wydyadoit
wydyadoit
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@MadMoeZel said:
https://www.reddit.com/user/MeetYourMaker_Dev/
they're busy talking on reddit instead.
why are we not seeing this kind of staff activity on the website they pay to host, dedicated to the content?
Don’t complain too much. This forum might go the way of league of legend’s forum.
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@Dreamnomad said:
I play almost exclusively brutal bases. The key I've found is always having the suit advisor buff level 3 active when raiding. Knowing exactly how long the harvester path is, the 2 most common traps, the exact number of traps and guards is huge! The thing I'm usually looking for is a base that isn't too long (preferably 150 meters or less), most common trap type being either impaler or bolt, and lots of guards. I also look at the total number of traps. Preferably 80 or less. I also pay attention to the thumbnail of the base. If I see paint marks showing paths to tombs or a lot of effort put into the aesthetics then those are good signs too.
I've also found that if there isn't anything you like then you can just enter/exit build on one of your own bases and it will reset the dungeons. Clearing dungeons using this method usually doesn't take too long. If I manage to enter a dungeon that obviously isn't worth the effort then I'll take the -30 hit to rank and abandon. Clearing a dungeon with no deaths on brutal is like +160 rank at gold. I can abandon 5 raids if I need to and still be profitable. Though honestly, using the info from suit advisor really lowers the amount of times I need to abandon a raid. Play however you want to of course, but I've found this to work quite well.
All i can say is 👍🏻
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@PinkiePie said:
The ranking system is an aberration and causes much of the bad behaviour. Now the raider start to rage quit the base as soon as they have 2 die, even if the base doesn't use bad mechanics.
It forces everyone to become 'cost-effective' at the price of fun.
i'll say this. ever since i stopped making bases brutal and swapped to normal cheese builds i've been getting a ton more new players that have no clue what they're doing because they skipped the tutorial and a couple of high ranked speed runners that have long since forgotten the basics of the game. so both die and my 4500 capacity base is growing. once i hit prestige 9 i'll turn it back into a fun brutal base.
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@Seraphor said:
"My efforts as one person aren't enough to make up for the community-wide problem which is a result of faulty difficulty calculations, therefore I'm going to make more problems instead."
"problems" is an incorrect term.
i'm giving the community what they want. short bases with lots of vaults that are accessible. limited traps and the only way you'll die is if you aren't good at the game.
as an example:
i currently have an active base that is 20 armored+bloodlust warmongers set to rush down a 1 block path as soon as you take the genmat.
heavy swords and grenade users will be fine. crossbow users tha can aim will be fine. others will probably die.
so the entire base is 3 bomb traps and 20 warmongers on a straight and narrow path. so fun.
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@Iron_Cutlass said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411892#Comment_3411892
My point was specifically that mastering upgrades is pointless unless you run a hybrid build, but even then it's not necessarily meta; albeit my wording was not the best when clarifying that.
Even your own post basically covers what I said anyways, so it's not like it really matters.
mastering perks is useful for the purpose of running crossbow or volt launcher + light or heavy sword.
shield isn't requried, but you have to know how to avoid getting hit with claws and bombs.
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/G2T5N4AK7MWW/screenshot-28537-29.png
https://us.v-cdn.net/6030815/uploads/7N7G5RYD1NEW/screenshot-28535-29.png
https://us.v-cdn.net/6030815/uploads/1AVAN6IU99UA/woo-yea-baby.gif
I finally managed to max out all my equipment for raiding.
The suit upgrades are kind of pointless atm seeing how Arc Barrier is the raiding meta and using a hybrid melee/range build is pointless as a result. But I hope that when we get our next set of suit upgrades I can diversify my build a bit a more.
Also a lot of the upgrades are kind of just pointless (at least initially), - 0.1 swing speed for the melee is not really that much, at least compared to the bonuses the ranged weapons gain. But regardless I still went out of my way to make sure they are maxed out.
Keep in mind I slowly worked on doing this while juggling my college finals... it's been a bit miserable.
Now I just gotta work on maxed out the different traps and guards... that's going to be fun... not really.
the suit upgrades are not pointless.
ironside runs crossbows
kamaitachi runs swords
both can run the arc barrier, but it's better on kamaitachi.
the arc shield can destroy:
pistons, claws, and impalers
this means you can get a movement speed boost from the act of doing so.
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best combos right now are:
ironside: bolt launcher + crossbow for ranged spam maps with tons of sentinels, incinerators, and guards.
kamaitachi: light sword+arc shield for maps that utilize bombs, bolts, and warmongers.
impalers, pistons, claw traps, holo cubes, and acid pits are a non-issue for either build.
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ironiside's entire kit is based on being able to get your bolts back and makes the game so much easier once you have the 50% recovery range and two fully maxed ranged weapons. you can literally grab your bolts from 1.5 cubes away. meaning you can get them from acid pits that you normally wouldn't be able to. and on top of that you can see where they are and fire them faster.
kamaitachi is all about movement speed and dashing with the sword. if you read his perks you see that he gets movement speed from destroying or killing (including the harvester) melee lunge speed and increased lunge ranged (this means you can basically teleport with the light sword or dash two blocks with the heavy sword) and if you level up the swords it makes them swing faster (light sword) and swing further (heavy sword)
there are times now with kamaitachi where i don't even get the animation for the light sword because it swings so fast.
none of the upgrades are pointless. even a 0.1 increase to swing delay is actually pretty significant even if it doesn't seem like it. the only "actually useless" upgrade is the 0m lunge distance increase on the sledge sword. which is funny that it says 0m. but it has an increase to swing delay also. so it's not a completely useless upgrade.
THERE ARE useless guard and trap upgrades. armored plating is a requirement for guards.
2nd wave is basically a universally good option for traps.
everything else is "meh" or worse.
