tt_ivi_99
tt_ivi_99
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Probably one of the best designed, but not the strongest. I encourage you to play piggy optimally and you'll agree with me.HavelmomDaS1 said:Myers is the best designed and strongest licenced Killer in the game. He's currently just really F'ed up because of the new engine which doesn't allow stalking at some distance.
Defenetly mid tier imo -
I like the concept, but I think it should be the main objective and not a secondary objective.
Im a SWF player, I dont play solo no more and my question is: How does this stop me and my team from just rushing anyway? I mean... Yh, you could go around crafting parts but you dont have to, it's the same problem with totems, you can clean them or you can just remember those totem spots and wait until the endgame to clean them IF the killer has NOED.
Just make it the main objective. Make It so that you have to install a part to start repairing a gen, adding those 15+ seconds of crafting, moving and installing is more that enough.
Edit:
Also want to add the fact that making It the main objective would make It easier for the killer to spot survivors through the map, therefore survivors should start playing more stealthy. -
The only problem I have with DS is that it's an obsession perk, right? Well... where is the down side to It? All the other obsession perks have a down side except DS.
It'd be a balanced perk if It worked as Deliverance:
After performing a Safe Hook Rescue on another Survivor, the Perk activates.
If you are the Obsession, once per trial, when grabbed by the Killer, succeed at a tremendously/considerably/moderately difficult skill check to escape the killers grasp and stunn them for 3'5 seconds.
If you are not the Obsession, once per trial, while in the Killer's grasp, once the wiggle meter has reached 40 %, succeed at a tremendously/considerably/moderately difficult skill check to escape the killers grasp and stunn them for 3'5 seconds.
After performing an escape from the killer's grasp thanks to DS you gain the Broken Status Effect for 100/90/60 secs.
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Complaining about looping is the same as complaining about camping/tunneling...
I dont know if you have ever complained about those or not, I dont really care. I just want you to see how killer/survivor mains are pretty much two faces of the same coin sometimes... -
It was always like this, even before mending was a thing
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What would his perks be? I havent played Dying Light that's why Im asking
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Devs said they wanted this "stalk" mechanic just like Myers but they felt It was unnecessary and they removed it.
It's cool the fact that you can not abuse his power but not being able to hit survivors is too much. It would be better if you could stab someone just like It works now but the timing doesnt drop down, instead the survivor suffers from a random debuff, just to keep his power interesting.
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Rank system is a problem for solo survivors and killers but It favours SWF.
If rank system was based on hours everyone would be playing at the rank they deserve and there would not be the possibility to de-rank. Which I think is disgusting in both sides, only real noobs rely on de-ranking to get those wins. -
I dont remember if I said It back when you came with the post about the special hooks but I really like this idea, some of this could easily eliminate Gen Rush. Pretty good post so far :chuffed:
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I think he means only all survivors who manage to escape will recive an event point.se05239 said:@AlwaysInAGoodShape said:
The event is simple, really: There is 1 special item in the game. If the survivors manage to escape with it, all survivors get an event point. If no more survivors remain in the map (either dead/escaped) but the item still remains in the map/is destroyed, the killer will get an even point.So if a survivor dies early and decide to not watch the entire game for 10-20 minutes more.. they'd lose event points if the other three survivors ended up escaping?
You do realize that we live in an age where people have the attention span of a puppy, right? Forcing people to spectate in order to make sure that they'd get any potential event points seems like a really bad design choice, if you ask me.
Edit:
Never mind what I wrote above, I just read the thing again and found this:Leaving the match
Since the moment when you leave it isn't sure whether someone will escape with the Waffe or not, your points will be awarded automatically in the menu, and you will see a special notification when a change has been made.
This means that if you die and leave the match you'll still get your points if someone makes it out with the item. There is no need to spectate.
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The only buff Survivors need is fixing the Rank System
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I have to say I enjoyed this event quite a lot playing as survivor, not that much as killer tho...
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He is supposed to look really, REALLY tired...
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This is the main reason why Rank System is killing the game. Fixing the Rank System would solve multiple problems.
Close the gap between SWF and solo players by a lot, resulting in an increase on survival rates and therefore the devs would realize how unbalanced the game is right now. This would lead to the addition of new objectives and balance some maps and killers as well, adding more diversity to the game. And since gen rush would be fixed with the addition of new objectives we could see a new mechanic to discourage killers to camp/tunnel. -
It's related to the new killer... Horseman.
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You know that meme about Dwight and the lockers..?

