Tsulan
Tsulan
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- Tsulan
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@Outland said:
@RemoveSWF said:
Please remove the limit. It only exists because people were botting when the game was first release, now I never see bots.I feel the cap should stay. I'd like to see that when a new Killer/Survivor come, that they actually have to learn to play them and learn their perks. Far too many people save up 1 Mil points and just blow through a number of blood webs, giving the supposedly new Killer/Survivor all the same boring META perks with maybe one of the new perks mixed in for flavour.
I'd actually love to see a Maximum spending limit on each web of 100 k before you need to play a match with them to level them up again. It'd be nice if points earned could only be spent on the character they were earned on. Now I know this is a strong statement but hear out my reasons before flaming.
If points earned could only be spent on the character that earned them, then we would potentially see the following things. A more diverse gaming experience, as people are forced to spent at least a little time learning all of the killer/survivors and their perks. Less of the META, this game needs less meta, it makes the game often a boring "wash, rinse, repeat" type experience. Also having it this way would be more of a bragging right. "I've p3'd all my survivors!" means you played all of the survivors to P3, not just mained your main and bought everything because you had nothing else to spend points on.
Also limiting the spending also makes the decision to prestige at all, way more a sacrifice. Saving up a Mil points and then prestiging, makes the sacrifice so much less, because you are usually back in a pretty good position after respending the mil. Removing the BP cap would effectively make prestiging free. Just save up 3 mil and go ahead, now you own your reward without giving up anything.
Prestiging was supposed to be a tough descision, "Do I get the cool cosmetic , and go back to square one? Or do I keep what I've earned thus far and continue on?" NO CAP = NO BRAINER
I disagree.
Saving up 3 mil would take a lot of time and dedication. Someone who spends enough time to save up so many bloodpoints should know what to do with them. The limit is just stupid.
Or do saving accounts for kids have limits on how much they can save? -
@Dwight_Confusion said:
Yeah the QnA was fantastic. Horvath is very underappreciated. I hope he knows we love him.At least I do.
Yeah, the trapper should be powerful, these are long overdue. I like how they said they are removing negative/drawbacks from several addons from different killers.
I've been saying for weeks that Ultra Rare addons should have 0 drawbacks. It is hard to get and "ultra rare" why would it have drawbacks?
It shouldn't. So that was good. In my opinion some purple or "very rare" ones should also be powerful and have either slight drawbacks or none.
The killers needed to be more imposing and powerful. Where the survivor is like "oh man, I hope he doesn't see me" more often.
Behaviour is late to the party on same of these changes, but I'm thankful and glad they are coming.
Well done. Very well done. @not_Queen (BEhaviour)
Yes, the second Q&A was really good. I enjoyed every minute of it.
Even the jokes.
Keep up the good work. -
Usually i don´t dodge.
I get rewarded with last second switchers that disconnect on the first down.
If you find lobby dodgers annoying, just play killer yourself. -
@Nick said:
@Nick said:
No, the Freddy is not a bot, but they're people farming blood points. The AFK bots are docs, just standing still in treatment mode.@Tsulan
Its about finding the people standing still, not chasing them. Because when you use laggswitch everyone is standing still on the hosts screen (the killer). You dont need sloppy and bloodhound lol, they're standing right in front of you. You only need a way to instantly rush to them at the start of the game.You sure seem to have some problems. If you encounter so many lag switchers.
Have you considered that it might be just lag? -
It´s okay... you´re save now, please show me on this log of wood where they touched you.
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@MineAntoiya said:
@Hodderfodder said:
"Trapper getting buffed!"
"Trapper IS buff. Look at those arms.".Trapper is also 11/10 Dungeon BDSM Daddy with new cosmetics. HUBBA HUBBA
Are... are you... OK?
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@Nick said:
Freddy can´t see #########. Doesn´t matter if he´s lagging. There are no Freddy bots.
They can't snap out / escape. You can see their auras.
Doctor in treament gets close to no points, unless he does something.
The people screaming and running in front of him give you the max amount of points without doing anything
Spies from the Shadows and Whispers don´t speed that process up.
You can find people quicker, name me 2 better tracking perks for laggswitching
There exists no lag switching group on DbD. Even lag switchers are very rare. I´ve only found 1 lag switcher,
2 hackers and 2 achievement hackers in all the time i´ve played DbD.
Have you been sitting in the lobby for 800 hours?Ok, so at least you don´t think Freddy is OP.
So why cant survivors snap out or escape? I mean, if its a bot, he won´t chase them. Bots don´t chase.
If there are really killer bot players, which can chase, hit, hook, and get a 4k as Freddy. Then BHVR should hire the bot creators! That would solve a lot of problems.Why would people run to a afk doctor in treatment mode?
I´m not sure if you know what lag switching means. But i´m pretty sure, that Spies and Whispers are no tracking perks. Maybe try Bloodhound or Sloppy Butcher.
Yeah, i probably got all my achievements by sitting afk in the lobby.
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@Nick said:
Freddy can´t see #########. Doesn´t matter if he´s lagging. There are no Freddy bots.
They can't snap out / escape. You can see their auras.
Doctor in treament gets close to no points, unless he does something.
The people screaming and running in front of him give you the max amount of points without doing anything
Spies from the Shadows and Whispers don´t speed that process up.
You can find people quicker, name me 2 better tracking perks for laggswitching
There exists no lag switching group on DbD. Even lag switchers are very rare. I´ve only found 1 lag switcher,
2 hackers and 2 achievement hackers in all the time i´ve played DbD.
Have you been sitting in the lobby for 800 hours?Wait... before we continue...
On a scale of 1 to 10. How strong is Freddy? -
@Runiver said:
@Tsulan said:
@Nick said:
Yes, mainly AFK docs, or laggswitching Freddies. There's a Steam group called "Laggswitch DBD". Where they're all using Bloodpoint build (TOTH, Whispers, BBQ, spies of the shadow) and 4K every game. Can't understand how that's fun. But they get 30k points in 4 minutes.
Lag switching Freddies are bots?
Whispers and spies from the shadows give extra Bloodpoints??
You can get 30k Bloodpoints in 4 minutes without hooking???I think you need to take that tin foil hat off...
Must be trolling... I hope ?
See? told ya he´s not trolling.
@EpicFailTryHard said:
someone hold me until we get to the bottom of this deepening mystery.We have to go deeper!
