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Slyther83

Slyther83

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Slyther83
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  • Any discussion on removing the stealth maps that are no longer part of the current meta?

    The maps screw survivors because of the large volume of killer addons and perks that give visibility. Why is this still in rotation?

  • Game has been killer meta for a while now, but I also know survivors had meta for a long time. Killers have too many visibility perks countering survivor stealth, exacerbated on small/medium maps or by mobility killers.

    Maps are probably one of the most imbalanced things in the game to date.

    There are too many "stealth" maps in the game with large distances between obstacles; killer vision perk reveals you and there is 1 or 2 spots you could hide at and you can't run between them without taking a hit.

    There are too many indoor maps where survivors are massively disadvantaged for finding gens. I believe its been 18-24 months since it was acknowledged by Behavior that survivors have a big disadvantage there and development was working on wall notifications to lead them to gens. In the past 2 years I've seen a lot of skins, but no fix to Lery's or Game.

    The meta is loop or die; remove the stealth maps that have been effectively outdated. Only a very competent SWF group has a real chance vs half decent killers anymore.

  • It doesn't sound like you comprehend what the word "entitlement" actually means.

    "You were always supposed to be able to hear survivors breathing..." There is no argument to that in my comment (reading comprehension). The breathing sounds are carrying too far nor are they tied to movement/activity of the survivor. They've simply added a pulsing 3-5 meter location aura around all survivors. I guarantee they will be rebalancing the loudness/distance of that in the near future- where people like you will say it's simply due to survivors complaining rather than a semblance of logic or balance.

    Also, game imbalance in other areas (gens go too fast without hexruin, perpetual looping/SWF bully + borrowed + DS + flashlight blah blah) isn't justification for an imbalance against the survivors either. I think that's a very common point of logic when people look at this game; topic X is imbalance so that justifies topic Y to be imbalanced.

  • Yeah, Behaviour better fix this breathing bullshit or I'm out. Killers walking 2-3 meters past me in a bush, dead stop, turn and find me based on "breathing". As killer, I've played games and am finding survivors 4-5 meters out based on breathing alone.

    Here's the thing- the breathing is just as bad if you have been walking or if you've been running. Some high IQ tester just decided to arbitrarily roll out massively increased breathing loudness and distance without any logic to it. I run whispers and find people with breathing so easily. This game's stealth mechanics started to go down the toilet with BBQ and all of the other perks that outright give all survivor positions away outside of lockers... now if you get within a few meters of a survivor you're guaranteed to find them based on breathing...


    Who is greenlighting these decisions? Who is actually testing this?

  • @JoannaVO said:
    But vaulting is different. It's required to continue a chase for a longer amount of time. Unhooking on the other hand should practically be done when the killer is not so closeby so the rescued survivor actually has a chance of escaping, don't see why unhook speed should be increased for this action as it would make no difference at all

    For killers sitting just outside of heartbeat or proxy camping or facecamping, this is a beneficial measure. Your argument otherwise would suggest that borrowed time be removed from the game entirely- but it has it's purpose as an anti-camp measure and as a result, faster unhook speed would synergize well with that.

  • @NekoGamerX said:

    @JoannaVO said:
    Unhooking literally only takes like 1,5 second lol... If you don't have the chance to unhook because the killer is too close, then just don't.

    I try to never unhook someone if the killer to close by.

    Borrowed time is how you save camped survivors and the one on hook while exit gates are open

  • The difficulty in proving wallhacking is that you need footage from 2-3 survivors in the same game, to show the killer beelining from person to person. There should be a trigger that after X volume of reports on account over Y duration of time (minimum 2 weeks or 1 month) there is footage recorded Z times and reviewed by dev- really not difficult to setup. What would it cost for that kind of storage space, maybe 5-15k a year- even if they don't use AWS S3, there's plenty of cheap solutions out there.

    If the reality is that dev won't do anything about it unless you're able to provide all of the evidence yourself, then they might as well remove the cheating report button entirely- it's a lie.

  • @JoannaVO said:
    Unhooking literally only takes like 1,5 second lol... If you don't have the chance to unhook because the killer is too close, then just don't.

    My counterpoint to that would be vault speeds... we all know how much of a difference a fraction of a second makes there.

    Functionally, I think faster unhook speed makes most sense on borrowed time, given it is an anti-camp measure- but unfortunately WGLF has nothing at all benefiting gameplay.

  • @Kaelum said:
    @Slyther83 nice necro. Very impressive that you woke up a 5 month old thread with inaccurate information. Well done!

    FYI, dedicated servers will not do anything that you stated, and will in fact increase the overall latency for EVERYONE! Those with significant latency issues will be at a disadvantage, as their latency will most likely mean that the game will be unplayable for them. It will not end hitting through pallets, or windows, and I have no idea why you would even think that it would. BHVR themselves spefically stated that in a previous live dev stream.

    Here's the thing- I actually work in the industry. Dedicated servers will provide better latency for all players averaged out- people will ping 50-75 across the board, during the game (not fakenews lobby latency), rather than the killer pinging zero and survivors at the mercy of thei killer's personal connection and rig (current status). I appreciate your trying to make a counterpoint, but what you said about increasing the overall latency is 100% false. If people have a poor connection, then it will affect only them (also, it's THEIR problem) not the other players who have a stable connection. I genuinely don't care what quotes you have about BHVR- whether or not you're quoting them directly or not. I manage a 55,000 sq ft. datacenter and provide infrastructure as a service for enterprise customers exponentially larger than BHVR. I know what I'm talking about- and this isn't even a complicated/debatable topic.

  • Camping is only "intended" until they figure out how to creatively address it. Until then, sure, it's "intended".

  • Dedicated servers will fix what has otherwies been 3 years of killer lag advantage. All these replays where killers are stabbing survivors through pallets, snatching from hatches, nurse blink hits, etc- on survivor side that killer wasn't close enough to do that. With the power of zero ping killer vs survivors actual ping in game, they are at a 200-300ms (.2-.3 second minimum) disadvantage. Lobby ping is fake news. Even if it looks ~100 or green, when the actual game is running and you're p2p connected to the killer who has zero lag, you're suffering more than that and it's noticeable. Run wireshark or anything that lets you see your connection speed MIDGAME- it's late 90's internet bad.

    Killers are generally at least 1 full body length closer to you than they are visually represented, to a survivor- huge handicap.

    Killers, which are weaker in current meta, are in for a rude awakening and subsequent buffs, after dedicated servers go live and they aren't dealing with survivors who are behind on ping. I can't imagine dev isn't already anticipating this.

  • For real. Slowvaulting, especially against killer host/latency advantage, is absurd. I can't wait for dedicated servers- half this game's problems are due to lag- like all those pallet hits killers get because they're carrying a .25-.5 latency advantage over you

  • Interesting- that's sounds pretty right to me as well. It would be cool if they kept the statistics public somewhere, but at least they kinda share them. I'd like to know how "off" the numbers are on the high/low ones vs the average though. Knowing the top few by killer/survivor is one thing... but if there are maps where survivors average 3.75x escaped or killers average 3.75x killed, that seems like a huge imbalance/needs fix when presumably it should be around 2-2.5 (or something like that)

    Visibility on the actuals would be great, as that would also then force a stronger sense of urgency for balance. I do get the need for revenue and to maintain playerbase by focusing a lot of development on new content though.

    Thanks

  • EG, average survived vs average number killed per game by map