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theArashi

theArashi

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theArashi
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  • Starting discussion by insulting poeple that you don't agree with is a best way to make sure no one agrees with you because of hostility you started with.

    Balance is all up to devs and they clearly showed that they barely even care about community feedback at that point.

  • I like the second idea with gradual progress but I would like to test if it won't be too weak if it stops in chase(only temporarily) but on the other hand they instantly pick up downed survivor... or better have it only on the syringe and the other one would only start the gradual progress of recovery timer that will pick up survivor after few seconds making up for some cool plays.
    It would be much better then you finally catching that pro looper only to have one of his teammates run up to him and insta heal him to full which isn't very fun.

    I would also look at adrenaline as a perk

  • I have a feeling that way survivors see the game is a bit too much at least in chase.
    At the moment looping is so easy and risk free exactly because survivors can see the killer above and through a lot of obstacles so mindgame is not really possible.
    How about making camera close up on survivor's back while in chase and making it so he can't move his vision further then 45 degrees? That would make chases much more tense for survivors as they wouldn't be able to constantly see the killer above the loops making them essentially risk free.

  • He is bare bones killer with power that helps in detecting survivors and slows survivors down(in terms of gen progression) a tiny bit.
    Other then that he is just short and... that's it.
    I like to play him at rank 1 but main problem is that if he goes against rank 1 pro looper team on one of the bad maps he is #########. He can't do anything.

  • Wait... they aren't just cool headgear?

  • Do you ever have problems with matchmaking whn you have to wait longer then 5 minutes? Yes? Then you have your answer.

  • That's the thing with ranks.
    Good killers should be matched with good survivors.
    If you verse good killers, ranking up is too easy for survivors or you hit the rank where you shouldn't be so it works just fine.
    All killers have weak spots and no killer can stop gen rush.

  • Don't you remember that 'FIX' that removed the issue causing killer to be unable to be stunned during the pickup or hanging animation?

  • Most likely latency. It looks more unbelieveable if killer melee's you from 3 meters away.

  • The pig have hard time getting deviousness. The power she has just isn't enough.

  • The Game is worse in that regard sometimes. Some hooks are blocked by the doors that open once gens are done. If they aren't you may not be able to reach the hook...

  • Wait... so how does devs "chases should take up to 40 seconds" go? Do they really expect survivors to just run forward to collide with random ######### to slow down?

  • You might want ... ANY PUNISHMENT for disconnecting.

  • OR... they may just release very glitchy killer without ptb :unamused:

  • It was added as one of those random ideas devs decided to add to the game initially without adding any thought to it. Just like other perks like Predator, Bitter Murmur, Decisive Strike....

  • Nothing will make people reconsider their ways as insulting them. Thanks OP

  • They should also remove stupid feature that causes Item to drop to the floor when they DC.

  • @shadowsfall42 said:
    Honestly that's the only thing about the survivors emblems I'd change. You should get a huge bonus for escaping while completely avoiding the killer. Similar to how not going down is a guaranteed iridescent unbroken, not being seen by the killer at all should at least be a gold evader.

    So 2 pip if survivors escape? Great idea.

  • Now gens need around 80 seconds to finish and killer can't stop survivors from not working on gens so if they won't finish 2 gens by the time other 3 are dead ... why exactly they should get a freebie 8k points for escape backed by 30 minutes standoff when they tbag the killer?

  • @Utna said:

    @Peasant said:
    Well, now we know why the developers have been balancing around low ranks. The only question that remains is why are there ranks at all?

    To separate casual gamers and wanna be competitive ones during pairings of course, why else would it be ? The TRUE only question that remains is why on earth couldn't you figure that on yourself ... I mean, I'm honestly intriged about what was your guess ... you had to have one, right ? What was it ?

    Ranks don't mean ######### tbh.
    I have play with and against good and REALLY BAD/Potato survivors in all ranks.

    People at rank 1 also can be really mediocre at the game so the ranks hold no purpose outside of making some people wait a lot of time for games.

  • You can juke the nurse by running behind the obstacle and move in unexpected direction...
    Also you can stop the nurse mid-blink with pallet drop.

  • Killersided? How?
    It is literal labyrinth with many safe pallets over and over again not allowing any mindgames.
    Trapper is near useless on this map as all the paths are too wide for traps to block them.
    Nurse is very hard on the lower floor as line of sight allows you to see 5 m in front of you.

