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Confused_Senpai

Confused_Senpai

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Confused_Senpai
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  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059397#Comment_3059397

    How you bait it out distance? The main problem is that they do their pallet route and when they reach the pallet they cant reach press E to enjoy a pallet stun on the killer. No perk should fix any mistake on anny side specially survivors.

    okay following your logic, Noed fixes full game mistakes by providing instant downs, Bloodwarden fixes full game mistakes by literally blocking off the exits I could go on and on about perks for killers that fix killer mistakes dead hard isn't the only ability that fixes mistakes being made. ROFLMAO

  • @UnknownKiller said:

    They need their dead hard to fix their mistakes devs so they can keep bullying killers and maintain their ego

    Dead hard from what I understand was mostly used for distance and exhaustion perks are generally a one-time use perk during a chase so honestly, they should be strong. Dead Hard was used as a second chance perk, Sprint Burst was mainly used to gain distance or disappear altogether, Overcome for getting to the furthest loop you can reach or out of a barren wasteland, Lithe the same as Sprint Burst except with a trigger, my point being, they are all used for different purposes and most high tier killers will just bait out or wait out dead hard, it's really not that hard if you expect everyone to have it since Survivors generally get nervous and use it early when they think you're going to swing.

  • @Wondertainment said:

    I like the direction. Kudos DEV. Without a doubt there will be things that pop up, unintended consequences, but that is the nature of things. I'm sure they will deal with those too. I think forward motion is better than none and I'm all for the shake up. I say this a person whose ENTIRE list of favorite Survivor Perks took hits. ;)

    Nope, the only perk that took a hit is spine chill and that's not even a game breaker for me, I run Windows, Lithe, Bond and Spine Chill, dance with me or quick and quiet.

  • @Mandy said:

    Reducing the strength of the majority of the perks was necessary if you want to do things from a balanced view. Base game changes were also included as well.

    There is no way you can buff a perk so that it would be as useful as Dead Hard for example, without it being completely overpowered in regular play - hence the need to rework the current meta perks and buff/rework other perks so that they will replace the meta...and give people a chance to use other perks without feeling like they need to use specific perks.

    I totally understand that players get attached to certain perks and feel a sense of loss when things change - we saw it previously with Hex Ruin. But that's part of the fun of a live game, that things like that can and will change - shaking up the meta is a great way to breathe freshness into the game. We've all complained about seeing the same builds over and over, and this is really going to change that up a bit.

    I think it was poorly handled, as I stated before, I'm all for changing the meta but nerfing perks into the ground and making them basically useless is a poor way to do it the other perks should have been made viable some minor nerfs I could see are fine and it has nothing to do with attachment, but by removing meta perks that people feel they NEED to run you are creating another instance in which people will create another meta treated the same way, that being said, did you fix the poor server performance? Poor lag? Poor hitboxes that lag behind the character? ghost hits? desync? any of that? Until all that is fixed my opinion will remain unchanged.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059320#Comment_3059320

    I think you're being a little too binary here.

    It's not "nerf the meta perks" OR "buff other perks to make them viable", you do both- which is what they've been doing, they just can't buff everything all at once for multiple reasons. The fact of the matter is, the current meta is both stale and unhealthy, so it has to be nerfed from any direction you care to look.

    THE meta will not always exist. A meta will always exist. When that one inevitably gets stale, switch it all up again. That's how it works elsewhere and how it should work here.

    I disagree but I will agree to disagree simply because a meta shouldn't exist if balancing is done correctly. A Meta by very definition to any game is a series of skills, perks, talents, or gear that outclasses its counterparts which is why tier lists exist. There will always be a meta and I'm not being binary I'm just seeing it for what it is and the contradictions they are making in the process, in an ideal well-balanced game all perks would be viable and left to the choice of the player as to what they want to use not whatever the devs want to push as the new meta. I think this patch was done very poorly, player choice is something that is always discounted and because a meta will always exist a toxic community against those not running meta perks will always exist, its a vicious cycle that will only break when the devs break it.

