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Komodo07

Komodo07

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Komodo07
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  • @Chocolate_Cosmos said:

    I have normal games with her so... idk where you guys all getting these "dull merchant everyone gives up" games.

    A lot of people on this forum are in the sweat lord mmr and it shows from their posts. I played SM plenty before Chucky dropped and only had one game where everyone dropped when they saw her. I just farmed all those bots for what they were worth, didn't ruin my game lol.

  • A very fun and balanced killer. Scamper and Slice and Dice are easy to avoid if you know what you're doing. His strengh is in his size and flying under the radar. That's why I've been leaning into the undetectable part of his kit.

  • Tools of Torment 8/10 - This killer is what got me back into DBD this year. The aesthetic of a killer with drones was right up my alley. I wanted to play her sooner but since I knew a rework was coming I waited. I was pleasantly surprised when I found that she wasn't completely destroyed after the rework and I enjoy her stealth and zoning playstyle. The perks are meh on their own but might combo well in the future.

    End Transmission 5/10 - This killer is balls to play. I understand that some people want to play 5D chess in this game and I support having a killer for them but damn it's balls to play lol. I don't use any perks from this chapter so I cant comment on their effectiveness.

    Nic Cage 10/10 - I don't play survivor other than doing tomes but I'm down for any character with voice lines and the perks just fit him really well.

    Alien 6/10 - I enjoy the Alien franchise but I've never been gaga over it. That being said I love the Ripley character and I feel a disservice was done not getting Sigourney Weaver involved for her likeness and voice lines. The alien itself feels like it's not great/not terrible. Some of the perks are pretty decent. I know entire rain clouds have formed over UW but I don't use it really other than to meme around.

    Chucky 10/10 - This chapter is a gold standard for how to treat a beloved franchise. The killer is great, the perks are fun and the voice lines are fantastic. Although I don't play Tiffany much, I made sure to buy the skin the day it came out to show my support for the chapter.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589429#Comment_3589429

    Killers are allowed to defend hooks and not every hook is going to be a free unhook for the survivor.

    I know. I feel like i'm having to say this 20 thousand times because y'all are inferring that I'm advocating for something I'm not.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589439#Comment_3589439

    That the issue of face camping was not just "oh no the killer is stood right next to me" it was "the killer has made unhooking genuinely impossible outside of a very coordinated SWF and against Bubba not even then", which it has not fixed. So why bother keeping the mechanic in the game? Who's only mad about the killer being stood 20cm from their face and no other aspect of face camping?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589461#Comment_3589461

    This is quite literally my point. "just like before."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589655#Comment_3589655

    Step 1: Get two survivors that know they're both needed for the unhook.

    Step 2: Get them to correctly, without comms, position themselves so they can get the unhook.

    Get this consistently in SoloQ and I'll stop complaining about the difference between SoloQ and SWF.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589811#Comment_3589811

    How people define face camping and proxy camping is entirely arbitrary. I'd consider a bubba stood just outside of the anti-camp radius but ready to shove forward and facecamp the second a survivor shows up to pause the timer still face camping. Wouldn't you?

    Fundamentally, I think people have misunderstood my point by filling in my motives for why I want it to be changed. I care equally if the killer camps me at 20cm or 8m. It's camping either way. But the anti-facecamp mechanic just adds yet another layer of unexplained complexity to playing matches that new players *are not taught*, and if it's not even making getting face-camped easier to deal with then what's the point in keeping it in the game?

    More broadly, I'd appreciate not being condascended to by a dozen people with the cookie cutter response whenever someone complains about anti face camp. I know it wasn't meant to fix a killer just checking in - referred to as proxy camping. My argument is that killers still undertake actions that I would regard as face camping (sitting unmoving just outside the radius until a survivor shows up and then moves in to blatantly face camp), so the mechanic achieves nothing and should be removed.

