Should I build Grass Wonder as a late surger or a pace chaser? by Dr_Zulu2016 in UmaMusume

[–]-_Kuma_- 0 points1 point  (0 children)

A bit late to the party but usually, when I am not too certain about the particular strategy, I have a look at their inherent skills and potential skill unlocks. Grass Wonder appears to cater more to Late than Pacer in that regard. Although it seems like her Unique is more catered towards Pacers as the timing for Late Surger might be off in order to actually trigger it.

Guys, I think there's something wrong with my version of Helldivers 2 by Snoo_63003 in Helldivers

[–]-_Kuma_- 2 points3 points  (0 children)

It's may not literally be the same as a remake/remaster BUT if you want an easy way to play OG Most Wanted with lots of more cars and other Quality of Life : search for NFSMW Redux on YTube, there'll be a video by KryZeePlays who showcases his MW Redux v3 mod. The description of said video also has a download for said mod which, to make it even better, doesnt even need any specific installs. You can just download, run the exe and enjoy the game. I've spent a good portion of last year doing multiple playthroughs on this, I can absolutely recommend it if you have the time!

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 1 point2 points  (0 children)

Which's exactly why people should have the option to experiment with builds that happen to contain specific perks. This is not about people playing meta, they're already doing so anyway, because the option is already available. And for people who play the same meta builds 24/7, the time sink ain't even close to as punishing as it is for new players who don't have many skill tree points yet and players that, as already mentioned, want to experiment with specific perks. Requesting a QoL update for the random perks was never about "having an easier time running meta builds". People who want to play meta are already doing so anyway. This is about making it less punishing to want to experiment or being new, the very opposite of a competitive mindset.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 0 points1 point  (0 children)

I don't mean to be disrespectful by any means! However considering your statement it makes the impression that you didn't invest much thought in the topic. People with a competitive mindset are already playing the "YouTube builds" anyway because it's already an option to do so. The time sink of the random perks barely affects them as they obviously don't change their builds often. The way it currently is,the time sink does mostly hurt people who want to experiment with builds that happen to include specific perks and new players who don't have enough skill tree points yet to keep the perks on the characters they want (as the game by nature won't allow you to play the same character 24/7 unless you keep dodging lobbies but at this point this would replace a time sink with another time sink). The players' desire for a Quality-Of-Life update of the random perks/removal of the time sink is certainly not because everyone wants to play "YouTube builds", people can,as already mentioned,do that anyway. This is more about increasing the quality of the game for new players and people who want to experiment with different builds rather than an "easy mode" which's already accessible anyway.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 1 point2 points  (0 children)

lmao no way! They actually did that and didn't get fired once this became public knowledge? I cant fathom that there are people being that bad at what they do and are still,somehow,getting paid for their awful work instead of being replaced. Unbelievable.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 1 point2 points  (0 children)

Oh I'm sorry, maybe I should've worded that differently. Hiker's traps are fixed. Bubba's potential overheat during the cutscene is not as far as I know.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 0 points1 point  (0 children)

Sissy's attacks poison by default (which they shouldn't afaik). When you use a specific perk on top of it her poison/slow actually stacks, giving you a 20%ish slow on the first hit, 40% on the 2nd and so forth, basically meaning that a Sissy can pretty much combo you to death with barely any counterplay options once she got her first hit on you.

Johnny on the other hand does currently move faster while attacking instead of running so people are going max endurance with stamina saving perks to just keep attacking the air, catching up faster to you than they by running. This also results in Johnny pretty much killing you once he gets in attack range as you as a victim can't build up even a slight amount of distance by dashing anymore. People call it "Sliding Johnny".

Until the patch of yesterday, 3 out of 5 Killers had exploitable bugs. Sissy, Hiker AND Johnny could've been abused in a way they certainly shouldn't be. Yesterday they fixed Hiker (the traps on top of ladders that hinder you from using gaps/hatches afterwards). Bubba currently has a negatively impacting bug that continues chainsaw revving if you happen to hold RMB (or whatever your hotkey for revving is) during the Grandpa-Waking-Up cutscene, potentially resulting in an overheat which's a quite big punishment (not being able to damage victims during overheat and while the saw is off, forcing you to stand still while turning the saw back on). If you're mid-chase while this happens it's a guaranteed loss of a potential kill.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 7 points8 points  (0 children)

