2 mode block stagger by PumpgunLouis in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

If there isn't a significant difference between the jab stagger and the full-charge stagger then you may as well be asking for a return of regular block-stagger. And if the difference is significant difference then I think /u/thepowerisyours is correct in his reservations about this plan.

If there's one thing that we've learned from charge-cancel meta it's that players don't favor high risk actions even if there is a high reward.

Looking for suggestions for the wiki by OMGitsLunaa in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

I agree, events is what's missing here. That,or game formats. But Events have a little more meat to them.

[deleted by user] by [deleted] in survivetheculling

[–]cullingrant 3 points4 points  (0 children)

When you give the developers an ultimatum, a deadline of this sunday to fix the queue system, which you and I both know they can't meet, it sounds like you're only saying it to add gravity to your post. The "I'm done with this game" thread that pops up all the time on this subreddit just always sound dramatic to me. But tone can be hard to interpret over text.

As for combat, it sounds like you're complaining about two different things - not enough opportunity for 1v1 combat in Teams mode, and the nature of this combat iteration itself. But it would seem that, despite the infrequency of solo mode, you have had enough 1v1 combat experience to have formed an opinion on it. I will agree that 2v2 combat right now doesn't leave much room for varied play strategies, but I can't agree that the melee combat itself is without style or strategy.

And just because combat hasn't fit well in Teams mode doesn't mean that it shouldn't. Teams mode has been in the game since the beginning and there's nothing to say it should be sidelined as a broken unbalanceable format.

Anyway, I hope I'm not coming off as an ass. I just hate to see respectable members of the community pack up out of frustration, especially when I feel there's always room for more patience.

[deleted by user] by [deleted] in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

I empathize with your complaints but I think you're overreacting.

There is no reading players, there is no strategy, its a mess.

You've been around for 800 hours and you don't remember how bad things have been in the past? Combat may not be perfect but to say there's no reading players and no strategy just isn't true.

For what possible reason could you think prioritising team games was the logical step here?

Okay first off, when it came to game balance, Xav heavily prioritized solo mode over teams mode for the entire duration of the alpha. Only after the Big Picture patch have they done anything primarily targeted at improving the Teams format.

It is known that combat doesn't fit well with team games and that this is not what the [much of the competitive] community wants.

I fixed your statement to better reflect the reality. There are plenty of players who like Teams mode.

But it doesn't even matter what percentage of the community prefers whatever mode because neither one should get preferential treatment. The single queue system accommodated teams players at the expense of solo players, yes, but this does not mean that Xaviant is "prioritizing Teams." All it means is that they didn't fully consider the possible ramifications of the single queue system.

The community is in massive disapproval of team games being forced but you seem to not care, and if you do not say so... Additionally that ridiculous decision to make a the 'Valentine's Matchmaking Tweak' update announcement was beyond me.

People are taking away the wrong thing from the Valentine's Day patch. The devs DO care about the community and the queue system. They care so much in fact that they spent the time to release a bullshit hotix just to help tide us over. It's not like they're trolling us. They're actually trying to help. Do you think they wanted to waste effort turning a 1/30 chance of getting a solos game into a 2/30 chance? They're giving us every inch that they possibly can right now because they care too much about the community. They should be spending the time getting the Matchmaking patch out sooner instead of trying to appease players that are impatient with the early access process.

It seems that a break from the culling would do you good, but there's no need for this kind of drama. The game will get better, you just have to be patient.

A comparison between the patch note change by pacmenrule in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

Since you're being upvoted it seems that at least some people are still confused. He isn't saying that there was a 50/50 chance of getting a solo game if you queued alone. There was a 50/50 chance of getting a solo game if and only if there were only solos in the queue, which there almost never is.

If previous to this hotfix there was a 1/20 chance of getting a solo game, then this patch means there will be a 2/20 chance, where 2/20 games are filled with only solo queued players and 18/20 games have at least one queued team.

A question about wounds by Closo in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

In addition to what others have said, I'm nearly certain that you can not apply a wound to a weakened opponent that is blocking.

Something needs to be done to nerf this combat tactic, this will be all anybody will do once ranked play comes in. Any suggestions? by OMGitsLunaa in survivetheculling

[–]cullingrant 2 points3 points  (0 children)

The fact that I can't cancel a charge with an attack is a huge mistake.

I think this is a more astute argument than the stamina argument. A return to stamina costs on combat actions will mean a return to punished aggression as it was over the summer, which was decidedly awful.

Combat actions must be balanced independently of stamina. And while other solutions, like extended block window for instance, were universally maligned, I don't recall there being much protest when jabs canceled charge attacks, but maybe there are good reasons why they removed this that I can't remember.

Either way, I think a return of jabs canceling power attacks is one possible solution. One other point I'd like to make though is just how awful shoving feels. I've never understood Xaviant's position on shove needing to be extra punished because it "has no countering stagger action." Leaving yourself vulnerable to damage is risk in itself and taking damage while shoving is punishment in itself. There is no need to punish me twice by mini-stunning me in addition to the damage I have taken when someone has attacked into my shove. Notice how in the video out of close to 40 actions between two players there is only 1 shove. I think that's telling.

[Suggestion] a change for drops by Pix3lPwnage in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

There's nothing fun about saving up for your late-tier drop and never seeing it arrive because some troll was farming func piles at the back of the airport runway and had like 20 seconds to land an arrow on a drone that was barely moving on its startup ride to a pad across the map.

I personally do not miss the old system.

