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Runiver

Runiver

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Runiver
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  • @steezo_de said:
    Now that I think about it.. How about a "Tip Jar" for those that played fairly?

    "Dude, I know you didn't get any kills this game but me and my buddies were just talking about how you played really really well. Here's 20 BP."

    Maybe?

    I'd rather have you dead instead of looking like a hobo with a cup begging for a crust of bread.

  • In this meta, it's smarter than Leader at least.

    Leader : How to give your teammates more emblem points while reducing yours.
    Kek.

  • Camping and pallet loopings aren't bad behaviors.

    They're annoying, but they're not "bad".
    Not to mention that, overall, campers do earn less BP in a round already.

    Also, I'm not sure how you would manage to tag these players.
    With other players reports ? What if you didn't camp, as killer, and you get "tagged" as camper because someone though that 50 meters away is still camping ?

    Sounds rather weird.

  • A single player mode could be nice, but devs said it's not gonna happen.
    A single player mode to please banned players tho, is very discutable lol.

  • Basically, what happened :
    Devs introduced a (huge) slowdown on sacrifice if the killer stood close of it.
    So people were basically following killers around for the unhook since he was forced to leave if he wanted to make progress. And the survivors were hovering around the hooked person and juking extensively and such with very little the killer could do.
    It was a very toxic PTB, one of the worst we got lol

  • @Acromio said:

    @Runiver said:
    cut

    Marth's experiment clearly demonstrated that not even a very good Nurse has a chance against optimal survivors (optimal means they just bang out gens and loop regardless of everything). The only Nurses who pipped against them were running NEOD/an Ebony Mori/both NOED and an Ebony Mori.

    I agree.
    Tho there's very few actual optimized teams around, especially not dodged since they did carry 4 toolboxes and such.

    There's another part of the experiment where they did it perkless with no items with slightly more success for Nurses, still allright overall tho, mostly because they know what they have to do and they do not take unnecessary risks.

    That being said, that game is not truly built to be competitive, so both optimized survivors and Nurse could be questionnable in that regard.

  • @Vancold said:
    I never understood the killers who complain about bodyblocking. For real.

    As killer, if you do struggle to catch someone, and that someone gets off of your shoulders because a team (possibly SWF that bullied/outplayed out a lot ?) is making a train in front a hook and denies it, can be rather frustrating to deal with.
    Tho, overall, it's pretty balanced. Still frustrating at times tho, especially with flashlights, dead hards and such. It can make you feel rather powerless and the "bullied" while people should be supposedly scared of you since you play killer.

  • Doctor is kinda hard to stealth against. You can, but it's way harder than against most killers.
    And it's made on purpose. To change the way the round is played.

    Basically, against Doctor, you struggle against TIME more than against any other killer (supposedly) since he WILL find you, and he WILL force you to run and juke. And Juking, even if strong, has its limit and cannot be done infinitely, especially since pallets are ressources.
    Knowing that, you'd better just repair ASAP and improve your juking skills, and actually exploit the fact that a killer cannot pressure 4 survivors at once, and use that fact to actually repair even if he's rather close since it's an active battle against time.

  • @Thatbrownmonster said:
    Meg isn't that pretty

    come on flame me

    How I imagine "Meg" IRL considering her face :
    http://p7.storage.canalblog.com/77/37/1299180/103255092_o.png

  • Bodyblocking is allright, overall.

    As killer, you can block some areas efficiently.
    As survivor, it has its bonuses, along with downsides.

  • @Nickenzie said:
    The only problem I see with "Light Bringer" is that when you work as a team, you get punished for helping each other for repairing generators because points are split between each survivor. So my suggestion is to reward survivors that repaired generators together more Light Bringer points so it's not pointless when there's 4 survivors on a generator. For every second you are repairing a generator with 1 or more survivors, you get additional points?

    I disagree, for several reasons.
    The first one being simple : by allowing people to get points by repairing as multiple survivors, you actually penalize people not being able to do so. Just imagine this scenarios :
    The game starts. 2 survivors spawns together and start repairing. 1 survivor spawns alone, and starts repairing. The last one is getting chased by the killer.
    The 2 survivors complete the gen, and get to the next one.
    By the time the first survivor complete his gen, the 2 survivors are about halfway on another gen.
    What happened ?
    Basically, spawning solo proved to be less rewarding for the survivor, even tho he did the EXACT SAME JOB (if not more) than the other two, since he spent the exact same time (if not more) on gens.