  • @powerbats said:

    @theArashi said:
    Not really.
    Maybe they were pissed off after hardcore gen rushing games one after another.

    There has been quite a lot more try hard hardcore camp 1st hook killers than usual.It's gotten way worse during the event same as last times event during FTP. Once the event is over it'll go back to the usal % of hardcore campers on 1st hook.

    From my games it looks like all surivivors are either bots or rush the gens as fast as they can which results in games that are 3-5 minutes long. Killer can't do anything to that as it is one of the major game issues that devs are yet to address.

    It was a great idea to make it event objective....

  • I would add bigger trap range. Mostly because of the game map as corridors in it are so ######### wide there are barely any places where trapping is possible.
    That map also have no bushes whatsoever so trapper daddy have a hard time.

  • Not really.
    Maybe they were pissed off after hardcore gen rushing games one after another.

  • I see that a lot of relatively new players are on this forum too and it is a good thing but it seems you guys don't know how game look like at high ranks.

    Against competent survivors(and it doesn't mean swf as they are completely different piece of fruit) killer needs to spend around minute to down first survivor. If that survivor has DS chase can get extended by 30-60 seconds on average depending on how good loops are available to him.

    In that time remaining 3 survivors are not pressured in any way shape or form. They will not run away due to heartbeat not look through chests or anything that isn't required for success. They will simply do gens. In the time first survivor gets downed and hooked they will finish at least 3 gens and work on remaining two.

    Killer leaving the hook would make hook save easy and pressure just one other survivor while other two can either go for the save or finish the gen and then go.

    At this rank ruin's only point is to make survivors waste some time if they want easy 1k points for cleansing as it doesn't slow down the gen progression at all.

    Additonal objective is needed for survivors but it is up to devs to think about solutions and they apparently have something ready for chapter 9 but we will see.

  • I would say survivor disconnecting from games is a bigger problem but both sides disconnects should be adressed.

  • Nothing helps catching survivor looping big building with LF as less speed with BL... oh wait, you won't catch him because you lose chase mid way throuch.
    Currently only way to actually get a hit is to actually get BL3.

  • I would love killer that doesn't see survivors normally and to balance it he moves faster and maybe one shot or something like that.

  • Screaming itself doesn't stop any interactions.
    Getting hit by doctors shock blocks you from any interactions for I think 1.5 or 2 seconds. Calm spirit doesn't nullify doctors power if that what you mean.

  • Pretty much that:
    Last 100 games I have used that purple toolbox/medkit/flashlight with best addons to 99% and I escaped every time. On game 101 killer had FD and he made me lose that item even though I used ward.
    IT ISN'T FAIR.

  • I'm pretty sure it already does that.
    I got a lobby with rank 2, 8, 10 and 15 and I'm rank 1.

  • On a third seal: How about it makes survivors unable to see any auras: Hooked survivor included and they can't see the changes in the lower left corner so health states but they still can hear survivors screaming when hooked.
    That would make it powerful perk that is worth a hex.

  • LF is very bad killer as he has nothing for his name.
    Without addons he won't catch up to a survivor in a straight line.

    It is as if he was created only to counter BT for few days.

  • And ANOTHER SWAMP MAP. BECAUSE WE LOVE SWAMP MAPS.

  • I predict killer that has near useless power at the first glance, mildly useful after closer look, can't do anything against gen rush or looping but can show survivors nice pictures.
    New survivor skin with 3 perks from which one is in the middle tier of usefulness.

  • I guess the issue with BL nerf is that some loops will just force killer to break the pallet.
    Now almost all loops don't do that with exception of big houses.

    It doesn't sound balanced at all unless they couple it with map rework which was apparently completely withheld as it needed too much work.

  • @Runiver said:

    @theArashi said:
    Hi,
    Did we get any mention from the devs about killer lobby bug or tinkerer 2 or anything that was introduced in the last patch?

    I only heard on the dev stream that they are working on it but did we get any actual information about it or just that one generic mention of releasing it SOON™

    They're aware and the fix is on the way/in testing, currently.

    I heard that on dev stream. I'm asking if they did say anything from then.

  • @switch said:
    Nothing so far, really sad that they dont work weekends when they have a critical bug in the game.

    I could understand that on Monday... but isn't Thursday already.

  • @Master said:

    @theArashi said:

    @Master said:

    @theArashi said:
    Devs already said there will never be 2 killers in a single game.