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@Nick said:
@Tsulan said:
@Nick said:
Yes, mainly AFK docs, or laggswitching Freddies. There's a Steam group called "Laggswitch DBD". Where they're all using Bloodpoint build (TOTH, Whispers, BBQ, spies of the shadow) and 4K every game. Can't understand how that's fun. But they get 30k points in 4 minutes.
Lag switching Freddies are bots?
Whispers and spies from the shadows give extra Bloodpoints??
You can get 30k Bloodpoints in 4 minutes without hooking???I think you need to take that tin foil hat off...
No, the Freddy is not a bot, but they're people farming blood points. The AFK bots are docs, just standing still in treatment mode. Freddy is perfect for lagg switching. Because you find survivors very easily. You've got 2 perks that give bloodpoints. BBQ (4x 25% bloodpoints post-game, because you're going to kill everyone because they cant move) and thrill of the hunt, its like 6% for the Hunting category, something like that. Spies of the shadows and whispers are just there to speed up the process. And you cant lose anyone, because you're fredddy and they're in dream mode. It's lagg switching group, they even have a group on Steam.
I have 1 question for you. How many hours do you have on record? Just so I know who I'm talking to.
Freddy can´t see #########. Doesn´t matter if he´s lagging. There are no Freddy bots.
Doctor in treament gets close to no points, unless he does something.
Spies from the Shadows and Whispers don´t speed that process up.
There exists no lag switching group on DbD. Even lag switchers are very rare. I´ve only found 1 lag switcher, 2 hackers and 2 achievement hackers in all the time i´ve played DbD.I have 877 hours:
https://steamcommunity.com/profiles/76561197986209573/ -
@Runiver said:
@Tsulan said:
@Nick said:
Yes, mainly AFK docs, or laggswitching Freddies. There's a Steam group called "Laggswitch DBD". Where they're all using Bloodpoint build (TOTH, Whispers, BBQ, spies of the shadow) and 4K every game. Can't understand how that's fun. But they get 30k points in 4 minutes.
Lag switching Freddies are bots?
Whispers and spies from the shadows give extra Bloodpoints??
You can get 30k Bloodpoints in 4 minutes without hooking???I think you need to take that tin foil hat off...
Must be trolling... I hope ?
I hope so, too.
But you can never be sure. -
@Nick said:
Yes, mainly AFK docs, or laggswitching Freddies. There's a Steam group called "Laggswitch DBD". Where they're all using Bloodpoint build (TOTH, Whispers, BBQ, spies of the shadow) and 4K every game. Can't understand how that's fun. But they get 30k points in 4 minutes.
Lag switching Freddies are bots?
Whispers and spies from the shadows give extra Bloodpoints??
You can get 30k Bloodpoints in 4 minutes without hooking???I think you need to take that tin foil hat off...
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@Nick said:
No, since this will 'buff' bloodpoint bots.There are bloodpoint bots?
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@Jayden said:
Self Care, as it is, is balanced. It's one of the only good survivor perks that exists right now because most survivor perks are useless. Killers have many perks they can choose from that benefit them, survivors only have a handful and just because they're used a lot it doesn't mean they're overpowered and doesn't justify a nerf. DS is the only current survivor perk that should be reworked to a nerf. The only good buff for survivors to even consider running is Ace in the Hole if they're item farming. Killers already have so many perks to stop you from healing or slow it down even more, progress shouldn't be reset just because you stopped. Killers have so many perks and add-ons to stop you from doing anything. There's gen reductions, healing reductions, seeing survivors auras so you always know where people are, anti-item builds. The list goes on and on. Survivors on the other hand get some items that most don't even bother to bring into games because of Franklin's and they don't want to lose it for nothing. At least we have one perk to somewhat stop camping (Borrowed Time) and then the rest are to just try to avoid killers who complain about pallet looping even though there is literally nothing else for survivors to do in a chase that isn't super risky and hoping for the killer to mess up and at higher ranks, killers don't normally lose you.Anyway, here's all the super viable perks I see people running, I know other people run different things along with these perks but these are the perks I see a lot. for each side, the gap between useful perks is insane.
Survivor Perks worth running: Self Care, Decisive Strike, Dead Hard, Sprint Burst, Adrenaline, Urban Evasion, Borrowed Time
Killer Perks worth running: Nurses Calling, Barbecue & Chilli, Agitation, Blood Warden, Brutal Strength, Coulrophobia, Deerstalker, Distressing, Dying Light, Enduring, Franklin's Demise, Devour Hope, Huntress Lullaby, No One Escapes Death, Ruin, Iron Grasp, Knock Out, Make your Choice, Lightborn, Monitor & Abuse, Overcharge, Pop Goes The Weasel, Thanatophobia, Unnerving Presence, and Whispers
Please reconsider the nerf to Self Care. It's not broken just because it's used a lot. It's a balanced perk and doesn't deserve to be touched. Killers already have counters for it. Leave it be.
Edit: Saw a change on Youtube. This sounds MUCH better than just resetting it to 0. If they did this kind of change I'd be fine with it.
"I'd like to see you guys try maybe not just a complete reset on heal, but a gradual degradation (because you are injured and you are losing blood, so you would lose health). So if you're Self-Caring OR being healed and you get interrupted or put back in a chase, your health bar gradually goes down and loses progress until you start healing again."Self Care is to strong right now. Survivors healing mid chase shouldn´t be a thing.
Now to your list of survivor and killer perks worth running.
Survivor perks: Ace in the Hole (free add-ons), Adrenaline, Borrowed Time, Dead Hard, Deceisive Strike, Kindred, Pharmacy, Self Care, Sprint Burst, Streetwise, Unbreakable, Urban Evasion, Vigil, We´ll make it, Bond, Empathy, Iron Will, Lightweight, Plunderers Instinct (free purple flashlights!), Quick&Quiet, Small Game, We´re gonna farm forever.I think you went a little short on the worthwile survivor perks.
Killer perks: Nurse Calling, BBQ, Distressing (only on the doctor), Franklins, NOED, Ruin, Monitor&Abuse (only on Myers), Overcharge, Whispers, Deerstalker, Enduring, Unnerving Pressence (only on doctor).
The rest of the killer perks are to weak or only for specific builds. Like Knock out for slug builds and Iron Grasp + Agitation to drag a survivor to the Basement. But on their own, both perks are weak.