    The second reason is simple : it doesn't fit the concept of this game. The concept is 4 survivors trying to survive, even at the expensive of others. You can, obviously chose to be altruist and take risks and "sacrifice", but the concept of getting more for being together is nowhere to be found.

    The third reason is rather practical : it's sorta easy enough to get emblems in repairs, especially in the PTB. And pumping up the numbers would just destroy players spawning solo or wanting to play solo.

    The fourth reason is competitiveness : The current systems promotes repairing AS FAST AS POSSIBLE. Not to get stolen by others, and to spend as much time as possible on the gen by yourself.
    Repairing solo is actually a very efficient way to repair gens in this game, since you get downsides for repairing as multiple players (repair maluses, as well as the possibility for the killer to distrupt SEVERAL survivors at once), so this is actually a good way to make the game MORE COMPETITIVELY ACCURATE to just leave it the way it is right now.

  • Very arguable.
    A god nurse can destroy any good teams rather quickly, tho, as a matter of fact, which makes her rather questionnable, at least in my opinion.

    I personally dislike playing against Nurse, especially well perked/good nurses with several blinks, mostly because you feel very powerless. It may be me that is really bad at juking Nurse in general (even tho I consider I'm pretty good at mindgames), but I feel like most of the power rests into Nurse's hands, rather than being into mine.
    Some people could consider it "fine" since the killers are the power class of the game, but I think they gave her a little too much power, when mastered, pretty much the same way they gave a little too much power to survivors for loopable killers. (at least in the live version, can't say for the PTB since I didn't play it nearly enough to make sure).

    And yes, I'm aware that Nurse is hard to play and master, but I consider this to be rather irrelevant. A character being "Hard" to play should still be fair.
    Sure, she will take more time to learn than other killers, but this time shouldn't be rewarding in term of being able to totally demolish people, this timle should be rewarding in term of fun and possibilities that are opened to you, to outplay your foes.

    A nurse, cornering a survivor around a vault, while carrying 3 blinks, isn't outplaying, she's demolishing.

    She could arguably be made more balanced with more vision breaking objects, eventually, but the game maps are still pretty open, overall, making her a master choice, atm, and justifying her "god tier" status.

    Does she deserve her place in the game right now ? Possibly, since survivors are kind of a powerhouse too, at high ranks. In a balanced game tho ? Could use some changes (if possible without making her super tedious to play tho.)

    Hard to tell, in any case, it's not coming anytime soon.

  • Playing with your friends tho, is both a despising, and necessary evil, sadly.
    There has been long discussions about how to actually balance SWF. The main issue is that the disparity of skill level between SWF is really wide. Some SWF are random ranks 20 playing for fun and not trolling. Others are try-hard squads that just want quick wins, and lastly, some of them are toxic trolls only in game to make the killer to feel bad about himself and get the fun out of him.

    There has been several proposition of rework for it, but nothing got out of the lot.
    Having a casual mode (allowing 4 survivors to play together), and a ranked mode (allowing only 2, at max, survivor, to be together, for example), could partially solve this.
    That being said, it would split the playerbase and create another issue, when the matchmaking times are already rather slow in general.

    That being said :
    I used to play full SWF in 2016, and now that people I know are gone, I play survivor solo 90% of the time. I still see no issue in most matches as long as you play accordingly with the game requirements, as solo survivor. It sure has some annoying matches, where your team suicides very quickly to a killer (which makes the hatch change quite discutable, even tho the hatch standoff truly needs to go) or when they simply let you to die on the hook because they're SWF and "uses" you, but overall, it's allright and rather chill, at least in my experience at high ranks.

    Low ranks seems VERY campy and pretty cancer tho, for survivor.

  • @Janick said:
    I see your point, but for the reasons you mentioned, I would not expect more effect on the gas, not at the moment at least.

    Strategically the reason to throw it at a Gen would be to gen the 10sec of regression (if the Survivor leaves the gas dissipating before repairing it again). And receive a sound notification if the Survivor goes repair the gen since he will get caught by the gas. So it's really a deterrent or a detection effect.

    But I agree that it is not the most useful aspect, but could be useful in a certain situation (3 gen).

    Thanks!

