p1ague

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p1ague
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  • Well, the "5k" is in *potential* BP that the killers you're complaining about tease you with and then snatch away. The 1250 is *actual* BP that you're just choosing to not have, and it doesn't even speed up your exit to snub them. So, that's why one might think you'd value them differently; bird in the hand vs 2 in the…
  • Of course you're not obligated to struggle, in that or any other situation. Personally, I think one thing that would help this game is more choices like that, where you actually have to choose whether or not to trust your fellow survivors because it's almost equally in your own best interest to work as a team and to work…
    in {Closed} Comment by p1ague October 2020
  • There's really zero reason why it couldn't be dealt with.. I mean, the far less disruptive problem of the last survivor on the hook dragging things out by actually struggling has been curtailed harshly to the point that even activated deliverance gets happily skipped.. having 4 down really needn't be any different.. even…
  • But there's the rub, isn't it? Most commonly, people whining about being the killer here would whine that they got all 4 in the basement and then only got silver medals for chaser or whatever. You should be happy rather than frustrated when they're able to extend the game enough that you have the chance to score.
  • So instead of regressing, what if it regresses gradually in the 1st light stage, holds indefinitely in the light 2 stage, and *progresses* gradually in light 3 stage (so if you 99% it then it just opens half a second later than if you had finished)? Seems like that'd benefit both sides equally in different situations, and…
  • I love the idea of something you have to actually DO to repair a gen, with consequences for failure, but those actions/consequences shouldn't lean on or alter the existing good/great checks, so I kinda hated every part that mentioned current checks getting crappier results. Maybe if they ever move on to dbd2, it'd be nice…
  • Depends on your definition of "efficient" I guess, cause a game where you walk immediately to each survivor, swat them down like flies and hook them immediately, and end the game with 4 hooks for 4k.. sounds like a pretty crappy game to me. And not very efficient in terms of earning BP's, even less efficient if you…
  • How would you know, though? I have had it happen blatantly, where they came back and pointed at the hook then stood under it, but that was once ever. But generally when I "throw the killer a bone" it just takes the form of taking a break from the gens to sightsee, maybe look for totems for a few...
  • Apparently it's been a "bug" for at least 3 years now, so I think you have to call it intentional at this point. The rationale I can think of is, when you're hooked and the sacrifice completes, you lose this key and add on when you drop them, not when you die. 😝 So maybe it's only for Mori kills?
  • Yeah, he totally describes an annoying and frustrating outcome. But then he points at it as evidence of an unbalanced game, and that's the part I have a bit of a problem with. Yes, that situation was frustrating BS, yes the game is very frequently skewed in balance and treatment.. but the connection between those two is…
  • Good riddance to bad rubbish, though I do wish there was a way to recycle them or that they would start doing something actually cool (e.g. "play with perks you haven't gotten from the bloodweb, this round only")
  • Yeah, good advice though not really related to the ruin change at all, cause it's been the only way to have fun since way before that.
  • Unfortunately, that never lasts, you might as well just make a joke, because by the time you answer, the answer has changed twice. But the sarcastic answer stays true. I got here trying to Google what it does *now* since IME anyone affected by it can just remove it once they get bored of having it, I almost never see the…
  • I think you guys are overthinking this. Just throw out the "if" part of that request, and focus on the other half of how survivors keep items: consumption. That would solve pretty much all of the objections here. If myers used a tombstone and actually uses its effects on all the survivors, it's used up. If they all quit,…
  • It's hard at first to parse how this is different from the existing system, but once it became clear, these changes seem like a great fix for some of those stacking exploits. I kinda think that "slightly/ considerably/ tremendously" stuff is going out and being replaced with real numbers, though.
  • I was thinking recently that it might be more impactful to have people lose *level* progress if they dc, rather than inflicting or saving rank progress. Maybe it would be too much to actually lose shards or stuff they bought, but simply needing 3,7,15 additional levels gained to return to your previous level and first…
  • Wow, this is soooo much better than what they actually did.. i wonder if that might in part be because it starts out with such killer favor things that at first glance i was rolling my eyes (yeah, sure, he needs to be ultra OP, *that's* what was wrong with him...) But once you got into counters it became astonishingly…
  • Yeah, love the graduated penalty idea, except I don't see any reason for it to reset ever, just maybe let it tier up with no upper cap for each disconnect (so if you wait 24 hours then DC again, you're waiting 36 or whatever for the next one,) and maybe tier down every 5 completed (no DC) games or something (so if you wait…
  • That last sentence makes it seem like an intentional troll, but the first half was more unintelligible than satirical, so it's hard to gauge..