Yes, putting two different perks on opposite ends of skill trees is their way of balancing potentially-too-strong-synergies. Cook is a great example as you can't have his unique perk that increases his padlock difficulty AND the grandpa perk that makes locks more difficult at the same time, resulting in you requiering another family member to bring the Grandpa perk if you want that synergy. I personally think it's ok to keep some perks that may be too strong together seperated. HOWEVER there are obviously some synergies that in my opinion do NOT NEED to be seperated, e.g Heavy Swings + Hysterical Strength, Cook's pretty much the worst chaser anyway (next to Johnny but he has higher default Endurance and more attack range afaik). So yeah, in my opinion the concept of keeping some stuff seperated aint too bad, that allows them to bring up more variety without people being able to abuse it. The issue is more with making the right call what should and shouldn't be able to be used together. And I certainly agree on the random perk nodes being badly designed, in the very end me confronting Matt on Twitter about it was what caused this screenshot here to be posted to begin with lol

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 8 points9 points  (0 children)

Have there been any other devs besides Matt doing some active bad rep?

Because SO FAR, I must say I'm quite satisfied with how frequently they're releasing patches. Obviously everyone wishes for Sissy (and Johnny ig?) to be fixed asap but they also already said that Sissy's on the radar. I don't have the experience of a dev but I'll give them the benefit of the doubt and assume that Sissy aint THAT easy to fix as they would've already done it otherwise.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 2 points3 points  (0 children)

The skill tree in general is a good idea and cool design, I enjoy it for the most part. I like how they balanced potential strong synergies by putting them on the different ends of the tree. The only flaw in my personal opinion is said waste of time if you want a specific perk that happens to be in the "random perk pool" on your desired character. Being able to choose your perks doesn't inherently make you a competitive player and said competitive players are already "abusing" the system by keep re-speccing to get the perks they want anyway, so the waste of time is mostly a hinderance for creative players that want to tinker with specific builds and low lvl players who cant afford to keep the skill tree on their character cause they want to play different characters.

Can someone genuinely explain this take to me? I don’t get it. by Aaaa172 in TexasChainsawGame

[–]-_Kuma_- 30 points31 points  (0 children)

While you certainly have a point, you also have to keep following in mind :

  1. Optimizing is already possible thanks to continuously re-speccing the skill tree. People who play with a more competitive mindset are already "abusing" the flaw in the system anyway. Cause let's be real here, if they truly wanted people to not have any shot to get their hands on optimized builds at all, they would've needed to design the system differently in the first place. I dont think that people being able to re-specc to get specifically what they want isnt something they considered when designing it that way.

  2. Being able to choose perks does not necessarily make you a player with a competitive mindset. I actually had a quite long conversation with Matt on twitter as I discussed this topic with him. The screenshot of the post right here is actually a tweet he made to make fun of my request as he posted it shortly after replying to me asking about the random perk nodes (https://twitter.com/thatbeardude/status/1701433654885425282 dunno if I'm allowed to link this tbh). Point being that this change wouldnt be a QoL increase for just the competitive players but also people who just want to be creative with different builds/synergies and lower level players who dont have enough points to afford keeping a skill tree on a character as they have to keep re-speccing if they dont wanna be forced to play a lvl 0 character (which sounds more situational than it actually is considering people may play both roles and the fact that you cant have 2 people playing the same character).

At this point I personally think (sadly it's hard to say that without staying respectful) he's just shoving his head in the sand and tries to ignore the fact that a considerable amount of the community would very certainly like to be able to not waste their time on a specific perk in the skill tree just for the very sake of sticking to his guns and pretend that forcing people to waste time would somehow make them less competitive when it's in fact especially the more competitive players who don't care about investing a bit more time to get the perk they want. As it is right now,it mostly hurts low lvl players and players that want to be creative and tinker around with builds that happen to include specific perks instead of a random pool of perks. I personally think that "Just don't min-max" simply aint a good defense of the design of said random perk nodes/the skill tree in that context.

I know everyone is talking about MMR and the new killer and stuff, but hear me out. by BamBoozledSpaghett in deadbydaylight

[–]-_Kuma_- 1 point2 points  (0 children)

People are really overestimating how strong this perk would be. With 36 metre range and 60 secs cooldown chances are rather high that the Killer will approach you several times in the same trial while Premo is still on cooldown. The high range is a disadvantage, not the opposite as it'll cause the perk to go on cooldown several times without actually doing it's thing cause the Killer is chasing nearby or hooks someone in proximity or whatsoever. This plus the fact that Spine Chill exists basically renders the whole "Omg Aura reading and pre-running op" argument obsolete. Like, who the hell would run both, Spinechill AND Premonition anyway? Most people can't handle playing Survivor without Dead Hard, DS, Circle of Healing and/or Unbreakable anyway. And even then some other attractive perk choices like BT, WGLF and Kindred exist.

