mizark3

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mizark3
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  • Vast majority of popular mechanics started as exploits/bugs/glitches - I'm sorry this is ridiculous hyperbole. What, was jumping in its own right a glitch? Was damaging specific bodyparts (aka headshots) doing more damage a glitch? Did moving faster with a button/double input to activate 'running' mode start as a glitch?…
  • A 'tech' is simply a bug/exploit spray painted over with a fresh new look/name. It doesn't stop being a bug/exploit just because people call it a 'tech'. It just basically signals 'I like this and think it should stay, so I call it tech'. The main difference between bugs and exploits, is that a bug is unintended behavior,…
  • I would have to hard disagree with Killer having less agency than Survivor. 1) Gens - Both sides can patrol and work/regress gens, but Survivor side has a limit of people on some gens. Technically a Killer can only regress a singular gen 8 times, but that teaches Killers to play more effectively. My highest average…
  • I'd say this is partially true. No matter what happens, I can't fix my teammate from bringing No Mither or Weaving Spiders or trolling to make me lose. I can't force the correct person to get off the gen, and the correct person to stay on the gen. I can't change anything that my supposed teammates do. I can make a better…
  • If there was a way to calculate 16m from chokepoints, then sure. It seems silly I can effectively facecamp on The Game (and numerous other maps like H-shaped maps) from 30-60m out because there are no other ways to reach the hook.
  • Yep that would be fair. You can also just chase anyone other than someone who just got off hook, which is normally 75% of the lobby. Heck, you can also watch that final 25% of the lobby do a CA in your face, and it becomes fair to target them after an unhook. All of those are variants of 'fair'. The issue here is both…
  • The biggest issue is that these slowdown perks have no counterplay, whereas DS has multiple realms of counterplay. Survivors are designed to go down in chase, so the best you can hope for is to delay or roll the dice on winning 50-50s multiple times as Survivor to prevent slowdown. DS can be hard countered by simply…
  • Background Player should have the speedboost delayed until after the pickup is completed (so it can't be used for pallet/flash saves), but it can still be used for massive map traversal or sabos. DS is fine as long as CA's exist, and arguably could stand to be a lot stronger. I joked on the PTB version that they should…
  • No other game forces you to sit and do nothing for the majority of the game to the same extent. You do gens, you do nothing, you sit on hook, you do nothing, you get bled out, you do nothing. It is a bizarre case of not playing the game in order to play the game. The only time this is an issue, is when the match is set up…
  • Agreed on BHVR needing to fix the flaws that allow for and feed into this behavior.
  • I see plenty of Killers DCing when things don't go their way, but the game is currently balanced around Killers to win the majority of the time. I played a set of matches with 2 friends (3-man SWF), and in 8 matches, we only escaped in 1. That is a 12.5% escape rate, and a 87.5% kill rate. I can get roughly the same…
  • Because true BM only applies when the opposition has no, or sometimes low agency. Teabagging at the exit gates is low agency, (can only hit to force out, or wait 2m), thus it is considered BM. Bleeding out give no agency, thus is considered BM. Teabagging mid-match is a way to keep aggro from foolish players, so that way…
  • Terminus is underrated, but it has the same problem as Adrenaline, you have to have a match last long enough to use it. Most times both Killers and Survivors would be better served with an extra mid-game/early-game perk, and killing them before the gens pop or living long enough to pop the gens.
