yobuddd
yobuddd
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@Raccoon said:
Literally laughed at the first few posts.I did too! Laughed hard!!!
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In all honesty, the teabagging is a really annoying trait that so many survivors like to display. Toxic people love to be irritating. Perhaps, with enough community support, we could change the perception of teabagging as being a compliment (fat chance, yeah, I know). Still, if it was a positive, the toxics would stop on a dime. A toxic person doing something positive?! Pffft! They’d rather stop playing!
They’d rather stop playing?! Hmmmmm. Now there’s a thought.....
Anyway, that’s why I started this thread. Hoping to shame them a bit. It was fun though!

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No.... NO! I don’t believe it! Surely you guys are just messing with me! These survivors have been so nice for so long. Bouncing all over the place. Just for me! You’re telling me they’re, they’re, ..... that they’re teasing me??? They’re being jerks??? That makes me feel........hostile! Where’s my kitchen knife!? I’ve got some stalking to do!
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@Chaotic_Riddle said:
Alright, who wants to be the first one to tell em?Oh boy oh boy oh boy! Waiting expectantly with big puppy dog eyes
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@Raptorrotas said:
The entity legs around the icon are twitching if the obsession is being chased, but yes some clearer viual indication might be helpful.Really?! Ok I’ve seen them twitch before, but had no idea that meant a chase was in progress! Thank you!
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@Raptorrotas said:
Haha i saw a video of those avp games. Would probably more useful in indoor maps.
While the idea is nice and a leap might be a good active ability, i think most people simply wouldnt like that low eye height.Not to mention survivors rioting for her being barely visible.
Well Kayano's movie is The Grudge , if that killer is supposed to be that license , that name would probably be chosen.
Haha I’m glad you got a kick out of it. Furthermore, I appreciate the constructive criticism so we can think of what problems to solve.
Map could be one of her limiting attributes: strong indoors, weak outdoors (with Red Forest being her nightmare!) I think the eye level could be adjusted a bit, but should remain low to retain some level of difficulty in using this killer. To address survivors’ concerns, perhaps we give her a huge terror radius to make up for her otherwise stealthy approach.
It’s also worth mentioning that windows can be a problem for her. During a chase she can go through one quickly, but if she’s on a wall and doesn’t want to go through one, she has to dodge it instead. Jumping across it would end a wall climb.
Finally, to keep her from being overpowered, let’s reduce her speed to that of The Nurse. Since obstacles are less of an issue, I think slower speed makes it more fair. I guess looping isn’t going to be an effective strategy against this killer, huh?
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@Master said:
@yobuddd said:
This perk allows the killer to carry 1 hex totem strapped to his back. In other words it’s guaranteed to never be cleansed, but it costs the use of a 2nd perk slot. High price! If no hexes were chosen in the loadout, then you carry a dull totem instead (useful for NOED). if multiple hexes are chosen in the loadout, then the carried one is randomly selected.As for the levels, hmmmm. Maybe the totem is very bright on the killer’s back and is dimmer with each level of the perk.
Uhm no, that would be quite OP.
Just imagine devour..... hehe

Very true! That’s why I like fluffybunny’s suggestion earlier that it shouldn’t be permanent. If it drops off the killer after a certain number of generators are complete, then this would even the odds a bit. Imagine if it drops off wherever the killer is standing (instead of respawning elsewhere). There is a high likelihood that it would drop into the middle of a highly visible, heavily travelled pathway. Survivors would have a much better chance of finding and destroying it than they normally would, so long as they finish enough gens.
This could apply to dull totems as well. If you’re using NOED, then there’s no guarantee that the dull totem you carry would become the hex (if the others haven’t been cleansed). However, a smart killer who knows it’ll drop after the next gen could go stand in a well-hidden spot until the repair is complete. I suppose this applies to hexes too.
Survivors who see the hex on his back would know to try to time their gen completions for when there is an active chase (openly visible areas) or when he killer is carrying/hooking someone so they know the general direction to look in.
Yeah! I think this could be a lot of fun and introduce new strategies!
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@XavierBoah17 said:
add weather without game changing effects.Hmmmm, I see your point. How about a toggle where you choose to play in “effect” rooms or not. The reason I like at least the option of effects is that it will bring variation to people’s gaming styles.