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@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3410315#Comment_3410315
Well, that is fundamentally a problem isn't it? If two of the five advisor boosts don't give any tangible benefit then why would players build/raid those particular advisor outposts? I can tell you the only reason I would do it would be because using the suit boost I can see that those particular outposts are pretty easy to raid. Like if I see the top 2 trap types are impaler and bolts and that makes up like 80% or more of the total traps then I'm down to speed run that. But each advisor boost should at least be appealing to use.
tbh all of my bases are 4500 capacity or higher 9000 genmat and of the 9 i have 3 or 4 are trap genmat.
it's not necessarily a problem if you see it as an incentive to encourage specific player driven economic decisions.
yes, you might get less visitors to your base id it fails to be worthwhile, but after you get their levels so high it becomes more realistic to just go for one that is closer to leveling up. it takes more genmat to level as you increase it.
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@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411191#Comment_3411191
Okay, a couple counter points. Players shouldn't be forced to double layer their walls because one equipment exists. That takes a monumental amount of time and resources for no benefit. This is particularly troublesome for new bases with lower build counts. Try double layering walls and building traps with a build count of 750. And btw, coop exists in this game. So if you don't want 2 players with explode block ruining your map then you have to TRIPLE layer your outpost. Raiders should simply never have the ability to break blocks in this game. It feels crazy to even have to have this conversation. Why would you even want to completely bypass a level? If you don't want to actually play the game then don't play the game.
coop is broken to begin with. you have a free infinite phoenix pod. tell me how that's fair?
the solution is simple. make bedrock a placeable block in build mode and make it so that the item can't blow up bedrock. and bedrock will cost more than 1 point, but less than 10. so maybe 5?
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@Varzin said:
They've posted messages saying that at the end of the "season" players with higher ranks will get...something. Far as I can tell there's been no indication of what that something is. I would guess it's Custodian suit and/or weapon skins but they haven't shown off any so far so I'm left wondering why I should care? It's kinda hard to get me motivated about a reward if I don't know what that reward is.
On that note, why are there seemingly no cosmetics, Custodian or base decos, that are unlockable through normal gameplay? Feels like a big hole in the content pool.
Back to the topic of ranks, I don't understand the logic of rank gains and losses, I beat a base with only 2 deaths and I lost 44 points? Why am I losing points for succeeding? This hasn't happened a lot but it has occurred more than once. I don't normally play games with rank systems and I always avoid them if I do, is this common? Am I expected to play perfectly to just rank up? If so that's pretty bad considering my previous gripe about having no other way to unlock cosmetics. I mean I just hit Gold the other day so I'm not doing bad myself but it's the principal of the matter.
ive got an insider scoop that it's a mathieu cote skin and voice over pack where the chimera says "pretty good job so far" and other famous quotes when you level it.
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@Dreamnomad said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3410618#Comment_3410618
That would break the game. Base builders shouldn't have to build around their blocks being broken.
1 block being broken wouldn't break the game. 2 blocks? maybe. but 1 block? i think there would be an incentive to make double layered walls which could allow for some interesting trap baits.
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@Dreamnomad said:
Like they say, necessity is the mother of invention. Ever attempted to raid a base and though "man, if only I had this item, this base would be much more doable"? Here are a couple I've come up with. Feel free to add to the list.
Sticky Grenades - Everyone knows what these are. They are in just about every FPS game. Would be a great addition here against rooftop traps and the like.
Ammo Restock - Ever come up against a base designed to eat your bolts? An equipment that returned all spent bolts back to your magazine would be great.
Teleporter - Just another safety net option. Throw the device down and then when you are in trouble activate to teleport back to the device. Similar to Phoenix pod but you don't have to die first. Obviously this would have to self-destruct when picking up gen mat. Why not just use Phoenix Pod? There should be some advantage to the higher risk like 2 charges or something.
i've already made like 200 items that i've commented in various posts about. might as well give you one.
demo charge - destroy 1 block.
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@Amaroq64 said:
And the replay says they're going to die 10 more.
It always irritates me when they tilt their camera (just once) after every kill/encounter/etc, like they're teabagging or "flexing on" you.
At least you can laugh at them when they're clearly not as great as they think they are.
you must not play r6 siege. i'm numb to it now.
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@RaidenHusky said:
I have no idea what this would look like or how to implement this, but it would be really awesome if you could somehow find the maps you have played before.
Sooooo many times I beat REALLY cool maps and Im like "#########, I wish I could show my friend this one!" Or "come back here with my friend and do this base together!" Or "Haha, cant believe I fell for that! I wanna see my friend try this one!"
Idk, yeah, just would love something thaglt could address those vibes
try searching a social raid with the info provided by replays.
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@TragicSolitude said:
I am so tired of my Synthite falling through the floor and getting stuck inside solid cubes. Material drops are unreachable ridiculously often.
Was this taken into consideration when the drop rates were decided? Whether it's because there are Corrosive Cubes under every trap, Corrosive Cubes under the Tombs, or just bad collision that allows the material to fall through solid objects, it feels like a lot of Synthite goes uncollected.
Not to mention the terrible RNG that causes some of the Tomb drops to be 90-100% Parts. Why even bother with Tombs, then?
corrosive cubes are only a problem if you don't have either a phoenix pod or a clear way to get through them by grappling through it. shield also helps.
the falling through the collision meshes of other objects though is very obnoxious.
the biggest issue i have with it is the blatant blocking off of forbidden tombs that some builders do. not sure why they do it unless it's just to troll raiders. i personally don't see the point.
to that extent... i think there should be a slight area of effect in regards to pickup. where you don't have to make direct contact with the drops. maybe eventually there can be a custodian with that specific gameplay in mind, but for now there needs to be an extended range for currency pickups.
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@Dreamnomad said:
I'm finally reaching the stage where I'll soon have everything I care about unlocked. So where I'll spend those extra resources will become quite relevant. Which leads me to the topic at hand. There seem to be some issues with balance when it comes to advisor boost imho.