Now your "strong" killer perks:
Blood warden = to situational, useless against SWF.
Brutal Strength = the bonus is not worth it.
Coultrophobia = No one heals in the killers terror radius because of Nurse Calling.
Dying Light = a perk to tunnel and camp. By the time it´s effect starts, the game is already over.
Huntress Lullaby = useless, since survivors know its on the map even before it has its first token.
Thanatophobia = the slow down is to smallI liked what they said in the stream. They could buff Trapper a little bit more by removing the RNG. But the rest seems really solid. Especially the new wallhack perks that will shake up the meta.
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@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@TsulanSo several killers I talked to, they said it’s okay that it’s strong, only because it stops camping, then called me stupid, for “wanting to increase camping by nerfing it”. And then when I say “hey, maybe the aura thing should be it’s own separate perk, it’s kinda really strong” they say, well just counter it. Then when I do, they camp, this eliminates the argument of “this perk shouldn’t be nerfed cuz less camp”. So why do people talk in circles like this? I don’t get it?
As survivor you defeat the purpose of BBQ by avoiding it.
Killer can only leave the hook if he has a new target. If you deny that, he assumes that everyone else is closeby.
Possible solution would be to eliminate the possibility of hiding behind a gen.Then billy, who is already insanely strong with that perk, would be more disgusting. I’ve made several points from different views to finally set this up. To pick st every corner to see the reply. And now that I have, they all contradict, you CANT completely counter BBQ, it DOESN’T stop camping. So why not nerf or split such a strong perk? Obviously DS and SB need a nerf. But you can’t say, “oh this perks fine because other perks are op too.”
What´s with Billy?
Just do the other 3 things after a hook.
No killer, not Billy, nor Nurse can pass 40 meters in 4 seconds.Billy can get close enough for a fake out be impossible. The whole hiding mechanic is based on stealth killers suprisingbyou but having low offense, and strong killers having a warning. This gives you about 12 seconds to act. Billy gives you about 4, which is a tiny amount and basically means squat in the nearest corner and if you’re not p3 Claudette kiss your ass goodbye,
That´s simply not true. Hide or run. But he can´t reach you in those 4 seconds (which effectivly are 3, because the aura starts during the hook animation). Then he loses another second or two when he tries to pinpoint you. After that he charges his chainsaw (aura reading already over) and starts rushing into your direction.
Even without obstacles (and there are a lot) he can´t reach you, if you run and hide.I meant 8 seconds, as the aura you cant hide during. So 4 seconds of free actions. And these are worst case, as they may be less common, but you still shouldn’t ignore the possibility.
All i could understand was 8 seconds.
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I agree.
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@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@TsulanSo several killers I talked to, they said it’s okay that it’s strong, only because it stops camping, then called me stupid, for “wanting to increase camping by nerfing it”. And then when I say “hey, maybe the aura thing should be it’s own separate perk, it’s kinda really strong” they say, well just counter it. Then when I do, they camp, this eliminates the argument of “this perk shouldn’t be nerfed cuz less camp”. So why do people talk in circles like this? I don’t get it?
As survivor you defeat the purpose of BBQ by avoiding it.
Killer can only leave the hook if he has a new target. If you deny that, he assumes that everyone else is closeby.
Possible solution would be to eliminate the possibility of hiding behind a gen.Then billy, who is already insanely strong with that perk, would be more disgusting. I’ve made several points from different views to finally set this up. To pick st every corner to see the reply. And now that I have, they all contradict, you CANT completely counter BBQ, it DOESN’T stop camping. So why not nerf or split such a strong perk? Obviously DS and SB need a nerf. But you can’t say, “oh this perks fine because other perks are op too.”
What´s with Billy?
Just do the other 3 things after a hook.
No killer, not Billy, nor Nurse can pass 40 meters in 4 seconds.Billy can get close enough for a fake out be impossible. The whole hiding mechanic is based on stealth killers suprisingbyou but having low offense, and strong killers having a warning. This gives you about 12 seconds to act. Billy gives you about 4, which is a tiny amount and basically means squat in the nearest corner and if you’re not p3 Claudette kiss your ass goodbye,
That´s simply not true. Hide or run. But he can´t reach you in those 4 seconds (which effectivly are 3, because the aura starts during the hook animation). Then he loses another second or two when he tries to pinpoint you. After that he charges his chainsaw (aura reading already over) and starts rushing into your direction.
Even without obstacles (and there are a lot) he can´t reach you, if you run and hide. -
@Jack11803 said:
@TheXenoborgMy comment got deleted AGAIN! well what I said was, I play billy to point horde, and his effectiveness with that perk is well, too strong. I find the perk is fine on others. But billy, he ALONE breaks the perk, and it’s a big problem.
And how does he do break the perk?
He can´t pass 40 meters in 4 seconds. -
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@TsulanSo several killers I talked to, they said it’s okay that it’s strong, only because it stops camping, then called me stupid, for “wanting to increase camping by nerfing it”. And then when I say “hey, maybe the aura thing should be it’s own separate perk, it’s kinda really strong” they say, well just counter it. Then when I do, they camp, this eliminates the argument of “this perk shouldn’t be nerfed cuz less camp”. So why do people talk in circles like this? I don’t get it?
As survivor you defeat the purpose of BBQ by avoiding it.
Killer can only leave the hook if he has a new target. If you deny that, he assumes that everyone else is closeby.
Possible solution would be to eliminate the possibility of hiding behind a gen.Then billy, who is already insanely strong with that perk, would be more disgusting. I’ve made several points from different views to finally set this up. To pick st every corner to see the reply. And now that I have, they all contradict, you CANT completely counter BBQ, it DOESN’T stop camping. So why not nerf or split such a strong perk? Obviously DS and SB need a nerf. But you can’t say, “oh this perks fine because other perks are op too.”
What´s with Billy?
Just do the other 3 things after a hook.
No killer, not Billy, nor Nurse can pass 40 meters in 4 seconds. -
@Jack11803 said:
@TsulanSo several killers I talked to, they said it’s okay that it’s strong, only because it stops camping, then called me stupid, for “wanting to increase camping by nerfing it”. And then when I say “hey, maybe the aura thing should be it’s own separate perk, it’s kinda really strong” they say, well just counter it. Then when I do, they camp, this eliminates the argument of “this perk shouldn’t be nerfed cuz less camp”. So why do people talk in circles like this? I don’t get it?
