mizark3

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mizark3
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  • Complaining about Finesse and Resilience are the biggest self-reports for people abusing laggy connections. Finesse saves 0.0833s, and Resilience saves 0.0413s on a Fast vault, or 0.0743s on a Medium vault. This is pretty much only enough to make a difference to someone using a sketchy connection for the lagvantage. If the…
  • Hopefully the bleedout Killer players 'ruin' the game into becoming better, and we get a basekit self-pickup lol.
  • The 45s self-PTB showed 0 actual problems. It was still possible for a snowballing Oni to pickup all 4 Survivors within the time frame. It was still possible to push Survivors off of would-be pallet/blind saves. The only drawback of that PTB was the forced auto kill into Mori. Sadly we got the wrong forced mechanic, but…
  • Similar to Rulebreaker's suggestion, I would have 2 separate, 95'd Survivors be able to pick each other up at the same time. That way, if a Killer is intentionally BMing and camping their corpses, the 2nd Surv at least gets the weapon wipe hit CD to run away.
  • Ehh its just as bad as old MfT, largely a non-issue that doesn't acknowledge the drawbacks/mutual exclusivity. I'd take both functioning simultaneously, or neither. Regardless, old MfT had it's time in the sun, might as well let Weave Attunement have it's own time. It is on the roadmap, so personally I don't care enough…
  • Yeah I can see Killer object Killers like Plague/Singularity/Nemmy/Wesker being an issue, but I'm surprised they didn't throw Clown/Hag/Artist in (also if they are sticking to non-licensed). Although I can partially understand Doctor/Artist/Unknown/SM/(lesser Trickster) not being implemented if status effect tracks are too…
  • The only losses I had as Killer, were when a Killer was actively throwing. Either they were throwing because they were bad, trying goofy stuff to meme with their friend, or someone literally went AFK making it a 1v8. It doesn't help that the new Killers include Blight and Spirit. That will make me even less inclined to…
  • The problem with "a misplay from survivors" is that the victim of the bleedout isn't the same Survivor making the misplay. The victim is ALWAYS a different Survivor. It's the bad kind of gameplay like Myers and Oni and Plague, where someone else's mistake results in you being punished. At least Myers and Plague are a…
  • As for the comp scene, I don't care, its utterly irrelevant to the actual game we all play. When I'm talking about Smash, I'm talking about all items, all characters, all maps, not 1/3 maps, 1/3 characters, 0 items. I only care about comp when people want to ruin the actual game to accommodate comp. Keep it contained as to…
  • Wait… so you think a visual indicator, which requires someone to be paying attention to the game to notice, would make them NOT pay attention to the game?
  • Killers complain because their gameplay is not being rewarded - I mean I don't know how you can be so objectively wrong. That's the only reward I get playing this game. Every act I take, is a choice, and the consequence is entirely a result of my decisions. That is the most agency possible. If someone is consistently…
  • While I disagree with SWFs height placement, it doesn't change my point. Worrying this much about SWF is like being scared of last day of the month. It always does happen, but it is very rare overall. 4-SWF only accounts for ~5% of players. So even if it were a free win, 100% escape rate if you played SWF, that only gives…
  • The game is 90% incompetent players, for both sides. That's why we get some Killer mains complaining about gen timers, because they are too incompetent to win without excessive slowdown. That's why we get some Survivor mains complaining about needing a Syringe every match, because they are too incompetent to win without…
  • I'm not 100% certain on my historical timeline, but weren't those nerfs in direct response to his kill rates skyrocketing to ~70-75% from the patch 4.5 and 4.6 buffs he got? Even with the buffs taken into account, combined with the 5.3 nerfs, he clearly is still net positive.
  • They should add an "At least it isn't me" Survival event for Hooks and Deaths. Give every other Survivor 500 Survival BP when a Survivor gets hooked, and a 1k bonus if the hook is also a death. Give an extra 5k Survival bonus to all other Survivors if the first death is before the 7th hook.