    Most people do not realistically leave the cloud if you're not approaching, and it's usually best to keep your flasks for the chase, so right now, yeah it is nearly chase & slow exclusive when it comes to bottles.

    Considering a (pretty weak, considering his chase power) map control effect could be nice.
    I actually had a pretty weird idea recently about that, that would make pretty much everyone happy imo and wouldn't require THAT MUCH scripts/animations.
    Just imagine if he could trigger, everytime a gen gets popped (5 times max per round), a circus music that would overlap his terror radius, for X seconds (let's say 10-15s).
    That would :

    • Give him a Scary/Creepy factor.
    • Allow some mindgames with chases and hooks.
    • Give people circus music, they're asking for it!
    • Be coherent Lorewise with the traveling circus.
    • Be coherent mecanic wise, the gens would power the speakers.

    I'm not sure if it's the best idea, obviously, but it would make him awesome in a sense, and give him a special "signature", especially if the music is getting creepier as the game advances.

  • @Janick said:

    We are currently rebalancing the base value along the Addons of the Time effect (ether). We are now at 2sec for the base time but all add-ons have been diminished a bit to make the range value between add-ons and no add-ons closer.

    Could prove strong and useful.
    Nice.

  • @Janick said:
    Indeed, if it spread too much, Survivor can zigzag around it yes.

    BTW, the gas goes through the Gen, to help the spread around Gens so it affects all side of it.

    The main issue is, it doesn't help much if you throw it on gens. But I suppose it's useful info to know if you throw in the general area of a gen.
    I played him extensively on the PTB, and I love him after getting used to him. He's definitely great and fun in chase, but definitely lacks map control somehow.

    What he lacks the most is the possibility to distrup people while chasing someone else, by, for example, throwing a bottle at a gen. Right now, it has very little effect.
    I'm well aware that making an extra effect that would be too strong could prove problematic, and would make camping while throwing at closeby gen a good strategy for him (and make him boring in the process), but I feel like he definitely needs something like that in his kit.

    1. Billy
    2. Hag
    3. Clown
    4. Huntress (Even tho I don't play her much anymore since the pallet changes in february)
    5. All the others pretty equal, except for Freddy, Nurse and LF that I despise.
  • As far as I know, there's nothing else than the in-game reports now, sadly.
    Tho, recently, Not_Queen wanted our opinion on discord about their future report system that they are gonna add-in game. Maybe there's gonna be something pretty "soon".

  • @Soren said:
    Runiver said:

    https://imgur.com/a/G6MBOUY

    The discussion I just had today about STBFL with Horvath[BHVR] if someone is interested.

    They are considering this as a possible rework atm.

    Why does this perk need to have a token mechanic? Why couldn't it be a flat reduction? It would be a good chase perk, we need more than just the good ol' Enduring.

    A ton of killer perks have too much conditions / are too much complex, while survivor's ones are straightforward.

    Just take a look at the survivor meta:

    • I can heal myself from injured to healthy
    • I can sprint for a couple of seconds
    • I can restart a chase
    • I can heal myself from downed to injured
    • I can crouch faster

    ... and so on. Killers need more straight up "buff" perks. It's because they have too much conditions a lot of them aren't taken - the conditions make them situational or hard to use well.

    This is true, tho the whole point of the conditions are :

    • To be able to make the perk to be STRONGER in the end. Making extra reduction if left unchecked for example.
    • In that specific case, the point would be to FORCE the obsession to put itself at a RISK, since the point of being obsession is to have both downsides and bonuses, and atm, it's mostly only bonuses since most perks are involving to let the obsession to LIVE for an extended period of time (to get stacks such as remember me, not to lose the buff like STBFL, to get stacks for PWYF, etc.)

    I just want the obsesion to have to get in risky situations, overall.

  • @Janick said:
    The slow down is the same but the impaired vision blur is stronger. They don't really see much in that case.

    If you equip the Cigar Box boot the vision blur effect. Entering the smoke will have the same vision blur intensity as when they get hit directly.

    Flask of Bleach is the only one that affects the slowdown, by an extra 3%. (it was previously at 5%).

    Oh, you reduced that ?
    Aw :(

  • What rank are you ?
    Is it PTB or live ?

    Restart your lobby if you haven't, sometimes some lobbies are bugged.
    You probably already did tho.

