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brokedownpalace

brokedownpalace

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brokedownpalace
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  • She's fun at first but the novelty wears out quick. A power that relies on RNG is pretty lame (see Freddy).
  • PS. The Wraith is glorious. Looks like an entirely new killer, I love it.
  • So can you still earn the BP as a survivor if you burn the offering and other survivors harvest the plants?
  • Might be time for a new hobby.
  • Here's what I learned:

    - People who are so opposed to playing the other side that they will throw games for themselves and others just to get through them more quickly, are almost guaranteed to be heavily biased toward their chosen side. I'm not sure how you can accurately form opinions on balance if you don't regularly play and try to win on both sides. In fact, now I know to disregard your opinion.

    - Not everyone wants to farm. Some people want to play a normal game. React accordingly. I have literally run to and pointed at hooks for the killer to take me to for my first two hooks. And then they find me and down me for a third time and they kill me. Oh well. That's part of the game. If you are "nice" to someone there is absolutely nothing saying they have to be "nice" back. Everything is on a case by case basis. I've had rivalries with killers in the past and then we meet up during a match where everyone plays BPS and we agree to farm together. 

    - Some of y'all really need to stop painting everyone with the same brush.

    - Have no expectations. Nobody has to be polite or generous or fair or play with great sportsmanship. Stop expecting others to behave in ways you want them to.
  • It's the event items.
  • Global said:

    A killer chasing a survivor for 5 gen isnt his fault its the games mechanics fault.

    Lol. I enjoy a good joke now and then too.
  • You can grab survivors interacting with objects

    Ok but the devs specifically say survivors cannot be grabbed off of event objectives.
  • Pointless story? She's just supposed to get from point A to point B. It's a slasher, they're not known for their stories.
  • I realize this is probably a troll post but I enjoyed it. 8/10. Not as good as the original of course but still well made and entertaining.
  • Correct me if I’m wrong, but if you burn the offering, you get 4K BP as Survivor any time someone else fills a 3rd of their vial.

    Is that good enough?
    You get 4k when a plant is fully depleted. So if survivors are coming in with their vial at 1/3 or 2/3 full, we can't earn very much bp.
  • Something has gone wrong.
  • Most survivors do not give a **** about escaping right now. This doesn't actually "boost" the killers. 
  • You guys know that when a plant if finished by any survivor and you have used an offering, you get 8k blood points. Just throwing that out there.
    1. It's 4k
    2. You didn't read the thread

    Just throwing that out there.
  • Even if it's not as lucrative, it's still very lucrative, yes. Some people also don't care about rank and would probably even prefer to derank so they can farm newer players, who would be easier targets.

    And to prevent a survivor from farming, you can either prevent the unhook entirely in some cases or, if you can't do that, you chase after the farmer and let the person on the hook go. But sometimes it's hard to tell the difference between farming and a bad play.
  • There's not much more to understand than what people have said. Hook farming is going for unhooks when you have no intention of helping your teammate, you simply want the BP. Yes, now you get less BP and are punished in your rank performance when you do unsafe hooks, but those are relatively new developments. And if you get 4 stacks of WGLF and do 4 unsafe hooks, that 4000 BP becomes 8000 BP, so the 500 you lost each time (totalling 2000 BP) doesn't really matter.
  • A difference of 5 isn't that big a deal, really. Idk why people think there's a massive difference between players under rank 10. It's so easy to pip that it's not really an indication of skill.
  • You can tell how many people don't actually read posts and put any thought into their responses. They just react based on the fact that this post is suggesting something that would benefit survivors. Knee jerk reactions of BUT MUH ADD ONS abound.
  • Play killer then?

    Don't make assumptions then?

    I play plenty of killer. Crazily enough, you cannot play both killer and survivor simultaneously. And during this event you need to play a lot of both to be able to get all 6 pieces. That's fine and good design. But survivor event BP gain pales in comparison.
  • Wow, that's ridiculous. So I guess I'm gonna stop harvesting at 29/30 then. Until the end of the event.
  • Tsulan said:

    Also we should be able to fill a fresh vial each match, not enter a match with 2/3 completed and 4 offerings burned, only to get 1/3.

    This 100%. If we only get 1/3 or 2/3 of a vial complete it should be banked, but we always go into a trial with an empty vial.
  • Oh and weaker killer perks could maybe do things like increase the cone of activation, make dismantling take longer, give a notification when a spotlight is activated, etc.
  • Secondary objectives should continue to be optional. When completed they should: 1. Help towards the primary objective somehow, 2. Be worth a good chunk of extra BP, 3. Take a bit of time to complete.