  • I personally have 0 problem with someone hitting a taunt button in games, and that's all a teabag/WSWS really is. People's own mental hangups can cause a wave to falsely seem like a casting a spell on them, but that's their own problem to get over. Plus this is a game where every second counts, if my opponent wasted time…
  • Plague. I certainly love boring Survivor gameplay getting more boring by deleting 25% of the mechanics (Altruism deleted). I certainly love teammates sitting AFK for 20-60s next to a puked on gen, with no mechanic to clean, even if it reveals what was cleaned. I certainly love when Plague starts openly proxycamping a hook,…
  • The game has more and more embraced its' competitiveness - Yeah this is the same issue I had with Smash Bros. The game isn't suited for it (such competitive gameplay), yet people created their own walled garden. Then the garden overgrew its containment zone, and poisoned the surroundings as a result. I find it more and…
  • I understand most matches ended up being 'free', and it was just who got that roll of the dice. However, I see this as a feature, not a flaw. Back then, you would know the next match very well might just be your 'free win', so you could afford to run the goofy builds and still win while having fun. It made the game less…
  • Yeah, that's why I often try to make the distinction between the basic idea of a 4-SWF, and a clock-SWF. Heck, a clock-duo is going to make you lose more often as Killer than the average 4-SWF.
  • I partially agree, but remember, it wasn't specifically tied to Survivor death, but the Survivor leaving the lobby entirely (so you couldn't spectate). IMO if it was implemented in some way, it should be tied to death, not lobby existence. New players who get tunneled leave, since they have 0 reason to stick around. They…
  • Yeah, needing all 4 Survivors to be as sweaty as the Killer means the Killer is always going to come out on top in normal cases. Since 4-SWF is only ~5% of matches, that makes the chances all the lower. I'm not fully sold on stricter matchmaking. I think maybe looser matchmaking is better. During the climb of MMR, seen in…
  • Like you said, No Mither/Invocation Lobby Dodging if you tell people too early. That's why I understand the loading screen at the earliest is probably the best place. The pause menu in-game should have their perks next to their offerings.
  • I get plenty of fake hits through pallets. The servers are so bad (at giving Killer priority), I know I'm better off swinging into most pallets, on the off chance they get lag hit. Heck, even when I get autoaimed, I statistically already got at least 2 fake pallet/window hits already. I'm not even VPNing or doing anything…
  • If you sweat to win, you will only win by sweating. If you play fun builds and lose, you will drop your MMR to 'fun perk and can still win' status. Sadly if you have already reached the topcap of MMR, that takes way more losses to drop MMR, so if you've already sweat too hard, you unknowingly created this problem for…
  • Yeah competitive 1on1 games shows how winstreaks really shouldn't happen in excess of 100 in a truly balanced game. As great as insert your favorite pro here is, they lost one of the tourney matches, even if they won the set. Don't get me wrong, clock SWFs are a pain to deal with, but honestly they nearly never happen.…
  • Just let slugged Survivors progress gens and exit gates, and have a 5s CD for slugs when they let go of an action. That way if the Killer has a grab denied into swing, they still have time to pick them up. You could even lock this behind reaching 50% recovery progress first, that way we don't impact normal gameplay.…
  • This multiplayer stomp as Killer is so accurate. Back before engagement based matchmaking styled MMR was frequently used by every game, you could play social slayer on Halo and stomp newbies. Most the times you would only do that if you were playing with weaker friends though. Now, since the game is leveraged for Killer to…
  • While I understand, I think it would be different enough. Plus if you were to combo it with Coup, it has negative synergy, since you have to sacrifice 2 tokens per attempt. Also Unrelenting is a general Killer perk right? I think that would be a strong enough lesser/alternate Coup before they get the arguable better…
  • It converts a 0.5s Fast vault to 0.4166s, or a 0.9s Medium vault to 0.75. It basically just negates lag. The Fast vault negates ~83 ping, and the Medium vault negates ~150 ping. The funny thing is that lag negating perks like this, and Resilience, are actually better when they Killer is in the 200-300 ping range. Sub 100…
  • Protection hits aren't in the control of the Survivor. I can hit the rescuer en-route to hook, then hit the unhooked Survivor during the final frames of unhook animation delay, and that counts as a protection hit, even though they couldn't even move yet before getting hit and Deep Wounded.
