SamuraiPipotchi

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SamuraiPipotchi
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  • I mean, I've personally never had an issue patrolling gens and have never had any instances where I wasn't able to check the furthest gens within 80 seconds. So as I see it, it's a player limitation, not a character limitation.
  • In no way did I complain about gens being too slow to complete nor did I suggest that I've ever had any issue with the gen completion time. I've even recommended slowing down the time to complete gens in the past and in this very thread said that I agreed the toolboxes needed a nerf. This was very clearly a post asking…
  • It depends what you consider a win. You did win, but you technically failed to prove you were a better killer than they were survivors, so your rank didn't go up. Which admittedly, is really difficult to do when the survivors refuse to play properly.
  • Doesn't that logic also apply to the killer though? If the players die that fast, it's the survivors fault. If the killer fails to identify the probable locations of 3 of the survivors and allows them to easily pop 3 gens that fast, that's the killers fault.
  • You're right. You are cringy. Bye!
  • I'm arguing your specific point. That's why I'm not presenting it to "a broader audience". Plus it's an open thread, so everyone can join in if they want. If you want to take your point to it's own thread, feel free to do so. Arguing doesn't mean verbally putting someone down, for the record. It means countering one point…
  • You seem to have this special skill where you manage to be wrong several times in single sentences. Considering you said infinite possibilities, more than one would be expected. And clarifying that you expect the killer to screw up multiple times instead of just once didn't change that the killer screwing up is out of your…
  • The killer can just hit you and leave you on the ground instead of pulling you. Then you're back at square one, hoping the killer screws up. Putting yourself in a vulnerable position without healing first just because the killer might make a mistake is usually a terrible idea and far from an optimal use case. One example…
  • I like how vague you were with your lack of examples. You can use it to stall killers or take a protection hit I guess. But that could easily get you hooked, killed or used as bait, which is hardly optimal and far from an infinite range of possibilities. Actually, your suggestion had a subtext of being able to control how…
  • I'm not too bothered about the current state of decisive. It would only NEED changing if another perk became too alike to it again (like my new concept for mettle). Adding more tokens to the old Mettle wouldn't be for the best because it means it would activate later in the match. It wouldn't make a difference overall, it…
  • But Decisive is already a stronger version of Borrowed time - that stacks with borrowed time. Mettle can only trigger once and only for yourself. My concept means it would be completely wasted if played alongside borrowed time. Considering Desicive is basically the exact same thing with 2 uses, a timer that's twice as long…
  • If you buff it, it will need a nerf. Or more accurately, it probably needs a rework. I've seen it when it's actually in action, and it's insanely strong. The key issue isn't strength, it's the use case. Most people use self care or a med kit and you typically only get 1 skill check if you fully heal a person. That means…
  • I really want to believe they're joking, because that would be an amazing sarcastic response. But the last few sentences make me worry that they genuinely think they're good at the game.
  • Yes, I'm aware. It was a response, but I screwed up the quote.
  • I don't get why people still think DS is strong. Once you're out of the low ranks, it's useless 19/20 games. If you're still in the low ranks, it solves the tunneling issue for new players. It makes the game more reasonable for newer survivors and punishes killers for being #########
  • If you accidentally chase the guy who was on the hook, down him and leave him as bait for the next minute. It'll either attract other survivors or force them to burn unbreakable.
  • Granted, challenging camping could earn them the equivalent of loose change - you're not wrong. But on the other hand, it could be what nets them thousands over time. I have two groups I typically play with. One the groups is about 8 people - One of them recommended the game to us. The other of which is about 6 people, who…
  • I don't know what you mean by boosting my opinion's value level, but camping is more common and problematic at lower ranks. People who are invested in the game typically don't have much issue with camping, but the reason camping is an issue is actually related to new survivors or people who simply don't have as much time…
  • Ironically, one of the least mature ways to respond. Also ironically, I'm an adult that's studied games design.
  • Ultimately, people view camping as an action that should be discouraged. Having said that, the "legitimate approach" reason is why I suggested this approach instesd of a more drastic one. You can still easily get a hit in or a grab on anyone that's unhooking, but it gives the survivors a decent chance to actually get away…
  • Actually, what you're describing is a written fundamental of good games design. The emblem system and even the end game collapse that's just been unveiled are examples of this. It's on the devs to design the game in such a way that it conforms with the playstyles that they want to see. They can do this either by rewarding…
  • Thousands of people agreed that slavery, the holocaust, war, etc. were a good idea. Based on your logic, that means they were right? I'm not against your opinion - camping is a problem. But stating that people agree with you doesn't mean that you're right or that the idea is good.
  • The devs posted the Q&A section of the endgame thread a little over 2 hours after this discussion thread was created. Even if the OP read the whole post, they still wouldn't have seen that information.
  • "This is a thread about the pipping system and the recent patch that altered that system." "The 2.6.4 patch did not directly alter matchmaking. Even in the topic encompassing everything about the patch, matchmaking would still not be encompassed within the topic/patch. The bug fixes I referred to however, ARE encompassed…
  • That's pretty much what I was thinking with the second perk idea. My whole premise for the perk was basically that it could be amusing or maybe used for challenges. It would probably only actually be useful as a tunneling/camping counter-measure. I did forget to consider the lore though. As for the serious idea, I don't…
  • The "context" you are looking for, regarding pipping, is literally in the first sentence of the thread. The 2.6.4 patch did not directly alter matchmaking. Even in the topic encompassing everything about the patch, matchmaking would still not be encompassed within the topic/patch. The bug fixes I referred to however, ARE…
  • They're providing offerings to the entity to sway it's decisions in their favour. It fits with the lore, it's a good gameplay mechanic and the survivors are still dropped into one of the killers realms regardless. Plus most of the realms have multiple maps, so it's not like it's a fine tuned choice. Besides, killers have…
  • I actually like that idea (No where near as good as the exhaustion one, admittedly) Having said that, Mettle of Man is in the game now, so the idea of starting healthy may be less balanced than it was previously. Would be interesting to see it tested though.