  • It's not just about simply buffing the current effect, they were in the process of reworking perks, and the only thing they could think of to make other perks viable was to nerf the current meta perks instead of making those reworks equally as viable as the current meta. The problem with nerfing and buffing as I said above is player choice when you pigeonhole a player into leaving their perk system because it's been nerfed into the ground instead of making the reworks viable enough to compete with the current meta thus expanding the options to the player base INSTEAD of creating an entirely new problem meta you're contradicting yourself and recreating the very thing you're trying to get away from, if you don't see this I don't know what to tell you. When balancing a game you want all perks to be viable against each other so there is choice but the devs themselves are the ones creating a meta due to bad balancing.

  • @jesterkind said:

    Respectfully I disagree.

    If all you do is buff less frequently used perks, nobody will swap off their meta loadouts because they'd have no reason to. Even if you buffed less frequently used perks to be as absurdly strong as the current meta loadouts, that's not going to fix the problem because you just have the current problems on top of new ones.

    In order to shake up a meta effectively you have to nerf the most commonly used things, and quite noticeably to boot. Otherwise it's shifting the responsibility of the supposed shakeup onto players to choose to stop using their same-old same-old, which they're just not going to do en masse.

    The goal was to make players run different perks, and I think they achieved that admirably. In some cases it's a one to one swap, but there's still going to be more room for experimentation and variety here.

    I'd have to respectfully disagree because the whole thing missing here is the Choice aspect of play and buffs and nerfs shouldn't happen in a vacuum where player choice is discounted entirely, by nerfing perks into the ground and making players switch off of the perks they love due to them being all but useless is pigeonholing them into other perks instead of making all perks equally viable where the players are free to choose whatever perks they want based on situations they expect to encounter rather than strength of said perk, if you always nerf the meta which will absolutely ALWAYS exist then you might as well just get rid of perks altogether (Not trying to be dramatic here) Because eventually in the pursuit of "Shaking up the meta" you will cause the ripple effect of everything being equally as crap.

  • Nurse isn't hard at all just use her brown addon that shows where her blink is going to land and viola pro nurse without ever having to really know her blink hold time. They basically hold your hand with the Nurse with that addon.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057858#Comment_3057858

    people have been complaining that the meta has been the exact same for 5 years

    Now people are complaining that their favorite meta perks are being changed

    like jfc people, what more do you want

    Yes, the Meta has been the same but it's not the fact that they are shaking up the Meta that is the issue it's the fact that instead of making other perks actually viable in their respective ways they are nerfing meta perks into the ground and gutting them to make the other crappy perks appear more appealing so they can say they did something to fix things. A change in Meta is always a good and healthy thing but you never change the meta by nerfing the meta you always change the meta by making the less frequently used things just as viable so there is more to choose from not less, that is what balancing is and something the devs of this game struggle with, they reworked 40 perks and in all those reworks all they could think of to make them viable was to nerf the current meta perks which speak volumes to their mentality and way of thinking toward balancing the game. (I'm a day 1 DBD player)

  • I play both Survivor (Nea and Feng) mainly solo Q and Killer (Dirty Nurse Main) and honestly, after the patch, I'll either play exclusively killer or just play another game. Like the comment above said it'll be 1-2 minutes at first then 15-30 later on when all the casuals and SoloQ players leave. I predict a lot of people will leave, uninstall or take a long break from the game until things are fixed and the devs will scramble after looking at their online numbers/sale numbers plummet.

