Najemniczkas
Najemniczkas
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- Najemniczkas
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@ToxicFengM1n said:
That background, jesus is t-posing back there lolI mean, my nickname on steam is "T-Pose Collectior", sooo...
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This is what I'm talking about. Scratch marks start to appear when survivor runs after Frenzy Stun. My point is, they should start aappering at the start of Frenzy Stun (not Frenzy!), not after it. So if your Frenzy runs out and the survivors is running, right when you get stunned (not after it), surivor should leave scratch marks.flipboi001 said:Umm am I mistaken but it does not show scratch marks unless someone runs after your stun wears off, otherwise all the running done before that doesnt show -
@TestDStrike said:
Nope, just your WiFi, steam glitches.It was down. If you went to steam reddit, you would know it was completely down for a while. It just happend to be back online, when I made this post
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Nevermind, it's up now. GL HF
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@Cymer said:
@Najemniczkas said:
Survivors only? You mean survivor mains only, or do you count people who play both?
CJsDBD said:How are they broken? Survivor main and not sure what you mean
Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.
I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.
It is just funny how the first post is pure obliviousness about the issues with totems.
I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.I was not prepared that someone in the game could say, they are fine the way they are.
Would love if he could elaborate a bit, how totems are not broken.Well, I play both sides, mostly swf, so I wasn't sure if I should speak for myself, since my opinion is pretty much same as killer players' opinion
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I wouldn't say this is the major issue why it takes so long to find victims tbh. Sure, it is one of the reasons, but not major one.The_Crusader said:Yup. Equally if the killer camps and survivors rush gens then they don't pip either.
The survivor pipping system needs an ovehaul. Killer mains won't allow it though yet then act surprised when rank 1 lobbys take ages. -
I never tried it on killer tbh... Though, if you are invisible on steam (or offline), than recent games won't update itself
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Same on PC. A bit annoying. Fortunately you can go to Steam overlay -> View Players -> Recent Games to check others' profiles
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What? He could do that after the release. He can't stalk multiple people at once. And it has been like that for very, very longVietfox said:I think the range is fine, especially considering he cant stalk more than 1 survivor at the same time. -
I'm mostly asking about this week. Cuz me and 4 of my friends lost some progress lately. So it starts to look like a big issueMaster said:Roughly a month ago I lost about 3 hours of progress.
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Survivors only? You mean survivor mains only, or do you count people who play both?
Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.CJsDBD said:How are they broken? Survivor main and not sure what you mean -
And both are not.Poweas said:Both are toxic.
Whether someone is toxic depends on a player, not side at which they're playing.
Sure, me and my friends call some surv builds toxic or something we do as killer/surv in kyf, but this is not literal meaning of toxicity. It's more of a joke.
But those are players from both sides who can be toxic, not sides themselves.
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I would switch up Laurie with Nea, cuz of Urban Immersion and the fact that people, who run DS, are trying to get killer's attention.
But I kind of like this idea, because than survivors wouldn't feel like simple skins when you level all of them up and get the perks on every surv. -
@Slay___ said:
You need to contact support for issues with your progress not saving or resetting.Thanks
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I understand that. Though, for me personally Detective's Hunch is a bit better than Small Game. Especially if you have map.Vietfox said:@Najemniczkas said:
Vietfox said:@Najemniczkas said:
GodDamn_Angela said:
Agreed. Some times it works out in my favor as a Killer, as I can jump them as the Spirit since I KNOW someone is going to be cleansing my Ruin totem that was placed in the stupidest place, but most often the Survivors spawn next to it across the map so RIP Ruin. Hell, this would make Small Game a more worthwhile perk, for some playstyles, if totems weren't so easy to find/didn't spawn next to Survivors and Gens.
People would still know spawn places, if they play long enough. So Small Game would still be pretty useless
Yes, it's easy to guess where the totems are, but i still run Small Game because saves me a lot of time. The more time i spend in a match the more chances i got to get killed.
It's also useful against the Trapper and Hag.
But how many Hags and Trappers do you face? Because I don't run into them very much ;p
Well, on ps4 there aren't many nurses, so it's not that hard to see them. I just said that because it's nice that Small Game works for something else than totems.