As survivor you defeat the purpose of BBQ by avoiding it.
Killer can only leave the hook if he has a new target. If you deny that, he assumes that everyone else is closeby.
Possible solution would be to eliminate the possibility of hiding behind a gen. -
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Freudentrauma said:
@Tsulan said:
Why do you want to buff a BP perk?I think the problem with We're gonna live forever is that it only gives you Bloodpoints and has no use during a trial in comparison to other BP perks like Distressing, BBQ, No One Left Behind. That makes it feel kinda useless or like a waste, because it's only there for points.
I personally think it would be a better perk design, if it would have another effect. The big question is what it should be, because it shouldn't be stronger than BBQ.Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.
There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
Do you think BBQ should be split into 2 perks? Serious question.
No.
BBQ is working as intended. It shows the killer a new target and gives him an incentive to go for it.
BBQ has reduced camping more than every other perk.
If you split it into 2 perks, killers would just use the extra BP version and camp.
The aura reading alone is not strong enough to take it.I know there is, but for irony’s sake, I need to say this. “What are the counterplays to BBQ?”
Being in the terror radius when he hooks someone
Hide behind an unrepaired gen.
Run into one direction, count to 4 then run into the other direction.
Stand still for 4 seconds, then run.And if you counter the perk? And he’s sees no aura? He camps right?
Correct.
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@Freudentrauma said:
@Tsulan said:
Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
It's true that does two perks come from a time, when perk design was kinda different with BP bonuses. But the general idea to create a BP bonus perk with an additional effect, is what I wanted to talk about. NOIB is actually a good example. Gives you more points in altruism, and perform them quicker as soon as the gates are powered. It gives you an incentive to change your playstyle and it's effect helps you during a trial while performing it.
BBQ works quite similar with it's Aura reading, because it tries to help you to locate your missing stacks.
WGLF on the other hand does nothing like that. It requires to change your playstyle, but that's it. There is nothin that is helping you or those who get unhooked by you a little bit. Which allows people to handle this perk quite differently and lead me not to trust those who run his perk, because 90% of times, somebody uses it, they turn out to be the most selfish farming players in the world. Not caring if a hook is unsafe or not.
Look I'm not asking for an op meta game effect. But at least something that encourage the player to play it more safely and as intended.I use it on every survivor. Usually together with BT and We´ll make it.
Works like a charm. I get tons of points, and the survivor usually can escape even a camping killer. -
@Jack11803 said:
@Tsulan said:
@Jack11803 said:
@Tsulan said:
@Freudentrauma said:
@Tsulan said:
Why do you want to buff a BP perk?I think the problem with We're gonna live forever is that it only gives you Bloodpoints and has no use during a trial in comparison to other BP perks like Distressing, BBQ, No One Left Behind. That makes it feel kinda useless or like a waste, because it's only there for points.
I personally think it would be a better perk design, if it would have another effect. The big question is what it should be, because it shouldn't be stronger than BBQ.Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.
There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
Do you think BBQ should be split into 2 perks? Serious question.
No.
BBQ is working as intended. It shows the killer a new target and gives him an incentive to go for it.
BBQ has reduced camping more than every other perk.
If you split it into 2 perks, killers would just use the extra BP version and camp.
The aura reading alone is not strong enough to take it.I know there is, but for irony’s sake, I need to say this. “What are the counterplays to BBQ?”
Being in the terror radius when he hooks someone
Hide behind an unrepaired gen.
Run into one direction, count to 4 then run into the other direction.
Stand still for 4 seconds, then run. -
@Jack11803 said:
@Tsulan said:
@Freudentrauma said:
@Tsulan said:
Why do you want to buff a BP perk?I think the problem with We're gonna live forever is that it only gives you Bloodpoints and has no use during a trial in comparison to other BP perks like Distressing, BBQ, No One Left Behind. That makes it feel kinda useless or like a waste, because it's only there for points.
I personally think it would be a better perk design, if it would have another effect. The big question is what it should be, because it shouldn't be stronger than BBQ.Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.
There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
Do you think BBQ should be split into 2 perks? Serious question.
No.
BBQ is working as intended. It shows the killer a new target and gives him an incentive to go for it.
BBQ has reduced camping more than every other perk.
If you split it into 2 perks, killers would just use the extra BP version and camp.
The aura reading alone is not strong enough to take it. -
@Freudentrauma said:
@Tsulan said:
Why do you want to buff a BP perk?I think the problem with We're gonna live forever is that it only gives you Bloodpoints and has no use during a trial in comparison to other BP perks like Distressing, BBQ, No One Left Behind. That makes it feel kinda useless or like a waste, because it's only there for points.
I personally think it would be a better perk design, if it would have another effect. The big question is what it should be, because it shouldn't be stronger than BBQ.Distressing and No One Left Behind are kinda pointless right now. Since their bonus is so tiny and bound to ingame points, that they are not worth the waste of a perk slot.
There should be more perks like WGLF. Enabling people to use full farm builds, but gimping their game by doing so.
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Okay, i went the extra mile to understand survivor mains and reached rank 1.
I don´t loop, i don´t use SB, SC, or DS. I don´t play as ninja claudette.
That being said, i have no problem escaping most of the times. I either juke the killer or don´t get caught in the first place.Killers don´t complain because "survivors are doing their objective or survivors don´t do their objective".
Killers complain because they are under a constant time pressure. Because the killer can´t chase 4 survivors at the same time. If he gets looped by 1 survivor (which btw. requires close to no skill), then the other 3 survivors are free to do gens. Which only take 3 minutes to complete.Imagine the pressure you feel if you are the only survivor left and 4 gens to do. That´s the same pressure, the killer feels constantly.
The game is currently terribly balanced towards survivors. I should know, i completely stopped playing killer and play only survivor right now.
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I´ve prestiged so many killers. I don´t really see a difference in rare items.
My unprestiged David King has had 3 BNPs in a single bloodweb. -
@Jack11803 said:
@Tsulan said:
There is already a perk that reduces camping: BBQ.
But survivors don´t seem to like this one. Maybe make up your mind.Because it reveals your location due to others mistakes, and that’s bad. But if you hide your aura, the killer camps anyway. It solved nearly nothing.
Spot the mistake:
BBQ reveals others so the killer can leave the hook.