@MandyTalk said:
I'd love more weather effects, I think the problem would be the fps issues for many players however.Yes, this could be a major concern from both a hardware and connectivity standpoint. Hopefully the soon-to-come dedicated servers can help out with at least one of these issues. Overall though, I suppose it just comes down to programming, testing, and bug-hunting, huh?
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I would fully support this! It would just be nice to know if somebody went through the exit or slipped through the hatch sometimes. I don’t camp hatches (boring!) and prefer to hunt anyone who remains. Sometimes the game ends without me seeing any movement. In these cases I’d just like to know how it ended.
As a side note, your icon is nicely designed and conveys the idea perfectly.
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@Eveline said:
Survivors and Killers need to team up and defeat entity.Easy! Stop feeding it..... sigh but a killer’s gotta kill........
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@Eveline said:
What if the killer gets burned?Then he’ll have a few harsh words for The Entity....
“All you ever do is eat! Eat eat eat! And you expect me to catch your food every time. You don’t even have the decency to start your meal when I hook it for you. Take your sweet time whydontcha... do you know how many times I’ve had to re-catch your dinner!?!? Oooooh this hot wax on my back is killing me!!” -
@fluffybunny said:
The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.Good point. Maybe this could be where we build in the perk levels. “You carry a hex totem on your back until there are 4/3/2 generators remaining, at which point it spawns at a random location. Dull totems remain on your back for the entire match” (or maybe the killer drops it where he stands upon completion of the target generator)
I don’t see this being a problem for NOED as the survivors have nearly escaped anyway. It’s really only an issue if they want to stick around and taunt the killer. In games without the taunters, the NOED hex very rarely gets cleansed anyway.
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Seeing as how it matters what direction the killer is facing before teleporting, I now think a lock-on mechanism would be useful. Look at a block or statue and lock onto it as the one you want to teleport to. It remains locked on as long as you’re in range, even if you are no longer facing its direction. This gives you the ability to face toward a generator/switch/chest etc. before moving to a new block or statue.
Also, as an edit, I was not clear in my original post that survivors should be able to push over and shatter stone blocks as well as statues.
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By the way, the title of this post is not the name of the perk (that would be a terrible name!). Perhaps we call it “My Burden” or something like that.
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@yobuddd said:
How about a limit of 1 or 2 disconnects per day, resetting when the daily ritual renews? This would prevent all abuse while still maintaining the option for those who need it.Sure, people could restart the game mid-match, but the time it takes to do this each time is punishment enough to be a deterrent I think.
Furthermore, how about the option to trade in unused daily disconnects for a couple thousand bloodpoints each? Perhaps even save up 5 or so disconnects throughout the week to exchange for the spawning of an additional daily ritual?
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@Entità said:
yobuddd said:@Entità said:
@yobuddd Your proposal arises privacy issues, except every player in game authorizes selected or unknown people to spectate their trial.
Hmmmm, I’m not saying you’re wrong, it’s just that I don’t see how privacy would be a concern. As long as you’re not able to search for specific players or usernames, I think it’ll be okay. Maybe to play it safe, usernames are not displayed to non-player spectators.
My general idea is that you set filters like “high level”, “The Shape”, “Lery’s Memorial”, and then it puts you in spectate mode for a random game that matches (or nearly matches) you criteria.
If it’s more a concern of people connecting to someone else’s internet connection, then maybe this s an idea that could go into effect once the dedicated servers are up.
It's a kind of man-in-the-middle who reads the data streaming between a host and every guest: you cannot "spy" other people's interactions without their consent. If this mode is enabled only for people accepting it, I agree; but you cannot spectate all players in the world.
Ahhh, yeah that makes sense. Admittedly I’m not too savvy with this sort of tech stuff. Would the dedicated servers have any effect improving such security concerns, or is this just a never-gonna-happen pipe dream?
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Hmmmm, I’m not saying you’re wrong, it’s just that I don’t see how privacy would be a concern. As long as you’re not able to search for specific players or usernames, I think it’ll be okay. Maybe to play it safe, usernames are not displayed to non-player spectators.