  • What you are forgetting is that survivor items have charges and can be consumed, killer add-ons can't. So if they "make it fair" by letting the killer keep add-ons at the end, they'd also have to "make it fair" by giving all items infinite charges/uses (brand new part can be installed on all gens as long as you escape,…
  • Lol, maybe. I was thinking it doesn't end till its not a tie, but maybe start doing madness, lullaby, presence effects if it keeps going on too long. Somebody's gotta do worse than the other eventually, right?!
  • Is there any indication that somebody might be considering the dual license clementine probably needs, or is this all basically fanfic for a someday unofficial mod?
  • (if you want it to fit into gameplay/lore, there could be an animation sequence of killer grab /survivor dodge to go with it, but that would obviously be the more complicated part then)
  • I agree. I think the darkness idea kindof does that, and that plague perk that lets you transfer your TR to the obsession seems like this was what they were going for, though it doesn't last long enough to be very useful for surprises, and forcing you to find the obsession first reduces it to a gimmick.
  • No, I didn't "remember" that. Looking at her other add-ons, it looks like I meant "very rare" and it would fit fine amongst those. However, I see that one of her 2 ultra rares simply removes the teleport range restriction, which from what I understand is on the table as a base rework of her power.. In which case that would…
  • Oh, OK, yeah that's exactly what I meant, that response was just a tiny bit ambiguous so I wasn't sure if you thought I was agreeing with the DC "strategy" I definitely didn't think you would support that refusing to leave behavior, just pointing out that this idea would inadvertently benefit them.. And realistically,…
  • Not sure if you thought I was talking about you or just seconding it, but I did just experience the counterpoint to this again as killer; I sacrificed 3 players, and the remaining Claudette just crouched in the grass and in corners for 15 minutes, within exactly 1 attack cooldown's sprint of the hatch she had found long…
  • I totally agree with that. Also, players who always stand for 8 minutes in the exit gate /on the hatch just waiting to hear a heartbeat before they will finally let the game end should be matched with killers who DC regularly
  • I think you may have found the baby
  • And if they don't leave in that time *because they couldn't* that is still their loss, just undeserved. I agree 5 minutes with no one moving at all is excessive, but 3 minutes regardless of what anyone was doing in that time swings too far the other way.
  • Well he deserved that T bagging if he went the entire match without noticing somebody had OoO.. Remember, he described it as a voluntary activation.
  • Yeah, I don't know how I haven't noticed before : I'm not colorblind at all, but I can not find a hex totem on Ormond within 5 minutes of starting.
  • You don't need to be able to end the chase before another hatch appears, just before they FIND the new hatch.
  • This is stupid; YES, if you are the last survivor left and the killer has already downed you once and put a trap on you, knows where you are, and is following you, then in this scenario you'd be doomed since you can't run out the hatch. SO WHAT?
  • With those two additions, it seems very workable: if you have to put it in an already opened, empty chest, then survivors don't need a visual cue because their clue to avoid it is when a used chest becomes closed again, and if it injures but doesn't trap, you don't need any special animations or necessarily to allow…
  • I've seen a lot of the more recent suggestions on this, and none of them was as good as this old chestnut.
  • I was just saying "Nailed It!," I'm pretty sure what's done is done for this chapter.
  • That was hard to read compared to everyone else who wants the same thing..
  • Yeah, it is, but only in 50%or less of games, so it seems semi workable, especially since it's super easy to counter with the major downsides (killer is trapped in exit gate, and can't even defend the totem)
  • I think you are a prophet
  • Or just plain hold a button instead. These mechanics have such a minimal effect on the game and seem to vary wildly for no reason from person to person, unless they change things so that it's not a predictable swaying effect, but directly jerking the killer in the direction and amount and frequency that you move the stick,…
    in Wiggle Comment by p1ague April 2019
  • To hear them tell it, I think this would help more than a little
  • If that's true at all and not just utter BS speculation, then maybe a better in game indication of what is /isn't working would be the thing that's missing. Sure seems to me like my progression does not proceed quickly enough at all if I move the stick anything less than dozens of times per second
  • This one also sounds pretty easy to tweak options menu for...
  • Here's the earliest case in point; this was never remotely addressed either, was it? A subtle visual cue like pulsating brightness for the heartbeat, hint of smoke on the edges for freddy's song, would be a major help for a disability, and no advantage to anyone else..
  • I don't think we can entirely blame them for this, it's at least halfway that the controllers are garbage out of the box. But yeah, having a mechanic to abuse them doesn't help. Rotating does not work as fast to escape, but it does ruin your controller twice as fast, so that's a downright harmful idea.
  • The trouble with this suggestion is that the current system hurts people with problems like carpal tunnel syndrome, and changing it would ease the burden on them. These devs clearly have an active hatred for people with disabilities, so that just can't be permitted. Same reason you can't adjust aura colors to be visible to…
  • I want that rating system so bad. It would also probably help with another hot topic here, those farm rescuers. In a perfect world they'd get consistently bad ratings, and wind up playing a team of 4 farmers against a face camping killer.
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