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DeceptivePastry

DeceptivePastry

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DeceptivePastry
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  • @Boosted_Dwight said:

    This still looks pretty off. It's still an improvement for sure but do they HAVE to use vertical portraits? It's just so strange to look at imo. Everything in there just seems so awkwardly shoved into one spot.

    Step in the right direction for sure but still needs some help. I still think this is way better:

    https://us.v-cdn.net/6030815/uploads/ENNCIUPP91DG/20210212-095602.jpg

    This honestly looks perfect, except instead of the little injured/downed icons in the corner I would have a red slash going over the portrait diagonally just like how it does on the new HUD, but the red would contrast with gray better. I like each survivor having a unique icon but I do prefer the grayscale rather than colored.

  • I don't think the issue is they don't know how to program. I would assume poor version control/communication and not enough time or people to properly test changes. I assume they have a bunch of different teams working on different aspects of the game, and multiple different branches where changes are made that are later merged when ready, and that is where a lot of things fall apart.

    I mean ######### happens, sometimes bugs slip through. Though there are a couple things that made it through that I just question, how? Like the Autohaven bus?? Was someone playing around with the bus one day and forgot they made changes? Did someone make changes and not think to run a few loops for 2 minutes with a survivor/killer? Idk.

  • Grouped gen speeds are not at all the problem. I love seeing 2 survivors on a gen, it means I can pressure both at the same time. The thing that makes me lose games is every survivor splitting up on different gens and doing nothing else. No matter who I chase, 3 other gens are being done. I still haven't learned how to deal with this on some killers and I just end up getting destroyed these matches.

  • I used to like this map until I started running into survivors who know how to use the windows. Had two people using balanced landing with a disturbed ward offering, so basically I had two survivors who were uncatchable the entire game because they just instantly ran into the building the moment I started chase. This map makes me want to run bamboozle more often.

  • @Kind_Lemon said:

    Never skip perks. That's a silly thing to do (unless you want to keep it at level one for whatever reason eg. Distressing, etc.)

    That's perhaps the most annoying part. I would love to keep whispers at t2 for doc but if t3 shows up it will just keep showing up until I get it. I don't like how I don't have the choice, unless I just want to miss 10+ levels of perks until I start seeing multiple perks and even then, it reduces my options every web by 1. Yet then I pick one perk over another thinking the 2nd will just show up next time like usual, and the one time it DOESN'T force the perk on me it's one that I wanted. Lol.

  • I really don't understand either. I get that a lot of balance changes need to be done right and take time. But like, iri hatchets? That's such an easy fix. Just make it max at 1 even with infantry belt. Easiest change in the world. Even if it still turns out to be slightly OP, it's not nearly as game breaking. And some bugs that have been around for months, yea, I don't understand.

  • Being able to play with your friends is fun and I'm glad it's in the game. But the game will never be balanced unless randoms are given more options to communicate and then the game is balanced around communication. Even just a social wheel similar to Vermintide 2 would be great. Things like "come here", "killer nearby", "work on this gen", "heal me", etc.

  • @[Deleted User] said:

    The only thing that needs changing is gen tapping. It's pretty stupid that you spend 2 seconds kicking a gen only for the survivor to tap it in the mid of a chase and undo your regression.

    This is true, even the slow regression would be far more worth if they couldn't undo it in an instant right in your face. Regression should resume unless they work on it for 2-3 seconds, perform a 2-3 second charge-up animation you have to finish, or perhaps a guaranteed skill check upon starting a regressing gen so you have to hit the skill check before you can leave or you blow the gen and suffer the usual penalty.

  • I wouldn't be opposed to buffing default gen kicks very slightly and nerfing regression perks an equal amount to lessen the gap between having/not having them.

    I don't know what the right solution is for balance but I do feel like kicking gens is pretty pointless 95% of the time without pop. Some people say they run no gen regression once they get really good at the game, which yes this can be fine against average mediocre survivors, but against SWFs who split up on gens I had an incredibly hard time with those matches before I got pop. Having even just pop feels like having a fighting chance against really good teams. I kind of wish they were a little bit less necessary, yet still worth taking in builds.

  • I really like this map on both sides, unless I see a blendette or two in the lobby in which case they have to die first or I'll never see them again.

  • I really like exposed perks on Wraith, really work well with his ambush playstyle. Make Your Choice and he's probably the only killer I'd run Dragon's Grip on. I also might consider undying+devour hope after the undying change.