  • @DeadByFlashlight said:
    3 gens, two safe saves+1 heal and looping a bit would automatically result in a pip, I guess you lied a bit about what you actually accomplished :wink:

    Btw, the emblem system has made piping too easy for both sides, if anything, then it must become harder to pip, not easier

    That's the thing, I didn't lie about anything even my group was surprised I didn't pip :/. I've noticed this game being inconsistent at times with it's pipping process. Time when you sit back and think "okay I pipped for sure" then barely safety pip....Then other times when I legit spend most of the game just looping and maybe working on a gen for a few seconds and I'll pip, thinking to myself "Damn I didn't get anything done being chased all game I'm gonna lose a pip"

  • @SovererignKing said:
    Confused_Senpai said:

    @SovererignKing said:

    Confused_Senpai said:

    Did they buff the movement speed of the Nurse? I just ran into a Nurse that was faster than a Survivor sprinting, I remember the nurse never being able to actually catch a sprint Survivor outside of teleporting but this one without bloodlust mind you chased me down like she a normal killer like the trapper. o.o
    
    
    
    Well.. few theories.
    
    1. Hacks

    2. She was in a previous chase, and switched to another Survivor without “breaking” the chase, preserving Bloodlust.

    3. She had Play With Your Food stacks from chasing and letting her Obsession escape. 

      I know she wasn't in a previous chase because she literally teleported from me someone instantly grabbed me off the hook then she teleported back, it was on Autohaven I believe and I was heading to the other side of the map on the straight away, trying to at least but she barreled right over me within the first 10 seconds or so of the chase.

      Well... hacks or had Play With Your Food stacks I suppose. Do you remember the perks?

    I want to say it was MYC Ruin Calling and Chili.

  • @SovererignKing said:
    Confused_Senpai said:

    Did they buff the movement speed of the Nurse? I just ran into a Nurse that was faster than a Survivor sprinting, I remember the nurse never being able to actually catch a sprint Survivor outside of teleporting but this one without bloodlust mind you chased me down like she a normal killer like the trapper. o.o

    Well.. few theories.
    1. Hacks
    2. She was in a previous chase, and switched to another Survivor without “breaking” the chase, preserving Bloodlust.
    3. She had Play With Your Food stacks from chasing and letting her Obsession escape. 

    I know she wasn't in a previous chase because she literally teleported from me someone instantly grabbed me off the hook then she teleported back, it was on Autohaven I believe and I was heading to the other side of the map on the straight away, trying to at least but she barreled right over me within the first 10 seconds or so of the chase.

  • @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:
    Ran into a huntress that at the end of the game stated "Toxic" I inquired as to why and they replied. "Because you're SWF! That's so toxic." o.0 I commented a light-hearted comment on their profile saying "Apparently Survive with friends is toxic, learn something new every day. xD" To which they replied "Yes the definition of toxic is "someone who makes the game noticeably less enjoyable for other players" when using instant flashlights and skeleton keys against a level 10 killer.." Mind you this killer was rank 6. I didn't use a flash light but my friend did indeed have a key. Going off their explanation of Toxic, then basically without us starting off on the hook we're Toxic, because, Looping, Juking, running away, Slamming is all considered extremely toxic. I thought this would rather amusing and decided to share.

    Killers are blamed for tunneling and camping all day because they try to do their job.
    Cant really blame a killer for calling SWF toxic now since SWF actually breaks the balance of the game :wink:

    I wouldn't say SWF breaks the game honestly especially since they are doing more things for solo players to adjust the balance a little like making Kindred supposedly baseline and deleting the perk altogether giving solo survivors more information on the hooks and campy killers and a way to more or less combat multiple people running to the same hooked person somewhat as well. So with this little change survivors will more or less have the same information that an SWF team does when someone is hooked. Having well-coordinated teams always puts people at a disadvantage for sure but to call it toxic I'd have to disagree.

    Ah so because the devs suggested to lift solo surivovors up to the SWF level without any compensation buffing killers or nerfing survivors in general, this means SWF does not break the game?

    Can you pls elaborate on that, I dont understand that logic

    Survivors don't need to be nerfed at all, they vary based on skill levels, you minus the pallets and we basically run into dry spells with no hope of escape unless you're a juking beast, they are somewhat nerfing us in the next patch because healing is going to take longer, the changes to exhaustion nerfed exhaustion perks quite a bit since it doesn't recharge during chase. Survivors have been nerfed repeatedly with killers getting a good round of buffs last patch so you can't really say there wasn't any buffs for killers.