Suits - Boost gives info about missions before taking them. This one is perfect. Don't change a thing. (other than fixing the bug that shows 0 meter harvester path)
Traps - Boost increases synthite drop rate by 10/20/30%. This is the advisor I'm actively working toward now as it is quite appealing to me to be able to spend cells and parts to increase synthite gains once I've unlocked everything. As far as if the amount gained is worth it or not, I'll have to wait until I have a bit of experience running it. I'm quite interested in others experience with the boost.
Hardware - Boosts Gen Mat gains by 5/10/15%. Perfect late game resource sink. Spend cells and parts to increase Gen Mat gains sounds great. I'm not sure about the costs for benefit ratio. I'm interested in others opinions on this.
So these 3 seem quite good and worth working towards. There is room for debate on how much value the boosts give, but on the surface they look good. Especially once they are leveled up enough to last quite a long time. That leaves me with the other boosts which I'm quite concerned about.
Weapons - Boost increases parts drop rates by 10/20/30%. I can't speak for everyone, but parts is the first resource that I've reached the point that I don't really need much of. I keep 100+ of each equipment in stock and I don't skimp out on using them either. (do not take this as a reason to mess with the parts drop rate or equipment costs) I'm to the point where I view this resource as a bonus to boost gains with other resources using advisor boosts. But is that resource sink itself enough to warrant using this boost? It really doesn't seem like it. Is anyone at any stage of the game not earning enough parts?
Guards - Boosts prestige earned from by outposts by 5/10/20%. This is the one that I have the greatest concern about. Who needs this boost? From my experience, if an outpost does remotely well then gaining prestige isn't an issue and if an outpost isn't getting enough action then a couple percent more isn't going to make any difference. Is there any benefit to gaining excess prestige on a base? Maybe this is just a misunderstanding on my part. I'm working under the assumption that prestige points only effect your ability to prestige your outposts. Is there another benefit? Perhaps that is actually the solution to this issue. Bonus prestige should offer some tangible benefit. Then this boost could actually be quite good. But I'm really struggling to understand this particular boost. By the way, another concern about this boost is its duration. It only effects outposts so spending a bunch of cells to boost your outpost for a couple hours seems rather lackluster. What level do you need to get an advisor to make your boosts last 24+ hours? By my math it's something like level 478. Maybe this particular advisor should increase the boost duration by 9 minutes per level so it can reach a meaningful duration quicker?
the boosts are there because the devs needed something for the game to be aesthetically balanced. not necessarily gameplay orientation balanced.
your views on the various boosts are accurate. suits is the most useful. parts is the least useful. prestige barely works. synthite is a must. and genmat gains are universally beneficial.
it's around level 480. it's like... 3 minutes a level.
24x60/3=480. idk the exact value because my metamorph has a value that isn't exactly divisible by 3, but it doesn't show seconds. only hours and minutes.
at level 20 all boosts are an hour. so 20x24=480.
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@BillSimmons said:
Brutal maps have such a wide variety of difficulty that I'm sticking to dangerous outposts for the most part now.
I rather play more outposts than spend that time on one with plenty of crowd control traps (incinerators, plasma sentinels with plasma cloud mod, pistons, etc.). Slowly raiding outposts has been less fun for me and out of all the choices brutal difficulty has been the most consistent in making that a constant.
i think it'd be interesting to know just what exactly defines a brutal base. where is the line drawn so to speak between brutal and dangerous.
and for that matter between dangerous and normal.
is there a harsh cutoff point? is it loosely defined?
because bases that start off with 4500 capacity can become bases with several hundreds more capacity as they're able to prestige the base.
whereas a 750 capacity base will fail to reach those higher capacities.
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@Killa_KIA_Clown said:
What's the incentive to raid a brutal base? You can do 20 or 30 dangerous small bases an hour or potentially 1 brutal.
For me i don't mind either or but I need the incentive for the later.
If this balance can be made I think the whole game will benefit hugely.
the benefits of brutal bases are:
- they tend to have more traps and guards that you can farm for loot
- they tend to be bigger meaning they're often large class bases with 3 vaults
- they give 3750 genmat which is 2x the 1875 you get for dangerous bases and more than 4x the amount for normal bases (900).
- brutal champion outposts give 5000 total genmat (1000 per) which is 2x larger than champion dangerous (500x5 or 2500) and more than 4x larger than champion normal (240x5 or 1200)
- the amount of times you can die while still increasing your rank is higher
- they cause champion outposts to spawn quicker
- they're often easier than smaller outposts with the right gear due to their saturation of traps and guards which will allow for "backfire" opportunities
- you gain more xp
- they make you better at the game
here's an example of a level 4 brutal base i just completed with 1 death
(will post image as soon as xbox live lets me)
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it was originally designed that way. they changed it due to feedback during the beta it would seem. idk. i wasn't part of the beta.
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@Dreamnomad said:
Make every guardian in your base have a patrol route. Even if your guardian is on a single tile with the raider having a single point of entry. Just making them move to the left and right a little increases the odds of a raider missing an attack. I can't tell you the amount of times I see guards posted in a static position making them just shooting targets. It's really unbelievable.
this is true. it also makes them more likely to be able to see due to the potential for 360 fov.
however, i'm lazy so i'll probably just stick to spamming them if i ever use them. 18 arrows versus 20 units... good odds.
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@chezpizza said:
So should the 2nd wave augment be removed from corresive cubes until the bug/exploit is fixed?
If you are not already aware - some builders are putting traps behind Corrosive cubes with 2nd wave augment however these traps are being triggered even if they do not have line of sight.
https://cdn.discordapp.com/attachments/1071931853545685082/1099104320496087192/image.png
Personally I haven't seen many outposts that utilize this augment unless they are intending to use the exploit too. I mean once you've seen the entire room is going to be a lava pit upon grabbing the genmat trick, it's pretty obvious the subsequent times. Maybe if we got to choose the skin the block mimics, like it needs to connected to another block to mimic it.
