thesuicidefox
thesuicidefox
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In what world do you live where ping doesn't change over time? I've gone into games with green bars, <60ms ping according to the game, but then all of a sudden you get random lag spikes. Considering that killer is host this gives them a HUGE advantage over you.
Point is the game needs a constant ping meter. Telling me the ping at the start is like telling me how fast a horse ran in it's last race. It can be a measure of what to expect, but it's not immutable.
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LOL no. It takes time to do a certification, especially Microsoft because they have very strict requirements for games. Like, when an update comes out for Overwatch it still takes A MONTH to come out on console. You're going to tell me now that Blizzard is lying to customers and not actually putting in a cert when they say they did? Bullshit.
Not sure where you get your info from, but all you need to do is look at any other game and you'd see certification on Xbox is indeed a long time. Literally, any multi-platform game gets a PC update at minimum 2 weeks before Xbox. I know because I'm always mildly upset that I have to wait for the newest patch.
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If the 10 days thing is business days, then we have another week.
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Strange, people more often ask for higher sensitivities because the given ones are too slow.
IDK how it goes on PC, but on Xbox the default sens for killer is 40 or 50 I believe, but I bump it up to 70 because 40 is slow AF. It's like moving through syrup.
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@SovererignKing said:
She still Killed three. It doesn’t matter how she played the match. She still did well by Killing three. Regardless of how she did it, she did it. Why is it that one person on the team is rewarded for the failure of the team? You included on that team. How would you feel if the Killer did poorly and three others escaped before you, but the last person gets locked into the trial and can’t leave unless they find the hatch first? If they find it after the Killer, they lose automatically.Your logic is one sided. Why is that one survivor is punished by the mistakes of the group? I literally did more than 75% of the gens that were done that game and had most of the saves too. Your saying I should just lose because other survivors are braindead and fell for an obvious trap? No. Survivors are not a team. They have a common goal, which is why they should want to work together and rescue each other, but by no means should I be obligated to them in any way. If I let you die on the hook, I'm doing it to increase my chances to escape. That Pig was NOT at all good killer. She got the other 3 because they were bad survivors, but I was not. I did most of the work that game, and even outplayed her at the end. She killed 3 why does she get me for free?
@SovererignKing said:
Fair and Balanced for a 1v1, but not a 4v1.Except that only 1 can take the hatch unless they have a key. And if they have a key and want more than 1 to escape they have to do more than 2 gens. That's how it is fair and balanced.
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@Master said:
Console is where the casual players play. That means that they dont have the optimal perks/dont even know about them.LOL wut? So playing on console automatically means you don't play a lot of games or know anything about them. GTFO please.
I play on Xbox and have been to rank 1 surv. I would say most games with high rank killers have Ruin. I use it as killer. It is probably just as common on consoles as PC since it's a meta perk. In fact after rank resets you can usually tell you are playing a high rank killer if they have Ruin.
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You are wrong simply because you think hatch is a free escape. It's not. Survivors did at least 2 gens. And only 1 gets to take the hatch unless they have a key. It's not free.
If the hatch spawned near me then the end result would still be the same: I escape. Keep in mind despite the location of the hatch spawn, I still came out the winner in that situation. But if they could close the hatch WITHOUT RISK then I would have definitely lost because of RNG. But as a killer if the RNG favors the survivor you STILL have 3 kills. Also you forget that she knew where the hatch was, and killed the third guy only because of it. Had the hatch spawned elsewhere she probably would have let the guy bleed out more. My point was that RNG can go both ways and you can't balance one side exclusively for it.
You also can't seriously think that she DESERVES to kill me do you? I did 2 full gens by myself, plus I worked on another. I had 3 or 4 saves. She NEVER CAUGHT ME ONCE all game, the hatch standoff was the longest she had her eyes on me the entire game. In no way should she just get a free kill on me by closing the hatch. She camped the basement all game. Why should she get the kill? Tell me, please I'd like to know. What right does she have to kill me when I'm clearly better at the game.