  • Slowly replenishing exhaustion would actually be a pretty sweet idea. It would provide the ability to prolong or escape chases and avoid being hit, which is necessary with No Mither. But because you can only take one hit per chase it doesn't upset the balance of the game.
  • This is a thread about the pipping system and the recent patch that altered that system. This thread has nothing to do with the matchmaking and I personally have no issues with the matchmaking. Not all feedback has to involve negativity. If you want to complain about matchmaking, go find a more relevant thread.
  • I figure you already tried it and found your answer :P But if anyone else is wondering, someone did a rough test using multiple 7.1 surround headphones, a few simulated surround sound applications and regular stereo. They found that it doesn't really affect performance, but some people had clear preferences for which they…
  • For those trying to invalidate the posters opinion with "your rank isn't high enough": Rank doesn't define skill and it doesn't define the validity of an opinion. Green ranks make up the majority of the player base. Balance in the red ranks is a somewhat moot point. The monstrously large skill difference between the worlds…
  • They'll probably involve the exhaustion status effect. It's not likely, but maybe switch out the aura reading for the broken status effect.
  • How can pipping be super easy and stupidly hard?
  • A lot of survivors will for some reason unhook you while they're obviously about to go down, turning you an easy and vulnerable target. That's where the core value of Desicive Strike comes into play. But if they go down immedietly after unhooking you and it causes DS to deactivate, the killer is then free to tunnel you and…
  • I've actually seen the new DS gain quite a bit of value, even against me as the killer (I actively avoid tunneling, for context). The only buff I can see being fair/worthwhile is if the killer was to be blinded as well as stunned OR if the survivors scratch marks disappeared for the duration of the stun.
  • I don't play legion, so I can't speak much for balance and fun, but I can see a core issue with number 2. The terror radius part would make it easy to detect where players are. If someones wounded status is depleting and then suddenly it stops, you know that an injured survivor is definitely within the distance of your…
  • Making the perk persist through chases so that it works more like borrowed time would be interesting (20 second timer starts when hit, but the timer freezes during a chase). That change would make sense, because when the killer is chasing the obsession they're usually too close for the perk to be useful. I don't think…
  • No it doesn't. Once Mettle of Man is charged, you gain the endurance effect and the perk becomes active. If you're hit while injured the endurance effect vanishes. If the endurance effect is still present (Mettle hasn't triggered and is still active) when you heal, the perk remains active but your aura isn't revealed. If…
  • My concern with something like this is players who don't read the patch notes, the possibility of games becoming significantly longer and people who simply don't like the idea, though it would be nice to have a little more variety in the matches. It also entirely depends on HOW the devs would implement a second objective,…
  • They could, but it would be a very high risk-reward scenario. They could use the 3 minutes to break totems and identify the killer and their perks, but they would have to worry about things like crows revealing their location and that fact that 0% gen progress would get done during those first 3 minutes. Not doing gens…
  • Ok, you completely lost me for a while, but I'm assuming you're confused because you're talking about AFTER MoM triggers and I'm talking about while it's active, but has not yet triggered. So we were applying different logic because we were applying it to different cases entirely.
  • It's not a bad idea, but unfortunately people would only use it for the sake of being toxic. Even if being toxic isn't the survivor's intention, I can assure you that that's how most killers would perceive it.
  • Typically, no. But if you're the only survivor alive and they're heavily spamming mori or refusing to hook you while everybody is downed (assuming they clearly know where you are), I'd say that that could be considered a form of griefing. Basically, it depends on the circumstances.
  • Oh, boy. You should have watched the (less than a minute long) video. That was the exact opposite of what happened. Billy dropped the survivor he was carrying because a HEALTHY Meg had Mettle waiting and was able to block him twice. They then both got away. If the Meg was injured and had chosen to not heal, one of them…
  • I didn't compare it to Adrenaline and don't think it's similar to Adrenaline. Please don't attribute arguments to me that I didn't make. Adrenaline is considered strong because of it's possible value, but the truth is that it's often useless (Literally doesn't get used) because of how situational it is. With that in mind,…
  • Actually, because of how survivor ranking works, if you did that all survivors would also risk losing a pip. Gens wouldn't get regressed, so without blowing them constantly you can't get much lightbringer score (unless your teammates aren't doing anything). And you would lose your benevolent emblem entirely because you…
  • One thing I'd be interested in seeing tested would be the killer getting a speed nerf if he's too close to the hooked survivor for too long. The speed nerf would dissipate over 3 - 5 seconds after a chase started or if they left the radius of the hook.
  • Is there an achievement for striking all 4 survivors during the same frenzy? Because that would also be a fitting achievement.
  • Read the original post before commenting please. I said removing the speed boost would improve the balance. Also I think otherwise because I've been intricately studying games design for >10 years and playing DBD for... I think 2½ years. I think otherwise because I'm basing my opinion on rational thought and multiple…
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