  • For the video, going left instead of right would have given you a chance to round back to the pallet, but you would need to see that he was going the opposite way that he was. For in general, the Clown can get a hit against something like 70-90% of dropped pallets. Basically only god pallets and standing pallets protect…
  • So you reply without using the Quote feature which pings people, or actually spelling my name correctly (to ping me) when it auto-suggests to spell it correctly with people. Now technically there are some spelling and grammar mistakes, so that could possibly be it, but quoting bypasses the need to @ someone. That means…
  • You can also purposely not kill Survivors as Killers, or purposely stay and die as Survivor when you won. Arguably with how horrible the game is currently, that might be the only remaining way to enjoy playing. You can win without sweating, and lose according to MMR. So 'match fixing' already is a problem regardless.…
  • Sadly yes it does matter if they 'feel safe', because it doesn't stop the problem at the source, and causes more people to act out. If these people will act out because of this 'feature' that 'solves' something already solved, then the feature is to blame while not providing value. You shouldn't lock down steam comments…
  • And people who are sick and tired of people abusing Anon Mode to break the game rules and banking on the fact that the majority of the playerbase doesn't understand the report system. I can't tell you how many jerks play Anon, both as my soloq teammates, and Killers, (and presumably some of my Survivors as Killer, but I…
  • The problem with meta shakeups involving nerfing fair perks, is we have to get unfair perks buffed, or fair perks buffed into being unfair, as well as perfectly fine perks being butchered and forgotten. Look at DS/Pop/PR, all were fair perks, and nearly all of their nerfs were sidegraded or backtracked on. That shows…
  • Prior to Chucky coming out. It wasn't like Chucky was bad or anything, and I really like both the Alan Wake and Chucky tie ins, but the bad parts of the game left unfixed just got too much for me to have fun when playing anymore. I still hope they fix the game and make it playable again, but I don't think it has reached…
  • All of them. I see an empty slot, and 5 trillion BP worth of a useless add-ons, I'm still plugging that empty slot with them. As far as some of my favorite's/most value per Killer. Trapper: Coffee Grounds (Y) + Fastening Tools (G), turns Trapper into a chase Killer, and it trips people up LOL. Wraith: Double Shadow Dance…
  • P2 - Tools and processes can be used incorrectly, then we learn and adjust to them. It's fine for a child to do chores and help out around the house, it isn't cool for them to work in coal mines because they can fit in the smaller gaps. This misuse of the tool (MMR) is being used when it shouldn't be, or isn't doing it…
  • First off the win or loss for Killer is on a Survivor by Survivor basis. If you kill a better Survivor (than you according to MMR), it was a 'better' win. If a weaker Survivor (than you according to MMR) escapes, it was a 'worse' loss. Assuming all 4 players are equal MMR, then 2k 2e should be a tie. You would get positive…
  • The end paragraph seems to be entirely ignored, which is the most important part. My claim is that when the decision for matchmaking is so poor, it needs to be offset by QoL features like found in other games' Ranked modes in order to be made enjoyable. Emblems encouraged an enjoyable experience for all, and K/E encourages…
  • If you watched the video OP posted, or read the article, or read the Game Dev's* comments, then you would know that the Dev said MMR is currently being used incorrectly. The casual game modes that use MMR aren't supposed to use MMR to nearly that degree in the first place. "Yes, our engineers utilized the same codebase and…
  • Again, just because a color on a (3 primary color) palette is combined with Yellow to create Green, does NOT mean it is Blue. That is how I read your first sentence. It doesn't matter how confidently you say something if it is clearly, visibly, and objectively false. An alternative would be "Nurse moves faster than…
  • If my matchmaking is tied to a number altered based on my wins/losses, I'm playing ranked. The dev listed in OP's video showed how unranked allowed for highly skilled and unskilled (high winrate/MMR players and low winrate/MMR players) to be in the same match. Saying it isn't ranked doesn't make it true, as you literally…
  • Dying Light ignoring Obsession, only working on non-repeat hooks - Yeah this would be a fair change. Slowdown stacking - I mean it may be niche, but it also is the only way we see things play out now. If they stacked multiplicatively instead of additively, then it would probably be fine. This is the problem we had with…
  • Only if this applies to Survivors already at 100% also. That way if I got 6 hooks on 3 Survs, the Distortion Rat has 160% wiggle bar size, so they get out in 25.6s on their first pickup. This seems good. I originally had a suggestion that if you are tied for the least hooks, then Distortion/OTR/Shadow-Step stealth perks…
  • The instadown got fixed and counted as 2 Malicious points, I play plenty of Ghosty (mostly Exposed downing people) and Malicious isn't a problem. Stealth I listed for chase, unless you meant stealth not progressing Survivor's Evader emblem enough. In which case yeah, they probably would have fixed it if they spent the dev…
  • Rank based matchmaking punished you for gen rushing without entering chase, ignoring healing, camping, and tunneling though. If you tunneled, you likely denied yourself Iridescent Malicious and/or Sacrifice by not hooking all Survs, or killing people on first hook, and camping subtracted points from Chaser. If you…
  • I can see it not fixing stacking regression in a sense, as I could simply rotate Survivors and still stomp them at 5 gens with 8 hooks keeping all my regression. I think this would still give those players enough time to at least feel like they played the game though. Plus it would fix the more egregious stacking slowdowns…