    Bloodlust nerf? Pallet buff? DS buff?
    just to name a few

    I recommend playing killer at high rank once and you will understand more about the game

    Where are you getting a DS Buff from? DS is going to be changed to be a stun where they aren't dropped. Pallets have just been changed slightly so that the animation doesn't take as long to complete it's literally a decimal percentage that was changed I think it was something like .6 seconds or some bs like that. Bloodlust was changed but only in tier 2 and 3 which most chases if you're crafty don't even last that long. I have played killer in the higher ranks right around 3-5 if you're going to spend the whole game chasing a single target that's all on you. If I run into a looper that actually knows what they're doing, I'll break off and hunt one of the others until they make a mistake and I'll catch them out on it. You want to name some nerfs though What about SS? Exhaustion? The incoming DS Change? There is a whole slew of stuff that was changed and now they're nerfing the suvivors healing rate because it's too fast. They're also looking into other things for survivors to do besides gen because of gen rushing.

    Next patch the only counter of DS will be removed, you cant make the obession waste his DS by juggling anymore. How is that not a buff?
    .6 seconds is insane btw, it is definitely less and it is still noticable

    Yeah sure, if there is a looper yuo just search the pleb in the team and tunnel him to death, what a great mechanic, that you can even write this without noticing that sth is wrong there.... no words

    What is SS?
    You call the exhaustion a nerf? I barely notice anything as survivor tbh, actually it helps me because I am only a semi-decent looper and it ######### me up several times when sprintburst randomly activated during chase, in my books that was a buff fo survivors (at least the non optimal loopers lol)

    DS change?`I still cant see it, I can only see a DS buff in the patch notes of PTB

    Healing rate of survivors nerfed? Cant see that in the patchnotes either

    They are looking into things to do for survivors instead of genrushign? Yeah I watched the Q&A, they want to buff sabotage and amke it THREE TIMES easier to pick up a downed survivor, damn these insane survivor nerfs. Noone will play survivor anymore when this is implemented :wink:

    If you watched the recent Q&A like you said you did then I wouldn't have to explain all of this too you and in the previous Q&A is where they talked about the DS change and how they felt it was a bit too strong at the moment. You didn't watch but maybe 10 minutes of the Q&A I bet. xD You want to come out with guns blazing watch the whole thing. For exhaustion, if you call a random sprint burst a bad thing, especially when you're being chased down in straightaways I question your abilities, I always kept track of my exhaustion before the nerf it was the main priority when being chased so I knew exactly when I was going to burst away and how far that would take me, either to the better looper to pawn the killer off too or to the next pallet/window if I could extend it a little further. Tunneling is a fact of life in this game and they have come out several times to say that tunneling and camping are both viable strats so to say you're going to keep going after the looper instead of the weaker members / "Plebs." is all on you, I prefer my survivors extra crispy on the hook than chasing around one person for 20 minutes. Whether there is something wrong with the game or not based on this doesn't matter as the devs aren't ever really going to do anything about it that's just a fact and something that should be accepted. The future changes to come, in the Q&A they even stated it wouldn't be in this round of PTB as they have a lot of things they're changing and SS stands for Soul Survivor, once a decent perk now isn't even worth picking up in my opinion. Going back to sprint burst though, to solve the randomness of it they could have simply made it an active use like dead hard just without the damage avoidance and extended the exhaustion recovery rate slowing it down to the desired amount which would have largely left other exhaustion perks alone, because lets be honest, they really changed the Exhuastion perks solely because of Sprint Burst in mid chases feeling a bit too op, that moment you almost have a surv and they sprint away got old for most killers and the forums reflected that. No one really had an issue with BL or DH because those were predictable but SB was in a whole other catagory. The .6 seconds that you tout as being insane, they literally just changed the animation so you don't twirl anymore giving it a slight buff in that respect. Making it where killers have less of a chance of hitting through a pallet that's already been dropped which was bs in the first place, much like killers hitting you through a window that you've already jumped through or how about the hit boxes the size of texas that even when a killer misses by a damn country mile he still connects, several videos of that up on youtube showing it off clear as day.

