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  • Well, recently they ported the game into UE5, now it's a matter of upgrading assets, learning new methods/tools and utilizing them with that engine, and integrating things into the game over time up until they can release it all at once so there's little mismatch between assets. (And don't forget they had to try to make as…
  • Well, they tried to introduce a "surrender" option a while back (for survivors): If everyone was in the dying state the Killer automatically performed a Mori on the last Survivor downed in a cinematic fashion and the game ended. Of course that meant that it heavily rewarded slugging play, skipping hooks entirely and kinda…
  • The least-intrusive way I can think of hatch being added during a win-scenario for survivors (without needed communication) is: Hatch also appears (closed) once both Exit Gates have been opened (not powered). And Blood Warden also gains the effect: During this effect the Hatch is closed (if open), and blocked. Just having…
  • I don’t like the idea of introducing variable state mechanics at the games behest with no obvious connection to gameplay (how would a new player know what scratch marks are, how they’re placed) in order to counteract a gameplay style. I still don’t like the implementation of the anti-camp feature. (I still don’t like how…
  • The irony is that trying to get your friends to play by playing with them is counterproductive given your MMR likely brings you into a vastly higher skill bracket than they should be.
  • Tunneling in DBD is widely considered chasing the same survivor after they have been hooked. As they’re likely in a dead zone caused by their chase, are Injured, their skill level has been evaluated, their location known, and are a step closer to death compared to others. Tunneling is not going for the first survivor you…
  • Time-limited never returning battle passes are poor practice: The date of expiry is set, progression is a set constant, but each individual players availability is variable. Players with too little availability may simply not engage with the battlepass or become frustrated at an inability to reach a goal dictated by forces…
  • I like playing on an even field. And that’s what MMR should provide. To me this issue seems niche enough whose (likely) solution changes far too much of chase: Nearby scratch marks are no longer needed, nor their suppression useful. Blood pools have even less purpose. Loud noises suppression or manipulation no longer has a…
  • Yeah Sadako is a weird one. The smaller the lullaby range, the more it becomes a locator like closer distances escalating TR music.
  • You know the "Greater Good" argument is about majority benefit at the detriment of a minority? Contradictory to the change you want, which shifts the majority of player chases to be more deterministic with a 3D world-space Survivor tracker, ultimately causing the player to disengage with environmental clues and their…
  • You’re not expected, nor is matchmaking designed, for you to get a 4K every match. You can curate your MMR to some degree by sticking to a playstyle: if you only go for 12 hooks your MMR will settle around you averaging 2-3 Kills that way. But any deviation from that (such as caving back to tunneling in a match that was…
  • The Heartbeat is a directionless audio effect designed to be heard with audible clarity. It adds to the atmosphere of the game “The Killer is coming, run/hide. You’ll need to hunt for the Survivors”. And whose skillful comprehension is simple: do I hear it or not. A UI element that turns on and off based on the presence of…
  • If digital live-service FOMO goods didn't amount to database table entries being checked as yes/no I might give them more respect.
  • Creates a positive for Killers that perform "negative player engagement behavior" from giving them increased lethality from slugging. Rather see a form of self-pickup in edge-cases so that disengaging with players is a negative and pivots players to at least dribbling to cause a drop stun. Being able to close the gates…
  • Thematics. "Final Girl". They're (we're) just cucked atm where the killed survivors do literally nothing and cant "cheer on" the "final girl" when dead.
  • A 50% killrate will typically lead to the path of least resistance. Given that tunneling is the path of least resistance at the moment, do you want the game balanced around 4 Hook games where only 1 Survivor is targeted and the rest are relegated to gen duty?
  • PotD applying Torment to Healthy Survivors. (Not Injured. So no Off-hook/Cage/Tunneling shots and gives you a choice of going for a Healthy PotD hit or to take an easy M1) PotD Breaking Pallets/Breakable Walls. Torment Trails Hinder for the duration of Killer Instinct. Survivors suffer from Deep Wounds when hit with PotD.…
  • I agree that with too much time it can become a non-threat, potentially allowing Survivors to consolidate when they all start searching reducing the time pig has a constant 1v3. If they know they have two searches or lower it's still relatively irrelevant with the current time. And if they have up to four searches, the…
  • What don't you like about the timer increase?
  • I'm fine with the extra time, I don't think interruptions should cause the RBT to straight up kill a survivor with little investment. I just don't like the Jigsaw Box Aura removal for Pig. At least for my playstyle its a QoL nerf for when I've hooked someone else and see the RBT'ed Survivor still hasn't taken off their…
  • Given Perks are not supposed to interact with Killer Powers, yes, using things like Perks that cause a Survivor to Scream, interrupting and resetting a Jigsaw Box search is technically a bug, an exploit. Not sure why this hasn't been addressed yet. RBT's are designed to provide slowdown, with the threat of lethality as a…
  • I don't mind the changes to Ambush much, but I find it distasteful that it's becoming just another in-chase Power. Very same-old-same-old. Not going to complain about the crouch QoL. But I don't like losing the Box Aura's. It's nice being able to incorporate them into patrols in the moment if you notice UI changes and/or…
  • Instead of ideas of just making Kindred base-kit, how about: Let the Hooked Survivor look at another Survivors Aura(s) to give them a notification that they should come unhook them. Makes being Hooked a little more engaging and doesn't require immersion breaking with wallhacks. "The steadily waning gaze of a decaying…
  • A map-sourced method of self-healing to mitigate uncoordinated movement that is otherwise a coordinated collapse onto a point via comms. Comms are still likely to be faster overall with movement time saved and positioning near objectives, but at least if someone is aimlessly running around they can stumble on a method to…
  • She can still patrol her Boxes. It's just not hand-fed information so it's part of a "Skill-ceiling" and not something new players get right out of the gate with other new players. And she can now better pop up to spank a survivor given a faster stealth patrol.
  • Keep it simple: If a survivor is in your FoV with a Flashlight, they can blind you. Easy to understand with no additional strings attached like "How close are they to the static viewing angle flashlights are based off of"?
  • Gens and roaming the map while the Killer is elsewhere might seem dull, but the TR and the looming uncertainty of where the Killer is can keep you on alert, and your own navigation and interaction with the Trial keeps you focused. However, when an individual survivor is losing: Sitting on hook repeatedly, holding recover…
  • Shape-shifting is what it is known for. As well as being right under your nose, and with no trust with those around you being what they say they are. The problem with simply being a re-skinned Wraith that can transition between forms, is that communication does exist. So Survivors can callout who they are, and they won't…
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