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It's part of his gameplay, I use It mostly when I know there is a pallet/window but I dont have the angle to get there in time. It also helps when survivors are running around an object.
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You mean slow or fast vaults?
Slow vaults are pretty much the same as before, even when you land both feet on the ground you can still get hit easily.
Fast vaults are better tho, the killer must be eating your ass in order to hit you. -
DCs need to be punished way harder imo.
Im fine with letting them suicide on hook but DCs are honestly pathetic. If I was a dev I would allow 3 DCs per month (which still feels like too much) if they cross that line ban them for a week.
The only way some people understand some things is by punishment. -
Rank has everything to do with balance in this.TrAiNwReCk said:@tt_ivi_99 said:
People dont seem to realize that SWF is so "Broken" because It has "a good rank system". Those people that play SWF are solo players that know every trick in the game and just got tired of playing with people who dont have te same lvl of skill as them.The only way to balance the game is by fixing the rank system so that everyone stays at the rank they deserve and then buff all killers to be viable at those ranks.
Rank has nothing to do with balance . . Rank is a separate issue for those who care about it.
How are you gonna balance a game in which one of the sides depends on teamwork and the other depends on how bad his opponents are doing?
The current rank system gives false information to the devs, they asked the community how they could buff killers if the survival rate was so low. The low survival rate is because people dont play at the rank they deserve, resulting in deaths that would have not happen if they were playing at the rank they deserve.
By fixing rank system devs would see the real survival rate, which would increase a lot, and they would be forced to balance maps, killers, etc. -
Of course It does, this game is not about just doing gens, its about running the killer for as long as you can in order for your team to do those gens.Master said:@tt_ivi_99 said:
People dont seem to realize that SWF is so "Broken" because It has "a good rank system". Those people that play SWF are solo players that know every trick in the game and just got tired of playing with people who dont have te same lvl of skill as them.The only way to balance the game is by fixing the rank system so that everyone stays at the rank they deserve and then buff all killers to be viable at those ranks.
While that is definitely necessary too, it doesnt adress the balance gap between solo and SWF
By having a proper Rank System based on hours played we would have the best solo survivors teamming up and the killers would be buffed to counter the knowledge this survivors have about looping.
Rank System needs to be fixed so that devs realize how powerful solo survivors actually are if everyone inside that team knows how to semi loop. -
Leatherface just to unlock BBQ and use it on Billy
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I can identify myself as someone who plays and enjoys both sides if that's what you are asking
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People dont seem to realize that SWF is so "Broken" because It has "a good rank system". Those people that play SWF are solo players that know every trick in the game and just got tired of playing with people who dont have te same lvl of skill as them.
The only way to balance the game is by fixing the rank system so that everyone stays at the rank they deserve and then buff all killers to be viable at those ranks. -
That would work better, but I'd also add recovery time since It could be more broken than DS if a survivor could vault super fast every time he'd want.AlwaysInAGoodShape said:@tt_ivi_99 said:
I think a fast vault lasts for 0.5 secs, that number is super strong. Slow vault is 0.9 for sure.Even if we had a value considered as OP, which I assume It would be bigger than 9% and smaller than 40-something%, that value would break the game because this last percentage would make slow vaults last for as long as fast vaults without perks.
I could see this formula working with luck and some offerings but not for vault speed.
I seriously think that vault speed should not be touched at all, even if it's that 9% from resilience. I've been running some killers for the entire match, if anything they should be nerfed in the way of removing some infinite loops as those dont take skill at all.
Interesting remark: I think a fast vault lasts for 0.5 secs, that number is super strong. Slow vault is 0.9 for sure.
In such cases, they could simply use this method individually for each vaulting type, thus they get to declare what is problematic 3 times. (:
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I think a fast vault lasts for 0.5 secs, that number is super strong. Slow vault is 0.9 for sure.
Even if we had a value considered as OP, which I assume It would be bigger than 9% and smaller than 40-something%, that value would break the game because this last percentage would make slow vaults last for as long as fast vaults without perks.
I could see this formula working with luck and some offerings but not for vault speed.
I seriously think that vault speed should not be touched at all, even if it's that 9% from resilience. I've been running some killers for the entire match, if anything they should be nerfed in the way of removing some infinite loops as those dont take skill at all. -
Jesus, people this days...
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Survivors have the advantage if they play their cards correctly but killers usually depend on survivors making mistakes to have the advantage on chases.
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First jigsaw box should never give the key, that's the only buff she needs
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I like version 1 but version 2 is already in the game
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And have a free sprint burst every 60secs or so? No thanks.