  • @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:
    Ran into a huntress that at the end of the game stated "Toxic" I inquired as to why and they replied. "Because you're SWF! That's so toxic." o.0 I commented a light-hearted comment on their profile saying "Apparently Survive with friends is toxic, learn something new every day. xD" To which they replied "Yes the definition of toxic is "someone who makes the game noticeably less enjoyable for other players" when using instant flashlights and skeleton keys against a level 10 killer.." Mind you this killer was rank 6. I didn't use a flash light but my friend did indeed have a key. Going off their explanation of Toxic, then basically without us starting off on the hook we're Toxic, because, Looping, Juking, running away, Slamming is all considered extremely toxic. I thought this would rather amusing and decided to share.

    Killers are blamed for tunneling and camping all day because they try to do their job.
    Cant really blame a killer for calling SWF toxic now since SWF actually breaks the balance of the game :wink:

    I wouldn't say SWF breaks the game honestly especially since they are doing more things for solo players to adjust the balance a little like making Kindred supposedly baseline and deleting the perk altogether giving solo survivors more information on the hooks and campy killers and a way to more or less combat multiple people running to the same hooked person somewhat as well. So with this little change survivors will more or less have the same information that an SWF team does when someone is hooked. Having well-coordinated teams always puts people at a disadvantage for sure but to call it toxic I'd have to disagree.

    Ah so because the devs suggested to lift solo surivovors up to the SWF level without any compensation buffing killers or nerfing survivors in general, this means SWF does not break the game?

    Can you pls elaborate on that, I dont understand that logic

    Survivors don't need to be nerfed at all, they vary based on skill levels, you minus the pallets and we basically run into dry spells with no hope of escape unless you're a juking beast, they are somewhat nerfing us in the next patch because healing is going to take longer, the changes to exhaustion nerfed exhaustion perks quite a bit since it doesn't recharge during chase. Survivors have been nerfed repeatedly with killers getting a good round of buffs last patch so you can't really say there wasn't any buffs for killers.

    Bloodlust nerf? Pallet buff? DS buff?
    just to name a few

    I recommend playing killer at high rank once and you will understand more about the game

    Where are you getting a DS Buff from? DS is going to be changed to be a stun where they aren't dropped. Pallets have just been changed slightly so that the animation doesn't take as long to complete it's literally a decimal percentage that was changed I think it was something like .6 seconds or some bs like that. Bloodlust was changed but only in tier 2 and 3 which most chases if you're crafty don't even last that long. I have played killer in the higher ranks right around 3-5 if you're going to spend the whole game chasing a single target that's all on you. If I run into a looper that actually knows what they're doing, I'll break off and hunt one of the others until they make a mistake and I'll catch them out on it. You want to name some nerfs though What about SS? Exhaustion? The incoming DS Change? There is a whole slew of stuff that was changed and now they're nerfing the suvivors healing rate because it's too fast. They're also looking into other things for survivors to do besides gen because of gen rushing.

  • @Master said:

    @Confused_Senpai said:

    @Master said:

    @Confused_Senpai said:
    Ran into a huntress that at the end of the game stated "Toxic" I inquired as to why and they replied. "Because you're SWF! That's so toxic." o.0 I commented a light-hearted comment on their profile saying "Apparently Survive with friends is toxic, learn something new every day. xD" To which they replied "Yes the definition of toxic is "someone who makes the game noticeably less enjoyable for other players" when using instant flashlights and skeleton keys against a level 10 killer.." Mind you this killer was rank 6. I didn't use a flash light but my friend did indeed have a key. Going off their explanation of Toxic, then basically without us starting off on the hook we're Toxic, because, Looping, Juking, running away, Slamming is all considered extremely toxic. I thought this would rather amusing and decided to share.