Anyway, we're going kind od offtopic here
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But how many Hags and Trappers do you face? Because I don't run into them very much ;pVietfox said:@Najemniczkas said:
GodDamn_Angela said:Agreed. Some times it works out in my favor as a Killer, as I can jump them as the Spirit since I KNOW someone is going to be cleansing my Ruin totem that was placed in the stupidest place, but most often the Survivors spawn next to it across the map so RIP Ruin.
Hell, this would make Small Game a more worthwhile perk, for some playstyles, if totems weren't so easy to find/didn't spawn next to Survivors and Gens.
People would still know spawn places, if they play long enough. So Small Game would still be pretty useless
Yes, it's easy to guess where the totems are, but i still run Small Game because saves me a lot of time. The more time i spend in a match the more chances i got to get killed.
It's also useful against the Trapper and Hag. -
People would still know spawn places, if they play long enough. So Small Game would still be pretty uselessGodDamn_Angela said:Agreed. Some times it works out in my favor as a Killer, as I can jump them as the Spirit since I KNOW someone is going to be cleansing my Ruin totem that was placed in the stupidest place, but most often the Survivors spawn next to it across the map so RIP Ruin.
Hell, this would make Small Game a more worthwhile perk, for some playstyles, if totems weren't so easy to find/didn't spawn next to Survivors and Gens.
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Not all SWFs are so bad. I only dodge those where I can recognize very toxic players (ie. 10x more hours in game than me with flashlight and P3 character, or people who are only in Ochido's group on Steam, not in any other DBD-based group). Sure, they have communication, which gives them an advantage, but also a lot of SWFs play too altruistic, so they pretty much kill themselve.
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Issue: FPS loss
Platform: PC
Map played: Grim Pantry, Haddonfield, Coldwind Farm (and one more which I don't remember)
Additional details: Before Christmas update, I didn't lose almost any fps (loss of 1-2 FPS). Now the perfomance is terrible, especially on killer (loss of 5-10 FPS, sometimes an FPS drop when getting downed or hit with Sloppy Butcher). It's not fun to play like that.
Quality selected: Low, 43% resolution.
Processor: AMD FX-4300 3.8GHz
RAM: 8 GB
Graphics Card: Radeon R7 240
Operating System: Windows 7 Professional SP1 64-bit -
My god, I didn't want to be harsh when I asked if you're slightly colorblind, since noone else sees the diffrence, except for you.
I mean, looks more blurry, but the one on the right is from PC, so it's hard to tell if there is a difference. Adding to it different bg and it's even harder to tell if it is in fact worsePureHostility said:Uh, beside it being a console (crappy graphics and awful resolution), I don't see anything wrong with that ruin skill check...
Hell, even googled out some pic of a ruin skill check pre 2.4.0 to make sure it looks the same.

It's the same.
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Are you colorblind (at some point)? I mean... The colorblindness that makes you not recognize some shades of particular color. Cuz for me also it looks like normal Ruin skillcheck, maybe a little bit less red, than before. Though, in-game it might actually look diffrently and it is less visible (like scratchmarks imo. They seem to blur into the new colors pretty easly)
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@alivebydeadight said:
@DwightsLifeMatters said:
Okay they removed the map till they fixed it, very nice.
(confirmed by not_Queen)WHAT, I wanted to play the new map, I have not yet and it looks like a nice map
I think you can still play it in KYF (offering wasn't disabled, but me and my friends decided not to use it, since it affects FPS for a lot of people)
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If not down with Exposed in Frenzy, than at least make it so first Frenzy hit reduces half of the bar and second downs them... Seriously, exposed is so useless on Legion.Youkari said:i also suggest giving Legion a buff with exposed effect like if a survivor suffers from exposed and deep wound ailments, additional frenzy hits should down that survivor instantly then. I mean we speak about exposed effect and it's the ultimate threat killers can impose... except Legion as of now unless he's going for being a 110% speed M1 killer...
I can see why Exposed won't work with Frenzy one hit, one down, because it would activate killer's instinct. Though, making it so it stuns him instantly or, like I suggested, making it so exposed reduces required hits to 2, would make any Exposed Perk viable on them -
Maybe try 112.5% than? No killer has this movement speed and it's between pretty slow 110% and decent 115%. See how the +2.5% worksPeanits said:
Because 115% was tested and was too much, so 120% would be bananas.Theluckyboi said:Why not make him 120% speed? at the end he is a tiny killer and the main objective of his power is to be agile.