My general idea is that you set filters like “high level”, “The Shape”, “Lery’s Memorial”, and then it puts you in spectate mode for a random game that matches (or nearly matches) you criteria.
If it’s more a concern of people connecting to someone else’s internet connection, then maybe this s an idea that could go into effect once the dedicated servers are up.
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How about a limit of 1 or 2 disconnects per day, resetting when the daily ritual renews? This would prevent all abuse while still maintaining the option for those who need it.
Sure, people could restart the game mid-match, but the time it takes to do this each time is punishment enough to be a deterrent I think.
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Oooh! Of course! I should’ve known that.....
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@Tarvesh said:
The reason I don’t use Hexes is because they can be destroyed. A survivor can spawn in staring at it and you’ve completely wasted a perk.Something has to be done.
Maybe only make each totem appear after a generator has been completed? And they can only appear outside of a certain distance of any survivor?
I’ve had the same frustration many times, but we have to consider the survivor's fairness as well. If there’s a hex like Ruin out there, many of the newer players would never be able to finish that first generator in order to even have a chance at destroying the hex.
Perhaps a better solution would be for the killer to start off carrying the hex totems, while dull totems still spawn randomly. This will ensure survivors don’t get to destroy the hexes right away. The killer can place them wherever, but the hex perks aren’t active until the totem is placed. The more I think about it, the more I really like this.
My idea from earlier was to have killers pre-select hex locations. Perhaps in the loadout screen the killer could toggle between using customized presets or placing hexes during the match.
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@Master said:
@yobuddd said:
After offerings are revealed and everyone waits for the game to load, the killer enters the game to place a hex totem in a custom spot. Now this will be a very small portion of the map about the size of the basement. It will be quickly (poorly) rendered so as to not drastically increase overall load time for all players.Once a totem is placed, he instantly appears in a random location to do the same with the next hex. Altogether he is given 15 or so seconds and if he runs out of time, remaining totems are automatically placed at random like normal.
Since I’m not sure of how feasible this would be without drastically changing the loading process, here are some alternatives:
—Instead of rendering the map portion, the killer sees a top-down view of it with a visible grid of floor tiles to choose from.
—While loading every match, the killer places all totems (dull and hex) until time is up. If loading time increases, survivors won’t be tipped off as they will understand that totems are being placed each game regardless of hexes.
Concern: Is it unfair for the killer to know which hex he is placing the totem for?
Concern: is it unfair for the killer to know which map is being played before the survivors enter the game?
The problem with this is the insane effort such a implementation would take (I guess).
Both your concerns are not a big deal if you ask me
I completely agree with you. In fact I think maybe I should make a new thread just discussing the far superior 2nd idea (where the killer can pre-customize hex locations before starting any games). Still, I appreciate the input!
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@nightfall said:
@Mushwin said:
Maybe hexes should be invisible until least one gen is done....That would be GG for lower ranked teams which can't even get 1 gen done with ruin up
Having gex totems appear as dull totems for the first minute of the game would be more suitable
I really like this idea! The totems are still vulnerable, but less likely to be targeted since they appear to be dull. Oh, if a survivor breaks an un-lit hex, I believe they should receive an even greater bloodpoint reward than normal.
If this mechanic were to be introduced I to the game, there could also be related perks and offering that follow. These could affect how long it takes for dull totems to appear as hexes. Furthermore, the ability of killers to hide hexes in general will greatly increase the value of the “small game” perk.
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I’ve thought of a few additional ideas tha I’m on the fence about and would like to see some community input.
1) Should the infected survivor on the hook have an infection radius? Hook rescues are risky as is. Would it kill off all attempts of altruism if waiting near the hook for the right time can potentially infect you? Should a survivor only be able to infect others when off the hook?
2) Should infected survivors cough and sneeze, similar to grunts of pain?
3) Should infection be guaranteed or probabilistic?
Example 1: if an infected survivor is within 10 meters of another survivor for 10 seconds, the other survivor becomes infected.
Example 2: if an infected survivor is within 10 meters of another survivor, every 5 seconds there is a 40% chance that the infection will spread to the other survivor.4) Should survivors be at risk of infection when collecting samples?
Please share any fun ideas you have about this as well!