    Killers are blamed for tunneling and camping all day because they try to do their job.
    Cant really blame a killer for calling SWF toxic now since SWF actually breaks the balance of the game :wink:

    I wouldn't say SWF breaks the game honestly especially since they are doing more things for solo players to adjust the balance a little like making Kindred supposedly baseline and deleting the perk altogether giving solo survivors more information on the hooks and campy killers and a way to more or less combat multiple people running to the same hooked person somewhat as well. So with this little change survivors will more or less have the same information that an SWF team does when someone is hooked. Having well-coordinated teams always puts people at a disadvantage for sure but to call it toxic I'd have to disagree.

    Ah so because the devs suggested to lift solo surivovors up to the SWF level without any compensation buffing killers or nerfing survivors in general, this means SWF does not break the game?

    Can you pls elaborate on that, I dont understand that logic

    Survivors don't need to be nerfed at all, they vary based on skill levels, you minus the pallets and we basically run into dry spells with no hope of escape unless you're a juking beast, they are somewhat nerfing us in the next patch because healing is going to take longer, the changes to exhaustion nerfed exhaustion perks quite a bit since it doesn't recharge during chase. Survivors have been nerfed repeatedly with killers getting a good round of buffs last patch so you can't really say there wasn't any buffs for killers.

  • @Master said:

    @Confused_Senpai said:
    Ran into a huntress that at the end of the game stated "Toxic" I inquired as to why and they replied. "Because you're SWF! That's so toxic." o.0 I commented a light-hearted comment on their profile saying "Apparently Survive with friends is toxic, learn something new every day. xD" To which they replied "Yes the definition of toxic is "someone who makes the game noticeably less enjoyable for other players" when using instant flashlights and skeleton keys against a level 10 killer.." Mind you this killer was rank 6. I didn't use a flash light but my friend did indeed have a key. Going off their explanation of Toxic, then basically without us starting off on the hook we're Toxic, because, Looping, Juking, running away, Slamming is all considered extremely toxic. I thought this would rather amusing and decided to share.

    Killers are blamed for tunneling and camping all day because they try to do their job.
    Cant really blame a killer for calling SWF toxic now since SWF actually breaks the balance of the game :wink:

    I wouldn't say SWF breaks the game honestly especially since they are doing more things for solo players to adjust the balance a little like making Kindred supposedly baseline and deleting the perk altogether giving solo survivors more information on the hooks and campy killers and a way to more or less combat multiple people running to the same hooked person somewhat as well. So with this little change survivors will more or less have the same information that an SWF team does when someone is hooked. Having well-coordinated teams always puts people at a disadvantage for sure but to call it toxic I'd have to disagree.

  • @needreplay said:
    small game perk designed to "find ruin" but not so good at finding

    survivor cant not holding anymore.

    killer has no weakpoint now.

    You don't really have to worry about Ruin when you Gen Tap which is what most of my friends and I do until we find ruin. Yes it's a little slower but you literally just hold the repair button until you see your character set into the repair animation about 3-4 seconds then let go and do it again, this avoids skill checks altogether and basically makes ruin and lullaby useless for the most part.

  • Hmmm > @Esheon said:

    Confused_Senpai said:

    Then is this a bug?

    Well, possibly.

    If you are the obsession and you yourself have not used your DS yet in the match, then it should pop up very shortly after you're picked up. A killer can choose to juggle you if you're close enough to a hook, though. If he does that correctly, he can block the DS.

    If you are not the obsession, you have to wiggle to a certain percentage (35%-45% depending on the tier of DS you're using) before the skill check will appear.

    Assuming you're not the obsession, it's possible that you're going down too close to a hook and you dont have enough time to wiggle to get the skill check.

    If it's a bug, then it's only affecting you. If there were a bug like this affecting DS, the entire first page of the general and survivor forums would be nothing but posts demanding it be fixed immediately.

    That's makes a ton more sense, I guess I was just used to it popping up instantly I have Dstrike 3 on my Claud and that 35% must have just been right there before I was juggled again and popped to the hook.

  • Then is this a bug?

  • @feffrey said:
    thomasnut said:

    an entire thread to defend infinite looping.. nice one.