Anyways back to the question, I'm seeing this exploit more and more frequently especially in brutal. I feel the 2nd wave option for the Corrosive cubes should just be removed at least temporarily until the bug is fixed.
when i make bases i sometimes use 2nd wave corrosive cubes to hide my holocubes.
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@ironblade said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3407071#Comment_3407071
I believe when Sector 1: Dreadshore releases, we'll get more explosive traps. Don't forget, we also have Dead Switch mods for guards and self destruct mods for some traps.
https://us.v-cdn.net/6030815/uploads/V0HGG620ZJUM/image.png
This makes me think we're going to have a sea mine.
https://us.v-cdn.net/6030815/uploads/V9GFGIOUI7V0/image.png
But it could be a new custodian. Beneath the mine looks like a torso to me.
it's definitely a new custodian.
Ironside is called ATA-1 (but i can't find the number on the suit)
kamaitachi has 02 on the right arm.
in the sector 1 photo you can see 03 on the "face"
this means it's a custodian as they're numbered.
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@LuthirFontaine said:
I'm a survivor main but what I tend to notice is that sometimes the killer just over commits. They spend way to much time chasing that one guy leaving the rest of us to smash gens.
i do this when i'm just over the match, bored, or if i just want to meme.
sometimes if i get a looper that's decent i'll focus them the entire match because it's just more interesting sometimes.
other times when i'm trying for realsies i'll ignore that survivor in particular because i know they probably don't have gen based perks.
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/ACWP3Q6Z4U29/dont-give-up-meme1.png
When making a base, you often have to make it difficult, but not too difficult, otherwise people give up. I find that people often give up past a certain amount of time and/or deaths.
On Dangerous/Normal, people give up past 6-7 deaths; for Brutal, people give up past 20+ deaths. I mean, I could calculate the actual average but based on the replays Ive seen, I can say it's a rough estimate.
Of course, you've read the title, you know why I made this discussion, to ask YOU, the community, what is your average/maximum amount of deaths before you give up?
i won't give up until i beat it. i've dropped well over a hundred deaths on a base when i was new to the game. and i don't regret it at all. i learned so much. so so much.
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@H1Y0 said:
Right now we have four enemy types: Warmonger, Enforcer, Cannonback, and Hornet.
All of them have the exact same mods (correct me if I'm wrong).
We have the big melee brute, he charges right for you and can be scary in large groups or tight spaces.
The shooty man, he is basically fodder, but can shoot you from really far and is effective when placed at interesting angles.
The flyboy, if you don't like mosquitoes you probably don't like these guys either. They are very mobile (because they fly) and their projectiles, while slow, can home in on raiders that remain in sight.
Explody man, technically you can make everyone explode, but he can make boom from a distance. He loves slopes and hates raiders on his slopes.
I think that sums them up pretty well.
We need more enemies.
I want to see a stealth melee enemy. A lot of us have become very good at spotting the holocube, the next step to challenge us is a wavering silhouette of a small invisible abomination.
We need some kind of boss enemy. The other guards make fun of them, because he can't fit through one block tunnels, but he earns his keep by being much scarier and more durable.
youre right about them all having the exact same mods.
i also mentioned a stealth unit on another post so i support the idea.
obviously there should also be a flamethrower unit and a grappler unit since the easiest way to make new content is to take the already existing content (incinerator and claw) and give it a guard model.
of the 9 traps you have:
boltshot - enforcer
impaler - warmonger
bomb ejector - cannonback
plasma sentinel - hornet
that leaves:
corrosive cube
death piston
holocube
incinerator
and iron claw
all of which can be made into a guard with similar functionality.
also important to note is the differences beteeen traps. some are full on blocks like sentinel and corrosive cube. others are attached to the side of blocks, but don't take up the space in the block (boltshot, incinerator, bomb ejector). and lastly there are "extender" traps that take up the space and attach to already existing cubes (death pistons and impalers there could be a minor variation to get multiple versions.
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@Dreamnomad said:
Basically turns your plasma cube into a regular cube. For the life of me, I can't think of a practical purpose. You'll die if you stand on it for too long, but raiders are more likely to die falling into the cube instead of just being able to walk off it. Sometimes if you grapple onto it and hang on for a while you'll die but that is really inconsistent. Please someone make sense of this for me.
there isnt one. best application is to use it for bomb rooms. but even that is a major waste of resources.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406731#Comment_3406731
You seem overly fixated on the example I used. I am clearly not suggesting the entire game be changed because of one person. If you don’t think the questions I posed have any merit or are worth discussing then fine.
i originally had a line in my reply that said
"if you want me to elaborate then feel free to ask"
but i chose to remove it because i didn't think you'd care what my opinions are. To be honest your response (the one above) definitely continues that trend of expectations.
but on the off chance that you're actually wanting to know my opinion and not just looking for echo chamber supporters i'll share mine since you claimed that was an issue with my original response. however, since you also stated you weren't interested in my opinion of the example you provided (which confuses me to begin with. why provide an example if you don't want feedback) i'll err on the side of caution and pick apart your questions piece by piece as best i can while trying to not seem harsh. no promises. i talk and type in a very "matter of fact" way and i realize it's off putting to some. my apologies in advance.