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@Bonkoul said:
I like the idea of each account having the ability of choosing a place for each of the 5 totems on each map before starting any lobby. Would propose though having on the "maps" a phantom of each spawnable item locations in the game so that you don't overlap one totem with one of the other items location.I could be wrong, but I believe the spawning points for various items (generators, hooks, chests, etc.) are random. Rather than having specific places, they just follow rules like how far apart they have to be from other items of the same type, and some tiles having a greater chance of spawning one.
That’s just the long way of saying that if a totem has been placed on a tile by the killer, it should simply reduce the spawn chance for any other item on that tile to zero.
Now as I said, I could be wrong and generators and hooks may only have certain tiles they can spawn on. If this is the case, then when placing a totem I think it should show a visual outline of where it wold be. A white outline means you can place it on the current tile, and red means you can’t. The reason I would prefer this is it doesn’t tell you which item you totemis competing with. It reduces the chance of players memorizing all he possible spawn locations for certain items (“oooooh, so chests will only spawn in these spots eh?”)
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Agreed, or maybe change the mapping. I think L3 and R3 would be a safe alternative. You only push those buttons if you really intend to.
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I completely agree. I think if each offering were unknown to the player before burning, then luck would be the primary driver. “Would the offering be good or bad for me? Should I take the risk and burn it?” I think we should avoid anything that would reduce bloodpoints though.
I also think this idea would give a new layer to gameplay in that the bonfire would be one a commonly visited area, leading to more opportunities for encounters. According to game lore, the bonfire is a safe zone in a monster-filled realm. Perhaps survivors become invulnerable when they near it. This would be for a short time (enough to burn an offering) and have a long recharge. This would open up new strategies!
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I’ve played as The Shape quite a lot and to be honest I don’t think this is even his best add on. It takes so long to use I don’t bother with it.
My all time favorite is the Scratched Mirror. It lets you see auras within a pretty decent range, but limits you to tier 1. This means minimal terror radius and extreme scanning abilities. Let the jump scenes commence!
Combine this with an offering for Gideon Meat Plant and survivors are screwed. You can see them through the floor or ceiling. It’s exceptionally fun to stalk someone from below. They think they got away but you’re right beneath them. They fall through a hole and literally land on your knife! Ahhhhh good times.
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Just from my experience surviving against the clown, the gas doesn’t really mess with me too much. My screen gets woozy but I can still process where to go next, and things are fine a few seconds later.
On the flip side, playing as clown, I've found it’s better to not even use bottles. More often than not I’ll lose the survivor in the gas cloud since it obstructs my view so much. Really the only benefit is flinging bottles at distant generators to see if survivors are there. Admittedly it is pleasant hearing multiples screams at once!

All in all though, meh.
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@PigNRun said:
I have a better idea. If Survivor and Killer are near the hatch for an extended period of time, the hatch closes instantly never to be opened again.The only problem with this is that when the hatch closes, the survivor loses leverage and, therefore, safety. The killer no longer has any reason to withhold attacks and the survivor is in close proximity. This would favor the killer in the endgame, as he can wait out the survivor for an easy kill.
This is why I suggested earlier that we put in teleports or some other mechanism that forces the characters to separate when the hatch closes. The survivor can then hunt for a new hatch that spawns elsewhere or decide to try for the exit gate. The killer can camp the new hatch or try to hunt. Either way, it’s more exciting and fair if they are separated upon closure of the hatch.
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@Dead_by_David said:
@yobuddd said:
@Dead_by_David said:
This would be interesting, I always wonder if dead people are watching.I know it will never happen because it is such a bad idea but I have always wanted to spectate the killer. That would be abused mercilesslessly though!
I know things can sound snarky when typed out, so I want to say in advance that my comment here is meant to be respectful. That said, could you elaborate on how abuses would occur?
The worst I could imagine is that if the killer sees 2 spectators watching 1 survivor, he could assume he’s near that survivor as that’s where the action is. This could be negated by only giving the killer a general spectate icon (perhaps with a tally of spectators) without information of who is being spectated.
If a survivor knows who is spectating who, I can’t see how that would confer any advantage or disadvantage.