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^If you want to get anecdotal, I had a game about a month ago against a very VERY greedy Pig killer. It was a long game, eventually came down to me and one other survivor who was trapped, slugged, and on her last hook. I saw her waiting there for me and there was no way I could save them. We had 3 gens done at this point, almost 2 of which I did entirely myself. There was 3 gens near the shack where the basement was (and where she was hooking people). She finally decided to hook her and go for a hatch standoff.
Problem was the hatch just so happened to spawn right next to the shack. Where she had literally been camping all game. Tell me in what way is that fair? There was a hook not 5 feet from the hatch, there was literally no way I could have gone through it before she got to it. This isn't in the PTB either. So I watched her, she sat there for about 3 minutes crouched waiting for me. I decided to run up to see what she would do. She stood up and we just kinda danced around a bit. I eventually run away and she doesn't follow, so I go do the 1 gen on the other side of the map, a full 80 seconds + time to WALK back and forth. As predicted the greedy thing came to the gen, only I had snuck past her and took the hatch. So even at the end of the day, I OUTPLAYED HER AND WON.
If she could just close the hatch with no risk, then what could I have done to win in this situation? If I did that gen she could just closed it again. Now I have to do ANOTHER gen, but there are 3 right next to each other and I'm by myself. That's a loss. With the newer PTB hatch, she could have still waited and when I took the bait (which I wouldn't have BTW I was watching her the whole time, but to make a point...) she could have closed it before I got there and started a chase. Yea it would power the gates but shes right behind me, that's a pretty solid chance of a win for her. Or she could have just closed it ASAP and play the cat/mouse game we ended up sort of playing after our standoff but in a less stupid way. Either option is better than a standoff or something that explicitly favors the killer.
My point here is that you only seem concerned with RNG that does not favor you. But when it does, then it's fair and balanced.
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@DocOctober said:
@Why_Are_You_Salty said:
@thesuicidefox said:
I think it was to distinguish the ultra rare add-ons better. Two perks are guaranteed to show up in each bloodweb, so after a point you get guaranteed higher and higher rarity because the low rarity ones are out of the pool. And if each bloodweb has a certain rarity distribution, that'd mean once you get to a point where you have ONLY ultra rare perks left to get you might not get any ultra rare add-ons, because the perks eat up that ultra rarity value. And considering this would be a point where the character should be getting better loot anyway, you are just trading better quality loot for the... appearance that a perk is ultra rare (when it's not, it's more a matter of time than anything).That sort of makes since.
No, it doesn't and it is not the reason. I linked you the reason why ultra rare Perks are gone.
Why is it that so many like you just outright ignore it and instead prefer some bogus made-up answer?
Hence why I started my post with "I think" because I was just speculating based on how I understand game design. And for all intents and purposes from a design perspective it makes total sense to adjust rarities of guaranteed items because you don't want the perks to usurp the appearance of actual rare items/add-ons. It was changed to fix a bug, but that doesn't mean there wouldn't be good reasons to change it otherwise.
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I think it was to distinguish the ultra rare add-ons better. Two perks are guaranteed to show up in each bloodweb, so after a point you get guaranteed higher and higher rarity because the low rarity ones are out of the pool. And if each bloodweb has a certain rarity distribution, that'd mean once you get to a point where you have ONLY ultra rare perks left to get you might not get any ultra rare add-ons, because the perks eat up that ultra rarity value. And considering this would be a point where the character should be getting better loot anyway, you are just trading better quality loot for the... appearance that a perk is ultra rare (when it's not, it's more a matter of time than anything).
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Just keep AFKing and if you get banned then you will have your answer.
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What's funny is I play Gears of War, and Gears 4 PC is cross-platform with Xbox so PC and Xbox players can play together.
I've played this game since 2006 and you can IMMEDIATELY tell who is playing with a controller and who is using a mouse/keyboard.