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Question 1 asks for a safety net for survivors that are feeling as if they're being tunnelled by offloading the weight of the killer onto other players forcibly, but i have 2 problems with that.
for one it punishes players that are skilled at hiding and rewards players that are bad at running/avoiding chases while making players that are bad at hiding and good at chases even stronger. this is counter intuitive to a majority of the game's mechanics.
if the goal is to forcibly lock players into an a-b-c-d pattern of any kind then you're removing agency from the killer and enforcing a meta change to the point of only running perks like bbq and chili, lethal persuer, and similar things. because if you run across survivor A after hooking survivor A then you can't do anything. your hands are tied as a killer and so if that survivor heals back to full health and completes a generator or starts performing body blocking etc. there's literally zero high risk associated with those actions. it becomes entirely a net gain. like a fly buzzing around you while you're trying to work. camping hooks would have to be buffed to compensate because the killer currently struggles to defend a hook as is without a well timed interrupt grab. so instead of a survivor having to hide, sneak up, and pull a rescue while another survivor is on hook or a a bodyblock to bodyblock combo you get survivors hook farming because there's no reason not to if healthy. run up eat the hit and know you're only going to get hooked 1 time even if you go down. and if you get far enough away from a hook then the person you just saved can body block for you without fear until you're actually hooked. it's just purely bad design theory.
the second issue i have with it isnt necessarily gameplay oriented, but rather community oriented. mental fortitude is required to enjoy this game. players can easily succumb to the idea that they're being tunnelled simply by failing to perceive the world from the killer's perspective. this leads to a lot of players accusing killers of camping, tunnelling, cheating, stream sniping, etc. just because it's easier for some people to make an excuse rather than look at their own behavior to discover what they might have done to become "the weakest link". when a killer is making choices about who to target it's not always a simple choice, but sometimes it really just boils down to "this person is bad at chases and will waste pallets" or "this person has deadhard, this person has circle of healing, and this person has deliverance" or the obvious "this player is cocky and teabags at pallets". sometimes it even as simple as "this person is more likely to die"
which has nothing to do with harassment based tunnelling where a player specifically targets you every match because they know who you are. If you're playing poorly then you're going to get FIFO'd. That's how games work. this isn't salem or mafia where the group as a whole automatically decides to kill the same person every game. that's horrendous abuse of power and gameplay mechanics and quite frankly bullying, but in dead by daylight more often than not unless you're well known and constantly getting matched with the same people then you're not getting harassment tunnelled. you're getting picked off because you're bad at the game.
even with proper mmr balancing (which this game doesn't have) if you're choosing to play swf then all of that data goes right out the window. mmr isnt designed to balance team versus team outside of a tournament environment and even then does poorly inside of a tournament setting. the reason for this is because teams are static in tournaments. in a quick 1v1 it's easy to determine who is better over time. in a 5v5 though it's a lot harder simply due to how many variables are involved. when you remove consistent variability and consistently change members of the teams you in effect remove any form of static element that one can use to judge an individual player's value. and then of course there's the reality that some people play better with each other than others do. how would one even go about calculating that? "synergy rating?".
so it's not unusual to have a friend be better or worse than you and therefore experience being singled out as the weakest member of a team. this shouldn't be fixed. it's entirely normal for these types of games.
question 2 asks if minimum requirements should be expected before a player can be killed. this is purely a question of game design. friday the 13th the game is the obvious counter argument. in that game 7 counselors vs 1 jason. counselors could die by just being touched. simple as that. if you didnt have a pocket knife you died. even flares, guns, and baseball bats were temporary and required another player to save you. if you survived then either jason was bad or you were lucky enough to not be the 1 of the 7 he found. in dead by daylight the survivors are more powerful and fewer numbered. this means you as a survivor have to carry more of that weight individually to ensure a successful escape. in f13 it was almost a guarantee that someone would die, but the fact that it was 1:6 made it less likely it was going to be you every time. in dbd its 1:3. or a 25% chance. that's almost double the chance.
so you get health states and hook states to compensate. the argument is too based in opinion of what makes healthy game design, but the primary objective point to realize about this is that there are already requirements in place. it's find the survivor, down the survivor, carry the survivor, hook the survivor, repeat three times.
if you're simply asking for more steps to the process then that's basically pointless busywork that doesn't create entertainment value. it's just intentional hinderance for the sake of it. if that's truely the goal then a new health states system has to be created from the ground up.
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@[Deleted User] said:
Recently a friend of mine started streaming DBD. We will occasionally duo together in survivor. She has TTV in her username and I can say anecdotally she definitely gets targeted more in games. Not always outright tunnelling, but it does happen fairly often that it led to me thinking about two issues/questions I’d like to pose the community.
Question 1- should the ability to hook the same survivor twice in a row, without any other survivor being hooked, be taken away from the killer? So you don’t have to go A-B-C-D-A in regards to hooking fairly, but you can’t just go A-A-A.
Question 2- Following on, should a survivor be able to be eliminated from the game without any other survivor being hooked or should some sort of minimum amount of hooks/other game state (number of gens done as an example) be required before a survivor is killed?
Now in the essence of transparency my friend is not the best player. So I’m aware one of the responses to these issues could be “if you don’t want to be tunnelled, git gud”. But there isn’t much incentive or opportunity to get better if you’re tunnelled out in a lot of your games. Also, I know putting TTV in your name (and being live) is like putting a target on your back, but for discussions sake let’s agree this doesn’t warrant being tunnelled.
My own thoughts are that I’ve always been wary of taking away a killer’s agency when it comes to managing hook states and kills. If you force a killer to hook in a certain way, killers could end up losing the game due to being forced to chase very good loopers whilst leaving the weaker ones alone- and weaker loopers can still do gens.
However, I am starting to lean towards the idea that a survivor should not be eliminated by being hooked three times in a row without any other survivors being hooked (or camped from hook one) at any point in the game. I know some people will say “but gens fly, sometimes you have to camp someone or eliminate them to get some momentum”, - I personally don’t agree with this- but I’m aware that I’m not as competitive as some other people when I play killer and that’s fine.
Now if this was made a thing, that a survivor couldn’t be eliminated up until a certain point, I know this would create other issues for the balance of the game. But could it be healthier to balance around such a thing? People have said in the past that killers have been incentivised either through perks or some nerfs on the survivor side to spread hooks but these changes still result in tunnelling. I would suggest that these incentives were never as rewarding as tunnelling so the solution is to remove the possibility of tunnelling entirely and then give incentives around that.
