TheWorldconsumer
TheWorldconsumer
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- TheWorldconsumer
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@kamisen said:
You can only earn it by progressing through the rift. The grind is insane.
Edit: the free track is only needed.
Yep, just like OP wrote. You can earn 60 serum this way, but boy do you have to work for it as it only progresses if you complete the challenges- and some are... lets just say not very easy
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^ Just wanted to write the same. Funny fact is that it seams to work almost every time XD
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Although the idea of shortening the dream transition is nice, the problem with this idea is that awake survs cannot see dream snares.
As they only are visible in the dream world, your idea would create an not really unfair but nearly unavoidable mechanic.
You would have to make the snares visible in the real world too to make up for it- robbing them of the neat surprise they can cause if the surv falls asleep directly on one.
A change I would really love however would be an addon that would cause the snares to actually hold the surv in place for a short time- it consists of bloody hands grabing for the surv after all. But this would be too strong I fear.
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As far as I know, the tendency of "X is OP" threads is really high shortly after reworks or newly released killers.
Let´s hope the Devs still remember WHY they had to rework Freddy in the first place- because they catered too hard to exactly those outcries.
There are also those out there who rather hope to be handed their win instead of adapting- hence these often funny, but in my eyes rather pitty inducing "X is OP, please nerf" threads. 😅
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Hm, I started placing them lika a Hag would: around gens and in looping spots.
Biggest upside is that the survs cannot see them before they enter the dream and, as far as I know for now, cannot destroy or disable them in any way.
If you place em around gens you pretty much have some sort of alarm system set if one of em works on it and falls asleep- and since it does not slow you down to place them you can do it while patrolling gens right at the start of the match.
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I think the new DS is better in many ways:
- it now only works AFTER the first hook- so if survs save it up till the doors open there wont be a sure escape off the killers shoulder anymore like it was before.
- that the DS user becomes the new obsession is fitting in every way. When you as player already get frustrated about it, just think how it must feel for the killer
- it FINALLY has an effective counter now. Before the change all you could do is either take the stun or pray you could dribble the surv to the next hook- both ways don´t really counter it. #bringsluggingback

- since you become the obsession now when you use it, it now also has a downside to it. The killer may run an obsession perk- and you just made it easier for him to achieve his goal for it. You may also take away another survs advantage by it, robbing him off his obsession status and therefore maybe disabling one of his perks entirely. BUT:
- it now is practically the ONLY way to counter the effects of Dying Light once it has been activated. Because the effect only activates if the obsession is dead, the obsession switch through use of DS would cancle its effect- or at least I think it will. Needs testing when its implied.
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Okay, lets be real: even IF you could struggle on the hook as the last surv....and you got an active deliverance.... do you really think that the killer will just go poof after he hooked you?
You would be his last objective, and the moment this suggestion of yours would be implemented, not one killer player would ever again leave the last hooked surv alone..... so long story short: your idea would NOT give you a chance, just maybe some bonus BP IF you unhook yourself. -
Long story short from what I gathered in here: OP is a feminist who want all chars in games, especially females of course, to wear burkas- althogh stating gamewise it does not bother her, as it wont change a thing.
So this took 3 pages already and all is in circles, when all the OP would have to do is NOT look at the char when it upsets her so much or even buy it at all. Feel sad all you want but do not change our game for something you alone are uncomfortabel with.
And if you ask why I am not really making an argument here: It.Is.A.Game. I just want to do you a favour: bring you off this idiotic horse and back to REAL life problems you might consider more important then the looks of fictional game chars, hm?
Or would you rather like the devs to put her into a tight leather outfit, her head inside a rotting pig head? Or why not directly pull a suffocating pillow mask over her head, hm? See where this is going?
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@redsopine1 said:
Devs can yoy change the earn limit in game to more then one vial a game reason I'm asking is because people are not using the event tokens if there vials almost full when if everyone partakes we can get 7hooks and 7 plants and in doing so we can get one to two vials depending on if its nearly complete when we enter making the game more fun as people will be less likely to try hard for pointsTotal lack of punctuation aside, I agree with OP: It would be neato if we could fill another vial if one is full- the guy in the new Video also had 2 of em

It would help both sides, as killers would still get nectar from overhooking their vials and survs could still farm the nectar bulbs until all are done- had some games in which only 2 were done from 6 as all survs had full vials... pretty big waste of offerings there. -
Hm, the problem with your post is: it is written in a way that screams troll, like VERY loud.