M/KB players will ALWAYS use sniping weapons and Lancer like gods. They will hit you from very extreme angles quickly and can track you very well regardless of how squirrely your movement is. BUT there is a huge catch, and it's the keyboard. WASD does not offer analog input, meaning that your movement (arguably the most important part of the game) is very choppy and limited. See the benefit of an analog stick is being able to move in/out of cover from strange angles or to move at different speeds in different directions. Want to take cover at 30 degrees? Controller, no problem. WASD nope. Want to strafe right at full speed then left and back at 75% speed? Controller EZ DOOD. WASD.... err no. PC players do this thing where they look at the wall they want to take cover on, meaning they can't aim and move at the same time. This is because they have to hold W to move forward, look at the wall they want to use, then press space (IIRC) to take cover. I notice this "hold W and change direction with mouse" thing every time I watch someone play a shooter on PC, and that's because you can't reliably move in any other direction because it's just an on/off switch with no way to input odd angles or min/max values.
Literally all you need to do against a PC player in Gears is get into a shotgun fight and you will see how much better a controller is. This is also considering the fact that this game doesn't require pinpoint precision. The sniper crosshair at 10 paces is the size of a player character's head, a mouse is really only benefiting you in target acquisition speed and nothing else. Not to say that PC player's can't bang out with Gnasher, they totally can, but they have to approach it differently which puts them at a disadvantage.
But none of it matters, because once full m/kb support comes to Xbox One, the PC master race will die and a new creature will rise from the ash....
MOUSE + CONTROLLER HYBRID
No really go play a shooter with mouse for aim and Xbox controller for movement (left analog stick) and you will see what the future holds.
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Certification through Xbox takes anywhere from 2-4 weeks. Depending on when they put in the submission, it could be anywhere from this week to the beginning of July.
Considering the schedule of DLC for the game I REALLY hope BHVR starts submitting earlier so us on console can get updates before the next one comes out.
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I don't think AFK is actually bannable. At best it's a free pip (if you manage to do enough gens), at worst it's a safety. Also free loot from chests, and free BP from totems and Boldness (which I think you still get from lullaby). It's kinda dumb, but killer isn't holding the game hostage and they aren't hurting anyone but themselves.
That said, I will still report you and block you so I never have to deal with you again. Let BHVR figure out if you deserve punishment or not, I'll take my safety/free pip, 10k BP, and flashlight I found in the basement.
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No. They did 2 gens, that means that 1 has the chance to escape. If you want a 4k you should slug the third guy and go looking for the last guy. Closing hatch as it was in PTB 2.0 originally just gives the killer a free 4k when they get a 3k. There is absolutely no risk to killing the third guy because you can completely screw over the last survivor anyway. Now if you want to close the hatch you have to accept the risk that the survivor might still escape. Again if you don't want to be in that position, slug the third guy and don't kill him until you caught the last guy. This isn't buy 3 tires get the 4th one free.
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@Runiver said:
Except no one picks Premonition solely to counter Freddy.
Sure, it can be eventually useful. Will people want to pick premo for that tho? doubt it.But yeah, you're free to just want buff for him as you may be one of the few that enjoys playing against Freddy, and with him.
Imo he just needs a full revamp, as his current state is just counter-productive, unfun and brings toxicity.You missed the point. I'm saying add more options like Premonition. Right now only Premonition works against Freddy, and you could say OoO does because it lights but that honestly doesn't mean squat if he can see your aura and you can't see his. Make more perks viable AGAINST him to counter his tactics, but like all other counterplay you have to be expecting it. Like if I think I might run into a Hag or Trapper I'll use Small Game to counter them, which also has the benefit of helping me find totems (which Prem helps you against literally every other killer and is also good against Myers and Wraith, also Billy/Nurse because it gives you a direction which can really make a difference in escaping those killers specifically).
What makes perks counterproductive to Freddy is that anything having to do with skill checks makes them harder or more guaranteed, which is why I say you should have to succeed in doing the skill check. Something like Unnerving + Distressing could do really well on Freddy if you had to hit good skill checks as it would mean it would actually be HARDER to wake up, not EASIER.
Not to mention the fact that when asleep Freddy is basically a Trapper without traps. But I feel like he's hard to get away from because it's so impossible to see in DW. I catch so many people just running into stuff that's basically pitch black and it's dumb when you can't see. If DW had less fog and greyscale EVERYONE could see better, which makes running from Freddy way less frustrating since you can you know, see what you are doing.