Hide so the killer cant see me and leave the hook. -
@Peanits said:
Not sure what the actual reason is, but I can understand the 1,000,000 point cap. That way you can't just save up millions of points and instantly level something up to P3-50, defeating the point in losing everything when you prestige in the first place. Right now you can get to ~level 40, which gives you some stuff to work with, but still leaves you with a little more leveling before you can prestige again.The caps in game, I dunno. I get it, you're not supposed to just do one thing over and over again to farm points. Maybe raise it a bit (10,000) so you wouldn't hit it as often, but they also save a very good purpose. They prevent people from just farming with a friendly killer to get millions of points. Realistically, I don't see people getting 32,000 each game-- or anywhere close-- anyway.
But what´s wrong about being able to instantly level something to P3-50? After all, the prestige ranks are mostly cosmetics. There is no ingame benefit of reaching P3-50. Also, you still lose all items/offerings/perks. So skipping P1 and P2 shouldn´t be an issue anyway. Before the last update, people would accumulate 1.000.000 BPs, 1.000 shards and 3 dailies to spend everything at once on a new killer.
With the limit, i´m forced to spend BPs to not waste them. Instead of keeping them and spending them when i need to.The in game caps made only sense, when the old ranking system was used. But now it´s completely obsolete. If you don´t want people to farm millions of BPs with a friendly killer, then keep the 32.000 limit.
But let people gain more than 8.000 BPs for their prefered role. Because someone who goes in with a full healing build, will see the "max" counter pretty soon.
Or for example the Trapper, if he uses Distressing, he reaches "max" deviousness in no time. Since the traps give a huge amount of BPs. Making this perk useless for him.People should be able to have farm builds. Which maximize the BP gain, but sacrifice perk slots. This would also shake up the meta.
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@LatexT said:
@Tsulan said:
@LatexT said:
@Tsulan said:
Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.
This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.
Well, I'm not saying it should be completely pitch black, but a really dark map would only be good for the atmosphere of the game, and not to mention, that map will obviously be adapted to not hurt eyes.
If its for the atmosphere, then the survivors should have darker maps, while the killer has brighter.
I don't get what you mean. Do you mean that from the killer's perspective you should see brighter maps, and from survivors' perspective darker?
Yes
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@LatexT said:
@Tsulan said:
Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.
This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.
Well, I'm not saying it should be completely pitch black, but a really dark map would only be good for the atmosphere of the game, and not to mention, that map will obviously be adapted to not hurt eyes.
If its for the atmosphere, then the survivors should have darker maps, while the killer has brighter.
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@Tizzle said:
@Tsulan said:
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
Survivors absolutely need some form of buff to their bloodpoint gains. Killers get lots of BP, especially with BBQ and Chili which half of them would run even without the BP bonus, so running it is a no brainer. Meanwhile survivors get very little BP unless it's a perfect game, WGLF gives no advantage and is a wasted slot used to reduce grind, and on top of that getting 4 WGLF tokens practically requires you spend all game unhooking, getting your team killed and generally not contributing. Killers will get 4 BBQ tokens most matches so long as they are trying to do so.It isn't true that WGLF encourages altruism. What is encourages is for everyone to divebomb the hook and make suicidal saves that will likely get their teammate killed or at the very least nobody is working on generators because they know the only way to make decent BP gains (or pip) is to do unhooks.
There is a difference in the survivor and killer BP gain. Because survivors can get a new match, when they die quickly, while the killer is stuck with the survivors until they all die or leave.
It´s way easier to get WGLF tokens than BBQ tokens. And not a single killer would use BBQ if they remove the bonus BPs.
Catching 4 loopers is way harder than standing in front of a hook, when someone is about to get hooked.Allow me to rephrase. It is very difficult to get 4 WGLF tokens without completely abandoning generators and just hookfarming all your teammates. Meanwhile all the killer has to do is hook everyone once. He doesn't even have to come close to winning.
And matches aren't very long, so the killer will get plenty of BP after a short time while the survivor gets almost nothing whether the match is short or long.
I´m not sure if you are trolling. But i´ll explain it anyway.
To get 4 tokens on BBQ, the killer needs to find, chase, down and hook every survivor once.
This is way harder than getting WGLF tokens.
Since you only need to leave your gen, stand in front of the hook when the killer is about to hook someone. The killer hits you (1 token), he hooks, and you unhook (2 tokens). Or you unhook (1 token) and get hit near the injured survivor (2 tokens). Which means you get 2 tokens for one of the killers hooks.
How is this in any way harder to achieve than BBQ tokens?!You left out the part where the Killer downs and hooks the Survivor with 2 tokens, thus achieving 2 BBQ stacks himself.
I don't think you thought that through -P
Oh i did. I remember when WGLF still had 200% bonus. It was way more profitable to get extra stacks and die on the hook than escaping.
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Some maps are already incredible hard to play, because of the lighting. Ninja claudettes vanish before your eyes and there´s not much the killer can do to see them. I had so many times that i worked on a gen and suddenly a claudette appeard out of nowhere.
This lighting bug would make things even worse. Now imagine that survivors bring flashlights. You go from pitch black to supernova bright in 1 second. Totally not painful for the eyes.
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How about NO
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Colorblind?
They just need something to blame it on. Because it couldnt be because they are bad.
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Well play killer then, you´ll soon understand why killers camp.
Maybe you´ll even find out which side is the real broken one. -
@Runiver said:
@Tsulan said:
@Runiver said:
@Tsulan said:
@Runiver said:
@Tsulan said:
@Runiver said:
Gatekeeper : why not.
Malicious : I believe we already talked about that, but what you lose in malicious, you gain in chase.
Chaser : not a real problem except for MMLightbringer : I heavily disagree. Points should being split up. Grouping up shouldn't generator more points, as a solo survivor actually doing more work than 2 people would actually get penalized with less points even tho he spent more time repairing, which is stupid.
Unbroken : Fine as it is considering most rounds are super short anyway
Evader : Fine as it is considering the genrush meta going on. It makes people to want to take risks and evaluate, which is a good thing. Unless you want even more gen rushing that is.Malicious: Switching one emblem for another makes no sense. Since a perfect play requires 3 emblems to be iridiscent and the last one gold. All emblems should be equally easy or hard to obtain.
