willymancer69
willymancer69
About
- Username
- willymancer69
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Comments
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@foods said:
did i lose that chase because i made a mistake or because someone was on comms with the player i was chasing telling them exactly what i was doing?
i guess it doesn't matter cause the devs said theyre just casually hanging out with their friends. no problem.
The devs with the spreadsheets said that the vast majority of the survivors play, on paper, similarly to solo queues. They gave us an answer right there
Most information perks can accomplish an average SWP duo ngl.
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this is so frickin cool! There are not a lot of killers that make me feel spooked, like Myers. This genuinely would have me anxious and second-guessing in a good way.
I wonder if the Thing rights would be difficult to get. Its a classic that would appeal to older and new generations.
GG, OP!
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@DBDVulture said:
Honestly it would be "ok" if boons were a high risk high reward thing. If you place a boon and the killer kicks it then it's gone forever the first time (without them needing to use a perk). Why? Because that's how hex perks work and there's no way you are going to explain to anyone that more than half of the hex perks we have in game are even remotely good as boon CoH.
As a solo queue survivor plagued by one person resetting and resetting their boons and never touching a gen, I can wholly get behind this.
There's games where 3 boons of the same benefit are placed; why? There's such a low cost to placing them. Placing a boon max of 2 times and the killer being able to smash the totem bones when they find the boon seems very fair.
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@Veinslay said:
Putting aside whether the perk needs to be nerfed or not, I'm not a fan of the argument that it needs to be nerfed because of the incapacitated status effect. I don't care if not being able to do anything except unhook and run is "boring" or "unfun" for the survivor. Killer gameplay involves getting stunned constantly over and over during a trial. Victor eats a DS every time he gets a down, it takes forever to ADS as Deathslinger, Pyramid Head's power is intentionally made clunky and slow as hell, Blast Mine stun lasts forever, Wraith gets stunned for an eternity getting hit by a pallet when cloaked or getting lightburned, Trickster takes 8,000 years to put his knives away and kick a pallet and the survivor is halfway across the map as a result. Finally, add up all the time the killer has to spend doing nothing while they wait out stupid ass Dead Hard
Complete agree with this. Incapacitated status seems fair, but how it has formed gameplay itself with the 30min stall-out I_CAME mentioned is unfun
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@I_CAME said:
The worst part about it isn't even that it's OP or that it has incredible synergy with at least three other perks. It's that it makes games last 30+ minutes. The killer will immediately commit to a three gen at the start and it starts this boring war of attrition that just goes on and on. It's by far the worst meta this game has ever had. I would take ruin and pop back any day of the week over this current meta. Even DMS/Pain Res meta was much better go against since you could actually counter it by getting off the gen. There aren't even activation requirements for the current meta. You can just do it over and over again and drag the game out endlessly. Watch the hens video where he holds the game hostage until the time limit expires if you need to see how ridiculous it is.
bumping for visibility <3
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@Dream_Whisper said:
Even though rage quitting can be quite terrible for either sides, as survivors are down a teammate and are at a significant disadvantage, and for killer, they lose a precious kill or opportunity to get a adept Achievement or even used a hook related perks to trigger like Blood Warden. Your proposal would help, but it seem more like a bandaid fix, then a solution that completely erase the urge to DC.
People can DC by any means, whatever it bad internet connection, they need to leave because of a cheater, if irl emergency came up, or even most likely being salty and just hate losing yet still rage quit because they can and do not want to give the satisfaction kill to the killer because of poor sportsmanship.
Even if we implement it, there will always be dissatisfaction among the Survivors playerbase whom rage quit for various reasons. And it seem like Bloodpoints lost, depip, and even getting a DC Penalties is not good enough.
I agree with you that there are larger issues. But I don't think that means we should discount short-term solutions for the pain at the moment.
As a survivor main, who is equally incredibly frustrated by DCs, I agree that the late-game DCs are meant as a punishment for the killer. Earlier DCs are generally for other reasons unrelated to trying to punish the killer.
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@TragicSolitude said:
De-pipping should be removed entirely. It's a relic from the old rank system where ranks were used for matchmaking. Now it's grades, and grades are just supposed to be an indicator of time played. At no point can the amount of time I've spent playing the game go backwards (otherwise I'd set it back to zero and do something better with all the time I spent playing, maybe get a PhD or something, I dunno).