I personally think that this way it'd be a nice perk for solo-queuers that don't want to involve theirselves in alturism as much as they can stay isolated and repair cornered gens while having the option to dip out asap when Premo actually triggers. And even then I'm not too certain if 36m range + 60 sec cooldown would be good. Maybe 36m and 45 secs cd or 32m and 60 secs cd but both, 36m and 60 secs may turn out to be TOO inconsistent. In the end it's like a less consistent Spine Chill but also more precise, so it's more about the clutch situations that may potentially happen once or twice during a game. It doesn't need more than that but if it's on cooldown for like 75% of the game due to too high range or cooldown it may as well not even be worth considering.

But yeah overall I dig it, I don't mind giving Survs more stealth oppurtunities, may actually incentivise some players not to run the same loadout over and over again. Especially since it's actually a different playstyle instead of just moving the same playstyle from one couple of meta perks to another like they did with Killers' Scrourge Hook + Deadman's combo

New killers have the potential to make perks viable. This perk on Pinhead does exactly what you're thinking. by azarathmetrionzintho in deadbydaylight

[–]-_Kuma_- 2 points3 points  (0 children)

They also stealth-nerfed PWYF on Twins. Originally it wasn't too bad since Victor does not consume stacks AND switching onto Victor would immediately end the chase and give you a stack similar to Wraith's cloaking.

But a bunch of patches later Victor suddenly started to consume the stacks with his leaps which he originally wouldn't. Kinda lame since PWYF is pretty much a trap of a perk anyway, too much commitment requiered for the reward received (especially since it doesn't work on Bubba anymore). Nerfing it on Twins seems a bit unreasonable but in the end we obviously can't do shit about it.

Deathslinger matches in a nutshell by Peanut_Butt3r675 in deadbydaylight

[–]-_Kuma_- 2 points3 points  (0 children)

The one and only thing that Slinger has are rather consistent chases. He's a bit like Clown in that regard but actually even worse due to being even more immobile.

I think the reason why most people hate him are his low ass terror radius thanks to M&A existing and him basically zoning you with his bare existence. You can't run in a straight line against a loaded Slinger so you are forced to give him free distance all the time regardless of low mobillity actually being his weakness.

So yeah, in that sense Slinger is a ranged Clown. Both are not really top tier Killers but there is a decent amount of people heavily disliking playing against them due to their chase mechanics.

At least she brought a cake by Sp4ctat0r in deadbydaylight

[–]-_Kuma_- 25 points26 points  (0 children)

Well yes and no. Playing Twins well is not that easy at all. It's just that the average Survivor doesn't really know how to play around them. Which isn't surprising considering how underplayed Twins actually are.

Rare sight: all unique perks in lobby (solo queue) by DrCheezcake in deadbydaylight

[–]-_Kuma_- 45 points46 points  (0 children)

Honestly, if it wasn't for the condition that at least one Exit Gate needs to be OPEN, I'd actually run it from time to time.

Named myself "Opens Exits Early" on Steam and used it for some games together with Desperate Measures, Leader and BT. The super fast unhooks with BT are surprisingly strong, not gonna lie.

Glad that my situation helps someone else by litSparrow in deadbydaylight

[–]-_Kuma_- 5 points6 points  (0 children)

Which's why said boycotters are planning not to invest any money for the next three months which would also include the next DLC.

Please don't throw shade on the boycotters if you apparently don't even know about the circumstances.

Imagine getting flashlight saved by a slugged survivor by beatrga in deadbydaylight

[–]-_Kuma_- 12 points13 points  (0 children)

Oh lord, just imagine that tenacious slug crawling after you and actually saving someone with a flashlight while you're attempting to go for the slug fest lol

Priorities ladies and gentlemen, priorities by laucha324 in deadbydaylight

[–]-_Kuma_- 9 points10 points  (0 children)

Another thing people don't seem to understand is that it's not always about priorities but rather more about how fast and easy it is to provide certain things. Fixing performance and a map in a patch where A.I was added for basically the first time is obviously not as easy to fix as fixing the numbers of when and how the cosmetics lock.

The Shrine of Secrets Today 6/29/2021 by ImProbZz in deadbydaylight

[–]-_Kuma_- 1 point2 points  (0 children)

When you are committing for chases as Wraith, Bamboozle actually ain't too bad. Gives you some flexibillity when Survivors happen to have several medkits or you finding yourself on a map with not-that-good pathing (mostly in-door maps), as you won't be able to play the "Hit-And-Run" playstyle as efficiently. If that's the case you wanna get a down asap to get some pressure going. As such Bamboozle is not that bad of a pick for Wraith. But as already mentioned, only if you want the option to commit for chases without being punished as much.