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@Runiver said:
@thesuicidefoxSeveral facts :
Hillbilly chainsaw doesn't prove to be an issue. Freddy power does.
Also, it's not comparable, since I do not ask for a removal of his power, since he can still put people to sleep.Being invisible is one of the reason he has that many issues. It turns the game into an action game since stealthing becomes really hard, it empathizes looping, bold rescues (since he's invisible), tunneling, sandbagging, amongst other stuff. That's why it needs to go.
That's also why I call it a "rework", not a simple "buff".Tho, a buff is more likely to happen, since devs like doing half-assed stuff rather than commit entirely, which never truly fix issues, but band-aim them.
Freddy will be no exception. They'll slightly change him, but in essence, he'll remain flawed and poorly though/made.If you have Premonition and Lightweight you can stealth Freddy all game. I've done it. I've had it done to me. That's why I'm saying make the other perks that reveal killer aura just work so there are more options against him. Also the directional lullaby at 20-24m and flashlight reveal thing. Both of which will help survivors to locate Freddy a bit better without completely gutting him and turning him into a Trapper clone with the ability to make you do gens slower, which BTW doesn't make a difference in the grand scheme of things anyway because it's very difficult to keep multiple survivors slept at the same time for it to mean anything. Being invisible in the real world is Freddy's real power. Sleeping people is just a way to move them from the real world to the dream world so he can attack them, and slowed action speed is just to discourage them from doing anything but trying to escape dream world. They aren't the crux of what his playstyle is about.
I don't want a rework. I like playing with and against Freddy as he is, I just want to be able to stop people from doing stuff in my face, and some QoL changes for both sides that make it less frustrating for everyone playing. That's all he needs to become viable, outside of universal changes that benefit killers (ie. nerfing survivor perks).
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@Runiver said:
Make him visible at all times.This completely changes the killer though. His whole thing is being invisible unless you are asleep. It'd be like if you took chainsaw away from Billy.
What I would like as a Freddy main:
1. Hitting a survivor with Dream Demon knocks them out of whatever action they were doing for 1-2 seconds. This lets you stop people from healing, doing gens, or totems right in your face since you can force them off and encourages them to treat transition like the start of a chase instead of just a free 7 seconds they can do anything they want. It'd also make range add-ons more valuable since you can use it as a sort of long range semi-defense to stop gens or totems.
2. Terror radius affecting perks should work with the lullaby, except anything that changes the size. Stuff like Unnerving only work in dream state, at which point it's not even worth having. However I don't think you should be able to shrink/grow his lullaby because that would be incredibly unfair. But anything that triggers due to TR should be affected by lullaby. This is also a slight buff to survivors against Freddy because their TR perks will work better too.
3. Make it easier to see in Dream World FOR EVERYONE. Freddy suffers most obviously because he is always there, but it sucks as survivor too because you can't see #########. It's impossible to find people. I can get decreasing visibility some, but remove the excess fog and tone down the grey filter.
4. Make it so only successful checks wake you up. I get the idea that if you purposely fail something that's technically good for the killer, but at the end of the day failing a gen or heal won't set you back that much and it's SO EASY because you just do an action and mash the button. I think that landing a normal skill check should wake you but register as a failed skill check (with notification too), while a great skill check will wake you without being treated as a fail (so no notification). It'd reward you for doing the skill check and you can't just spam the button to wake up. If you actually fail it then you are stuck in dream world. This would also make stuff like Overcharge and Unnerving actually usable and not completely counter-productive to Freddy's power.