But I’m just spitballing here. I want to hear the community’s thoughts.
to question 1 - no. it should not work like that.
to question 2 - if you're asking "should survivors die after being hooked 3 times in a row" my answer is yes, they should.
going away from the questions and discussing the meat of the issue:
"my friend self identifies as a TTV player and is bad at the game. How do I convince her it's worth the harassment?"
you don't. that's for her to decide. you're peer pressuring her to play a game if you try to make her when she isn't enjoying it. just be glad she's not playing F13 or the new texas chainsaw massacre game where you die as soon as jason or the family touches you.
The game shouldn't be changed for the sake of one person and if you ignore the argument of "skill" and "branding" then you're sticking your head in the sand to the entire issue.
if you want a solution to it then here's one - just for devils advocate. are you familiar with the dying state bar? it's referred to as bleeding out when you die this way. being on a hook has a similar bar called the hook progression bar.
combine the two and treat it as a death timer. when it empties you die. if you're on the ground the killer can mori you. if you're on the hook you're instantly sacrificed, but no longer does hooking reduce the bar by phases. it's just there to keep you from crawling around.
in this version of the game hooks don't matter. it's all about preserving your life by not sitting on hooks or laying on the ground. then you can no longer complain about being hooked three times back to back. instead you can only complain about how much it sucks to be bad at hiding.
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@Iron_Cutlass said:
We have suits that "specialize in melee combat" and "specialize in range combat", but what other stuff could we get for suits?
- Maybe a suit for consumables; letting use carry more, have a chance to have the consumable refunded after using it, or throw them further?
- Maybe a suit for looting; making loot more likely to drop and giving is more rewards for completing raids?
- Maybe a suit that lets us detected nearby things; making detecting traps and guards easier, or having traps activation delayed based on how far away it is?
Who knows really, just some ideas, but what suits do you think we could get in the game?
i made a huge list of suggestions on someone else's post. everything i said keeps bouncing around the community so at least i know i'm not the only one with those ideas. want me to share it here?
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@MythicMikeneto said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405994#Comment_3405994
Yes, I did in fact think they were unique (while active at least.) and thet they were recycled when the lot was destroyed.
Gives me hope to get some cool well known city names like Las Vegas or Baton Rogue. Maybe even get back my first, Red Lion that destroyed by accident even before made active. (I thoight 'destroy' was the command for 'strip outpost'. Whoopsies)
yeah... nah. they're rng as can be.
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@HugTechLover said:
Lately survivors have been just giving up at a much higher rate lately. Anybody else experiencing this?
I’d say 65ish percent of the time, the first person I hook just drops themselves, causing a domino effect of quitters.
I even changed killers from blight to see if that was the issue; and nope, survivors still giving up and quitting. I’ve started slugging anybody who tries to give up early on as a way to discourage it. Why even Que up if you’re just going to quit on your team?
Props to the survivors that put up a fight regardless of the situation.
This was an issue near the end of last chapter.
players would complain about being tunneled or camped and bounce on hook to quit. Most often though it was just a skill issue. Either the player was terrible at sneaking or had no concept of scratch marks, terror radius, noise notifications, auras, etc.
pretty sure it was a wave of loyal followers believing the “tunnel meta” conspiracy.
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@xni6_ said:
this is a personal view of mine, just an idea i want to throw out into the abyss in hopes that its considered
but i feel perks should be less impactful. as is, perks are kinda needed for everything. killers tunneling? hope you have ds/otr. not good in chase? run an exhaustion for free time added to chase. gens go too fast? hope you have slowdown.
i feel it would be nice if perks did small things, keeping the game close to at base, perhaps perks could all have a give and take
consider no mither - you leave no blood, and are quieter, and can always pick yourself up (at 25% faster speed too), but youre always injured
or resillience (this doesnt have the give and take part) - you do pretty much everything 9% faster, but only when injured (resillience is an extremely powerful perk, with an incredibly small number, and is conditional)
whispers - you know if someone is within 32m, arent told where, but you know there is someone
if more perks had minor effects, or larger effects with larger drawbacks, or somewhere in the middle with conditions for activation, i feel it would be easier to balance the game since thered be less to consider
exhaustion perks are incredibly powerful - what if they were toned down a lot? sprint burst triggers for pressing shift, and its a big speed boost for a few seconds, and killers kinda just have to hold w since theres nothing else to do with it. what if instead you just had a permanent 2% haste (tiny number, always active)
lithe - you vault 15% faster, but it goes on cooldown for 30 seconds after vaulting (middle ground number, conditional activation)
dead hard - you press e to gain endurance for .5 seconds, in doing so playing an animation that blocks other animations (disallowing vaults, pallet drops, how it currently works but i word it weird since im not smart), but you vault 15% slower and/or move 2% slower (extreme effects, extreme drawbacks)
i feel it would also help with creativity problems. they can have many perks with similar effects, but different numbers, conditions, or drawbacks to fit specific playstyles better. i feel that it would also help with variety since perks would overally matter less
this is just something ive been thinking of for a while. the state of balance is a thing that is widely debated, and i feel removing the extreme impact, and almost requiredness of perks would help
and currently there are perks that counter unhealthy things (otr/ds for tunneling, reassurance/kinship for camping. imo slugging isnt that big a deal unless its bleeding out but unbreakable/soul guard still), but making these perks have small impacts can have what these perks do be basekit
e.g. picking up a survivor who was freshly unhooked gets you a 4 second stun and removes all charges from your power. what does ds do now? adds a half second to the stun maybe? perhaps give a minor haste (2-3%) until a different survivor has been hooked
and then killer side - imo they already have a system for the "minor, mediocre, major" impact system in the form of hexes and scourges
e.g, mediocre impact perk (pop? jolt maybe) could be reworked to be scourges - gimmicky activation bc only certain hooks can proc them. major impact perk (corrupt?) could be reworked into a hex. major impact, but then its gone once its broken
they could add drawbacks to perks as well for killer, but i feel killer shouldnt be treated identically to survivors. killers dont have an injured state, cant be "vulnerable" the way survivors can be, the only ways to make a consistent change between killers would be changing distance between gens, hooks, and altering gen speed overall. i dont think those are good gameplay alterations to be made
so id prefer hexes being powerful perks that you lose when broken, maybe the perks they see as more impactful in the hex section could be louder, have aura shown in radius, tell survivors of its existence before it actually procs (e.g. if they did this, devour would be considered rather insane as a perk. it could notify survivors on the first down, first stack, rather than when the first hit on 3 stacks occurs)
and scourges being the in between perks, you cant lose them (minus hooks going on a journey forever when a survivor dies on them but i think thats kinda incredibly outdated and will willfully ignore it), but you still need to earn them (via hooking on a scourge hook). example - jolt. you hook on a scourge, and then you get 2/3 stacks and downing a survivor procs jolt, which could stay at an 8% since its not a big number - then again i dont think jolt has a large enough impact to warrant it, but its an example
but yeah, these are my thoughts, if you actually read all of that i sincerely apologise
tldr; perks do too much, make perks have less impact, give perks with stronger impacts drawbacks. it will lead to more variety in perks, and probably help the games balance since perks wouldnt be so much of a deciding factor
1% versus 100% of what?