Right now the easiest way to pip is to tunnel and to camp. Both things are considered unfun.Lightbringer: right now working together on a gen gives bonus BPs but fewer Emblem points. That´s not intuitive at all. Since the additional points suggest that the players are doing the right thing to get the emblem, while they do the exact opposite
Evader: what has being rewarded for playing stealthy to do with gen rush?
The only way to have even more gen rushing, would be to bring 4 toolboxes + BNP.
But the time it takes right now to do all 5 gens is simply to short.Malicious : Hard to tell, some killers are better at chasing than others, so that statement is weird to begin with.
Lightbringer : I don't mind if it's not intuitive. You shouldn't penalize people that repair solo over ppl that repair as a group.
Evader : it's pretty simple, it will allow super quick rounds (aka BNPs, and strong toolboxes) to borderline double pip with 0 efforts, which is the opposite of what devs actually wanted doing this emblem, since they want to reward interactions with the killer, where the actual skill matters (and you can stealth while interacting with the killer, and that's why it rewards points to be in the TR), not to give Iri emblems to that guy that did stand at the opposite of the map the whole round because one guy of his team is able to loop for 5mins, and will very likely depip from that, which would make 0 sense.
Chaser: With the current system. A chase is considered over, even if the killer sees the survivor and is running in the direction of the survivor. Slower killers, or those that rely on traps or stalk are penalized. A survivor who steps into a beartrap doesn´t get the killer chase points.
Lightbringer: it´s not penalizing. Right now, survivors which work together on a gen are penalized. This makes no sense. Working as a team is penalized. It shouldn´t be like this.
Evader: but that´s exactly what the name implies. The survivor avoided all contact with the killer. He evaded him. Right now the emblem should be renamed to "looper" because that playstyle gets the most points in this emblem. The guy who looped the killer for 5 minutes gets way more points than the guy who evaded the killer. Maybe increase the radius to make it count, or increase the numbers. But i don´t want to run behind the killer, in the hope to get some evader points. Because then i´m searching the confrontation instead of evading.
Chaser : this is simply not true, for a simple reason : if you down someone after "losing him" and "finding him again", you get more chaser points than if you get a consistent chase of "90s" since you do not mecanically "drop the chase".
A chase less than 15s is 90 points, which is way more than a chase of 45s+, so this part is actually beneficial to killers. I agree with traps tho.Lightbringer : atm, survivors which work together do have a 10% malus in repair speed, which is negigible (and compensated by the BP), if you make the double repair to give bonuses, you'll penalize solo player over a 80+% ratio, which is definitely unfair since they do the exact same work.
Evader : it's simply not what devs want. You can either survive and hide and not take the risk, and in this case, you get higher survival but less emblems, or take actual risks and try to do stuff related to the killer, which can provide more BP and more emblems, especially, which is fine to me.
Here you go, a video of Marth88 doing a perfect game, but he gets penalized for his chases.
https://www.youtube.com/watch?v=WMoABxTnbx0"Wow, a single pip instead of a double pip"
Sorry but it's getting a bit pushy right there.
Especially considering how irrelevant ranks are.Its not about the double pip. Its about the emblem.
But you´re right, why pip anyway, since ranks don´t matter. -
Sure, lets bring back the old WGLF. After all, only survivors got it nerfed. Since they complained about being hook farmed. I hope you enjoy your even shorter matches, where survivors hook rush to get those We´re gonna farm forever stacks.
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There is already a perk that reduces camping: BBQ.
But survivors don´t seem to like this one. Maybe make up your mind. -
Why do you want to buff a BP perk?
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@Runiver said:
@guest602 said:
If they DC 35% of their games, they get temporary banned.a 35% D/C rate is enough to ruin an entire game tho. And as far as I'm concerned, you need to have that ratio over a GOOD NUMBER OF matches to eventually get a 1 day ban, which leaves plenty of room to actually ruin HUNDREDS of matches before getting actual punishments.
D/Cing should just have more penalties atm.
I have a friend who disconnected over half of his matches. If he found a killer he disliked = dc, if he was downed first = dc, if he got camped = dc, etc.
He never got a ban.
They really need to up those numbers.
Hackers and disconnecters are ruining the game right now. No way to report them, and they stay unpunished. -
@SnakeSound222 said:
Another problem with Malicious is that in order to get Iridescent, you have to LET the Survivors get saves and heals, which is the exact opposite of what the Emblem tells you to do. You’re punished for being good at the game, which makes zero sense. Preventing Survivors from being altruistic is far from easy, and if that happens, then I deserve Iridescent. The easiest way to fix this would be to lower the point requirement for Iridescent.They need to rework the requirements. Since every killer plays different. Unless they really only want 1 killer at high ranks.
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@The_Manlet said:
@Tsulan said:
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
Survivors absolutely need some form of buff to their bloodpoint gains. Killers get lots of BP, especially with BBQ and Chili which half of them would run even without the BP bonus, so running it is a no brainer. Meanwhile survivors get very little BP unless it's a perfect game, WGLF gives no advantage and is a wasted slot used to reduce grind, and on top of that getting 4 WGLF tokens practically requires you spend all game unhooking, getting your team killed and generally not contributing. Killers will get 4 BBQ tokens most matches so long as they are trying to do so.It isn't true that WGLF encourages altruism. What is encourages is for everyone to divebomb the hook and make suicidal saves that will likely get their teammate killed or at the very least nobody is working on generators because they know the only way to make decent BP gains (or pip) is to do unhooks.
There is a difference in the survivor and killer BP gain. Because survivors can get a new match, when they die quickly, while the killer is stuck with the survivors until they all die or leave.
It´s way easier to get WGLF tokens than BBQ tokens. And not a single killer would use BBQ if they remove the bonus BPs.
Catching 4 loopers is way harder than standing in front of a hook, when someone is about to get hooked.Allow me to rephrase. It is very difficult to get 4 WGLF tokens without completely abandoning generators and just hookfarming all your teammates. Meanwhile all the killer has to do is hook everyone once. He doesn't even have to come close to winning.
And matches aren't very long, so the killer will get plenty of BP after a short time while the survivor gets almost nothing whether the match is short or long.
I´m not sure if you are trolling. But i´ll explain it anyway.
To get 4 tokens on BBQ, the killer needs to find, chase, down and hook every survivor once.
This is way harder than getting WGLF tokens.
Since you only need to leave your gen, stand in front of the hook when the killer is about to hook someone. The killer hits you (1 token), he hooks, and you unhook (2 tokens). Or you unhook (1 token) and get hit near the injured survivor (2 tokens). Which means you get 2 tokens for one of the killers hooks.