  • When changed - Ok so its been bad most of the time I played through MMR. That makes sense with the rate of my growing dissatisfaction with the game. Comp rules make the game more fair - I'm sorry, but what. I remember seeing a Huntress facecamp a player from first hook. I remember Blights and Nurses tunnel people…
  • Not bringing someone off a gen - This is why I try to use 'gen seconds'. If I block 45 gen seconds from a slug, that is different from someone running 6s (with Sprint Burst which will recover), spending 13s picking them up, then they both hop on the gen 7.5s away (same or opposite directions). That prevented 53 gen…
    in draft Comment by mizark3 April 14
  • SBMM is ranked, and ranked is only good when you have ranked QoL. Ranked QoL has things like map and Killer bans. SBMM would be fine if I could choose to never face another Plague or Oni or Skull Merchant again. It would also be fine if I could never go to Badham again. Without that basic QoL, we are playing ranked without…
  • My pet theory is due to how many maps have garbage on the floor that you can't see, they trimmed up the hitbox on many Killers (instead of fixing the floor garbage). That means all of the horrible maps being poorly designed is the reason why we don't have the real hitbox being used. (Just a guess though) Invisible walls…
  • There were massive methodology flaws. First off the poll asked 'how often are you tunneled?', not someone tunneled in your match. That means Tunneling can actually occur up to 4 times more often than his numbers suggest if each Survivor is taking turns being a tunnel victim, or the exact number if somehow only the…
  • Skill Level/Competitive - I mean I like to win, but I like to win without 'sweatlording'. I don't like the comp scene whatsoever, because they encourage the worst aspects of the game instead of using their custom rulesets to discourage them. I can easily win Killer with 74% winrate (before the gens pop) so mathematically I…
  • Half-tunnel - I see the examples now. Generally I would still consider that enough pressure to be applied, especially since I will be in chase with the next Survivor within seconds. Understandable if you don't like the level of pressure '-45 gen seconds' would provide. Secure pressure with a hook+Wicked/Deliv - I…
    in draft Comment by mizark3 April 14
  • Win without Regression/Tunnel, strong Killer, or weaker Survs - With this matchmaking, the last condition is very common (more than 3/4ths of my matches as Killer have clear weak links). I can't honestly recall the last time I faced all 4 Survivors that were actually my skill level, it's always I am mildly to significantly…
  • I mean Killers can win without any gen regression perks, so I don't feel this would change anything for Killers that actually win through skill. If they lose from 1 excessive chase, that tells me that Killer's best couldn't beat the Survivor team's 2nd worst. If a Killer only wins from a 3v1, then they likely faced 3…
  • Slugging comparisons - For both versions if someone wants to secure pressure, they have to hook. For both versions, someone picking up is almost always more efficient gameplay, and can put the Killer at risk for a reverse snowball. For downing an unhooked Survivor, it still results in the person playing the game, it just…
    in draft Comment by mizark3 April 13
  • Tunneling - Perhaps I'm not understanding your point. Right now, someone has to pick up, so are Killers actively camping the slugged body waiting to chase someone else in order to not tunnel? That's what it sounds like from my read. You currently have to return in about 30s because someone will pick them up otherwise, and…
    in draft Comment by mizark3 April 13
  • Basekit UB buffs tunneling - Slugging would remain an alternative, but the Killer has a more normal range of expected stand up times from now. I can still get plenty done in 45s and make my way back to re-down/hook someone if needed. There is no reason to wait for a tunneling Killer in hooking them currently, so this isn't…
    in draft Comment by mizark3 April 13
  • The problem with removing heal prevention is that both versions have someone griefing their team as the consequence. The benefit of a bleedout surrender grief is that the person quits and you get a bot. The benefit of a no heal grief is you can force someone to AFK in the match and not meaningfully participate… I don't…
    in draft Comment by mizark3 April 13
  • Not having a lack of hook problem - The only time during the Boil Over buff it was a problem was when 4 people brought it and map offered RPD when we had a third story Library (without the guaranteed hooks). Even when that was at its peak, it wouldn't happen more than 1 in 10 of my Killer games. Same with Eyrie, once they…
    in draft Comment by mizark3 April 12
  • P1 (Slugging and Altruism) - As far as slugs not needing help specifically, that's true, but it is more time efficient to provide assistance. Even if we included movement, the floored Survivor gains ~1/3rd recovery progress compared to healing, so it only reduces altruism's effectiveness by 2/3*travel time. Even if the…
    in draft Comment by mizark3 April 11
  • P1- Ok I misread your point for that section. P2 (Pressure of Slugging)- 45s is a long time to be on the ground doing nothing to progress the game. If it would take an ally 16s to heal them up, that would save 13 gen seconds in total. It still is more efficient to altruistically pickup in such a scenario. (That's also why…
    in draft Comment by mizark3 April 10
  • When a Nurse blinks, you can't reaction DH. You need to predict. That means the Blink actually has the Killer show up and M1 before the Survivor can react. On the Killer end, you see yourself blink, reach your destination, swing, then they take an injury. On the Survivor side, you see the Killer start the animation to…
  • I think one aspect of the questionnaire that isn't addressed is how often tunneling happens in your matches. You ask how often someone personally is tunneled, but not how often their matches involve tunneling. All too often its the baby Meg that gets tunneled at 5 gens, and it still ruins my match even when I'm not the…
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