it doesn’t matter how impactful something is in terms of value.
1% faster is still by definition faster. And if there is an option to be 1% faster then everyone else is now officially 1% slower. That’s basic logic. No brain needed.
if that base value is increased by 20 or 2000 it does not matter. What matters is the overall stat variance and how the stat is utilized by the players and the game as a whole.
i say this because the problem with using a perk system is that it will always suffer from power creep and have individual perk identity issues.
not sure there’s a way to objectively fix that without just removing the perk system.
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my goal is based on the duration of the base's life cycle. the ultimate goal is to get it to prestige 10 and then retire it.
to do that i want to create as efficient of a base as possible. where the base kills enough per raid to earn the prestige needed to make it worth paying the synthite to prestige it.
as it is also a part of the ranked system and allows for passive currency.
accolades are a bonus.
if my base kills higher level players then those are worth more in terms of value.
i also only run overdrive bases. meaning that any genmat that gets stolen is a big loss to the overall active time. which means i need to get enough kills to offset a loss of 300 genmat or whatever.
300 is 3.34 percent of 9000. and adds up if you get a lot of raids.
with that in mind i need to make about 500 genmat per raid.
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so... i don't use the piston trick, but i DO put a ton of ranged eagle eye units at the front of some of my bases and then utilize explosives throughout the path. so in most cases the harvester dies anyway or you lose him because you take too long messing around at the start. and if you wait for him to go down, come back and restart his path... you'll be sitting in at least... one of my maps for nearly thirty minutes.
which if you'd just tried to figure it out on your own you'd probably have finished it in less than 5. because it's like... 5300 capacity... and there are 4300 capacity in blocks.
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@Fuma said:
Could have mods on camera blocks to change visual effect when viewing from that block. Thermal view etc
@Fuma said:
Add a type of block that contains a camera, which cannot be destroyed. When watching raid replays, let the viewer switch to something like "cinematic view" to view the action from the camera blocks.
considering i want a new type of category called "interactables" that allow you to place things like buttons, switches, levers, doors, elevators, lights, moving platforms, etc. into to map...
yeah. i'm all for cameras. however, indestructible ones would be boring. i think having them work like r6 siege cameras would be more interesting.
edit
but since we already have first person pov i just don't see them being that beneficial to the overall game unless we get more mechanics that change the way the core game works.
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@Dreamnomad said:
I've come across a base like this. It was great. Not only did it have each trap type but it also would show the effective ranges along with mods. It had a "reset" button which was a plasma cube. I gave the base designer a handful of kills for being so cool.
the plagiarism.
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@MadMoeZel said:
Very simple, it's a good base, you had fun, how many times did you die?
why is there no zero?
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@HangryMogwai said:
Very simple request, but it would be helpful for Console players / builders on all platforms. Please make the accolade selection button mapping consistent to every other button mapping interaction in the game.
PlayStation currently has the give accolade as “Square” and back out of an outpost summary as “X.” Xbox currently has give accolade as “X” and back out of outpost as “A” As such, a lot of us seem to be accidentally hitting that bottom button on the controller to interact with the menu out of years of conditioning (the rest of MYM also already functions this way) and builders that deserve accolades aren’t getting them when we’re backing out unintentionally.
To help those of us with years of button mashing that bottom button to accept and right button to back out, please adjust these so that on PlayStation “X” gives accolades and “Circle” backs out while on Xbox “A” gives accolades and “B” backs out of the outpost summary.
Quick Visual of the button layout change being requested:
Give Accolades:
PS4/5
SquareX & XboxXALeave Outpost Summary:
PS4/5
XCircle & XboxABThank you!
for me - it would make more sense if it was:
xbox - A accept; B cancel; X submit; Y toggle stats page
PS - Cross accept; Circle cancel; Square submit; Triangle toggle stats page
in this system - you'd have to actively submit your choices (even if you choose nothing) and spamming any other button would do nothing other than flip some switches and make menu noises.
and you could see the stats again if you need to instead of only seeing them once.
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called it. wooh lasers!
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403056#Comment_3403056
...did you think before you posted this?
Good for you I guess, but not everyone has to build a holocube shortcut into their labyrinth.
i always think before i do anything.
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@TragicSolitude said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402974#Comment_3402974
Either I got the same Outpost tonight or that's a new template going around. Man I hope it's the former and not the latter, that was some absolute bull.
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402947#Comment_3402947
Yeah, no. I've gotten two Brutal mazes in the past two days. Each one was over 20 minutes of long twisty hallways with no markings where all I could do was hug the wall until I ran into the GenMat, then hug the wall back. There's definitely no 20-second version of running either of those, even if you actually know the exact path.
i have a brutal maze. there's a 20 second version. but you have to know where the holocube shortcut is.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402947#Comment_3402947
Definitely not. And I also believe I came across an impossible one too.