How is this in any way harder to achieve than BBQ tokens?!I suppose if you want to go out of your way to aid the killer to the point of letting him get a free hit on you before he does his hook AND informing him that you're nearby, then yeah, you can get the tokens easily, but I think I covered that when I talked about sabotaging the team.
Hook blocking is now sabotaging the team and not the killer?
Unless you're doing it at the end of a long hook walk or know the other guy has decisive strike, and thus know the guy is going to get free, then yes. 90% of the time a hook block is going to accomplish nothing.
Then those 3 survivors, that are blocking the hook and get their friend off my shoulders, are actually sabotaging themselfes...
Good to know. That really makes me feel better... -
If you let the doctor turtle in on the last 3 gens, which stand together.
Then you as survivors failed and are keeping the game hostage as much as the killer is.
Next time try to leave a lot of space in between the last 3 gens.
Or let yourself catch and hook/die. -
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
Survivors absolutely need some form of buff to their bloodpoint gains. Killers get lots of BP, especially with BBQ and Chili which half of them would run even without the BP bonus, so running it is a no brainer. Meanwhile survivors get very little BP unless it's a perfect game, WGLF gives no advantage and is a wasted slot used to reduce grind, and on top of that getting 4 WGLF tokens practically requires you spend all game unhooking, getting your team killed and generally not contributing. Killers will get 4 BBQ tokens most matches so long as they are trying to do so.It isn't true that WGLF encourages altruism. What is encourages is for everyone to divebomb the hook and make suicidal saves that will likely get their teammate killed or at the very least nobody is working on generators because they know the only way to make decent BP gains (or pip) is to do unhooks.
There is a difference in the survivor and killer BP gain. Because survivors can get a new match, when they die quickly, while the killer is stuck with the survivors until they all die or leave.
It´s way easier to get WGLF tokens than BBQ tokens. And not a single killer would use BBQ if they remove the bonus BPs.
Catching 4 loopers is way harder than standing in front of a hook, when someone is about to get hooked.Allow me to rephrase. It is very difficult to get 4 WGLF tokens without completely abandoning generators and just hookfarming all your teammates. Meanwhile all the killer has to do is hook everyone once. He doesn't even have to come close to winning.
And matches aren't very long, so the killer will get plenty of BP after a short time while the survivor gets almost nothing whether the match is short or long.
I´m not sure if you are trolling. But i´ll explain it anyway.
To get 4 tokens on BBQ, the killer needs to find, chase, down and hook every survivor once.
This is way harder than getting WGLF tokens.
Since you only need to leave your gen, stand in front of the hook when the killer is about to hook someone. The killer hits you (1 token), he hooks, and you unhook (2 tokens). Or you unhook (1 token) and get hit near the injured survivor (2 tokens). Which means you get 2 tokens for one of the killers hooks.
How is this in any way harder to achieve than BBQ tokens?!I suppose if you want to go out of your way to aid the killer to the point of letting him get a free hit on you before he does his hook AND informing him that you're nearby, then yeah, you can get the tokens easily, but I think I covered that when I talked about sabotaging the team.
Hook blocking is now sabotaging the team and not the killer?
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@Peanits said:
I don't know if I'd call it a failure, because I definitely think it's a step in the right direction. I just think it needs some tweaking and balancing. Like you said, there are some odd cases where the game doesn't properly reward you for what you've done. Not getting chased is like shooting yourself in the foot if you want to pip. The multipliers sorta' help with that, but you still get significantly more just from being in a chase, especially giving that you could potentially lose the killer and get chased multiple times.I've also had the same experience as you. I could power most of the generators on my own, maybe heal someone here and unhook someone there, escape, and then depip/safety pip. It seems wildly inconsistent, I'd assume because the emblems are based around a little bit of everything while you might only do one or two in any given game (as a survivor, killers will typically dip into each category regardless).
Things like that could use some attention. I don't think it's a complete lost cause, it just needs some tweaking and additional rules to make it work properly. Not getting found could reward a point multiplier if the killer leaves the area without a chase, for example, and that would reward players for avoiding chases.
I'd also be interested in seeing how a raised baseline for emblems might work out. Say instead of starting with nothing, you start with an emblem. Poor performance could lower it back to the point where you don't earn any emblem in that category at all, while good performance could potentially raise it higher. I can see that working for evader specifically. As a baseline, you could start at silver. Failing chases could lower your emblem significantly more while succeeding in chases-- or not getting chased at all-- could continue to raise that rank. That way the game is more forgiving if you just happened to not get chased, be that by skill or because the killer was always busy with something else.
The one thing I will point out though, I don't think hook rushing and fighting for unhooks are any more prevalent now than they were before the emblem system. I always remembered people rushing the hooks for points. If anything I'd imagine the bloodpoints are still the reason most people do it. Points are progression, rank is just a mostly meaningless number that resets each month.
While not a complete failiure, it tries to hard to force a certain play style on the players.
I opened a thread about the obvious problems of the emblems:
forum.deadbydaylight.com/en/discussion/3682/emblems -
@The_Manlet said:
@Tsulan said:
@The_Manlet said:
Survivors absolutely need some form of buff to their bloodpoint gains. Killers get lots of BP, especially with BBQ and Chili which half of them would run even without the BP bonus, so running it is a no brainer. Meanwhile survivors get very little BP unless it's a perfect game, WGLF gives no advantage and is a wasted slot used to reduce grind, and on top of that getting 4 WGLF tokens practically requires you spend all game unhooking, getting your team killed and generally not contributing. Killers will get 4 BBQ tokens most matches so long as they are trying to do so.It isn't true that WGLF encourages altruism. What is encourages is for everyone to divebomb the hook and make suicidal saves that will likely get their teammate killed or at the very least nobody is working on generators because they know the only way to make decent BP gains (or pip) is to do unhooks.
There is a difference in the survivor and killer BP gain. Because survivors can get a new match, when they die quickly, while the killer is stuck with the survivors until they all die or leave.
It´s way easier to get WGLF tokens than BBQ tokens. And not a single killer would use BBQ if they remove the bonus BPs.
Catching 4 loopers is way harder than standing in front of a hook, when someone is about to get hooked.Allow me to rephrase. It is very difficult to get 4 WGLF tokens without completely abandoning generators and just hookfarming all your teammates. Meanwhile all the killer has to do is hook everyone once. He doesn't even have to come close to winning.