Making him faster than most killers would be a nice addition to him, perhaps even making him a decent killer
I do like the idea of making them 115% when charged, though. It would give the survivor some time to maintain the distance after the guaranteed hit. -
Okay, thanks everyone for help. So it will be green for Julie, blue for Joey
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I'll try to remember to do so. I also have to remember to post the art here, since usually I just post it on my tumblr 😅Poweas said:@Najemniczkas said:
Okay, so... Which color suits Julie more in your opinion? Blue or green.
I'm drawing an art of Julie and Frank, and I picked red for Frank. If I were to draw Susie, I would pick pink/purple. But I dunno if blue should be for Joey and green for Julie or other way around.Since it's not a post with art, I assumed general will be better to ask for help.
If u post ur art to the forum, can u please tag me so I can see it. ^. Also Julie would rock the green and Joey would suit blue. ^^
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Well, it's mostly cuz they pushed this updated and Legion into live servers. I'm not suprised there are so many bugs, since a lot of things have been added/changed with this patch. But those aren't gamebreaking bugs tbh. Annoying - yes. But have you seen how buggy Deceit is? This one is just a pile of bugs, yet it's still playableWolf74 said:@Najemniczkas said:
It's cuz of engine update. Optimalization (for some people), lighting, some colors, scratchmarks, animations (typical bugs like survivors sliding after dropping pallets) and especially audio got f-ed up. We need to wait for a hotfix update honestly... Though it may take a while, so much things broke that it will take some time to fix it (but I think at least some stuff is gonna to be fixed before event/with the event update)It's still crap to release such buggy patches.
It's not like this isn't something new.
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Though I think purple might be better for Susie. Don't you think?alivebydeadight said:purple, I though this was an issue about the game at first but purple fits well
Sorry for a bit clickbaitish title, but otherwise people would totally ignore my post -
I believe some optimalization updates/hotfixes will be implemented with the event patch. Though it's justmy speculations
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It's cuz of engine update. Optimalization (for some people), lighting, some colors, scratchmarks, animations (typical bugs like survivors sliding after dropping pallets) and especially audio got f-ed up. We need to wait for a hotfix update honestly... Though it may take a while, so much things broke that it will take some time to fix it (but I think at least some stuff is gonna to be fixed before event/with the event update)
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Okay, so I understood it correctly. Just wanted to make sure.Supernaut said:So from the example, it's the downing of Meg that goes towards the achievement.
The hitting of Tapp is only to initiate the Killer Instinct part of the Frenzy.What I found worked, was to find some willing volunteers.
Repeatedly hit ONE with Frenzy attacks.
Whenever you hit someone in Deep Wound while Frenzied, the Frenzy ends.
When they are on their last hit, Frenzy on the other person, without Deep wound, to initiate Killer Instinct and down the other person.I hope that helps, let me know if you want further clarification.
@Patricia, is this correct?
Damn, such a hard achivement on such a weak killer (I still like Legion, I like their design and I somehow loke their power. But it's just useless of you care about killing and this is what killer's should do)... -
@Crow said:
Ya'll actually falling for this?I thought the same. When I read about the crying part, I started to laugh. Let's be real, a lot of DS players (not all of them tho) are crybabies already xD
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So you need to pretty much hit a survivor (Tapp) in frenzy and find a survivor that you previously afflicted with Deep Wound (Meg), with bar close to empty and hit them in Frenzy (with Killer Instinct, which activates after hitting healthy/injured survivor without Deep Wound) to down him?
Because your guide confuses me a bit and I want to make sure I understood it correctly -
@The_Crusader said:
Its got worse performance than the other maps for everyone.Okay, thanks, good to know. I thought it might be same case like with the Shelter Woods back when Clown was added (or one of the Autohaven's maps lately), where it was underperforming only for some people
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@MojoTheFabulous said:
The new song is [BAD WORD] great. I wish it played everywhere though instead of just the main menu.I agree, I want it to be playing while I'm looking for victims as killer. Though it's a shame it's so short
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I'm also a bit mad about the fact Legion should be 4 people, meanwhile, even with the skins, there are only 2 voice actors of them... So that's like if it was actually 2 people creating "a Legion"...