    Other than that, nothing much you can do. Maybe come around on the PTB ? The matchmaking is rather slow there too, depending on your rank, but possibly not as slow.

  • @Janick said:

    @TeambossFloze said:
    I think the gas is great, id make the clouds bigger as standard, make for good area of denial play instead more so of trying to hit survivors (which I guess is the way he should be played, corralling survivors into a corner pretty much by cutting off routes etc) - so, id make the gas cloud as standard bigger by at least 25% - the slow effect is perfect right now, in fact may even be a tad tooooo strong..but that's open to debate. As a standard Test build Killer I think the Clown is in a good place and could be really awesome on release.

    There is minimal physic involved with the gas and it's quite large actually but you can affect the spread by trying to make it explode higher in the air. Aiming at the ground directly will get you the minimum radius spreading effect.

    Not too high in the air tho or the spread will actually be VERY wildely spread to the point it could prove inneffective. But this addition is nice.

    You can also throw on the edge of vaults, on top of them, so the gas spreads on both sides of the vault, but it requires some very tricky aiming, and usually to get at close range of that specific vault, which is quite the requirement.

  • @MumboJumbo said:
    Yeah, they could put the limit from 50-100%. Though it would be pretty easy to get that with Leatherface, you can run "Award-Winning Chili" because when you hit the survivors they are the speed you because of the extreme acceleration. It is really easy to hit them twice with Leatherface, but it is extremely bad on Hillbilly.

    I feel like it should also have another benefit than simply BP.
    Maybe giving more control over Billy chainsaw, and no slowdown (115%) or a lower slowdown (105%?) upon revving the chainsaw as LF.
    That could prove interesting.

  • @Baxterchen said:
    When do you think is the proper time to prestige your killer? I prestige my nightmare almost immediately and sort of regret it. I'm leaning toward pretesting only my main killer, once i figure out who that is and my playstile with them, what are your opinions killers?

    Prestige only when :

    • You have all the teachables you need to have.
    • You used all of you BP add-ons.
    • You have a backup character to play in the meantime.
    • You feel like you TRULY want to commit to that specific character.
    • You have 1M (and maybe 550+ shards, eventually) BP stored.

    If you miss any of these conditions, just farm some more

  • The question got asked earlier today.
    A devs adressed it.
    HE said that tinkerer do affect the reload time of the Clown, but it shouldn't.
    It's gonna get fixed soon since it's a bug.
    EDIT : SOurce http://forum.deadbydaylight.com/en/discussion/1711/does-perk-tinkerer-effect-clown

  • @Techn0 said:

    @Runiver said:
    I think it's earned when you reach a certain level, similarly to overwatch levels.
    When you reach level X, you get back to level 1, with Devotion getting to level 1, and you start over.

    It's just a theory tho.

    I thought they already figured out that it went off at level 100, then you get a tad more shards. (please tell me if that was false information)

    I just asked a dev.
    He told me he couldn't confirm himself just yet.

  • I think it's earned when you reach a certain level, similarly to overwatch levels.
    When you reach level X, you get back to level 1, with Devotion getting to level 1, and you start over.

    It's just a theory tho.

    EDIT : Just got it confirmed by a dev : That's it. Level 100 is max.

  • @Zavri said:

    @Master said:

    @Zavri said:

    @SaltyKiller said:
    It's fine. The perk still serves its purpose and stops them from vaulting that spot again. Realistically, what is a Survivor going to do once they know a spot is locked off? "Oh well, I guess I have to go somewhere else. I hope to god a pallet or another window is up ahead." And that's when Bloodlust kicks in.

    "i hope to god a pallet or another window is up ahead"

    Don't worry, there is a perk for that!

    Also, there is ALWAYS another pallet or window available, let's not kid ourselves here.

    Just break the pallet? :wink:

    If you break every pallet, you lose the game.

    Don't you know your memes ?
    This one got pretty common.
    https://www.youtube.com/watch?v=PCKPE8fku7Y

  • @AsianMammoth said:

    @Runiver said:
    My unpopular opinion :
    Hag is top tier, possibly top 2, tied with Billy, after the removal of the vacuum.

    Without her traps she's just a Huntress with no hatchets... You can't trap the whole map.

    That's the definition of an "unpopular opinion".
    Tho :
    You don't need to trap the whole map.
    And
    Not sure why you would play her without her traps. Her traps is her main feature.

