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p1ague

p1ague

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p1ague
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25 Up VotesSecond AnniversaryFirst Anniversary5 Awesomes5 Up Votes10 CommentsName DropperFirst Comment

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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")
  • Maybe this will be an incentive to do a serious overhaul of wiggle/struggle in general even.. is there any one on either side who actually likes either of those systems? To me they're too capricious, hard on controllers, prone to glitches and weak to macros, and a more consistent mechanic that can't be gamed (e.g. just…
  • 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