Participation is required to earn emblems and pip up to get a reward on the 13th of the month. Taking away those pips for bad matches, which can happen for a myriad of reasons, is frustrating as hell. Multiple times in the past I've avoided playing the game for over a week just because I was one pip away from getting to the next grade. And the longer I go without playing the game, the less I want to return to it and the longer I continue to stay away.
so well worded; I didn't even think about how it is a relic from old match-making
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@hiken said:
people are dicing because is free right now but normally u wont see them leaving unless is nurse, legion or something like that or extreme tuneling ofc. so if its happening there might be reasons why is happening and maybe BHVR should adress reasons why people are leaving aswell. but i do agree ofc, tehre should be a protection
I understand and I hear your frustration, but (to oversimplify) saying "there's a larger root cause, so lets fix the root cause" shuts down the conversation of quality of life, short-term bandaids as they take a few cycles to implement larger solutions
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@yobuddd said:
I absolutely agree with you, though it should only apply to early DCs. Time limit, such as first 5 minutes, or progression limit, such as first kill, first gen, first 3 hooks, etc.
Honestly though, I wish they’d just remove depipping altogether.
Totally agree with you on parameters, but didn't know if that was too dev-complex. I think a time limit makes most sense
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@entertainment720 said:
First let me say hello and welcome to the forums!
I appreciate you taking the time to share your thoughts on this. I understand your frustration around player quitting.
The DC penalty is kept small at the beginning as things do happen (such as an emergency). And with the penalties stacking, it's intended to give appropriate consequences with recurring behavior.
I'm afraid someone dying on the hook is near impossible to monitor, given factors such as missing skill checks, failing the 4% attempt, etc.
That said, we value your feedback and will continue to monitor things such as DCs and how they are affecting gameplay.
Respectfully, I think there is a way to flag self-killing, airing on the side of false negatives, too. The "trigger" could be several events in short succession ( oversimplified ex. on first hook, going from hooked to dead due to player actions on hook in 30s and within the first 3 minutes of the game).
There has so be some solution beyond simply "its not possible". That feels so discouraging to hear, given other games have solutions because this is a known player behavior
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@Renfear said:
I don't think it's a problem. Like someone said early, this is a skill based game. If you don't have the skill to be in a particular match, you leave, instead of wasting your time. People who complain about DCs are really saying that they can't win without other people to help do the heavy lifting, i.e. it's really a lack of skill on their part. Be good enough to 1v1 a killer. That's what hatch is for.
As an other commenter said, this isn't a 1v1 game. The game is balanced for starting at 1v4. If this is your understanding, please refresh with the game's wiki for the basic objectives.
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@Rudjohns said:
The amount of tunnels and campings are killing my love for this game
As someone who has played this game for 3 years now (and not trying to make an excuse for them), its been way, way worse. They did a lot to curb the original frequency of tunneling and camping. Haste and endurance off hook; new perks specifically for this (Off the Record, etc).
Now we need this attention to self-killing to bring it to "normal" numbers.
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@djrobert said:
Bad sports lobbies... simple
Are you a player who just DC'd or insta killed themselves on hook?
Off you go to the bad sports lobby with other similar players who play like you do... enjoy
This is a really smart idea; League does something like this. In League, people who DC, AFK, or self-kill go to lobbies with similar people until they do X number of games.
To the responses of "lets address the root cause", that's a much more complex and nuanced fix than a more short-term, robust solution of curbing etiquette. There will always be people that DC or self-kill, but the numbers are too high. Those people are ruining this game for the rest of us at the current numbers.. most games would never let it get this bad. Please address it, Behavior. Rooting for you
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I wish I could upvote this topic more than once. People self-killing on hook and how rampant its gotten made me leave the game for half a year this summer. I just got back, and its somehow worse. It's how folks get around DCing; because of this, it should be treated in the same wave of punishment rampup.
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Then please don't play this game. If you do not have the patience or fortitude to follow basic team etiquette, this is not the game for you.
You're not the only person looking to relax or have fun. You immediately screw over 3 other people's game if you DC or self-kill.
I highly disagree; this game shouldn't be won at a 50/50 chance; this game is much more complex than that. It is a skill game, and folks should understand that.
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For an update, I brought an item that round. I dropped it when I self-cared and still got the challenge. Escaped normally, not hatch