    @RagingCalm said:

    @Runiver said:
    My unpopular opinion :
    Hag is top tier, possibly top 2, tied with Billy, after the removal of the vacuum.

    Have you played her yet? Just wondering, because the patch notes said to avoid Hag in PTB as she could crash client side or some technical #########. I suppose it does make sense, actually.

    Didn't play her due to the warning. Michi did tho, and told me that the removal of the vacuum is insanely good for her. (for obvious reasons)
    I do play her on the live server tho, at rank 1, and get very consistent kills.

  • Horvath did consider boosting her base speed to 113 or 114%.
    I'm not quite sure it's necessary, but a buff is always good to take if it's not excessive, right ?

    There's a few ways to buff her tbh, mostly QoL features tho, such as being more intuitive when it comes to vision after teleporting, eventually the lunge after TP and such.

    About her add-ons :
    They're pretty bad overall, when they have downsides. But some of them do not have downsides, so I don't see how her add-ons are remotely bad. The grey mud one, and the collars are rather cool for example.
    The trap duration is also decent and can help in mindgames at times.

    in The Hag Comment by Runiver
  • @The_moneyY said:
    Thanks for the reply! I've removed the name and link, im still new to this so I wasn't completely sure on the rules and yeah I did report them at the time of recording it. :chuffed:

    I'm not moderator tho, it's just a suggestion!
    Good, if you reported them! Keep the link and name aside since they may re-introduce a manual report system, eventually. That may prove useful!

  • They actually did add lockers already in that map. The big boat used not to have any lockers unless the basement was there, they actually added some.

    Tho it could use a few more indeed.

  • Could do.
    Tho it would need a stack limit, obviously.

  • It's pretty slow, but faster than what it used to be. I'd say around 5-6 times faster.

  • Hello,
    definitely hacking indeed.
    Tho, I would suggest you to remove the link/username due to the rules of this forum, since it's forbidden to name and shame, even when it comes to hackers.

    I hope you reported that guy via the ingame report feature since it's the only report available at the moment.

  • After some more extensive rounds of Clown, I gotta say :
    Aiming at the survivor is pointless, 90% of the time. You're better using it to condemn areas rather than trying to aim for the survivor.
    So the arc isn't that important, with that in mind.

    One of the utility to throw it directly to a survivor's face is for his one shot add-on, and it's mostly performed by throwing it in his face at melee range, aiming at the ground, and then hitting. It can be performed in some other ways, ofc, but you'll possibly risk to waste a lot of bottles.

  • @Deverer said:
    What I would like is that teleporting to a trap doesn't kill your momentum, or you can full lunge from teleporting. I've missed a lot because you have to run for a second before you can lunge, or sometimes it just doesn't lunge at all. I think this alone could make her so much more consistent.

    Possibly, tho since they removed the vacuum, it may not be necessary anymore.
    We'll see!

    in The Hag Comment by Runiver
  • As we discussed on the other topic, I would have liked something slightly different

    Let's see it this way :
    Hex : Ruin
    If you destroy Ruin,
    You get yourself a 30% repair buff.
    You curse others with a 10% repair debuff.

    Why ?

    • It would make people to fight to actually find the hex first, leading to more openings for the killer early game.
    • It would force the player that breaks the totem to either do it sneakily, or to take the risk of getting targeted by the killer.
    • You could do similar things with other perks such as Third seal and such, to make them more viable.

    In my opinion, it would fit the spirit of the game of "I do all I need for my survival at the expense of others if necessary"

    But the curse perk idea is quite interesting.
    What you could do is actually carrying a Curse Bearer perk, and in that case, you wouldn't get the buff/curse your teammates, but you'd get the perk buffs instead.

    At least that could be an idea.

  • @Swiftblade131 said:

    @Zagrid said:
    He got jipped out of the cosmetics so hard. At least they did nurse justice

    Nurse looks proper terrifying now, compliments her effectiveness in play to. :scream:

    Her butcher knife is awesome.

  • @steezo_de said:
    I didn't even pay much attention to the leveling thing other than it gave out IS. It must get harder to level as you go up, right? Can you lose levels?