    He mains Leather face 

    Enough said

    LMFAO where are you getting that I main LF? xD I've already said what I main but think what ya will. You're logic btw as to people being cautious is flawed, I've had people be ballsy all the way to the last hook, even in the higher ranks. In a perfect world, they would be more cautious and not go for the save but considering benevolence literally gives you more points and an easier pip then gen rushing it's going to forever be a thing that people are going to do it just to save their rank or rank up. xD

  • @feffrey said:
    Baphomett said:

    Wow, it only took 5 minutes for someone to miss the entire point and start with the toxicity.  Point made.

    just pointing out facts ... He clearly plays just to troll survivors...

    *Unhooks survivor and he instantly goes down * because pro strats says tunnel..

    You go and save a teammate to only have the killer ignore you and have his mind dead set on making sure a guy DePip because all he could do all game was run.... 

    Its your own fault for being stupid enough to only go for one player all game and its your own fault forgetting looped...

    Maybe even you didn't main ChainSaw killers you would be able to stop looping? Just a thought though

    What fun is it bullying a survivor who just got off hook? 

    You talk about toxicity but give the survivor two options. DePip or just go head and DC .

    Might as Well DC saves time and you can get the pips back faster

    Okay, so looking at it the way you put it let me put another spin on your same situation this time on the killer's side. Say I go and ignore the injured person pulled off the hook altogether and go for the one that pulled them off instead now spending maybe a few seconds or the rest of the game chasing that single survivor who looped all game, of course, I'm ignoring things like Make your choice and Noed. Now going on and playing by the rules that the survivors so desperately seek killers to play by it just really isn't feasible what your suggesting at all when going against a group of equally skilled and competent survivors not even included SWF. 9/10 times survivors will walk away and the killer will be left to depip now because they didn't take the opportunities presented to them when available. This has already been demonstrated by several streamers that ran experiments playing by survivor style rule sets, either way at the end of the day someone is going to depip and if I'm playing survivor I'm doing everything I can to make sure it's the killer and likewise if I'm killer on the other side of that. There is 0 incentive to not take opportunities given. I personally main huntress/pig but working on learning nurse

  • @Master said:
    Surviors disconnect on an hourly basis and you worry about killer DCs?
    The last time a killer ragequited on me was in june I believe.

    Not sure whether you actually depiped, there is a displaying bug that shows it as depip but you dont actually depip. And even if you did, rank is meaningless anyway.

    I did actually lose a pip and it wasn't a bug, regardless of who leaves or disconnects the issue still needs to be addressed. Having a killer dip out on you just because they're salty only for you to be punished for THEM rage quitting is a tad unfair.

  • @Master said:
    Now imagine if you would lose your stuff after every game..... how stupid would that be :wink:

    I have no problem losing my stuff if I die while playing but the killer dced as the game was loading. I'm a killer main I get your argument. xD

  • I have a hard time believing that she has a higher kill rate than everyone else as well. xD

  • @Milo said:
    Spawning of survivors, totems and/or killers needs to be adjusted

    Completely agree, there is no reason for totems to be spawned near gens etc and no reasons survs should spawn 10 feet from the killer or even right next to them, the same to be said with survs and totems. This game is too RNG based on some things.

  • @Khroalthemadbomber said:
    @Confused_Senpai I added more to my post as well though I don't think you saw it. It was an edit since I didn't want to double post.

    No I didn't see those but I like both of those suggestions, Amanda is playable but it just seems like for a stealthy type killer a lot of her potential is being wasted and I hate seeing things wasted in any game. Keep the solid suggestions coming guys, maybe if we throw enough at them it'll stick.

  • There are ways to make peer to peer connection better starting the matching system off by looking for local connections and slowly expanding its range and or pinging from the host to next and the next and the next all this stuff can be done instantly and the game would know damn near instantly if that person is a good match for that lobby or not, plenty of games already use something similar. This would result in more green / low yellow bar matches and almost wipe out red bars altogether, then on top of all this they could impose a ping limit like say anything over 250 wouldn't be considered and if someones ping spiked such as lag switchers they would auto dc from the game if it went over that limit.