This is getting ridiculous... But I still want thte DLC, cuz Legion's power seems super fun, even if he is still weak...
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@DemonDaddy said:
Fun to play and viable go hand in hand. Dev's have said that not every killer needs to be top tier, just fun to play with & against. Unfortunately for killers, being fun is almost directly linked to how well they perform. Killers that struggle provide little entertainment outside spoof builds and kyf.Killers can be fun, unless they're underpowered. If they can't kill pretty much anything or struggles really hard with killing, than it makes that killer unfun. Unless you can make a funny build which will give you satisfaction even without killing (ie. Spoopy Myers, but it's most fun in KYF, when you hear your victims).
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She*. Survivors would still be able to mend themselves. If Legion leaves after applying Deep Wound, you can mend yourself fully before timer runs out. So it still forces Legion to chase survivors for a bit longer, but not chase them without activating chase (cuz chase seems to still stop timer) till their timer runs out. Because people will start mending when they are seconds from being downed, right after a chase, and guess what. Timer stops at 99%, so they don't have to worry about getting downed unless they stop mending.Delfador said:@Orion said:
@Delfador said:
As a killer you know, you need to do something to earn the down right?
Go into frenzy and get a free hit, then get a down because the survivor couldn't find anybody. Balanced for sure.
I am not gonna even talk about what will happen if both survivors need mending. At this current state, one of them will get downed no matter what.
I kinda understand why they don't listen to community now.You'd have enough time to Mend if you started shortly after the Legion hit you with Feral Frenzy. Just saying.
He says it should stop if another survivor is mending you.
There is no way you can find a survivor shortly after the legion hit you with frenzy
Making so it only stops when survivor is mending will make Legion a bit more dangerous, but won't make him OP or force to look for survivors if your timer is pretty much full, cuz you'll be able to mend yourself.
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@Boss said:
Could cut it shorter by not having to walk up to the Survivor, but instead start the animation by already standing on their arm.
Could cut it shorter by using both hands to flick the Bear Trap open to set it.
Could cut it shorter by not having the Survivor land on their hands and then having to kick them in. (Yes, kicking them into it is badass, but he throws them at the Bear Trap first, which i find way more badass.)Any one of these or a combination of these would make it fast enough.
And hey, the Clown's Mori is now the absolute slowest Mori of them all, ranking at about 14 seconds or so.
While the Pig, the Killer before him, has one of the fastest Moris, at about 9 seconds. (I think Wraith is still faster.)- He could open trap faster overall, especially since he is getting buffs to his trap setting.
- He could toss his head into trap instantly, not, like the Boss said, have him land on his hands.
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But remember guys, they're still not sure about this change to exhaustion. Something else might happen to SB.
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Myers. Especially in third person. It fits his character so damn well. And... I don't know, that stabbing, while looking into Survivor's eyes is satisfaying (I'm not insane... Hehehe...)
Second best would be probably Huntress and possibly Billy. Both very brutal and cold. -
"Farmers" or just simple braindeads - people, who unhook you in front of a killer, giving him free hit + hook.
Same type of people, that were mentioned before - 3 people doing gens, noone getting to save you OR when someone is being chased (got hit or even downed far from you) and the other guy/s just sit there on the gens. -
Yeah, it dissapears when you play 3rd or 4th match with the same killer. I'm a new player, around 18hrs (less in-game, since Steam also counts menu), and it dissapeard for me when I play against most of the killers (I know I might get a tip for Huntress, Nurse, Leatherface, Freddy and for Hag for sure, cuz I haven't played against her yet)Shadoureon said:@JEWberry said:
@Beaburd said:
@JEWberry said:
This disappears as you play, once u play enough matches. Thus that person's point still stands.How many matches is enough? I'm almost 900 hours in, playing for two years, and I still get them almost every game. My rank as a survivor is currently 9, but it's been to 1 more times than I can count. I probably get the hint about 80% of my games still. I actually feel bad about it sometimes, especially when I suddenly know to look out for Meyers lol
The tips on "When facing the ____"? Those should disappear after like 5 games against that killer. They came back for new killers or after one of the other updates a while back but they are all gone for me now and i think for everyone else. Looks like a glitch for u.
I think its 3 times per killer.