5. While I main Freddy, I consider myself a survivor main overall and I do think he can be a bit dumb sometimes with how difficult it can be to get out of his "tunnel vision". One thing I would suggest would be to make it so that perks/items that reveal the killer work on Freddy in the real world. This include OoO, Kindred, Alert, Blood Amber, and anything else I missed. Another thing is that I think shining a flashlight on Freddy should "reveal" him for a few seconds in the real world, that way you can use it to kinda keep track of him (not his aura, just make him visible in the real world). That could also be a good counter to Pill Bottle (IMO one of his strongest add-ons) since it should keep him revealed if he puts you in transition. One last survivor side change I would make would be to his lullaby in that I would make the outer 4m edge directional. Considering killer's move at 4.6 m/s that means you would only hear the direction of the lullaby for a second. This rewards survivors that pay attention to the lullaby with a small heads up what direction he is coming. A very minor change but something that would allow more skillful evading of Freddy (as a survivor, it feels impossible to avoid getting slept by him in some areas of the game).These are changes I would like as both a Freddy killer and survivor main. I think it's fair to both sides, really my only gripe as Freddy is that people can do stuff right in my face and get away with it. If you took that away he becomes a lot more viable, then some QoL changes and he'd be in a good place.
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Speculation is great but I'm looking for a solid answer. Someone that knows first hand or something if it works, because a lot of perks that have to do with TR are so inconsistent for Freddy. Only way to know what works and what does is to try it and I'm on Xbox so I can't yet.
Borrowed Time works regardless of being awake or asleep, though it doesn't work for stuff like Pig's crouch or Wraith's cloak, or even Insidious.
Unnerving Presence does not work on lullaby, but Overwhelming Presence does. Distressing and M&A only affect dream world TR.
Stake Out I'm not 100%, but I think it works with the lullaby.
Point being every perk is like a case-by-case if it works with lullaby or not.
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If only Halloween would go through some legal problems like Friday the 13th did and the devs had to delete this garbage killer from the game.
Also no to this idea LOL maybe don't stalk just one person... otherwise known as tunneling. If you suck up all their EW that's your mistake.
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@appelpeer said:
And survivors are forced to genrush so it's no fun for the killer eitherDude, did you just quote me only to make a point I made in the THIRD PARAGRAPH!! LOL
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@Zanfer said:
@Freudentrauma said:
@Zanfer said:
Well if the killer couldn't catch even one survivor against all 4 than why should you be rewarded for having an easy game. Getting rewarded for having a more intense close game where all survivors are struggling to even make it to the gate is better than never seeing the killer once and leaving out the exit gate. It means the killer was playing really well against the 4 others and the 4 others should be rewarded for great team play under an intense situation.That's the wrong way of thinking, because the rank systems purpose is to categorize players by similar skill and match them. So if one killer get's completely destroyed by his lack of skill, than they should downpip and the survivors pip. Otherwise good surivors could stay rank 20 all the time and crush noobkillers.
And the problem is that, if survivors want to pip against a bad killer, the emblem system encourages them to feed the killer, which is risky and also might lead the killer towards a safety or pip as well. Which means they stay the same rank.I have not seen evidence of the person who started this thread of what rank killer they were going against or how much skill they have against the killer. In fact how much skill the killer had against them.
Survivors can just dc to go back to rank 20 and they complain why they don't pip...
You guys are missing the point.
Emblems are not a failure because I can't rank up. They are a failure because they force me to play in a way that's just not fun, on top of being highly inconsistent with my actual performance in the game (which itself completely defeats the purpose of a ranking system). BHVR decided to change the ranking system instead of just fixing the problems with the game. Survivor is less fun because pips are inconsistent and I don't have fun playing for pips. Killer is not fun because you deal with the same BS as before, only now you get shiney points at the end to make it sting less when you get bodied.
You guys are arguing about skill and rank. I'm arguing about the game being balanced and enjoyable.
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I can tell you're not from the states.
It is written as $10.99, not 10,99$. The way you have it written I almost thought some stuff was over $1000. Commas are only used in US currency to separate thousands, millions, billions, etc. (So $1000 is actually $1,000).
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@Zanfer said:
@thesuicidefox said:
@Zanfer said:
All I got to say is if you are unhappy than just don't play. Playing and feeling not great is not great for your health as an individual.
You don't get it. The emblem system just makes me not want to play DBD. I will just go play something else. Enough people do this and there wouldn't be enough people playing. That is slowly still happening because they didn't actually fix the problems with the game. You can't pretend like the emblem system is a success when the game itself is still broken.
Apparently you didn't read my comment even though you quoted it. I said "if you are unhappy than just don't play".