I could be missing something completely obvious here, but at the moment I still think this is a viable idea.
It is no problem, it did not come as offensive
My English is not native so I don't think I sounded right. I meant spectating killer would be abused. Your idea would be fine, I don't think it could be abused and it would be interesting to know if people are watching!Oooooh! Yes, I see what you’re saying now. Just to clarify for future readers, I’m NOT suggesting we start allowing people to spectate the killer. (I fully agree with you, that would be heavily abused!) I simply want to allow remaining players to know if a spectator (under the current rules) is present and watching the match.
On a side note, your English is far better than many native English speakers I know!

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@Dead_by_David said:
This would be interesting, I always wonder if dead people are watching.I know it will never happen because it is such a bad idea but I have always wanted to spectate the killer. That would be abused mercilesslessly though!
I know things can sound snarky when typed out, so I want to say in advance that my comment here is meant to be respectful. That said, could you elaborate on how abuses would occur?
The worst I could imagine is that if the killer sees 2 spectators watching 1 survivor, he could assume he’s near that survivor as that’s where the action is. This could be negated by only giving the killer a general spectate icon (perhaps with a tally of spectators) without information of who is being spectated.
If a survivor knows who is spectating who, I can’t see how that would confer any advantage or disadvantage.
I could be missing something completely obvious here, but at the moment I still think this is a viable idea.
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I would absolutely support this kind of idea. First, I like the suggestion of 3 or so minutes before the killer can activate this. It prevents killers from abusing the function just to spite a survivor.
I also like the suggestion that the survivor can’t be hurt by the killer, which means there is no reason not to make it out the gate in time. That said, if they don’t make it out they should be punished with a “time-out” event scoring negative bloodpoints (500? 1,000? 5,000?) and lose any items they brought or picked up. Essentially, they die.
This should also cause the hatch to close. If there’s a hatch stare down, it’s fair because while it removes the survivor’s leverage for safety (I’ll jump if you hit me), it also remove the killer’s ability to hit. The survivor still gets to walk away safely without fear.
To keep the theme and feel of the game with this mechanic, it could be that “the entity grows restless”. The dark mist thickens continuously and the survivor begins to cough. Thicker still, it gets hard to see. Through the now dense fog, they stumble and wheeze and appear to be running injured. If the survivor doesn’t book it to the exit it becomes apparent that they’ll soon die.
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I just realized I had a loose end that needs to be tied up.
In the event that a survivor’s health drains to zero while infected, they die and the game ends for that player. Their body becomes a breeding ground for the disease and produces a sizable infectious cloud for the remainder of the trial. This should be similar in size the The Clown’s intoxication clouds. Any survivor who enters the cloud is instantly infected. (As a side note, it would be wise to avoid dying near generators!)
Furthermore, if a survivor succumbs to the disease in this manner, the killer should earn significant bloodpoints (as opposed the minimal earnings of a normal bleed out).
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@Keene_Kills said:
I love the idea of survivors being able to infect other survivors through altruism. Provides a simple concept, and a viable means which to counter-play the power.Infecting the hooks may be a bit too time consuming for the killer and only really allow usage of the power after an initial hook (even the possible spreading to others). Perhaps change the initialization of the power to an M2 attack (a slow, non-lunging attack) that needs time to recharge (fester) so it can't be spammable. And if the infected touches a gen, chest, hook, vault before curing themselves/being cured, that seems like it should also have a chance to infect others who would likewise touch those surfaces.
This feels like it could be put to good use in a Plague Doctor or Patient Zero scenario. Overall, I love the general idea and think the spreading concept could really provide a fresh variation to overall gameplay (and it would definitely make folks trigger-happy with We're Gonna Live Forever think twice before rushing for a hook save before grabbing a cure first).
Absolutely! I really like your idea of infecting other items! In particular the vaults, where a survivor performing a running vault would be more likely to cut themselves. I think infecting hooks is still viable so long as the killer is strategic (always be near one). However your idea is equally viable. A slower or non-lunging attack puts appropriate limits on the killer. The most important thing is that the infection be fairly hard to start as it could be potentially devastating to a group once it gets going.