  • I don't have a whole lot of practice on demo, I usually do win but every win is more of a struggle than some other killers. I work myself into a nice 3-gen and then it's constantly bouncing back and forth putting pressure on. Once I get STBFL I imagine that will help a great deal and I'll enjoy playing him more, but I really have to be on top of gen pressure with him.

    I've learned though that portals are excellent for tracking stealthy survivors end-game trying to finish the last gens, I put them down more for the tracking than the teleporting.

  • I had a game as Blight on Dead Dawg Saloon. 2 survivors left, 2 gens left to finish. The Nea kept tapping the gen on the saloon balcony then hiding. There are like 7 lockers around there, I checked all of them but I could not find them. Later on I realized they were probably hiding in the dead end room around the side which I completely forgot about. The dumb thing is...they could've actually got the gen done if they split up, but for some reason the Claudette was doing absolutely nothing but hiding in, presumably, that same room, because I caught both of them near there. I only ever saw the Nea attempting to do the gen and none of the others were being worked on. Both had spinechill of course.

    I get so bored of this. If I see a blendette in the lobby I usually throw on whispers because I know exactly what kind of game it's going to be. Because at the very least, they are not getting out of the exit gate.

  • Do survivors not understand that doing toxic stuff like teabagging/bullying a killer they outplayed is self-destructive? The more killers you drive off the longer your queue times are. gg well played.

  • I may have a frustrating game here and there but generally I have a pretty fun time playing on either side. But I do wonder why some people play this, especially some of the super sweaty red rank SWFs. They get a 4 man escape - baby killer you suck, you kill 1-2 of them - baby killer you suck, you get a 4k - they will find SOMETHING to complain about every single time. They never seem to enjoy their matches no matter what happens. I don't understand what they get out of this game.

  • Who cares, honestly? Some survivors complain/trash talk about the stupidest things. You can play the cleanest, nicest killer game ever and some people will still find something to be toxic about. I just ignore them.

  • This is why I love running Deja Vu. I immediately know which gen to do first. Yea it's not that important if you're familiar with gen locations, but sometimes you get distracted during chases and don't know which gens your teammates have done so far mid-game. Pretty sure the most common reason for losses in my solo-queue/duos is survivors 3-genning themselves.

  • I just went straight for pop for gen regression. I never bothered with ruin or any hex perks. Maybe if totem spawns get fixed to where they are all actually hidden and don't just spawn 10 feet away from a generator sometimes. It's pure chance whether you get a good spawn or it's in a spot that gets cleansed in 30 seconds and leaves you with a wasted perk slot.

  • "Any mindgame you can do at loops with an M1 killer you can do with the chainsaw."

    This is the key here. Doing the "look the other direction and wait for the survivor to walk into you" mindgame works just as well with the chainsaw. Start revving the moment you turn around and they usually don't have the distance to make it to a pallet/window.

  • Unfair no, but I really think Bubba is stronger than people give him credit for. Against VERY good survivors sure he isn't that great, but how many killers are. Skilled players can make you eat several pallets but he eats them quick and after they start running out of them they're in trouble. Running bamboozle can make up for strong window loops and tinkerer is really fun, if you can get the jump on a survivor they will usually eat the chainsaw.

  • People like to say it's balanced because it can be countered by doing totems. All 5 of them, throughout the entire map. Here's the problem though, NOED is usually used around low ranks. How many low rank players are going to know totem spawns? They may find a few but there are often times that last one or two are an absolute pain to find. Unless you've got someone with detective's hunch (small game is ok but can still be tricky to find one or two sometimes), this isn't something that's going to happen very often. Plus that's 70 seconds of cleansing, almost another extra gen, but also factor in how much time will be spent just looking for them for a newer player. I don't think it's very realistic. It isn't used much at high ranks although there, sure, I could see it being more balanced.

    I think NOED should remain as a perk. But I'd like to see it less powerful based on HOW MANY dull totems were done instead of it being all or nothing. Starts out as giving the killer 5 exposed hits, one less for each totem cleansed, something like that. If survs cleanse 3 totems then having 2 insta-downs is still quite powerful and enough to secure a kill or two, but it isn't an indefinite buff that just makes people give up and leave or die if the totem is really well hidden.

  • Franklin's is borderline useless even for keys. Once the survivors know the killer has it they can just hide their key in a corner somewhere, boom, wasted perk slot. If the killer camps the item then he loses gens. If he doesn't the survivor just picks it back up. I would only ever run Franklin's on Hag or perhaps 4 medkits. One of the weirdest perks to complain about.