The emblem system versus the game mechanics it self have no correlation to each other at all. For example: Hag running at a certain movement speed is not affected by how the emblem system works.
I did and apparently you didn't read the part wher I say "you don't get it' at the start of my reply.
Telling people to not play is not a solution to the problem. FIXING THE GAME MECHANICS is a solution to the problem, yet instead of that we get a new rank system that doesn't do anything but make the game even MORE frustrating to play..
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@Zanfer said:
All I got to say is if you are unhappy than just don't play. Playing and feeling not great is not great for your health as an individual.
You don't get it. The emblem system just makes me not want to play DBD. I will just go play something else. Enough people do this and there wouldn't be enough people playing. That is slowly still happening because they didn't actually fix the problems with the game. You can't pretend like the emblem system is a success when the game itself is still broken.
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@Zanfer said:
This sounds like more of a personal problem than an overall problemOn the PTB they actually reduced the thresholds significantly, so pipping should be even easier. Personally never had issues for both sides.
LOL Clearly everyone has no issue pipping because you are all so amazing. SMH
You guys miss the point entirely. It's not that I have trouble pipping. I can pip. The problems are that 1) it's incredibly inconsistent with your actual performance in the game, leading to instances where you SHOULD pip but don't; but more importantly 2) playing to pip as survivor IS NOT FUN OR REWARDING.
I want to play less survivor because pipping is frustrating and unfun. And I don't want to play more killer because you still deal with the same BS as before, only now you get a shiney participation trophy at the end. The net gain is that I just want to play the game LESS overall. There is nothing enjoyable about the game anymore.
The point of the thread is that the game's mechanics should be fixed before we get a new ranking system. It honestly doesn't matter how easy it is to pip or what the system actually is, if the game itself is still a broken pile of shhh then none of that matters.
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@Runiver said:
Playing solo has no downsides except...- ... The benevolence, which is quite logical ? If you want to score altruism points, you gotta save your teammates, but it's not necessary to pip still.
The problem isn't that you are not Benevolent and don't get an emblem. That's logical because you didn't DO anything to earn it. My point is that you can LOSE your Benevolence because a killer camps or a survivor kills themselves on the hook (or worse, runs to the killer after you unhook them). You could be sitting pretty on Iridescent Benevolence while opening the gate, all set for a pip, when the bonehead survivor decides to try and get more Evader points and ends up getting whacked with NOED and hooked before you can actually escape. I can't tell you how many games I leave before the killer gets that hook just because staying will mean I lose my emblem and my pip.
In the previous ranking system I wouldn't have to save the guy either, but I'm also not punished for staying to make an attempt. With emblems I am because if the killer is just that defensive you can't save them and have to just eat those -10 points. In one situation I've pipped and now saving the guy is just me being greedy for BP, which indirectly benefits the killer because I stay in the game. In the other situation I'm just kinda getting screwed for someone ELSE'S mistake in a way I can't recover.
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@Runiver said:
@thesuicidefox said:
@Runiver said:
@thesuicidefox said:
When I originally made this post I got some weird browser error. It seems to have made this post 4 times. I marked them for mods to delete, but this is the original thread please to not delete this one.Okay, I'll remove my flags then!
Good luck with your browserLOL you don't believe me? Why would I make a thread 3 more times if it has 16 replies and 100 views? SMH
What.
It wasn't Irony. I did remove my Flag and I'm just wishing you a good luck lol.LOL ok cool, your post came off a bit like you were trying to be sarcastic. My bad. I don't think the issue was my browser though, the site just wouldn't load but YT was working just fine (was watching e3).
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@Runiver said:
@thesuicidefox said:
When I originally made this post I got some weird browser error. It seems to have made this post 4 times. I marked them for mods to delete, but this is the original thread please to not delete this one.Okay, I'll remove my flags then!
Good luck with your browserLOL you don't believe me? Why would I make a thread 3 more times if it has 16 replies and 100 views? SMH Not to mention I wasn't even visiting this site at the times 2 of them got posted. I made the post it didn't show, I refreshed a few times. It didn't show. Close browser went back didn't show. Took about 15 minutes to actually show up.