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I assume the devs want to maintain a certain difficulty for earning bloodpoints, so here’s an alternative idea for redeeming unwanted items: exchange them at the Item Bazaar! This could be a different page in the store, but would need to be specific to each character.
If you want that very rare purple item (white ward perhaps) the you need to exchange 4 of the dusky brown common items for it. 3 yellow items, or 2 green items would also work. This is just a quick idea, so the devs would need to work out the exchange rates more precisely. Perhaps the items available in the Bazaar are limited and the inventory updates weekly like the Shrine of Secrets.
What do you think?
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@George_Soros said:
@yobuddd said:
How about this? After the hatch standoff has lasted for 60 seconds or so (triggered by the killer and survivor both within a certain meter range of the hatch), the entity teleports both of them to different random corners of the map and respawns the hatch elsewhere.This could happen multiple times per game but also increases options and enjoyment. Let’s face it, hatch standoffs are boring! The arguably best 2 players in the match should have the most fun, not the least!
Teleport would be a stupid mechanic (I know realism is not a priority, but it would be too off, and lazy design). Anyone with a single working brain cell knows what to do with hatch standoff: jump, or hit, and let the other escape/grab you and hook you. Only people without a brain are willing to just stand there for ages, doing nothing. I fail to see the problem.
I understand the feeling about teleport being a cheap mechanic, but there are ways to keep it in line with the feel of the game and still achieve the same effect. For example, instead of “teleport” per se, how about the entity wraps tendrils around your legs and drags you backwards at high speed around the map in random directions? When it finally lets you go, you’re in a new location, somewhat disoriented, and the hatch has respawned elsewhere.
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I see what you mean about spirit fury, but that one still requires you to sustain a stun during a chase. My proposal allows you to be strategic. If you have a token, run off to “the shack” and destroy that pallet in the doorway before spending 5 minutes chasing someone around in circles. You know, get rid of the common nuisance pallets or destroy one right there in front of a survivor who’s preparing to run loops on you.
As for the numbers, they could edited, be given a higher or lower token cap, or changed to a timer if that would work better.
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As a completely different idea, the killer (or player account) can choose to place totems from the loadout screen. He walks around the map of his choice at liesure and places all totems. These settings are applied each time a match starts in a given location, and dull totems still light up as hexes at random.
This will also count as a training option for players to explore maps.
I could imagine some funny scenarios where all totems are clustered in one spot. This could be abused too though, huh? Hmmmmm. Perhaps require a minimum distance between the totems before they can be placed.
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Actually you just gave me a really humorous idea. Imagine a killer with special hooks. Once a survivor is on it, the hook starts spinning around the post like carnival swings. Can you imagine the sight of a healthy survivor running circles around the pole trying to catch and rescue the hooked one?

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@Lateral said:
Killer enters game and pushes a button that activates retractable hooks attached to Survivors backs winning the game instantly.I like it! To keep it interesting, let’s say he has to hook each survivor three times before the special button appears. Oh, wait......
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How about this? After the hatch standoff has lasted for 60 seconds or so (triggered by the killer and survivor both within a certain meter range of the hatch), the entity teleports both of them to different random corners of the map and respawns the hatch elsewhere.
This could happen multiple times per game but also increases options and enjoyment. Let’s face it, hatch standoffs are boring! The arguably best 2 players in the match should have the most fun, not the least!
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Here’s a thought: if a player disconnects within X meters of the killer, they initiate a 20 second countdown timer in which they no longer have control of the character, but still have to watch as the killer hits/carries/hooks them. Even if they fully disconnect (power off the machine), the avatar should remain for 20 seconds giving the killer a chance at the bloodpoints to be earned from sacrifice.
I also think that the disconnected character should glow brightly or have some sort of aura/notification bubble. 1) the killer will know the 20 countdown has started as to hurry. 2) other survivors will know not to risk themselves trying to unhook that character. 3) it can count as a trackable “event”. If a glow event begins, the player loses all bloodpoints and equipment (regardless of wards used) and automatically loses a pip for ranked play.
I think this will reduce the number of rage quits while still allowing people to disconnect for legitimate reasons. If you really had to use the restroom, disconnect out of the range of the killer, not mid-chase.