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You forgot about the hatch. I know the deal with Freddy, I know why he is condiered worst killer (well, if someone is Pro at him, than maybe he isn't that bad, but still...).SaltyKiller said:@Najemniczkas said:
@SaltyKiller said:
Freddy is always terrible
I'm sorry, but it made me laugh so bad xD. I know why you think of him that way, but it's still funny for me.
Anyway, I actually don't mind this map overall, although I'm a new player. I know the "Impossible Skillcheck" build for doc on this map and I know why you can be so frustrated about it. But I'm not sure if reworking this map is a good idea...
I personaly think it's one of the best maps in terms of balance. Why? It's not so one-sided (unless someone runs Impossible Skillcheck Doc). Although, they could make something with the basement, it's really in a bad spot right now - 2 pallets + far from everywhere. There must be other way to fix "Impossble Skillcheck" Doc on this map. Maybe lowering his terror radius in just height? I'm actually not sure how the terror radius works, if it's a sphere or a cube. It should be a cube tbh.
If anything than I would change so the top level would be a bit higher + lowering terror radius in height. Or maybe there might be other solution to it.
Those are just my personal thoughts ofc.
Freddy is the only Killer in the game that cannot get them immediately off of a totem, a gen, or defend a hook. Since the nerfs he's even worse. Self-Care or a Medkit destroys Freddy. #########, you can down someone and someone not in the Dream World can run up and start healing that downed person and you cannot pick up that person. You have to wait until ######### who's doing the healing finally falls into the dream world and you can hit them. And by that time the guy you just downed gets right back up and you have to tag them again.
I'm suprised that Devs don't care about him. Like literally, he is being countered by everything - skill checks, game mechanics etc. etc. He should get a buff to be able to insta pull into dream word with grabbing someone of the generator (give the abillity to do so, even if survivor isn't in a dream world) or at least some kind of buff.
And sorry for the off-topic -
It shouldn't even be a % bar in first place imo. Just values 0-100 or, if it's possible (to make by devs, and I'm sure it is) 0(or 0.01)-100 with values like 0.56 etc. (So, there would be actually... Around 10000 values, I think)LukeBomber said:@Najemniczkas said:
I also have a issue with sensitivity of a killer's camera being to high in game.
I have my mouse on 400 DPI and this is the lowest value I can have on it. I also have my sensitivity set to 0, but yet the camera moves similar to having 800 or 1600 DPI on the desktop.
This is really annoying to not be able to hit properly or lose survivors out of sight because of camera moving to fast.
I also tried to set it to 100 just to see how it would work... It didn't change much to be honest, it felt more like if I've added 5-10% of sensitivity, if it was survivor's bar.So, please, fix sensitivity bar for the killer. Make it so that there is actually a diffrence between having 1% and 10% sensitivity.
This is exactly what i mean 0 should be 0% and 100 should be.... a lot
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I like those ideas.
I also thought about changes to Self Care.
So, I had this idea that, if there are any other survivors in the trial, you should be able to heal only for 25/50/75% or 50/50/75%, but on Self Care 1 the heal speed would be much longer. Or maybe 25/33/50%, I'm not sure which one would be more balanced. And when all of the other survivors died/escaped, you could heal yourself fully (maybe only 3 times, but I don't see a point in limited time of being able to heal, since if you get hit as last survivor, you either gonna die or you will escape).
I know it wouldn't work with your idea of healing being uninterrupted, this is just an idea I had before.
Plus: I would add a cooldown from being able to heal, after getting injured after we were healed. Overall, not just for Self Care.Why change it that way?
It should be team game for survivors, afterall. And maybe it would stop the madness of people healing themselves over and over. It would force the player to get help from other survivors or just running around injured (unless you've got a medkit).
I think it would also make Medkit seem a bit stronger, without it being buffed.
The cooldown could be there, so people wouldn't be so "carelss" or so people wouldn't abuse killers that much (especially SWF).
Another alternative to Self Care, or it could be instead of the cooldown, would be - each time you get healed, it gets slower. So, the more times you've been healed, the slower next healing will be (up to some point, just to not make it 1hr long). It could be some kind of effect, so it wouldn't be forever - after some time the penealty would reset.So, those are mine ideas. I'm looking forward to hear what you think about it.