  • I wish I could talk to console players. Honestly through most of the ranks I've had more pleasant interactions than toxic ones. Now that I've hit red ranks the toxicity is starting more often which is usually just stupid and I move on. But I really like being able to give props, give tips to a newer player, say gg, or have some funny brief conversations with people. I'll take the good with the bad.

  • This is why I got BBQ and Pop and now am just working on getting BBQ on every killer before I start unlocking more teachables and diluting the perk pool. There are just way too many damn perks in this game for the current bloodweb system imo. Might have worked back when there were only 12 killers, kinda painful now.

  • Sometimes it really feels like killer mmr is on. My strongest killer through most of the ranks has been Billy and every time I run him I get red rank sweat squads and teams full of players who are just better than me. Play killers that I don't play as often, rainbow ranks and fairly easy games. Just coincidence I guess.

  • I think NOED needs a slight nerf. Either you get tokens for how many hooks you get and each 1-hit down consumes a token, or perhaps, the amount of hits you get is = to how many totems are left on the map. Each survivor hit destroys a random totem with the hex itself remaining as the last. So if you take the time to cleanse 4 totems but can't find the last, you still are at least rewarded by reducing the amount of NOED hits. If you don't cleanse a single totem, killer gets 5 1-hit downs at the end. Even 2-3 1-hit downs is still quite powerful end-game, but it doesn't require you to search the entire map and isn't all or nothing, cleanse EVERY totem or you've wasted all that time.

  • Weirdly I didn't even think of trying to force a good 3 gen because I normally don't have to with Billy like I do other killers lol. I can be all over the map and still do great. But yea I think that would have helped a bunch and I will probably have to more even with Billy now that I'm into red ranks.

  • @SilentPill said:

    I mean you pretty much need: ruin undying, corrupt pop, to be extremely good with the killer, willing to tunnel the first guy you hook into the floor, or be running infectious fright and slug a ton.

    I do a lot of rank 1 Bubba with no slowdown and it’s carried by the fact he can drop people in seconds if they don’t respect the saw.

    Billy is the same way but since his nerf he’s a lot weaker at loops in my opinion. You should still be getting way more than 2 hooks a game though, even ones you lose. If you are not getting downs fast enough you should run more chase perks.

    2 hooks was a rare occurrence, I tried scaring them off gens over committing to chases which is primarily what lost me that game. But I don't know that I would've gotten more than a 0-1k out of that regardless. Majority of games pop is more than enough and I do pretty well with Billy.

    1. You don't need filters, just run lowest settings. Instant advantage.
    2. This game has very poor brightness balancing between maps. Some are borderline impossible to see in at medium or higher.
    3. Blendette is a black hole, absorbing all light around her and reflecting none of it. Seriously, this character with the prestige skin is absolutely pitch black in so many areas even with filters.

    If they were going to do this, they really need to tweak the brightness of certain maps/characters, which they should anyway since console doesn't have ways of correcting it.

  • Billy is probably my strongest killer and I don't really have overheating issues >95% of the time. No addons. And I chainsaw rush almost constantly throughout the match. The only time it's ever really an issue is if I keep feathering and can't get a good hit, in which case usually I'm just in a really bad spot for a chainsaw and the chase is probably going on too long anyway so it'd be better to just M1 and leave or force them to a better spot.

    The most frustrating part for me when I was new wasn't the overheat at all, it was the unwieldy sensitivity swinging me off to the side at the start of a chainsaw rush. I had to learn to keep my mouse perfectly still for a second unless I'm going for a chainsaw around a 90 degree corner.

  • I'm still learning nurse. I tried this addon tonight and I hated it. It's just confusing and distracting most of the time. I did much better without it. I would try it out for one game to visualize how far your maximum blink range is and such but I will never use this addon again.

  • This may be a weird thing for a killer main to say, but I think DS is somewhat essential and wouldn't be opposed to it being base. But at the tradeoff of a slight nerf, either in duration (down to 45-50 seconds) or it should go back on cooldown conditionally such as when you work on a gen for more than 5 seconds as if you are free to work on a gen for a period of time then you aren't being tunneled. The way killers tend to play when there is no obsession, easily tunneling players out of the game, just goes to show how important it is. I've seen it said that the devs claim it isn't supposed to be an anti-tunneling perk, but I think it's healthier for it to be that than it is for it to be 60 seconds of survivors feeling invincible and acting completely unafraid of the killer.