If it is not meant this way, all you can do is get better at playing the game. It is normal that new players of a game will lose more often, this is a problem of the player and not of the game itself.
And to all that want to jump this train of "balance at low ranks", I think I just have to say this: you ready?
Freddy Krueger
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Well, you are right in a way: it does NOT tell you that the perk does not work in this situation. But after you used it once and realised the creatures react, you could have adapted and just... NOT run over them, maybe?

Also, the main reason I pick it sometimes is the fact that it counters the doc- HARD!
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You actually have some ways to know if the killer may have brought this addon.
The first and biggest hint is: if he takes a felt FOREVER to get to EW 3. Most Myers players will try to pop it ASAP, so the longer the wait, the greater the risk the killer may have brought a tombstone -addon.The next hint, but one you actually have to see the killer for, is: if he is on EW 3 and does have the free hand clenched: you are in trouble- because this means he got the tombstone on him.
If he does not, he would have his hand unclenched.I hope this helped.
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I actually wonder what you would put in this guide to be honest. Killer has Doc+ bbq+ distressing, survs got "We gonna live forever". Add to those a bloody party streamer and go nuts- that´s mostly it.
Any working together with the killer should NEVER be part of a survs goal to get BP. -
I am very sorry, OP but: the moment you mentioned that removing infinites is a bad idea, at least from your point of view, you instantly lost all support you might have gotten from my side.
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Are you planning to add some sort of reward for reaching devotion levels? Because as it is now, you are actually getting sort of punished for getting to level 100, droping down to level 0 again and thus getting lesser shards.
Wishing intensifies Maybe even some Auric Cells for getting there? -
Well, those issues have happened before- and mainly when updates came in. I think after they got independent now, it is time they finally fire the one checking for bugs in those updates- he clearly has problems doing his job correctly.
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https://www.youtube.com/watch?v=JmyIbKL3kxgI suggest you watch this Q&A they posted on youtube. In it, they go over all the perks they are going to change in the future- including tinkerer. I think they even said they may have forgotten to mention some of em.
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I fear I have to correct our OP here: Borrowed Time IS indeed a teachable- of Bill to be exact.
And the term you used: FACECAMPING- this specificly meant to block the unhook prompt so that unhooking got LITERALLY impossible for the other surv players. As you should know, it is possible now to unhook not only from the front, but from all angles- making it impossible to FACEcamp anymore.
I would say the term fitting best for what you and many other players enounter today is HARDCAMPING. It means the killer is so close to the hook that he can grab you off it if you try to safe- BUT: saving the hooked person is no longer impossible as it was back when facecamping was possible.As for your suggestion of slowing or even stopping the progress of the hooked surv: sorry, but this already not only has been mentioned multiple times, but was even tested by the Devs on a PTB a long time back. The abuse of this "simple" change got so out of hand they dropped it- hard.
The reason was that it almost got impossible for the killer to actually sacrifice anyone as all survs would just get to the hooked person, and instead of saving him run around the hook and keep the killer close but never in reach of those survs- totally stopping any progress for infinite time and making it impossible to actually kill this surv. -
I must disagree with the statement that it will "do good for killers in the long run." Because: in which way does it help the killer community to actually HAVE to play against a team of known toxic surv players?
Why do you think it fair that the killer player must face those "players", knowing HIS fun wont be there?
As it is now, we killers have the best way to teach those known for this way of playing: we simply deny THEM their fun too by just not letting them play.
Also I do not get your "balance" claim: do you really think the Devs don´t see on WHICH level the kills happened... or the DC?
I also repeat in here my last statement: as long as you leave the lobby BEFORE the round even started- why should you be punished for it? As of now, you claimed much but proofed nothing to me to underline this aspect of your main topic. -
@SaltyKiller said:
@TheWorldconsumer said:
The idea of punishing QUITTERS sounds better to me.
Leaving before the round even started is in fact of no interest to me- but all those rage quits etc while IN a round are much worse, destroying the fun of the other players too.
And although the Devs stated they actually ARE punishing players for it, as it is not instant the players hardly recognize this punishment at all.If they actually punished ragequitters the Survivor population would probably see a good 30% drop. I'm being lenient too.