    From off the top of my head there could be motion activated spotlights though out the map, particularly around generators and exit gates, that really illuminate the area. Killers will not be able to trigger these. They will activate when survivors walk, run, crouch or crawl past a certain activation cone in front of them. When activated they make a distinct noise that scares nearby crows away (indirect buff to Spies?). 

    Survivors will be able to dismantle them from behind. It will take a bit of time and be a little noisy. Up to two survivors can do it together and it will be a bit faster and quieter. You get 1000 BP for dismantling one and it'll go toward Survival.

    Weaker perks could then be buffed around this mechanic. Sabotage maybe increases the speed of dismantling. Technician makes dismantling silent. Resilient and This Is Not Happening could activate when you perform actions within the spotlight even while healthy, and maybe increase the values a bit while in the spotlight AND injured. Lightweight could make it so you can walk, crouch and crawl past spotlights without activating them (but not sprint).
  • Ahardie said:

    @brokedownpalace said:
    Ahardie said:

    @brokedownpalace said:

    2 full outfits or 6 separate individual pieces. You can mix and match.

    Hey, I just wanted to explain for earlier. I phrased myself poorly, I was trying to imply that 'this idiot' was me, and that I was stupid for not understanding. I apologise if I offended you.

    I understood what you meant. :)

    Oh, I got a warning for insulting you...

    Oh idk. I didn't report you. You could try explaining to a mod. 
  • Ahardie said:

    @brokedownpalace said:
    2 full outfits or 6 separate individual pieces. You can mix and match.

    Hey, I just wanted to explain for earlier. I phrased myself poorly, I was trying to imply that 'this idiot' was me, and that I was stupid for not understanding. I apologise if I offended you.

    I understood what you meant. :)
  • 2 full outfits or 6 separate individual pieces. You can mix and match.
  • apropos said:

    @brokedownpalace said:
    I repeat: this has nothing to do specifically with the EVENT POINT GAIN. If the both survivor and killer gained event points at the same or similar rates, killers would still get more because of their usual BP advantage.

    People might be misunderstanding you because of your pronoun usage... it took me a while to understand what you mean by 'this'. Assuming I understand your position, you're saying that the modifiers for bonus bloodpoints should be adjusted for survivors so that they are getting the same amount of BPs?

    If that is your point, then how would you justify not giving the killers those additional blood points?

    As an example, say that at the end of a trial, one survivor has a score of 10k BP earned before any bonus modifiers are applied; and likewise for a killer that earned 20k BP. If you grant both the survivor and the killer a modifier of 100% bonus points, the survivor would net 20k and the killer 40k. However, per your suggestion, if the bonus modifier is adjusted so that survivors get 40k like the killer, the survivor would be receiving a bonus modifier of 300%. Why would it be fair to give survivors a 300% bonus modifier, but not the killer?

    They are not getting any "modifiers."  Bonus BP is awarded per event objective completed. Survivors with empty vials can only solo complete 2 event objectives, netting 8k BP. If they already have 1/3 or 2/3 of the vial filled, they can only complete 1 event objective solo, netting 4k. Now of course if 3 or 4 survivors are playing offerings and going in with completely empty vials everyone could get like 24-28k BP. But this is rarely the case.

    There is no restriction on how much event BP killers can get. Even after they fill their vial they can still complete event objectives to get the BP.

    So what's happening is killers are getting 50k+ games and survivors are typically getting around 15-25k. That's a massive disparity.


  • apropos said:

    @DeadByFlashlight said:

    @brokedownpalace said:
    Killers regularly getting 50k+ and the most I've seen any survivor get is 26k. Usually it's 15-20k lol.

    I understand killers don't need any secondary objectives but they could have made survivors be able to get a decent amount of BP.

    Survivors keep their stuff, killers lose their stuff.

    Survivors need to appreciate what this means. Every time a killer decides to use add-ons and an offering (silly not to) they are essentially spending the cost of those addons on the match. So, every match a killer can spend anywhere between 0-21k in BPs on add-ons and an offering. We don't get those back. I'd say the average BP spent per match for a killer is 15k.

    Another thing, y'all survivors don't only get to keep items, but you guys can get items from within the level and leave with em! Got a purple tool kit within the trial and left with it? thats 6k BP gained.

    I repeat: this has nothing to do specifically with the EVENT POINT GAIN. If the both survivor and killer gained event points at the same or similar rates, killers would still get more because of their usual BP advantage.
  • @brokedownpalace said:
    @DeadByFlashlight 

    Completely irrelevant to the event. Please keep up.

