qwopper47
qwopper47
About
- Username
- qwopper47
- Joined
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Comments
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Just make it so that after 10-15 mins, the killer can CHOOSE to open the gate and force EGC upon survivors.
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Survivor on good map RNG. Otherwise, killer. I'm far too greedy at conserving pallets.
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Sounds like a Legion specific problem. Frenzy should be fixed rather than survivor.
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How about let's remember how long does your HEX: Ruin totem last in the first place OR remember how many survivors just power through it easily anyway. I still highly believe it's a mental thing. When 2-3 gens are done, survivors tend to feel the momentum and killers lose heart. When all gens are up, killers tend to feel they have control and survivors want to move on.
You really win or lose based on map RNG and how well survivors utilize the map. Also, how committed survivors are to pumping out gens.
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Never switched. I only play survivor when with friends, and only play killer when I'm alone. The only exception is when trying to get certain achievements. Categorically, I play more killer and considered a killer "main".
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- Double pallets in the same tile.
- Enduring used to decrease DS stun time.
- Lightsabers
- 2 min and forever NOED, not HEX
- No survivor grunt noise of any kind during and after falling
- Moving grass when someone is in basement
- Seeing survivor hair from a mile away
- Obsession symbol didn't dance when he/she was being chased
- Survivors used to be able to push killers during their weapon wipe animation
- Balanced Landing bug where another survivor jumping off a hill will proc BL for another survivor
- 3 o'clock skill checks
- Hooks in map used to be based on the killer in trial, not the map
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@ruler33 said:
map design has been the main problem for the game for like the longest time but behavior instead like's to change perks and killers to compromise for the bad maps but in my opinion it doesn't work. In my opinion what they should do is rate each tile on a number scale like jungle Jim being highest number and t and l's being lowest and then they should fill the map up to a certain number based on how large the map. They should also have a system that checks to make sure that tiles aren't chained together so we don't have stuff like a 4 wall chained into jungle Jim into shack/ main building cause that's just ridiculously broken.
Exactly this and everyone else's comments. Been saying this since 2016. They MUST take a serious look at their procedural generation code on tile spawn locations. Strong tiles themselves aren't the problem, strong tiles spawning next to each other is a HUGE problem.
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They are aware of the issue of being rank matchmaking issues. I think they adjusted the rank expansion rate for the holiday season (where the devs will be on break) to help make finding games quicker. So while you may get more mixed ranks, you will also get quicker games. I don't mind this at all. I prefer finding games fast, than wait so long for a "perfectly" matched game.
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Finding keys in chests are quite rare. Also, survivors need to finish enough generators to make the hatch appear in the first place, or either be the last one alive. I think keys are fair play as they are. If anything, you should be more upset about toolboxes, which actually speed up gen repairs and make you lose so quickly.
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@Heartbound said:
My time has come.
Is that the heartbound I know and love?
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HEX: The Third Seal.
I like the idea of blinding survivors. Makes solo survivors need to remember where people were hooked, or wonder if anyone is coming for them at all. For SWFs, I like it when people yell at each other, "I'm here! Where are you going?! How can't you see me?!?".
Not always effective, but gives a different dimension to the game.
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Maps are the core issue in this game. How a beginner, intermediate, and advanced player uses map tiles is what distinguishes them. Beginners don't know how to loop and just camp pallets. Intermediates know how to loop within ONLY that tile until the pallet is dropped. Advanced players COMBO multiple tiles using window/vaults until they need to drop the pallet. This tile combo'ing is the biggest problem in the game at higher ranks. People that are good at chaining tiles can almost reset the chase and then recycle the tiles. Bloodlust and window entity blocks are a few mechanics to counter this, but they can still be too strong and waste a lot of the killer's time.
A possible fix is to this is to space out the tiles more, or add to the map algorithm how strong each tile is and limit how many of each can spawn in a map.
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You can still flick, but only up to 90 degrees. I'd say that's fair. He's still loads of fun to play. Being able to do a 180 was ridiculous.
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With the release of Undetectable status buff to stealth killers, OoO has already been indirectly nerfed quite a bit. I think OoO was only truly a problem for stealth killers, as their abilities were essentially nullified by one perk. This is similar to how Small Game used to completely nullify the Trapper's traps (SG used to reveal the aura of traps when you're in range). With the Undetectable status, I feel OoO is less game breaking.