  • It's baffling that a PC game released in 2016 doesn't have proper resolution settings. Even at 100% resolution "scale" it still defaults to around 720p internal res and looks like blurry garbage, only solution is to change the resolution in the .ini. Same with exclusive fullscreen.

  • I don't think I would ever bring Franklin's unless I were playing hag and could use items as bait. Camping the item takes pressure away from gens, pressuring gens they just go back for the item which doesn't really waste much time and brings them back to an area they originally wanted to be anyway. And using it for keys can be so easily countered by them just dropping the key in a bush somewhere until end-game.

  • I generally have a pretty good time in this game, hovering around rank 8-9. I'd rather stay out of red ranks for a while so I often switch to killers I'm not great with to practice. I like giving hatch to people and such too if I saw they went out of their way to help out their team or just played well. Like you don't need 4ks every game to have fun.

    The toxic stuff doesn't usually bother me. Someone teabagging constantly, I just laugh and think they're an idiot then move on. The game definitely has some problems. Most of which have to do with the matchmaking. I watched a lot of gameplay before finally buying the game and I know if I had no prior knowledge whatsoever this would be an EXTREMELY hard game to get into as a new player.

    There is a lot toxicity in this game but it still doesn't compare to League. Every single game someone had to be awful. Worst community ever.

  • I'm fairly new but Bubba feels extremely powerful when I play him. I avoid camping/basement yet still every single game is a very quick 4k slaughter. His power is really easy to use for how powerful it is, compared to Billy's which actually requires some strategy and feels really unwieldy until you learn to keep your mouse very still on activation. Sure you can lead him from pallet to pallet but he eats through those quick and that's going to make mid-late game very difficult for you. Windows are your only real hope, but even then only if you're far enough away when you go through. I'm sure at higher ranks he starts to become more difficult to play but I'm still having a hard time seeing how he is only a B-tier killer. Maybe he's just a noob-trap killer?

  • I can only imagine how much more disheartening it is to people who have no prior knowledge at all. I guess this is why noed is so popular at low ranks. I didn't check the rank 1's hours but they looped like I've seen people with thousands of hours loop. Pretty much flawless.

  • @bkn said:

    there are players that enjoy facecamping and you want to ruin their game because you dont like it?

    There are players who enjoy spawn camping, hacking, using extremely OP items, or just ruining games for other people. What is your point exactly?

    And no, I don't buy that many people necessarily enjoy it. Maybe if survivors are new and run into the hook for you to get you more downs. If they just do gens then everyone basically sits around until the game ends. The killer likely standing by the hook in frustration from previous games and they've decided to take it out on one survivor. I can't believe that joy is what they feel at those times.

  • @Ink_Eyes said:

    I don't know why they don't do it, they already have a perk that tries to do something similar, it's just a matter of polishing the perk to actually make it good and viable and not trash like it currently is...

    Yea, I even thought about having my friend who has the worst luck with campers run it. Thinking maybe it'd buy more time to get the exit gates open and go for the end-game rescue. But like, that 36 seconds would just be better utilized by me, again, doing a gen.

    It's so accepted that the loading screen tip in DbD mobile touches on face campers and their suggestion is to...do gens and avoid the rescue. I just find it very strange after all this time that such a universally despised gameplay mechanic is seemingly unsolvable to the point that the best response is for one person to essentially sit the entire round out and de-rank while everyone else also has a boring game.

  • This is why it can be confusing that the rank system goes down not up when communicating, do I say higher ranks as in number or higher ranks as in closer to 1. Lol. Yes, obviously I mean high ranks as in higher numbers.

    And yes, the survivor team "wins" the game. But it's just an outright ######### game for that one person that they have no control over (eventually someone has to go down), more-so considering the common suggestion is to do gens rather than unhook, ie the best solution is to not rescue them. And they have no chance to attempt to outplay the killer next time, to get points in any way, and they are doomed to de-pip that match. It is fun for nobody, even the winners.

  • "sometimes a killer needs to stay near a hook, if a gen is close to completion for example or if another survivor is in the area."

    True I suppose in that sometimes hooks are really close to gens.

    "And no, a safety pip shouldn't be given - pips should be earned, not given away."

    I really don't see it as "giving away" a pip, as you aren't making any progress toward ranking up, nor losing progress. Just a neutral result, instead of losing a pip you had no chance of maintaining. A throwaway game, which it essentially is.

    "You can always just trade hooks with BT"

    This rarely seems to work out in any meaningful way with these types of new killers. The killer usually just chases their original target for an extra 20-30 seconds and re-hooks them to continue camping.