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nightylion

nightylion

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nightylion
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  • At this point i'd say just balance the game around SWF on general and start give additional bonuses for solo survivors.

    The new mechanic from 2v8 which allows survs to solo heal on the last hook state for example. Also i think survs could use a lethal pursuer effect at the start just to know which gens are being repared at start.

  • @Jim_Tonic said:

    My first match (that was just before) was actually as hilbilly because i wanted to know if there are any upsides.

    The map traversal is nice if you need to cover an area you know there are people around, also you can catch up quite well because there is no perks.

    I still think the instadown removal is overnerfed af. But at least he has SOME upsides.

    As survivor i havent seen any wraith either btw, its been trappers, nurses and huntressesseses.. Is the uncloacking that bad in 2v8?

    No, Wraith feels great. I mostly stay on the opposite from my teammate side of the map to pressure gens by hit'n'running. And only when there are 1-2 gens left we sometimes team up of we are close.

    Well, sometimes huntress can help me in chase if they see an aura of a survivor chased bt me, but that's it.

    Been playing whole evening. Yet to lose at least 1 match.

  • @Skillfulstone said:

    No. And not just because it's a massive crutch.

    NOED has the side-effect of single-handedly slowing down people's ability to learn how to play and frequently gives utterly undeserved kills (sometimes even 4ks if the Killer goes on a slugging spree and the Survivors are too altruistic/the Survivors aren't good enough at looping) despite the Killer having been demolished the whole game.

    NOED is basically the ultimate crutch and is arguably a source of toxicity (or at least enhances it) and it's bad enough that there's a perk in the game that gives a massive power-up for losing without it being basekit and actively discourage going for endgame saves (not to mention it would make almost every game end roughly the same: Everybody running away and everyone for themselves if someone has the bad luck of being hooked too close to the totem).

    And worst of all: SWF teams, if they knew 100% they will have to deal with a busted Killer, will use comms to tell each other totem locations/amount of them destroyed while SoloQ would be left in the dark, further widening the gap between the two, which BHVR is actively trying to avoid.

    Nowadays, basically only beginners/bad/toxic Killers use NOED to compensate for their lack of skill (and it's usually pretty easy to tell if they have it depending on how well they play), having every player including pros having NOED basekit would just make the game more miserable.

    I mean you are basically saying NOED is bad because i gives free kills and denounce nerfing it to 3 totems cleanse(thus, easily countered). Now gap between solo and teams is even bigger since NOED comes in play at the end, where solo survivors just almost always escape when they see NOED. Cleansing 3 totems is a thing that can be done by any survivor beforehand. And implying that PROs aren't able to cleanse 3 totems is... well, it's a bit weird.

  • @appleas said:

    It will not be received well.

    Some Survivors think it’s unfair that they complete all the gens and everyone gets downed due to one misplay and no ed invalidating all their hard work.

    But the idea is effectively get rid of NOED in exchange of 3 totem cleanses.

    @dknb said:

    If NOED be a base kit,

    Survivors always destroy totems before the endgame.

    It makes no sense.

    Yeah, that's the idea. To add a new objective and give them a possibility to secure their endgame.

    @Skillfulstone said:

    No. And not just because it's a massive crutch.

    NOED has the side-effect of single-handedly slowing down people's ability to learn how to play and frequently gives utterly undeserved kills (sometimes even 4ks if the Killer goes on a slugging spree and the Survivors are too altruistic/the Survivors aren't good enough at looping) despite the Killer having been demolished the whole game.

    NOED is basically the ultimate crutch and is arguably a source of toxicity (or at least enhances it) and it's bad enough that there's a perk in the game that gives a massive power-up for losing without it being basekit and actively discourage going for endgame saves (not to mention it would make almost every game end roughly the same: Everybody running away and everyone for themselves if someone has the bad luck of being hooked too close to the totem).

    And worst of all: SWF teams, if they knew 100% they will have to deal with a busted Killer, will use comms to tell each other totem locations/amount of them destroyed while SoloQ would be left in the dark, further widening the gap between the two, which BHVR is actively trying to avoid.

    Nowadays, basically only beginners/bad/toxic Killers use NOED to compensate for their lack of skill (and it's usually pretty easy to tell if they have it depending on how well they play), having every player including pros having NOED basekit would just make the game more miserable.

    This change actually will just make sure survivors control NOED appearence, not killer. 3 totems is an easy enough task even for ONE solo survivor.

    I think you kinda missed the part about 3 totems, otherwise you wouldn't type all this wall above.

  • I think this thing resets every week. I'ts not a progression that unlocks anything, it just gives you cells for obtaining GenMat(exp for advisors).

  • I already imagine using flight mod to make ppl "fly" through the maze of lava blocks for 20 blocks straight.

  • That's what i call "invul(nerability) tool". There was no way to outrun the wave, but i didn't think about grappling through lava, that could work.

  • @CotePathos said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392945#Comment_3392945

    It is literally, completely impossible to build an impossible level. Every base has a Harvey sized path in it, and there is no combination of traps that can't be overcome.

    Go ahead. Make an "impossible" level and send it to me. I'll prove it's possible.

    I saw level which is impossible to beat without those "invul" tools. basically genmat is at the end of really long corridor. Everything above - hidden corrosive blocks with guards upgraded with detonator somewhere above. Once you get genmat they fall through lava blocks, die and eplode whole corridor. Impossible to speedrun it with grappling hook and speed consumable.

    I don't know how guards can be placed on top of lavablocks, maybe somebody could explain. Pistons? Don't have them to test.

  • Forgot about one more thing: i think raids in which raider didn't get his GenMat shouldn't affect Kill Ratio. Because when someone gives up after 3 deaths it counts as an attempt with 3 kills and affects kill ratio negatively, while it shouldn't.

  • Ok, so according to developer update you didn't plan to six this since you wanted to get rid of this mechanic anyway. But i hope you won't forget that it affects not only burning, but also blinding.

  • Still not fixed. I guess better luck next year.

  • Still not fixed.

  • Still bugged. No any sounds when flashlight is pointed on you.