  • Ehh I think it would be good to keep the net speed for a permanent buff under 4.0. If it reaches 4.0 or above, then you could perma lunge on CD and only lose distance rounding corners. Alternatively I think a 75-90% reduction with a 15-30s CD would be interesting. You could whiff one big one, and recover ultra quickly into…
  • You can check the wiki for Emblems. Bronze is 1 point, Silver 4, Gold 8, and Iridescent is 10. You get points for certain actions/thresholds reached. You get 2 points per kill (non-bleedout kill specifically). That gives 8 max, or Gold with a 4K. You get 1 point for 9 hooks total (camped hook states or early kill hook…
  • All you need is a "yes" to the question "did you bleed me out last match" for a guaranteed ban (and you can still send the report with legitimate cause regardless). That is enough evidence for targeting the same person repeatedly, and also a clear flaw with the rules as currently written. Intentional bleedouts 100% should…
  • It is if you are streaming, because then you can claim they are stream sniping. You can phrase endgame chat in such a way it appears that their response would self-report ("did you bleed me out last match" "yes"). They are breaking the intentions of the rules (Intentional Gameplay Abuse would 100% fit this conceptually),…
  • Sadly it isn't. The only positive side is that if they (the exact same Killer,) do(es) it multiple times against you in a row, it can qualify as targeted repeatedly (see picture). That is how bizarre the game rules are. You are actually better off being bledout twice in a row, because now you have a case for targeted…
  • As I stated in a previous post, if queues take 1 minute, and you have 20% bans, the worst it would do to the average is bump it to 1m15s. If this prevents a DC/ragequit, this saves 5-10m of a wasted match, or 20-40 matches alone breaks even. Not to mention the psychological benefits of never facing 'this Killer breaks your…
  • 60/40 is a good metric for Killer and Survivor, but the problem is killrate is targeted, not winrate. When you ignore draws, a 60/40 killrate yields a ~70/30 winrate (with Draws is 50K/28D/22S). 60/40 should be the targeted winrates, not killrates. As a quick guess, 55/45 killrates would yield closer to 60/40 winrates, so…
  • Nearly every hero/champion/legend game has a ban function; it isn't too complicated, nor would it destroy people's ability to play their favorite character. Plus optional features aren't even used more often than a coinflip (50%). That means even if hypothetically there was a 100% banrate Killer, it would be a 50% banrate…
  • The way that 4 map offerings guarantees the map should be leveraged. First, they should combine all map offerings and the Sacrificial Ward offering into a single offering. This clogs the Bloodweb with far fewer map offerings first off. Secondly, 1 map offering should simply add an extra roll of that realm into the pool of…
  • How do you prove your opponents are SWF? Do you assume "I lost, must be a SWF"? The evidence is quite revealing if you think it is so common. Unskilled Killers are the laughing stock of Survivors regardless, just as unskilled Survivors are the laughing stock of Killers. Anyways, here is the official DBD infographic for SWF…
  • If a Killer could have won by slugging, they would, and do it now. This wouldn't add a new avenue. Non-issue. Soloq isn't required to cleanse any totems, because someone is dying anyways. Non-issue. Killer queue times aren't meaningfully going to be affected. When you say this, it makes it sound like 1m queues will take 5m…
  • I don't understand the first section. I currently do nothing and get bledout often by powertripping Killers, so that wouldn't be new, it is the current normal, hence my claim 'horrible state of the game'. I played a match with an AFK from the start, and the Killer bled all 3 playing Survivors out just because they could. A…
  • It was nerfed from the PTB to release from the sole cause of Nurse abusing it. So it was nerfed from its inception because it was such an obvious Nurse abuse case like Corrective Action potentially stacking (and to also work with Hyperfocus) in the proposed PTB if it is coded that way. Killers don't need any high end…
  • The problem is we have to choose some scenario, or we get the current horrible state of the game. I think a kill is enough for the remaining Survivors to know if they want to continue the match or not. I mean, who is going to use this at 1 gen remaining? They would only use it at 5 gens remaining or similar 0-hope…
  • 48.3% is a lot compared to 10%, it isn't a lot compared to losing 1/2 of all matches in comparison to 3/5ths of all matches.
  • I mean any Dash Killer fulfills the same conditions as Huntress. How many of those do we have now? Heck, even stuff like Vecna simply using Fly to negate the post-hit speedboost is enough.
  • Exactly, D→A→Spacebar wins nearly every window with Bamboozle alone.
  • As a frequent Bamboozle user, I'm not fully sure this is a good basekit change. A lot of windows actually have the breakpoint reached by the boost here (Fire Up 2-3 stacks, as well as Bamboozle, if you mindgame it properly). If you want to improve the speed of the game entirely, and increase all player vaults speeds by 15%…
  • I mean same with tunneling and DS, and slugging and UB, and running heal perks then getting nothing but Plague matches afterwards. Negativity bias is the main driver, because of how negative the extreme is.
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