    Actually thats not what they said in the devstream, theres definitely a possibility but in my opinion its the wrong approach

    They did say it would cause a lot of problems. From balance to mechanics.
    Can nurse be trapped in trappers trap?
    How can survivors ever save anyone when one killer chases and one camps the survivor?

    To be honest, there are so many balance problems in the original game already, I dont see an issue introducing an additional imbalanced mode.

    My opinion to your questions:
    Yes nurse should be traped in the trap

    The situation is not different to camping in a 1vs4.

    It is not so simple as every killer would need animation for getting caught in the trap. Also one of the killer will be the host.
    If you have never played killer when you are not the host(possible in KYF) I will tell you that it is unbearable even in the smallest lags.
    Those tiny lags you sometimes get when killer is lagging make killer teleport all around the place.

  • @Master said:
    Devs mdae it clear that they dont want to completely rework maps, thats why they implemented stuff like bloodlust.

    Bloodlust doesn't help with survivors with UE and crouch buttton taped down.

    Killers that doesn't specialize in tracking are pretty much f-ed if survivors want to play immersed.

  • @xxaggieboyxx said:
    Baphomett said:

    Hold on, how does a killer exploit a flashlight save?

    If someone tries to blind you just spam the button to drop the survivor and you won't get stunned and the downed survivor will be dropped on the ground but not get away 

    So if killer decides to never hook you and just stare you down as you bleed out does he exploit too? He is preventing flashlight save after all.

  • Adding him ability to attack from cloak would be better tbh.
    He becomes normal killer and have to cloak again if he wants to use all of the boons he gets from that.
    Why can't we test it on PTB?

  • @BlueArga said:
    No, when I play as survi (only to do DC bc this game now is unplayable) I have instant lobby so your think is wrong. Deal with it.

    P. S. believing in everything that is said by developers is really a weak idea and a living in lies.

    You are right. Assuming you are always right and if it happens to you it must happen for everyone else is better approach.
    Game didn't change for good survivors for the most part so if it did for you and you can't handle it you must be bad survivor.
    See? It works.

  • @Master said:

    @theArashi said:
    Devs already said there will never be 2 killers in a single game.

    Actually thats not what they said in the devstream, theres definitely a possibility but in my opinion its the wrong approach

    They did say it would cause a lot of problems. From balance to mechanics.
    Can nurse be trapped in trappers trap?
    How can survivors ever save anyone when one killer chases and one camps the survivor?

  • Pretty sure depip squad already did it long time ago.
    You don't use perks for looping or gen rushing and those are most powerful things survivors can do.

  • This is balance feedback how exactly?

  • @Judgement said:
    How about the original idea of gates becoming powered when the hatch is closed instead of all this complicated bullshit that doesn't need to be complicated?
    It's really that simple, there are two easy solutions to the hatch thing, both involving the Killer closing the Hatch;
    1. When the Killer closes the Hatch, gates are powered and opening times are halved, Remember Me is nullified. Killer can't see the gate auras and the fog becomes dense, dropping visibility massively so it makes it harder for the Killer to find the Survivor and for the Survivor to see the Killer. Killer Terror Radius is also reduced to 0 and the Stain vanishes, allowing the Killer to be stealthy and forcing the Survivor to stay alert.
    2. When the Killer closes the Hatch, exit gates are opened automatically, and the Survivor suffers the Exposed status effect - they need to get out before they get got. Gate auras are permanently revealed to both Killer and Survivor. Being Exposed makes it fair for the Killer because closing the Hatch this way would still give the Survivor a guaranteed escape if they needed to take two hits.

    Then they need to sort out how Adrenaline would work regarding either of these two ideas, and that's it. Nothing else would need to be done.
    However I realise now that Survivors could camp the exit gates until the Killer closes the Hatch, and just slip right out on either scenario. That would need to be checked out and balanced, maybe teleporting the Survivor and Killer away from the gates so they need to find the gates from there.

    I think the first one would be more fair than the second one, personally.

    Both sound like even more survivor favouring then the current hatch and make survivors being able to always escape.
    You can very well just make it so survivors can always escape through the hatch and can't be grabbed.

  • Did it ever slip your mind that killer does more during the match?
    When I finish the match I usually get around 30k points unless I get genrushed in 4 minutes.
    Is it because killer gets more points or is it because I chased,downed, hooked survivors over and over constantly for entire game?

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