    Maybe my reply was a bit terse but it's a personal annoyance when I see one thing talked about and meaning another. I work in IT so it happens a lot. It wasn't aimed at you personally, I've seen face camping and proxy camping used interchangeably for a while now.

    For the purposes of objective discussion and how BHVR balances things, face camping cant be an arbitrary definition. BHVR themselves seem to have defined it at 16m, and while I don't personally agree with that, I imagine it has a lot to do with the basement area.

    Running with that, I will define camping as standing still outside of the 16m range and proxy camping as moving around outside the 16m range.

    Proxy camping has the green light from BHVR so that just leaves regular camping.

    Is it boring to be stuck on a hook? Yes. Can that be used to your teams advantage? Also yes. If the killer is dumb enough to sit there unmoving waiting for you to die, you can waste as much of their time as possible by not trying to kobe and your team can crank out 3 gens easy if they split up. Is that an acceptable answer to all survivors? No, I'm sure it's not but realistically what can they do that wont punish the killers that don't play that way? I will always be opposed to actions that punish the majority for the actions of a minority.

    The other point being discussed here is the value of the AFC. From my point of view it's worthless because literal face camping was barely an issue. From your point of view it's worthless because it's not taught to new players and killers just stand outside the radius. End point, we both agree it's worthless.

    If it stays(and let's not kid ourselves, it will) I propose a visible radius for both killer and survivors during that 7 second ramp up time. In addition, the tutorial needs to be updated where it thoroughly explains the new mechanics added since all new players have to go through that first.

  • As this thread and many others before it have shown, people are using the term face camping but really meaning proxy camping or just keeping an eye on the hook from a distance.

    BHVR addressed literal face camping, which was a negligible issue at best and a good way for killers to waste their time. Proxy camping is not going to be addressed since it has been acknowledged as a valid killer tactic by BHVR multiple times.

    The face camping mechanic can stay or go, it doesnt matter to good killers anymore than it did before it existed.

  • @Coordi said:

    The change was never meant to address camping as a whole; only face-camping. Do you feel like in your experience it doesn't address face-camping well enough?

    Literal face camping was never a big issue to begin with. In the maybe 5 games out of 100 it did happen, if the killer was stupid enough to sit on me for 2 whole minutes then he just lost 3 gens.

    Unfortunately I don't get the option to waste a stupid killers time anymore.

  • Meryl Streep.

    One of her perks would be called Emasculation. The effect would be that she verbally dresses down the killer which immediately breaks chase and removes haste effects. Chase can't be resumed on that survivor for 3/4/5 seconds.

  • Robert England's Freddy is so much more iconic than whoever it was that played him in that remake. Part of his character is the quips he makes which the remake doesn't give at all. I feel like BHVR should try their best to bring classic Freddy to the game with Robert England's voice and leave anything referencing that dumpster fire remake by the wayside.

  • @rvzrvzrvz said:

    https://us.v-cdn.net/6030815/uploads/BZDY2RO1OSX1/545646564-png.png

    he's really victor size that's scary... probably very small terror radius too

    Hey!

    It's not the size of the terror radius, it's how you use it!

  • Agreed.It doesn't make sense why they are separate to begin with. It wouldn't change what shows up in the bloodweb, it would just make it where you have access to a larger pool of items.

    There's many characters I've sank BP into just to get the perks, the offerings and items are completely wasted since I was never going to play them to begin with.

  • You will be treated like a 10 year old and you will like it!

  • Killer: I main SM currently because I like the technology aesthetic. I'm always drawn to classes like engineers and machinists with drone or turret 'pets' so to speak. She's also great at stealth and crippling a chase which fits my playstyle. Nothing is more boring to me than chasing someone all over creation.

    Survivor: I don't really have a preference since they're mostly just skins for perks.

  • Hawkins was my favorite sadly. I wish they would reskin and release it again just calling it something else.

  • I wish they had gone with a charge system.