It was a snaking pathway, about 5 or 6 turns with about 8-10 block long hallways. Of course second wave hits and every wall is an opaque corrosive cube.
- At the ends of each 'hall' there is an Incinerator facing down it, flanking it from both ends.
- Multiple Pistons.
- 5/6 corners = 10/12 Incinerators, not enough ammo to take them all out, even with grenades. Plus there seemed to be a drop in front of the incinerators to prevent grenades.
- Halls are long enough that you can't 'race' the incinerator, and Arc Shield doesn't last the duration.
- No space behind the cubes to grapple through them.
send me the build. i'll beat it for you.
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@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402836#Comment_3402836
So all brutal bases are the same and easily beatable in 20 seconds?
Good to know!
yes. i'll post more examples in the future.
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@UmbrellaWeapon said:
Most people are different about giving these out, and sometimes they just don’t reward you.
I give out a Fun accolade if I had ran through a non-exploit base. Regardless of how easy or hard you had it and the objective is obtained / unknown tombs.
I give out an Ingenious/ Brutal accolade combined if your setup legitimately was clever, not some death cube or room full of guards, but literally made me say out loud “ oh wow”.. even if I died once or many.
artistic will be given if goes along with the fun standard and you mark your unknown tomb’s location with them being obtained.
accolades help your base prestige without it being so much through kills. So don’t be an exploit user, or death cube player.
this is how I determine if your base gets accolades from me, others maybe different.
i don't give out accolades because my brain forgets that X button applies them and A button continues on to the next screen.
and it wouldn't be fair to give to others what i forgot to give to one. so now i dont give them out at all unless a base really wows me.
at the level i'm at i've seen pretty much everything there is to see.
though i think the community will like my next base. it's going to be different from everything that i keep seeing.
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@Dreamnomad said:
What is the point of this post? I really don't know. Just bragging? Trying to encourage others to attempt brutal maps?
the point is to comment on the fact that brutal bases - kill boxes specifically - are easy money. thereby encouraging people that need genmat and money to attempt them. thereby reducing the number of complaints by people that can't make money because this post will have informed and educated those players that "i beat a brutal map in 20 seconds"
in other words: to inform, to educate, and to inspire.
i hope this helps you understand the post.
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@Darkyan said:
As the title asks, did any of you try to make an outpost that goes with the idea of not getting detected by guards with BloodLust, and if you did ; how did it go?
I was planning on making something along those lines when I come back from work, having guards patrol very slowly and spreading out so that you can shoot them and sneak into the outpost.
Alerting the guards would trigger bloodlust and send 20 guards running full speed at your location (Always accessible by low hanging ceiling and wedges)
And second wave would trigger an "alarm" of sort and change the flow of combat to a "Run away and escape" type of mission.
Would love to hear your thought if you tried it, see if i could make it work.
it's not that great of a base. the issue is how easy it is to force the guards outside or down a narrow tunnel. warmongers tend to bunch up and die at the entrance due to the enforcers shooting them in the back.
you can do a pretty decent version with hornets, but they're going to spot the raider 99% of the time. the base has to be open and they have to be on patrol with armor. (actually this is what i'm building currently. just need prestige for the 20 cap with armor)
it still does poorly simply because the crossbow with 15 shots exists.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3402481#Comment_3402481
All of this. Gaining Synthite is not hard if you just bother to raid a few times.
However, the lack of raids on your own outposts is a significant issue, and definitely impacts this a little (no raids = no loot to farm)
I feel like something fundamentally needs to change to fix this, because 1-3 raids every 24 hours is not sustainable, If you fail to meet Prestige 5 requirements, then that outpost is dead, you will reset prestige points and it will never make up the difference to get to P6.
Yet it's not something that 'more players' will resolve, because more raiders means more builders which means more outposts to compete with.
removing the stupid accolades system would be a start.
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@OogieBoogie said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401744#Comment_3401744
Usually the 2nd one is already lunging as you kill the 1st, so you don't have time to dodge. You have time to activate shield though if you're quick.
nah. you can always sidestep them. because in a 3x3 tunnel there's still enough room for two players, but only 1 warmonger. so they run in a line. the first one fires and right as soon as thr animation finishes the second one fires. so you just do a little wiggle left to right then right to left and you'll dodge both. or even better if you time it correctly you can get the rear one to kill the one in front. if it hits the other warmonger it won't hit you due to the attack being blocked.
in a 4x3 or 4x4 tunnel it's a little different. they can run side by side. so you can attempt to jump over them in a 4x4. in a 4x3 you can use a corner or a trap to pick one off.
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@ShinobuSK said:
Because most brutal maps are the same recently. Get bored of it very fast
pretty sure all maps are the same. 9 trap types and 4 guard types along a harvester path. 🤷🏻♂️ what were you expecting?
its gotten to the point where bases have to utilize unintended features (acid blinks, harvester spawn kills, corpse bombs, and path erasing) to break out of the cycle. and those are considered unsportsmanlike and abusive by most.
otherwise you're having to do a grey block 3x3 path with uneven pathing and partial walls to earn kills. armored guards are required and you have to combo bombs with incinerators to beat shield users. 20 men armored boltshot rooms with acid traps are also a common thing to counter the 15 crossbow rounds.
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you're not raiding enough. the game is simple.
- raid a base to earn genmat and currency
- level up your chimera with genmat to earn currency
- successfully raid a legendary base 3 times for bonus currency
- legendary bases give all 5 genmats
- use currency to progress
- build a base for passive genmat (not currency)
- kill raiders and earn accolades to level up your bases.
- destroy traps, kill raiders, and kill guards to occasionally earn bonus currency.
- rank up by doing raids and killing raiders to earn end of season cosmetics
not sure how this is hard to understand.