    You cannot level down. You get EXP no matter if you win or lose. You simply get more if you have good emblems.
    And yes, the level gets harder and harder. The level 1 is around 750 exp. The level 6 is already 2100 exp (if my memory is correct)

    @Thatbrownmonster said:
    But when you get to level 100 your level resets?

    also why? everything you gain in this ptb will disappear when the update comes

    It's just a theory, since there is a "Devotion level" that you can also increase, seemingly.

    in An award Comment by Runiver
  • Hello.

    I truly disliked the Billy skins indeed. The pickaxe is somehow decent, but will it replace my legacy mallet ? Meh.

    The Hag skins are decent. The main reason I won't get one is pretty simple : the shiny part of the grass skin makes her shiny due to the gen in her core, which is not wanted, especially since her P3 skin is REALLY hard to see.

  • @weirdkid5 said:

    @Runiver said:

    @weirdkid5 said:

    @Runiver said:

    @weirdkid5 said:
    Oh the whole Hex curse thing? I'd rather the cleanser be afflicted with the downsides in exchange for freeing their team of the curse. You could have a designated "curse bearer."

    I heavily disagree.
    As I said, this is the total opposite of the spirit of the game in my opinion.
    Even if, logic-wise, it would be better, the game isn't about sacrificing yourself for other players, but rather the opposite. In that regard, being BUFFED but CURSING others is more logical, at least in my eyes.

    @MusicianDavid said:

    I sorta agree.
    310 points was kinda accurate for Iri imo.
    270 is getting close to kinda easy.
    270 is 2 full gens (200), 1 door (15), 5 gens repaired total (not only by you, 25 points)
    The count is already at 235, which got you pretty close to Iri by basically doing some average job of a survivor not in a chase.

    Couldn't remember the actual values but iridescent LB emblem should be like 3.5 gens or something close.

    It used to be 310 points, so basically, 40% of a gen extra (or more hex totems)

    Part of the game is about sacrificing yourself for the team if you choose to do so. That is the pure definition of Altruism, sacrificing oneself. You are Benevolent by taking on the curse for everyone else. It's a trade-off, a gamble. Hell you could even make unique perks for the "curse bearer" to give them buffs when afflicted by a Curse.

    I mostly see it like it :
    Others are ressources for you to be able to escape. You get rewarded for altruism, sure, but you are altruist mostly because you are forced to be altruist if you do not want to lose your teammates too quickly.
    Once you don't need them, they're disposable.

    At least that's how I play survivor. Once the gates are opened, and I have a slight risk to get killed for wanting to help, I just leave instantly.
    "Not mah business anymore"

    And that's my point. You take on the Curse for your team that is getting bodied by Ruin or Devour Hope in order for the game to keep going, not because you need to help your team, but because you need them to remain effective to continue the match. Personally, I don't need my team at all and I have no problems opting to ignore people on the hook.

    Plus this would be a buff to Hex perks in a way, but so would your version of it. I just prefer mine because if you make Curse Bearing related perks, you can create a whole new gameplay mechanic and style for the Survivors, which is always a good thing. Less people using DS and SC the better. But the Curse Bearing perks would need to be worth it, because possibly getting afflicted with Devour Hope for the rest of the game better have some kind of massive upside with it.

    Still doesn't fit the spirit of the game imo.

    My version was also a buff, possibly a bigger one, since it would make people to sprint around the map early to find it first, and then to take the risk to break it themselves to get the buff. You would know who to get and who to kill if you wanted an advantage.

    A curse related perk sounds rather situational, and sounds like a good way to get mad at your teammates that kills your perk slots by spawning 5 meters away from a totem :D

    In any case, we're getting quite off the topic of this thread lol.

  • Wouldn't be quite fair tbh.
    The matchmaking is faster for some people than some others, and you do not get levels when you play in KYF and do some actual testing.

    That would be sad!

    Tho, getting some rewards on your main account for doing stuff on the PTB could be nice.

    in An award Comment by Runiver
  • As a killer, I can tell you one thing :
    This perk is pretty underrated.
    When you patrol gens, you very rarely go under 8 meters to check if a survivor is on it. You usually linger around and if you don't hear the sound, you gtfo (unless the gen had no progress before).

    Against quick roamers such as billy and such, it's actually pretty good to have around.

  • @weirdkid5 said:

    @Runiver said:

    @weirdkid5 said:
    Oh the whole Hex curse thing? I'd rather the cleanser be afflicted with the downsides in exchange for freeing their team of the curse. You could have a designated "curse bearer."