And matches aren't very long, so the killer will get plenty of BP after a short time while the survivor gets almost nothing whether the match is short or long.
I´m not sure if you are trolling. But i´ll explain it anyway.
To get 4 tokens on BBQ, the killer needs to find, chase, down and hook every survivor once.
This is way harder than getting WGLF tokens.
Since you only need to leave your gen, stand in front of the hook when the killer is about to hook someone. The killer hits you (1 token), he hooks, and you unhook (2 tokens). Or you unhook (1 token) and get hit near the injured survivor (2 tokens). Which means you get 2 tokens for one of the killers hooks.
How is this in any way harder to achieve than BBQ tokens?! -
@Runiver said:
@Tsulan said:
@Runiver said:
@Tsulan said:
@Runiver said:
Gatekeeper : why not.
Malicious : I believe we already talked about that, but what you lose in malicious, you gain in chase.
Chaser : not a real problem except for MMLightbringer : I heavily disagree. Points should being split up. Grouping up shouldn't generator more points, as a solo survivor actually doing more work than 2 people would actually get penalized with less points even tho he spent more time repairing, which is stupid.
Unbroken : Fine as it is considering most rounds are super short anyway
Evader : Fine as it is considering the genrush meta going on. It makes people to want to take risks and evaluate, which is a good thing. Unless you want even more gen rushing that is.Malicious: Switching one emblem for another makes no sense. Since a perfect play requires 3 emblems to be iridiscent and the last one gold. All emblems should be equally easy or hard to obtain.
Right now the easiest way to pip is to tunnel and to camp. Both things are considered unfun.Lightbringer: right now working together on a gen gives bonus BPs but fewer Emblem points. That´s not intuitive at all. Since the additional points suggest that the players are doing the right thing to get the emblem, while they do the exact opposite
Evader: what has being rewarded for playing stealthy to do with gen rush?
The only way to have even more gen rushing, would be to bring 4 toolboxes + BNP.
But the time it takes right now to do all 5 gens is simply to short.Malicious : Hard to tell, some killers are better at chasing than others, so that statement is weird to begin with.
Lightbringer : I don't mind if it's not intuitive. You shouldn't penalize people that repair solo over ppl that repair as a group.
Evader : it's pretty simple, it will allow super quick rounds (aka BNPs, and strong toolboxes) to borderline double pip with 0 efforts, which is the opposite of what devs actually wanted doing this emblem, since they want to reward interactions with the killer, where the actual skill matters (and you can stealth while interacting with the killer, and that's why it rewards points to be in the TR), not to give Iri emblems to that guy that did stand at the opposite of the map the whole round because one guy of his team is able to loop for 5mins, and will very likely depip from that, which would make 0 sense.
Chaser: With the current system. A chase is considered over, even if the killer sees the survivor and is running in the direction of the survivor. Slower killers, or those that rely on traps or stalk are penalized. A survivor who steps into a beartrap doesn´t get the killer chase points.
Lightbringer: it´s not penalizing. Right now, survivors which work together on a gen are penalized. This makes no sense. Working as a team is penalized. It shouldn´t be like this.
Evader: but that´s exactly what the name implies. The survivor avoided all contact with the killer. He evaded him. Right now the emblem should be renamed to "looper" because that playstyle gets the most points in this emblem. The guy who looped the killer for 5 minutes gets way more points than the guy who evaded the killer. Maybe increase the radius to make it count, or increase the numbers. But i don´t want to run behind the killer, in the hope to get some evader points. Because then i´m searching the confrontation instead of evading.
Chaser : this is simply not true, for a simple reason : if you down someone after "losing him" and "finding him again", you get more chaser points than if you get a consistent chase of "90s" since you do not mecanically "drop the chase".
A chase less than 15s is 90 points, which is way more than a chase of 45s+, so this part is actually beneficial to killers. I agree with traps tho.Lightbringer : atm, survivors which work together do have a 10% malus in repair speed, which is negigible (and compensated by the BP), if you make the double repair to give bonuses, you'll penalize solo player over a 80+% ratio, which is definitely unfair since they do the exact same work.
Evader : it's simply not what devs want. You can either survive and hide and not take the risk, and in this case, you get higher survival but less emblems, or take actual risks and try to do stuff related to the killer, which can provide more BP and more emblems, especially, which is fine to me.
Here you go, a video of Marth88 doing a perfect game, but he gets penalized for his chases.
https://www.youtube.com/watch?v=WMoABxTnbx0 -
@Peanits said:
I actually feel like WGLF is more how BBQ & Chili should be. Don't crucify me yet, bear with me.You sacrifice a perk slot to get more bloodpoints. You choose to make the game harder for yourself and get rewarded as a result.
BBQ & Chili, on the other hand, is a decent perk which just so happens to shower you in bloodpoints if you use it. It's a no brainer.
I'd prefer the bloodpoints just be its own. It's pretty arbitrary to have bloodpoints tied to specific perks and not others. The recurring theme with all other bloodpoint boosting addons/perks is that you hinder yourself in exchange for points, making BBQ & Chili the oddball out. The result of that I think is pretty clear, it just becomes a must have perk that everyone runs because it's not a bad perk to begin with and it's a free double bloodpoints to boot.
Totally fine with BBQ & Chili's effect. Totally fine with more bloodpoints. I just think they should be separate. WGLF rewards you for sacrificing a perk slot, and I feel like that's how it should be.
Out of curiosity. If a mods opinion varies drastically from the devs opinion, are there any repercusions for posting this? Or do you get a list of things you are not supposed to post about?
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@Spar7anJ said:
@tovelo said:
1-Since BBQ & Chilli has one extra effects besides granting points i feel like wglf needs a side effect aswell.
2-It's literally impossible to get 4 stacks once out of 5 matches i can get to 4 stacks. But as killer using BBQ & Chilli i literally get 4 stacks every game and i dont even stress about it.They Nerfed it specifically cause the number of killers dropped of to a point of 4 killers per 23 teams it was unplayable and the community went dead as everyone stopped playing.
Yeah i remember this time. Survivors had lobby ques of 45+ minutes and also complained about their own teammates, which would farm them for tokens.
Most survivors have forgotten, that WGLF got nerfed because of their own greed.