    Uhm what?
    That holds during the event too

    I'm talking about specifically the event related point gain, which has nothing to do with the fact that killers get more BP under regular circumstances. Even if the event point gain was the same or similar for both, killers would still get more like they usually do.
  • @brokedownpalace said:
    @DeadByFlashlight 

    Completely irrelevant to the event. Please keep up.

    My complaint about the event is that you can't fill more than 1 vial. You go into a match with 99% vial? You only get 1% towards blood points and can't harvest more. It's seriously stupid. When they were generators, you could always do a generator if all 5 were not done. So if you sought out a BBQ generator, you could use it no matter what. This needs to change with this event. Even still you should be able to fill more than 1 vial at a time.

    The blood point disparity is about the same as the usual.

    If survivors can't harvest with a full vial, then killers shouldn't be able to hook with a full vial. Also, every survivor should be able to get a full use of the plants. That would definitely address the disparity.

    It sucks going into a match when you have 2 thirds or more of your vial filled because it's pretty much a waste.
  • @DeadByFlashlight

    Completely irrelevant to the event. Please keep up.
  • Killers lose add ons at the end of every match unless they have the offering. Killers need more. The problem is Killers like to cry about it even though they are compensated.

    Sure that's understandable on a regular basis, but events should be different.
  • @brokedownpalace said:
    It would be the least played survivor. Other than Claudette being stealthier, there is no correlation between toxicity and survivor choice. Besides confirmation bias. The more popular survivors will have more toxic players simply because they have more players overall.

    Obviously. Everyone knows that.

    But this thread is about one's own confirmation bias.

    No, everybody does not know that.
  • It would be the least played survivor. Other than Claudette being stealthier, there is no correlation between toxicity and survivor choice. Besides confirmation bias. The more popular survivors will have more toxic players simply because they have more players overall.
  • My recent Wraith build: Sloppy Bitcher, Bloodhound, Nurse's Calling, Shadowborn. Plus the add on that supresses TR and red stain for 6 seconds and the one that silences the whailing bell. It's a ton of fun. You see someone healing behind a wall, uncloak silent on the other side and zoom around with no TR. Even if they have Premonition or Spine Chill, they never suspect you're that close.
  • This is like when kids post their entire math homework assignment on Yahoo! Answers.
  • It would be wonderful but the devs don't seem to like to divulge actual numbers too often. That's why many things are slightly/moderately/considerably/tremendously.
  • There are 3 types of vaults right now, which makes a lot more sense then before

    There's always been 1. slow, quiet vaults, 2. medium, loud vaults and 3. fast, loud vaults.
  • They've said a mode that has rotating game rules. One was perkless mode and one was no cooldown mode. (That was just a rough idea, not a guarantee)
  • I've seen them against the wall before the update.
  • Where will you spend all that extra cash??
  • Wraff said:

    @brokedownpalace said:
    How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.

    Why would it get weaker the more gens they complete?

    Because it would be too strong otherwise. So you prefer it possibly getting cleansed two seconds into the match instead?

    This would last the whole game. You could possibly sacrifice or kill one of the survivors not affected so it lasts longer. It makes the early game guaranteed to give you more time to find and hook survivors rather than the possibility that it literally never affects the survivors at all because it was immediately cleansed.
  • Ohh OR 3/4/5 gens are affected by Ruin at the start of the trial. They remain affected the whole trial. When completed, new ones don't become affected.
  • How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.
  • @brokedownpalace said:
    PhantomMask20763 said:

    If a survivor escapes through hatch when the gates are not opened it counts as a kill in my eyes. Unless they took a key.

    Whatever helps you sleep at night.

    It's so silly how desperate some of you are for 4ks. You will literally willfully delude yourself into believing that an escape is a kill.

    Do you really see that as desperation? As a killer main I see two kills as a tie, 3 kills as a win, and 4 kills as domination. However, I am not above carrying survivors to the hatch and letting them go. Nor am I above letting people use a hatch to leave.

    The thing is that other killers whine about the hatch because they feel the "deserve" something. Many survivors feel they too 'deserve' something. So why not just let the hatch be and allow survivors to escape. The hatch should, however, disappear once all generators are completed and the gates are open. Hatch should only be a final solution to escape to save hope, not a lets hang around and get extra points feature.

    Is it desperation to say "Well I got 3 kills and the last survivor got hatch so I consider that escape as a kill"?

    Yes, it is.
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