

    Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.

    Lag has nothing to do with how skillchecks appear, as they are completely client side. 

    Doesn't affect how they appear, but the lag does provide a delay from input to realization of that input. When you press space for the skill check while inside the success zone, if there is lag, it will not register the space press until after the success zone. Whenever there is lag, I've had to press space a full second before just to maybe get the skill check inside the success zone. Game runs fine, until the killer is close, then there are lag spikes, which is especially deadly if you are hooked in the struggle phase. Pressing space to struggle and a lag spike hits, it's instant death. Doesn't matter if you were pressing space the entire time.

    No, it doesn't. The only lag will affect is when you receive the point reward for hitting the skillcheck or make it blow up if you fail.

    The skillcheck is a client side thing, this includes the sound notification, visuals of it rotating and the Input controller, everything is client side. Thus no, you can't blame a "lag" for missing a skill check, sorry. 
  • CoolAKn said:

    Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.

    Lag has nothing to do with how skillchecks appear, as they are completely client side. 
  • Just a hair one, so it doesn't stick too high, limiting the mind game potential around hay bales and crap like that. 
  • powerbats said:

    Those stats from from a dev stream and are the same ones most killer mains use.

    So 30% of all matches are totally solo while another 34.1% are a duo queue + 2 solo's.

    Ye, I wouldn't take them seriously, as I have shown, the pure solo players take only 14%,while the rest of 86% of games contain some sort of SWF present in them.
    I'm afraid the solo numbers are even lower now, that's why I want to continue doing stats like these.
    Remember how they wanted to obfuscate how much self care is used by making it a percentage of a perk slot rather than whole loadout? 
  • @powerbats said:

    @Vankruze said:
    Literally any totem perk since they can communicate with each other exactly where they all are at any given time, 1 person spots the hex totem? immediately the entire team now knows = unfair advantage. Also they tend to count totems as a group over coms to ensure noed doesn't proc. Also they will all know where each other are at any time just by speaking so they've all now got super bond perk without having to use a perk slot = unfair advantage.

    4 strangers = 30%
    2 friends + 2 strangers = 34.1%
    2 friends + 2 friends = 9.5%
    3 friends + 1 stranger = 17.9%
    4 friends = 8.5%

    So one person spots the totem and the whole team know, that can only happen 8.5% of the time and 30% of the time it's complete solo q.

    64.1% of the time it's 2 randoms and 2 swf, kill 1 swf well no more comms from the dead person other than what they already saw. But magically all those solo queue players are in voice comms and talking and sharing info.

    Where does these stats come from?

    30% of all solo? That must be a miracle, man.

    Based on my stats from pre-pig update out of 160 games:

    4 solo players - 14% (23/160)
    2 solo + 2 SWF - 30% (48/160)
    2 SWF + 2 SWF - 13% (20/160)
    3 SWF + 1 Solo - 29% (47/160)
    4 SWF - 14% (22/160)

    I'm going to continue my stats later, because I'm going off town for a week or two.
    Seeing your 30% of lobbies being all solo players is extremely suspicious to me, as 4 solo is rare.

    ***Stats were gathered while playing the "Iron Challenge" of Marth's (perkless killers from rank 20 to rank 1, thus stats I've gotten were from all rank range). New stats will be just... high ranks.

  • You don't get banned for nothing.
    Stop cheating.

    The only way you can appeal your ban, is by contacting BHVR Support.

  • @Tizzle said:

    @Warship said:

    @PureHostility said:
    I don't see any point of implementing that into the game...
    What's the reason?
    Also, lvl 50 bloodwebs take around 20-50k to level through, not 100k... , that's not the release version of a bloodweb.

    Ok, an exaggeration i understand. But 50k bloodpoints (depending on the web) is a pain to accomplish if you don't have rituals and it's an annoyance to fill it up again and again.

    It would save about 2 million points out of 11.5 million to max a Survivor/Killer to P3 all perks.

    Wouldn't save much, as first levels have barely any perks in their trees (1-10) and after that you want to get ASAP to lvl 20, so you can get 2 perks per tree, this way you can use entity to quickly clear bloodweb without having to spend 50k+ per tree.

    Besides, bloodweb is obsolete with the way they are introducing new content, it needs a rework and it was said it will receive one. There are too many perks available right now for it to be a "fun" mechanic to use in order to unlock all perks for all characters.

1 … 9 10 11 12