I think the rework should be how the aura appears to OoO users. Make it such that you can see the killer, but not the EXACT action they are doing. This will help eliminate some information. Specifically if there killer is trapping or the like.
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Not a bad idea, but 50% is too extreme. Maybe you also played before self-care was nerfed significantly. Everyone ran it. I see little difference between game speeds between self-care pre-nerf and now.
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Exactly this ๐
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Equally important is using BP efficiently. Make sure you understand how the entity eats bloodweb nodes.
For perks...
Any Survivor: WGLF + BT (for safe unhooks)
Any Killer: BBQ Chilli
Also make sure you always put in an offering. You get so many it's hard to run out.
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You also have to remember that there are lore that are locked behind them as well. Many people aren't into it, but the devs seem indulged in it, and so are others. Some challenges like the 2 safe unhooks during EGC were extremely difficult to do, if not near impossible for even experienced players. Many may never see the lore a team worked hard to put together.
Also, like Dailys, when they were overly grindy at one point in the past, people just didn't do them. The Tome is a feature, and the devs need to make it doable to make everyone want to play them.
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Survivors used to be able to see killer names on PC when it was P2P via programs and steam functions. This caused a lot of survivors dodging killers constantly and increasing queue time. The current state is decent. Removing survivor names may be the next step, but I like how it currently is better.
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If they wanted to do smart business, they could just put it in the shop and earn $$$ for themselves. Then make event cosmetics like propane hammer etc. earnable or in the shop every summer event season. That's Blizzard's Overwatch marketing scheme. I thought that was fair.
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The obsession already gets a small bonus of 1000BP when he/she dies or escapes.
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Definitely puts you out of your comfort zone to try something different. It's the same when going for certain achievements. You have to adapt your play style, and learn a few new things along the way.
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@Izo_Quartz said:
50 mins in and still nothing...######### are they doing?
Let's be fair - they didn't have to do it today. If they have it before they leave today, that will still be a big plus. I assume they are running into issues with making the changes go live.
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Glad they are making incremental changes. I still would like them to address the issue where survivors can't tell whether she started using her power or not. We will see with this first patch how she plays and if needs further tweaking.
Also, props to devs for addressing Spirit sooner than later.
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3-4 person SWF groups are only a problem if they are truly all good, coordinated, and smart on when to make plays. These are honestly rare. A lot of times there is at least one weak link that's either low rank or boosted by SWF in the group. All of which often makes it easy with ultra altruistic plays.
So, no, limiting SWF would not help balance the game much, and would hurt player base.
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The current OoO and Undetectable status should be kept how it is. If you know the killer is nearby and in stealth, just think of OoO as premonition. It's still easy to know where the killer is even if they are in stealth. The risk is you giving your position away. But if you are already running object, it's already assumed that you aren't afraid to be seen by the killer.
If you disable OoO when the killer is in stealth, that would be a nerf imo. I hate old T1 Myers just because I couldn't get any information on where he is.
I think it's perfectly balanced as it is right now.
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It also depends on what time you play. Anytime during the day between 8am to 5pm Pacific, it takes a while to get a killer game. However, between 6pm and onwards (say to 11pm), queues are really fast - less than a minute. Likely because all of the SWF groups and daytime workers get off work and play during that time.
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I agree with adding some faintly noticeable trail that the survivors can see while she is phasing. Much like the Wraith, you can still somewhat see his outline while he is cloaked, so why not the same for Spirit. (The static audio cue does little to nothing to help other than knowing she is nearby.) She already has super fast movement speed AND a huge lunge coming out of phase. Even if she can't see you, she can still see your track marks and hear you, which are plenty of senses from my experience.
Whatever the rework is, I hope it doesn't take 2 years for the devs get on it (e.g. *cough* the Nurse *cough*).
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I think the best way to get her into the game is by playing with her on a SWF group, or if she has friends to play with.
I bought the game on release, but didn't start getting into it until I played a whole bunch of KYF or SWF. That's when I started to learn the game and it's mechanics, just by playing with friends and leaning tidbits here and there. I then started branching out to play killer and survivor on my own.
Grab some friends and play with her for a few, she'll definitely learn and enjoy it more.