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When I originally made this post I got some weird browser error. It seems to have made this post 4 times. I marked them for mods to delete, but this is the original thread please to not delete this one.
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"Adapting".
People do not want to "adapt", they want to be rewarded for playing like they want to play, whatever they do. Which is hilarious in a sense, like : "DUN TELL ME WUT I NEED TO DO" behavior is always hilarious.I know that the word "adapt" is unfamiliar to the majority of Survivor mains, doesn't change though that they have to adapt in order to work with Emblems instead of against them.
You guys are confusing adapting with acceptance. I can adapt to playing for emblems, but it's not fun because I don't like being FORCED to save people. That just leads to situations where a killer camps or someone kills themself on the hook and you get screwed for it. Just because you don't like something doesn't mean you can't adapt.
I also feel like this egotistical "better than thou" attitude doesn't help your cause. Emblems don't solve the problems in this game, you can't deny that. Looping, camping, tunneling, flashlight, SWF. They are all still just as much of a problem, but now because we have an emblem system that favors killers suddenly none of that matters? GTFO please. You know the system is a failure, you know the game is still broken. Why are you defending a failure instead of trying to get them to fix what actually needs fixing?
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@DocOctober said:
I have no trouble with Emblems on either side and Survivor Emblems got noticeably easier in the PTB.Seems to me, it's more of a personal problem.
Doesn't change the fact that the gameplay still needs to be fixed.
Doesn't change the fact that Emblems are inconsistent with your actual goals in the game.
Doesn't change the fact that your success is dependent on how other people play.
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If we ever do I'd like New Nightmare Freddy and Demon Freddy (from Freddy vs. Jason).
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Pretty sure I've seen a standoff happen in PTB only for it to end immediately because the killer closed the hatch right in front of the survivor.
If you don't want the last guy to get away you have several legit options as killer, but each has some risks.
- Don't immediately kill the third guy, just slug him and hunt down the last guy. Risk being that he may be healed and you lose him, forcing the game to continue 1v2.
- Kill the third guy but don't close the hatch immediately. You can use the hatch as bait to lure the survivor to you, but at the risk of not being able to go far (and also that they escape should you mess up).
- Kill the third guy and close the hatch as soon as you find it. Risk being the survivor can escape through the exit gates, but as they need to be opened first you have a chance to catch them.
But don't expect to get the last guy for free just because you found the hatch first. That's basically what happen with the first hatch test. Your chance of escaping as a lone survivor drop to basically 0 if the killer gets to the hatch first. Now it's more fair.
That said I do think exit gates in general should take maybe an extra 5 seconds to open. If you don't have Remember Me, you can pretty much count at least 1 as being opened right when the last gen pops.
PS - INb4 "But hatch lets survivors escape for free".... No they still have to do generators, at least 2, and only 1 gets to escape at that point not all 4. There is a BIG difference
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@RagingCalm said:
I completely agree, however when asked on a live stream, the developers said that this is intentional for "balance." The only thing I see this doing is confusion, which does not go along with "balance."Translation: It's so we can make shadow changes and no one would be the wiser.
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I would rather just get all survivor dailies if I'm just playing survivor.
That or increase the number of dailies to 4, but you can only get 2 for each side.
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I think it comes down to the fact that this is a horror game, and most people that are afraid of clowns wouldn't be into a horror game in the first place. If you're here playing then chances are clowns don't bother you. Maybe they do actually scare you, but there is a difference between being scared of clowns and having a PHOBIA of clowns. The former means that you can put up with them but get freaked a bit. The latter means you can literally not function in the presence of a clown. Phobias are powerful fears that can shut down your brain basically.
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The BP earning rate for survs and killers is fine as it is. However I do think that now BP is not tied to rank there should be less restrictions on it. For example, you should be able to save more than 1 million BP. Additionally, the BP categories should be removed and instead any action you do earns BP up to a limit of 30k per game. There would be no limit on how you reach this, so if you somehow get 30k in Boldness, well you leave the game with 30k. In other words, the categories no longer have limits, the limit is placed on the max BP you can earn per game. That way if you want BP you literally can go about it any way you want, and you aren't being double limited by both the emblem system and BP categories.