    Rough concept: the survivor finds a totem and blesses it, this would disable the boon perk the rest of the game (this should give some equivalence to hexes). The totem is now charged with magic and, taking CoH for example, would have 4 health states worth of charge. Once the charges are all depleted, the totem would fizzle out and become unusable again (unless you had pentimento I guess).

    Extending this system out, exponential could allow 4 self pickups, the one that stops scratch marks would only deplete while a survivor is running and in the radius, and I forget what the last boon does off the top of my head.

    I think that would allow boons to be a bit more powerful since it would take away the infinite use.

  • I also thought Insidious made you invisible. I would hook someone then back up a few feet and just stand there waiting for an unhook.

    It worked surprisingly well which perpetuated the invisibility notion for a while.

  • Chasing survivors all over the map is boring.

    Killer design in the vein of Knight and Skull Merchant is a breath of fresh air since they break up the monotony of chases and to an extent makes it feel like you have a team of your own.

    In the case of SM specifically, she also offers a playstyle that flips the script and makes survivors have to come to you to finish their objectives which is a really nice change of pace.

  • I would like to see a voiced Jeff Goldblum. He would fit so well.

  • They could change it to limit the glow to just the eyes. All killers would have easily noticeable glowing red eyes. That would allow survivors to still see which direction the killer is facing at a distance. At the same time it would prevent the red glow from being seen through walls since it would no longer be on the ground.

  • They should just change the addon to move the slider in the other direction. Instead of darker traps, increase their transparency a bit and make 'camo' traps. Those could be used regardless of environment.

  • This might hold water if survivors only teabagged in response to the killers actions. I've had too many games where they will just teabag even when I played the match casually. I've stopped going to the exit gates if they're open a lot of the times. The funny thing is, EGC will count down until there's just a handful of seconds left and they will still be there.

    What are they waiting for?

    For me to show up so they can teabag and leave.

  • The mini blood warden and the one that reduces how far away they can see me when asleep.

    Paired with Blood Warden, Fire Up and NOED. 4th perk slot is open.

  • All killers should be anti loop, chasing y'all all over the place is boring.

    I'm not here to play track and field simulator. My garden needs more fertilizer and you're it!

  • I wouldn't mind seeing some kind of 'kick out' function added to survivor for those killers that stay close enough to smell their breath through the screen. It could be a base function of survivor active during the first hook state. It would send you immediately to the second hook state if you attempt it but if you land one it stuns the killer for 5 or 6 seconds.

  • I would like it if SBMM had a bit of nuance, such as character level.

    Example: I bought the Artist a few days ago and have been giving her a try. I was level 1 with only a single yellow perk to use but I was getting matched with survivors that ran circles around me. I can accept that my lack of knowledge on using her was a contributing factor but this happened over the course of a few games as I was trying to level/learn her. It also isn't the first time it has happened when I'm trying a new killer and I don't even have the full roster yet.

    I think if a character, be they survivor or killer, is under level 15 there should be a hard limit on the SBMM of who they get matched against.

  • I know medkits use charges to heal but I couldn't tell you how many it takes to heal to full off the top of my head.

    Making CoH work off a charge system might be an option. Once all charges are expended the totem runs out of power and turns to ash or something. In addition, totems could have a charge counter variable attached to them that is only active when it's a boon. This would keep track of how much 'life' can be given from a single totem so if a killer snuffs it and a survivor reignites it you can't get a full set of charges all over again.

    Limiting the Y axis of the AoE so that it can never cover more than a single floor would be another option as well.

    Not sure exactly where the balance lies but its definitely aggravating when I play killer in its current form.

  • Walk icon for general traveling.

    Run icon to know someone is possibly being chased or just generally leaving scratch marks.

    Generator icon for someone working gens.

    Crow icon for someone afk.

  • Keep it up and I'll have to use the secret killer perk, Hex: Exit Gate Shenanigans.

    When survivors leave through one exit gate they come in through the other exit gate. This continues until all survivors have been slugged so they can exit in the groveling position they deserve.