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Moonwalking will get you banned as hard as someone who's banned for flashlight saves.
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Whenever the rank system is fixed I'll go back to play solo. As long as the rank system stays broken I'll keep my ass save on either playing killer or SWF.
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It's not bannable. But I'll make sure to teabag you as much as I can if I see you doing It :chuffed:
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You cant force people to play something they dont want. But, I do think that DCs should be punished way harder.
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Main solo survivors will always suck.
You facing such good players because they are all survivors that play SWF often, meanwhile those who you are playing with are solo survivors who made their way to rank 1 without anyone teaching them how to play the game.
Knowledge equals power, but you cant learn if you are not playing with friends who teach you all the tricks of the game. Of course there will be exceptions but casual players will never know half of the tricks a SWF player knows.
Because Rank System sucks those casual players will always be playing at the same rank SWF and good solo survivors play, thus making the devs afraid to buff killers... -
Devs said It was because Distortion would be broken against him and the fact of having auras would give away survivors possitions way easier
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Call It as you want but you cant deny that the perk itself would be trash with these changes.Orion said:@tt_ivi_99 said:
I dont think self-care need any buff/nerf, the perk is perfect as It this.With these change solo survivors wouldnt stand a chance.
This is a rework, it's neither a buff nor a nerf. Also, how would this affect solos? If anything, it affects SWF, who'd have to let each other die to make use of SC.
SWF wouldnt be affected at all, trust me I know cuz whenever I play SWF I always know where my teammates are, I can just go there and get healed. This is not the case with solos for obvious reasons.
Solos suffer from the broken rank system enough, there is no need to punish them even more.
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Call It as you want but you cant deny that the perk itself would be trash with these changes.Orion said:@tt_ivi_99 said:
I dont think self-care need any buff/nerf, the perk is perfect as It this.With these change solo survivors wouldnt stand a chance.
This is a rework, it's neither a buff nor a nerf. Also, how would this affect solos? If anything, it affects SWF, who'd have to let each other die to make use of SC.
SWF wouldnt be affected at all, trust me I know cuz whenever I play SWF I always know where my teammates are, I can just go there and get healed. This is not the case with solos for obvious reasons.
Solos suffer from the broken rank system enough, there is no need to punish them even more.
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Map preassure means having multiple people hurt all the time, thus forcing survivors into altruistic actions instead of gen repair.
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Good, that way you'll get banned sooner since it's easier to ban people from the psn itselfJanTheMan said:Nah, I'll just get my toxic messages privately. -
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Maybe it's a Pc bug, I dont have any problems on Ps4Master said:@tt_ivi_99 said:
Master said:@BunnyTheHutt said:
Somehow for the event the hitboxes are even worse. I will be over a window, running, and still get hit from the other side.
Sometimes the killer will be looking a different direction completely and still hit you. Really makes playing survivor a chore instead of fun. Hitboxes need too be fixed.
Play killer, you will get really frustrated with the new pallet system and when you get autoaimed into stuff
What's that new pallet thing? I honestly havent noticed about it
You are autoaimed towards the standing pallet.
Either that or if the survivor drops it, you are magically pushed back in slow motion and denied your hit through the pallet that was possible before.Just an example of one of the multiple shadow nerfs that the devs never mention
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What's that new pallet thing? I honestly havent noticed about itMaster said:@BunnyTheHutt said:
Somehow for the event the hitboxes are even worse. I will be over a window, running, and still get hit from the other side.
Sometimes the killer will be looking a different direction completely and still hit you. Really makes playing survivor a chore instead of fun. Hitboxes need too be fixed.Play killer, you will get really frustrated with the new pallet system and when you get autoaimed into stuff
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I sometimes get really good msgs and it really feels nice tbh.
I'll leave some of them here :chuffed:






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Getting 4Ks is now seen as bad behaviour...? People just dont know what to complain about...
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Pretty good Idea, and also SWF should take the survivor with most hours as preference.fcc2014 said:Since rank doesn't matter or offer any reward, matchmaking should be based around hours played to keep new players from getting trolled or smashed. The ques could be easy to sort 0 to 200 hours, 201 to 500 hours 500+ all together. SWF ques would take the person with the most hours of the group and place them with a matching killer.
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Just the other day I asked myself that same question and started playing Spirit again.
I didnt have any problem tracking survivors, I play without Stridor/Predator btw. So yh, I think sound is pretty good now.