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I like to think of Exposed as not a true status effect. Where the others have some immediate effect, Exposed only matters if you get hit. I would agree that Vigil should reduce stuff like Hindered or Mangled effects, when it comes to Exposed I don't think Vigil should have any effect.
Also, regarding MYC, how would you convey this information to the killer? By having the perk count down faster? Doesn't seem like it would really work, you'd just end up with a very inconsistent perk effect.
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IMO just take Tinkerer out of the game and replace it would something else. Only a few builds benefit from it and those are insta-hatchets and insta-chainsaws, both of which are super cheese that no one wants anyway (except the killers that use). Add in the fact that it doesn't work at all for half the killers and there is little point to keeping it.
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I think The Game map is broken AF for a lot of killer strats. Scratched Mirror Myers and Tombstone Myers are good here because you will always be in range of the aura and/or there isn't anything to hide behind to prevent him from gaining EW respectively. Doc is broken as you mention, you don't even need anything other than Distressing really, because it's impossible to NOT be in his TR and gain madness (I have been saying for a while that you should be able to "snap out" of madness 2, that could help here but not really). Hag will be able to teleport to almost any trap, no range add-ons needed. Nurse can go up and down without using the stairs.
It's too small, just as swamp maps are too big. Game and both swamp maps need to be removed from the game until they get fixed.
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I had suggested on the Steam forums that there should be some sort of "stop gap" system in place to prevent the game from going too fast. Basically a reverse time limit where the game has to last a minimum of say 6 minutes unless the killer kills everyone.
My suggestion was to add a "power grid" to the game, whereby all generators and exit gates are connected. When you complete a generator is creates a small surge in the grid, creating a need for it to "cooldown". If you do too many generators in too short a time it creates a power surge in the grid that will blow out a previously completed generator and reset it's progress. The balance point would be around 3 gens, so you could pop 3 at the same time which puts the grid at 90%, and it must cooldown for say 2 minutes, as doing a 4th will blow one of the 3 gens and lock you at 3 gens (maybe also punish you for creating a power surge). But the numbers will need to be very tight, so to not negatively affect the average game where generators are done at a steady pace. The whole thing would be a simple bar above the current survivor UI that shows the power grid's cooldown progress. Then you could have killer/surv perks that negatively/positively affect the power grid.
I don't like the idea of a new objective because it's honestly hard enough as a survivor just starting out. And any new things you add will have a butterfly effect throughout the meta, which might potentially mean drastic changes to maps, perks, and killers. You want something non-invasive, which my idea is. It doesn't drastically alter the game, just forces a minimum time limit to give the killer time necessary for baseline gameplay.
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Any pics of add-ons yet?
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LOL so much for BHVR never putting a clown into the game.
Bamboolzed and Pop Goes the Weasel are going to be meta. So is Boil Over.
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I don't actually play her because she is bugged (and thus unplayable) on consoles, but Huntress is my favorite. If she wasn't completely broken I would use her over Freddy most likely because I find her ability fun to use (when it feels like it works). She is also the most interesting character-wise, because she doesn't really fit a pre-defined horror trope. And her story is more interesting that the other killers.
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I play Freddy. It's fun to be invisible most of the time, and people say he's a lot worse than he really is, or at least potentially could be. A few QoL buffs would really make all the difference.
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Lightweight and Small Game are really nice for that 4th perk slot. Small Game can nullify totems and Trapper/Hag almost entirely. LW let's you just kind run around as much as you want.
Pretty sure Iron Will is considered meta, but if I could pick any 1 perk to use it'd probably be that.
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IDK if you played on a normal Xbox One, but the game definitely runs better on the X than the original. It still has serious problems though.
The biggest issue on Xbox is the constant crashing. I have an X with an external 4TB HDD with faster speeds than the internal. No other game crashes nearly as much, it's several times a day at this point. Huntress hatchet throws are seriously bugged and cause the game to hitch when throwing. Fog + corn can really slow your game down. They really need to work on the game's stability, especially for consoles.
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But it does, it's called rank 20.
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Disconnect.
But only after I miss my Decisive.