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@Kaelum said:
@yobuddd what you are describing is a little different. It’s based on a known bug that BHVR thought they had fixed, but hadn’t fully. There are controllers out there that allow buttons to auto-pulse at beyond human rates, which is what is happening with flashlights. When a flashlight is pulsed fast enough, it creates the possibly of those nearby to DC. It’s usually the killer that DCs, but it can do the same to survivors. This was verified just a couple weeks ago, when it happened live on Puppers stream several times.I am almost 100% certain that the survivor lagg switch device was created by a hacker who decoded the telemetry streams, and figured out how to reduce the information being sent to the host (Killer) w/o suffering the effects of normal lagg. It basically picks certain packets to block, but does not block the retry packets. Which results in the 1/2 second stop motion animation that killers are seeing.
P.S. This new lagg switch device also has the ability to TP the survivor completely out of view, with no scratch mark trail. One moment they are in front of you in stop motion animation, then they are just gone.
It’s different, yes, but I find it remarkable that (for me) this issue on PS4 has drastically increased over the exact same timescale that Kaelum describes in his observation. While I’m not so savvy in regards to the inner workings of internet connections, I think your explanation makes great sense.
That said, here are my next questions: Will the dedicated servers coming online this summer fix these issues? As in, will the strength of the Killer’s internet connection still be the determining factor for the smoothness of gameplay? Will flashlight spams be rendered ineffective? Is there anything that we (or the developers) can do about it in the meantime?
sigh until things are resolved, I guess I’ll just have to keep closing out rooms when survivors join with flashlights (or have too many X’s in their name for that matter! Common culprits)
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@Kaelum said:
@Judgement there is something new that survivors are doing that from the killer’s side, looks like they are just jumping from point to point to point, without really running. It started a little over a month ago, where I’d see it maybe once every few days, to now where it occurrs at least once every 5-10 matches. It only seems to happen with higher ranked killers, and I didn’t see it all for the week after rank reset.I play on PS4 and thought that it was just a PS4 thing, but then I started to see it on PC streams as well. It definitely happens more on the PS4, which means that it is some sort of black box on their Internet connection. I have a feeling that when it is turned on, it blocks like every Nth packet, which would exhibit behavior like I am seeing. I’ll have to setup WireShark and monitor the connection sometime, to see if there is a pattern.
It’s funny you say this because I’ve seen a new problem that has developed over the exact same time scale you mentioned. As killer on PS4, I can play a decent game, get a couple hooked or sacrificed, but as soon as I’m gaining the upper hand over one of those annoying high level player, the whole match ends and I’m sent back to the home screen. It has now become so common (1 in 5) that I’m unwilling to use add ons or offerings anymore until this is addressed, since they will be lost if this happens. On a different thread someone said it could be a programmed flashlight spam that breaks the game. I’ve managed to reduce instances this somewhat by cancelling any room that has a flashlight-wielding survivor join, but it’s not foolproof. Last time it happened, the culprit had a flashlight they must have gotten from a chest.
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Lol yes! I’ve seen that a few times. How about the “working on generator” variant? Crouched on a knee, hands still pulling valves and gaskets, yet sliding along at sprint pace!
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Hey guys, I’m sorry. New to the forum here and couldn’t see my posts in the thread after submitting. Thought there was a tech glitch so I reposted the same thing a few times before seeing the little pop up saying the comment is awaiting approval. I’ll delete my duplicates later when they come through.
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Hmmmm I like the idea! On that note I think it would also be good for players to be notified when they are reported. But yes, the general idea is the same, make unsportsmanlike behavior suffer a waiting delay of some type.
In regards to my idea, I don’t think getting home-screened would be an issue since you’re not forced to sit there and watch everything. Also, when you get home-screened you lose all your points and equipment anyway, so there’s no change in that regard.
On a final note, I don’t believe suiciding on the hook should be punished. That’s someone who wants to leave the game, but is at least willing to go out the natural way and let players earn points. There are other reasons too. I’ve done it before when a killer is hiding in the corner of the basement using Insidious and I want to protect my teammates who are running into a trap. Since suiciding is an actual game mechanic, I see it as a fair option. Kinda like a killer camping. Unpopular, but fair in the mechanics of it all.