    Lag Switch: A lag switch is a piece of equipment installed on a home network that temporarily delays the flow of traffic to the internet. In an online gaming context, the physical toggle can be switched on to delay gameplay to give the lag switcher the upper hand.

    For those that didn't know what a lag switch was.

    For your second point rank is more of a barometer of skill right now than anything since this game is based on personal performance so matching a rank 20 against a few rank 10 isn't exactly the fairest thing in the world or my example of rank 14 vs going against a rank 1-4

    @Master said:
    It is impossible to have green ping worldwide,  no matter how good your connection is, oh and btw down/up speed is no indication for stability 

    Sure there must be more limitations, swf only be to queue with +- 3 ranks or sth like that, but for that to make sense rank had to mean something first, at he moment itndoesnt

  • @facundoj said:
    If the terror radius only works on one floor, then it's a buff for the killer. You can hear someone working on a gen below and just drop for a free hit. Also, imagine the last three gens are on one floor, the killer can just be on the other floor and hear if someone's working on a gen. The map is actually not that bad, I personally have trouble finding gens, but it's possible to win. You need to know where the loop spots are, there are at least three I can think of right now. I'm saying this as a rank 3 survivor and rank 9 killer, so I'm not killer main xD

    What you're saying though is something that a killer main usually wouldn't do, I'm not going to stand on floor 2 to listen for a gen on floor 1 and waste my time trying to find a way down because there isn't a hole for every gen to surprise the survivor xD when I could just cycle around on floor 1 between the gens and not risk them being done while I'm on floor 2 trying to find a way down. It's actually a bit of a nerf in the sense that if the terror radius isn't on your floor you know the killer is elsewhere or on the bottom floor buying you more time to do a gen. It would allow for a sort of stealth play somewhat I suppose but with how massive terror radius is it would literally be a very slight change if that and they could put the terror radius change trigger to be halfway up the stairs for example.

    The way I honestly hun on that map is like any other map, I walk around on the bottom floor listening for a gen being worked on then respond accordingly.

  • @Khroalthemadbomber said:
    If traps regenerate I think it should be a similar timer to that of Trapper's sabotaged traps perhaps giving Hangman's Trick more viability by allowing it to make them regen faster as it does with Trapper.

    As for the activation bit I honestly think the activation on generators isn't bad if they make Rule Set 2 part of her base kit otherwise it should be on generator if they are able to wiggle off the killer's shoulder or on unhook if they get hooked.

    Both solid suggestions, I'm always open to more suggestions and possible ideas I like the thought of making weaker killers a bit more viable through suggestions and ideas brainstormed through the course of using her. I understand that balancing something is tricky and people are always going to complain about something but there's something about taking a perceived weakness and shoring up its weak points to make it more solid that's always been fun to me, a new way of looking at things is always fun.

  • @Runiver said:
    1) I think they're working to remove most downsides of all add-ons at the moment. Pig doesn't have that many of them tho. Her add-ons are simply rather weak.

    2) 1 per minute would be kinda too strong honestly. Not sure you can compare her power to other killers since she actually has 2 powers, while most killers only have one.

    3) The whole point of the RBT isn't to kill, but to be a time waster/an escape preventer.

    4) I kinda agree with that.

    5) With this too.

    1.) That would be nice to see most of it gone and do agree that they are already weak.

    2.) Time could be adjusted it was used more of an example but a way to regen a trap or two over the course of the game would be nice.

    3.) Yeah I know it's more of a time waster but it should still have the threat thereof being able to actually kill present in the person's mind rather than an "I don't care I've got plenty of time." I would just love for them to make people sweat the trap a bit more and give it more weight than what it currently has. For instance, going against the trapper, I honestly sweat vaulting over stuff or going through loop lanes because of how much weight it carries and I'm always watching my step, same thing with huntress how I'm constantly looking behind me so I don't catch a hatchet to my dome.