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@SaltyKiller said:
Freddy is always terrible
I'm sorry, but it made me laugh so bad xD. I know why you think of him that way, but it's still funny for me.
Anyway, I actually don't mind this map overall, although I'm a new player. I know the "Impossible Skillcheck" build for doc on this map and I know why you can be so frustrated about it. But I'm not sure if reworking this map is a good idea...
I personaly think it's one of the best maps in terms of balance. Why? It's not so one-sided (unless someone runs Impossible Skillcheck Doc). Although, they could make something with the basement, it's really in a bad spot right now - 2 pallets + far from everywhere. There must be other way to fix "Impossble Skillcheck" Doc on this map. Maybe lowering his terror radius in just height? I'm actually not sure how the terror radius works, if it's a sphere or a cube. It should be a cube tbh.
If anything than I would change so the top level would be a bit higher + lowering terror radius in height. Or maybe there might be other solution to it.
Those are just my personal thoughts ofc.
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@thesuicidefox said:
Strange, people more often ask for higher sensitivities because the given ones are too slow.IDK how it goes on PC, but on Xbox the default sens for killer is 40 or 50 I believe, but I bump it up to 70 because 40 is slow AF. It's like moving through syrup.
This depends on preferences.
I think I've said that in my own post - I'm a FPS player (Overwatch).
To have more precise aim, and so the crosshair wouldn't move like crazy (up and down most likely) you need a lower DPI and sensitivty. This also requires bigger mousepad. TBH, mostly FPS players and people with low sens/DPI/both are actually using the space on the mousepad - to turn around, you need to make a bigger move with your mouse, that's true, but you can also pretty easly make smaller moves and move your crosshair on things in your sight more easly, more precisely.But consoles are a bit diffrent. Using stick or in some cases 2 sticks is way diffrent, than using mouse (and keyboard). For me it's impossible to use both sticks (I'm so not used to using 2 sticks on gamepad). Like, even the movement of camera on the videos is way diffrent + I think that the way the sticks are built don't allow people to make faster movements like in case of mouses.
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Not much people are going to be willing to talk, at least in Europe. Language barrier is the issue. I don't think forcing people to talk on voice chat is a good idea...SadonicShadow said:@Najemniczkas said:
Jack11803 said:@RSB said:
@Jack11803 said:
Any critiques for my idea?
It is one of 2 ways into balancing this game.
I mentioned your bias, gonna point out mine for obviously liking my idea more than yours, but here’s my reasoning. Quite simply, if my idea was inplemented, it would fix the problem at the root, he game would only need to be balanced once. And people may even forget SWF as a threat. That’s if it’s executed PERFECTLY “we know it won’t, due to the skill floor being in the depths of hell. Your idea is good, but would cause something similar to removing SWF, in that matchmaking would be hurt, bad. Along with complaints and less money.
Believe me, not much people are going to use voice chat, especially in Europe. It won't change anything, tbh.
I know this from other games with voice chat. This won't solve anything, most of solo players are still gonna have less chances of surviving, than SWF.I disagree with this. It will change everything if solo queues get voice chat. If they decide not to use voice chat then that is on them and them alone.
And with voice chat there might be lot of toxicity. + there are some cases when people can't behave properly and they may scream etc. which would cause people not to hear in-game sounds, unless there would be an option to mute other people.
But if you're in chase, you don't have a chance of muting people. Or if you're in struggle state. Doing gens is also not a time to mute people - you have to hold M1 (or whatever you binded) to do gens after all.
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Believe me, not much people are going to use voice chat, especially in Europe. It won't change anything, tbh.Jack11803 said:@RSB said:
@Jack11803 said:
@RSBAny critiques for my idea?
It is one of 2 ways into balancing this game.
I mentioned your bias, gonna point out mine for obviously liking my idea more than yours, but here’s my reasoning. Quite simply, if my idea was inplemented, it would fix the problem at the root, he game would only need to be balanced once. And people may even forget SWF as a threat. That’s if it’s executed PERFECTLY “we know it won’t, due to the skill floor being in the depths of hell. Your idea is good, but would cause something similar to removing SWF, in that matchmaking would be hurt, bad. Along with complaints and less money.
I know this from other games with voice chat. This won't solve anything, most of solo players are still gonna have less chances of surviving, than SWF.