    I heavily disagree.
    As I said, this is the total opposite of the spirit of the game in my opinion.
    Even if, logic-wise, it would be better, the game isn't about sacrificing yourself for other players, but rather the opposite. In that regard, being BUFFED but CURSING others is more logical, at least in my eyes.

    @MusicianDavid said:

    I sorta agree.
    310 points was kinda accurate for Iri imo.
    270 is getting close to kinda easy.
    270 is 2 full gens (200), 1 door (15), 5 gens repaired total (not only by you, 25 points)
    The count is already at 235, which got you pretty close to Iri by basically doing some average job of a survivor not in a chase.

    Couldn't remember the actual values but iridescent LB emblem should be like 3.5 gens or something close.

    It used to be 310 points, so basically, 40% of a gen extra (or more hex totems)

    Part of the game is about sacrificing yourself for the team if you choose to do so. That is the pure definition of Altruism, sacrificing oneself. You are Benevolent by taking on the curse for everyone else. It's a trade-off, a gamble. Hell you could even make unique perks for the "curse bearer" to give them buffs when afflicted by a Curse.

    I mostly see it like it :
    Others are ressources for you to be able to escape. You get rewarded for altruism, sure, but you are altruist mostly because you are forced to be altruist if you do not want to lose your teammates too quickly.
    Once you don't need them, they're disposable.

    At least that's how I play survivor. Once the gates are opened, and I have a slight risk to get killed for wanting to help, I just leave instantly.
    "Not mah business anymore"

  • @ASpazNamedSteve said:
    He'll probably get more love next DLC to make up for it.

    Hopefully ones better than this, too... the Wraith ones are so good it makes me want to main Wraith again, especially seeing as killer legacy now looks way more awesome.

    Indeed, I'm gonna play Wraith just because of the 2 new skins. They're both AWESOME, and they're both NON-PAID, which is lovely.

  • @weirdkid5 said:
    Oh the whole Hex curse thing? I'd rather the cleanser be afflicted with the downsides in exchange for freeing their team of the curse. You could have a designated "curse bearer."

    I heavily disagree.
    As I said, this is the total opposite of the spirit of the game in my opinion.
    Even if, logic-wise, it would be better, the game isn't about sacrificing yourself for other players, but rather the opposite. In that regard, being BUFFED but CURSING others is more logical, at least in my eyes.

    @MusicianDavid said:

    I sorta agree.
    310 points was kinda accurate for Iri imo.
    270 is getting close to kinda easy.
    270 is 2 full gens (200), 1 door (15), 5 gens repaired total (not only by you, 25 points)
    The count is already at 235, which got you pretty close to Iri by basically doing some average job of a survivor not in a chase.

    Couldn't remember the actual values but iridescent LB emblem should be like 3.5 gens or something close.

    It used to be 310 points, so basically, 40% of a gen extra (or more hex totems)

  • @Swiftblade131 said:

    @Runiver said:
    Very likely due to the fact he already has a few DLC cosmetics available.
    I'm also disappointed by his cosmetics nonetheless, that are basically :
    A lot of recolors.
    A single (and pretty average) outfit.
    Pickaxes. Lots of them.

    Fair, I do like the Cowboy outfit :chuffed:

    He could definitely have used a scarecrow outfit.
    Or an AE86 racecar skin from Initial D.

  • @MusicianDavid said:

    You break Hex : Ruin.
    You get a 30% bonus in repair speed.
    All 3 other survivors get a 10% malus.

    30% bonus. WOAH. That sounds evil and incredibly OP lol.

    And definitely risky for your ass as well if the killer figures it out.

    @MusicianDavid said:
    Iridescent is supposed to be a rare/difficult emblem to achieve though. Getting iridescent for doing 2/3 gens isn't really appropriate imo.

    I sorta agree.
    310 points was kinda accurate for Iri imo.
    270 is getting close to kinda easy.
    270 is 2 full gens (200), 1 door (15), 5 gens repaired total (not only by you, 25 points)
    The count is already at 235, which got you pretty close to Iri by basically doing some average job of a survivor not in a chase.

  • Very likely due to the fact he already has a few DLC cosmetics available.
    I'm also disappointed by his cosmetics nonetheless, that are basically :
    A lot of recolors.
    A single (and pretty average) outfit.
    Pickaxes. Lots of them.

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