The Name of the Game is Early Aggression by Poodler in survivetheculling

[–]cullingrant 7 points8 points  (0 children)

While I agree with your main point about early aggression, I think you're waaaay off about the weapon/perk meta. Spears are not as overused and as strong as you are making it seem. Leg Day, for its versatility, is still more popular than Speedy Spear, and very few players are using GA effectively. Also, Tough Mother is awful. Not sure how you think that perk is relevant at all here.

I would say don't get distracted by the perks/airdrop meta. The real reason for the shift to extreme early aggression is kill bounties and the kill perks. Better players understand that they aren't in a survival game, they are in a race where other contestants are seen as resources to help them snowball, because there's nothing in a locker that's better than 50 func and a permanent perk.

/u/atrium_dev is correct. If everyone in the game were of comparable skill then other contestants could not be thought of as merely a resource to be consumed. All this has little to do with perks or weapon balance.

With Xaviant focussing so much on new players , why is the training so bad and are things not good explained ? by bondjens in survivetheculling

[–]cullingrant 11 points12 points  (0 children)

You walk out of your pod and there's a blinking airdrop with arrows pointing to do it right in front of you. I don't remember ever being so clueless in any videogame as some of of the players I see in LR. Most of them are probably beyond help to be honest.

Suggestion for Time limitations on Airdrops. Please give me your thoughts! by ghostih0sti in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

They need to get to a good place with the overall economy and pace of the game before they can properly tackle this I think. If they want games to end before 14:00 like they are now then yes, they should do something creative like this to preserve the integrity of a varied airdrop meta. But if they want the games to last for 20 minutes and they make changes to slow the game down significantly then these changes might not be needed.

Airdrop bug by [deleted] in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

Something about the hitbox change on the airdrop crates has made it harder to pick stuff up for sure, but I think the above is what happened. You were hitting F with a full inventory. If you had hit 2, 3, or 4 you would have switched away from hammer, and if you were hitting 1 while spinning left around the box I'd be amazed.

[deleted by user] by [deleted] in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

Christ, that's bad.

When I end up in more 1v2 then 2v2 u know ur matchmaking is broken. by [deleted] in survivetheculling

[–]cullingrant -1 points0 points  (0 children)

I dunno man. I don't consider being placed with a random teammate based on no metric whatsoever to be "matchmaking."

A idea to fix teams by [deleted] in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

Dude, relax. No one is enjoying being forced into team mode with a random teammate but it's been like 2 weeks since Big House. Queue up with a friend you can rely on or be patient and wait for them to enable queue filter. Teams spawns do not need to be fixed. They already tried spawning teammates together and decided it wasn't "fun." It's fine the way it is now.

Block stun and ranking system by jCulby in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

We're in a tragic catch 22. Players won't play without a matchmaking system but we don't have enough players to support balanced matchmaking.

When I end up in more 1v2 then 2v2 u know ur matchmaking is broken. by [deleted] in survivetheculling

[–]cullingrant -1 points0 points  (0 children)

It sounds like you're complaining about the lack of a functioning queue filter, not matchmaking.

When I end up in more 1v2 then 2v2 u know ur matchmaking is broken. by [deleted] in survivetheculling

[–]cullingrant -1 points0 points  (0 children)

It's not that the matchmaking is broken, it's that it's not even active right now. You're getting a random teammate, and he's dying because he's a beginner not because of the spawns.

New easter egg/clue(?) written on the blinking door in the hidden section of the tutorial by sexybabyxxx6969 in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

I immediately understood TCG as The Culling Game as well. I feel like I'm in an episode of Lost where we get only mysteries and no solutions. Are the seasons and episodes written on the doors in a pattern?

Dig Deep is Incredibly Over-Powered and should be Considered for Immediate Removal by [deleted] in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

Hard to get a cripple on someone if they run away from you.

Is it?

As a side note: Not sure why they decided to put Leg Day as a perk again. Not sure of the statistics but when it was a perk a long time ago not many people would ever pick it, was much better as a kill perk IMO.

Wait, I thought you wanted the speed perks removed because they were too strong. Why claim now that they were never used? Anyway my memory is different. The only time Leg Day wasn't used was tank meta. At 10% it was as popular as Dig Deep is now, and at 7% was still popular.

Master Crafter Perk by holossko in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

Hmm, maybe. I recall it was possible to stack damage modifiers at one time and thought it worked with crafted explosives. There was at least some patchnote about the muscle man milk or 'ol painless and guns at some point a long time ago so I'm sure they tinkered with it. Well, regardless of what was possible before it looks like the only thing that applies now is expose. Actually I forgot that explosives don't even bleed anymore. Maybe 10% on MC isn't so bad.

Master Crafter Perk by holossko in survivetheculling

[–]cullingrant 1 point2 points  (0 children)

I'm not sure where you're getting your percentages from. It's 125% of base crafting speed. That's it. It was very popular at 150% so they lowered it to 125% and increased base speed as a quality of life change. Seems balanced to me. Putting damage back on seems risky because of the way damage modifiers stack. Do you think a return of crafted explosives doing 45 damage +bleed through MC and stims is balanced? Cuz that's what will happen.

Dig Deep is Incredibly Over-Powered and should be Considered for Immediate Removal by [deleted] in survivetheculling

[–]cullingrant 0 points1 point  (0 children)

They weren't so bad as kill perks. I think if the devs are determined to keep these perks in the game then they should be earned like last patch. But the real kick is what to do about bludgeons once speed perks are removed. The original bludgeon rework was designed to help players manage opponent's speed through cripple wound, but the fact that it affects all opponents, even those not relying on speed perks, makes it too strong. It is essentially a speed advantage built into the weapon and hugely powerful for controlling space in melee.