Bastius123

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Bastius123
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  • Also happens with hemorrhage, but it's not quite as damning a bug.
  • Yeah, though I corrected that. To be clear here, I don't actually kill myself that much in match, so I don't exactly interact with the mechanic every single match. It's when it's actually needed that it's not there to help, something whose disappearance does not affect the average match but makes its absence known when you…
  • I fully agree. That was actually already touched upon earlier in the thread though. Nobody's debating the fact that the old mashing system was not fun. What is being contested is the incidental removal of a quick and strategical method of giving up on the hook. As touched on several times in this very thread, there are…
  • A system that relies on the kindness of its users is not a good system. Buff killers, I'm in full agreement. Don't try to rebalance by arbitrarily removing mechanics and dumbing down the game. There's a million suggestions I'd make to help the killer in order to increase fun for both sides, from redesigning gen placement…
  • Extra correction, because I believe in admitting when you're wrong. Mashing doesn't speed it up, it actually slows it down further. So yeah, it's even less interactive than I had imagined.
  • * The killers, I might add, are no more rewarded by this and are in the end being placated with frankly condescending compromises and the loss of this mechanic serves as nothing more than a bandaid to deeper fundamental issues with the game anyways. Again, literally nobody has benefitted. To clarify, when I play as killer…
  • Counterpoint: You are right, I was mistaken in thinking it was three. However, I already acknowledged the possibility of it being two skill checks. That's still two whole skillchecks that you need to wait to randomly show up and then purposely miss before you're able to commit die (I guess s()icide is a naughty no-no…
  • Killers are too often punished and receive too few points for what they do all around. I agree that they deserve the rank up in many cases, and if I had my way they'd get considerably more points than they do now to encourage them to engage in fun play instead of having to get sweaty solely to not get punished for no…
  • Sometimes yes, and sometimes no. The statement is true in the same sense that "The time you spent patrolling the hook could have been spent patrolling the gens to find survivors" is true. If you know there's somebody crouched behind a rock literally beside the hook then you'd be a fool to leave and pretend you didn't see…
  • The skillchecks come at seemingly random intervals with a great deal of time wasted. For strategic purposes it's literally useless, no more strategic than saying "Just hide until guy on hook dies". For those who wish to leave the match in an honest way for whatever reason (lagging match, unfun play, cheating, etc) you're…
  • Because the devs do not like fun. Stop giving them your money and maybe they'll fix it.
  • Those who are trying to ragequit will still get out, they'll just now have to do it slower, perhaps even go out of their way to try get everyone killed if they're mad enough. Those who are trying to use giving up strategically to benefit their team are no longer able to use this mechanic, even though there's no good reason…
  • It really is that simple. The thing you seem to be misunderstanding is that this doesn't stop somebody from rendering themselves useless to the team. As others have pointed out, if you want to be dead then you can be dead. The difference is that in this way it's just slowing things down for literally everybody involved. If…
  • "I'm sorry a survivor got to hatch before you. Eyeroll."
  • The only bit I took out of context was at the very end to openly laugh at you, the rest still stands. Or what, no retort? Taking a look at your post history, it looks like both of us are equally the types to whinge, so I'm afraid if you're going to hop into a thread to cry about how you want the killers to just be handed a…
  • | If you force yourself to die on the hook; you're walking off the field while your team is losing. It's still poor sportsmanship. The goal of the killer is to kill the survivor. By letting the killer kill them, the survivor isn't walking away from the game. You're thinking of ALT+F4, that would be more comparable to…
  • If you die on the hook, that's not walking off the green without finishing the game. That's just losing. You're the one selfishly complaining that people may choose to accept defeat early for reasons that you and only you are unhappy with. If they want to quit because they're unhappy with a particular thing, then you've…
  • I'm not even necessarily opposed to making it take longer, the first skillcheck around plus the death animation would already extend it long enough. If somebody willfully misses a skillcheck, then perhaps that should be enough to signal to the game you're trying to die. To be clear, I mean literally a willful skillcheck;…
  • Except this isn't just about rage quitting, though even with that point it is an issue on its own that needs to be addressed. Firstly, just because it's slower doesn't mean they won't not do it. If anything, it's worse now because you're now getting actively punished while your teammate tries to kill themselves. If the…
  • Same as above, I'm explicitly asking to be allowed to "take the L". Never said the lack of mashing was the issue, the sole issue is the inability to have any agency while on the hook.
  • Except I never said that the new struggling is worse than the old struggling. In fact, quoting myself verbatim: "Better than button mashing I suppose, but the inability to just end the game and move onto the next one directly harms play." The core issue I'm addressing is that you have one less option to make. The same…
  • Yeah, that certainly sounds fun. Less chases, less gameplay, less user agency, more alt+tabbing, more reasons to simply stop playing completely. An excellent idea, I say we also go ahead and just make it so that killers don't have to go through all that boring effort of hitting the players in the first place. Perhaps we…
  • Bumping the thread because the game is still broken. I love how we're all just pretending it's not now that they've turned it from unplayable to just awful. Hey BHVR, why is the most dangerous place to be in this game under a pallet? Why is it that well over half the time you stun a killer with the pallet you'll get hit…
  • I brought in red maps set up to track the totems at a long distance multiple times, going so far as to practically throw the game moving totem to totem and still could not complete the mission. I won't say it's impossible but the way it's set up it's ######### awful. Not that Behavior cares about the issues in their game,…
  • Just to clarify, I don't mean three minutes real time to search the map for it, I mean I found the damn thing and then walked in a circle around it for 3 minutes real time trying to solve why I could hear it but not see it, at first thought it was through a wall or some trash but no, it was at the very bottom of a…
  • So it's an oversight then?
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