And what IF this happens? I mean: as you actually cannot play against them anyway, at least to the point YOU would have fun- why not just accept that some heads HAVE to roll to make the needed adjustments?
In other games, big banwaves are normal.
I remember back when one game got known for permabanning 50k of their players at once for using cheats. All the Devs stated back then was a clear: "We don´t want those people around in our game."
And that is actually what I would wish for here: most people who would have to "suffer" from this change don´t play fair or "as intended", else they would not have to "suffer" from this change in the first place. -
The idea of punishing QUITTERS sounds better to me.
Leaving before the round even started is in fact of no interest to me- but all those rage quits etc while IN a round are much worse, destroying the fun of the other players too.
And although the Devs stated they actually ARE punishing players for it, as it is not instant the players hardly recognize this punishment at all. -
Nice idea, having the trapper use his actual killer power in his mori. I like it.
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Well, it still is nice of them to hand out free Auric cells. And as others have mentioned: who knows, maybe this will happen again.
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Größtes Problem mit Flüchen ist im Moment, dass die Spawnpunkte teilweise echt fürn Ars** sind. Oft spawnt es entweder direkt vor nem Surv, offen neben nem Generator oder noch geiler: Leuchturm mäßig auf ner Anhöhe.
Aber ich hatte auch schon Glück und es war gut versteckt und wurde nicht gefunden: Das war das einzige mal, das Devour Hope bei mir 5 Tokens geschafft hat.
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Well, the idea of stacks is nice and all- and making it stack to even higher then it was before is too. But to be honest: I just want me my old STBFL back. It was fine how it was back then and really useful, but now its rather the opposite: let yourself get trolled for at least 20 seconds to get a buff for 5 seconds...... yeah, really great.
Back then, it was the ultimate weapon against swarming survs- nothing we have today even comes close to this power back then. -
1.That is normal. Once you leave the game on PTB, all progress resets back to when you first started it, just like you had never played it yet.
2.Nope, the PTB progress wont be carried over- but if you reset back to live, progress there and THEN come back to PTB- then the PTB will have this new progress. This should also answer your 3. point, as in: no, NOTHING you do on the PTB will go back in your live save file.The PTB is purely there for us users to test out the new stuff the Devs cooked up and to figure out where it may need some fine tuning.
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I suggest you play against him like against any M1 killer: watch out for his terror radius, hide when he approaches.
If he finds you: treat him like a huntress: watch your back and look out where he throws his bottles. In his normal setup he CANNOT hurt you with his power- only slow you down a little. Only real kicker is that your screen gets blurry and you may screw up your escape because of this if you get hit by his power. -
Nun, zumindest HOFFE ich das Queen_Shepis recht hat. Denn: nur ein Tag wäre halt n bissel.....dämlich, oder?
Ich meine mich auch zu erinnern, das der letzte PTB auch ne Woche lang war... -
After killing 3 of the four survs and managing to hatch-grab the last one (no hatch standoff, by the way), the last one wrote that the killer was "supposed to let the last one get the hatch".....yeah, nope.

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Well, my reaction would mostly depend on how the team did during the trial. If they were able to outsmart me multiple times before I may be pissed about the sabo, but would also admit that it was good thinking on the survs side.
If they, however, mostly acted cocky and trolled a lot- sorry, but as soon as the next of you will be on the hook it will be at least struggle phase before you will get the chance to unhook him.
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@Twitchin said:
I'd prefer if we just did a cooldown / rage quitters lobby instead, so the people who keep quitting get put with others quitters.Not sure how well it'd work, so I'd probably say just use a cooldown system.
That would actually be a neat idea- but since we got peer-to-peer and no dedicated servers, this may be difficult to pull off.
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Greetings, peanits. Fancy to see you here LOL
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Sorry to say this, but those ideas really are bad from a killers point of view. But I fear the biggest mistake you make in your post is to asume you are supposed to be saved every time, at least that is what I would take from your suggested changes- because you are not, sorry.
All your changes are doing is making sure the hooked surv gets a sort of free escape- and as pre-posts already tell: you got some perks already to ensure some sort of this. -
Easylie one of the more interesting killers out there- maybe difficult to play against survivors who are aware of their surroundings, but deadly if underestimated as only one surv feeding him enough evil may be all he needs to win the round.
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Simply because he plays so differently then the others, since his terror radius isn´t a weakness but a strength.