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Lumpytoad

Lumpytoad

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Lumpytoad
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  • Thank you.

    @4thdslip said:

    Yes, it's down again.

  • I did 2v8 Ormond map last night, and one of them got hooked, and the scream volume was like triple the volume any other survivor screams. It felt very buggy, but I also love buggy DbD for comedic purposes.

  • I've been having connection issues and server issues almost all day. Can't even spend blood points properly.

    Things were manageable and I got a few games, but now I've been requeing for about 30 minutes with constant issues.

    I'm 90% sure it's just the servers struggling right now.

  • Hey, signed on to the forums for the first time in ages to post about -- you guessed it -- bots!

    I opened a chest start of match. Only because I had a rift challenge requiring me to do so. A bot crouched and glued their nose to me, and watched me open the entirety of the chest. They swerved back and forth until it was opened. They also did the same thing while I was healing and they couldn't reach the healing target. Again, it happened with an Exit Gate I was opening when there was a player caged nearby. It appears the bots lock onto a target and refuse to re-prioritize when they cannot reach something, and just sway back and forth walking into the obstruction(me).

    The bots also immediately run away, even if I'm 90% healed, as soon as the killer radius touches them. Aaaand given that Wesker and Huntress have a large radius, they basically just run the entire game, inevitably finding the Yellow Herb and consuming it, taking away from rewards actual human players should be getting.

    I feel like bots need a tweak on recognizing when a player is already doing the activity the bot was trying to do, and to reprioritize their actions.

    I feel like bots should not consume the yellow herb.

    I feel like most of my enjoyability is garnished by the constant frustrations I am having with the bots and micromanaging their erratic behavior and agonizing downfalls.

  • I've noticed that, when you tunnel someone, magically all survivors leave their gens and start trying to take hits for their teammate. It's just endless gen regression, rewards instant hits for essentially no chase, a free down whilst carrying someone I am still going to get to hook, just this endless buffet of poorly calculated desperate plays out of selflessness. How could you not want to tunnel?

  • Never give up against a Forever Freddy. Hide in the basement of the map for 30+ minutes instead :3

  • Buy David,

    Get him to lvl 40-50.

    You'll have: Dead Hard, Spine Chill, Kindred, We'll Make It, and you can switch WMI with WGLF for more BP. Dejavu is also a really nice perk for any beginner.

    Buy Leatherface,

    Get him to lvl 40-50

    You'll have: BBQ&Chili, Sloppy Butcher ........Insidious & NOED --no other perks needed! XD

    Since you're so limited for time you'll prolly wanna dedicate time to other videogames, as opposed to "farming for the sake of perk experimentation," ...

  • I got to rank 1 survivor, then picked up killer and did every killer adept, even Nurse; but I do not play killer any longer solely because of survivors who 360. It's my kryptonite.

    I have tried various interventions, such as predicting 360s, and learning to 360 as a survivor to give myself perspective, but I just cannot perfect a guaranteed solution to counter a survivor really good at 360'ing :/ other than getting lucky, or just purposely leaving that survivor for last.

  • The only way I would *ever* consider trading away an entire health state permanently...

    ...is if I was rewarded an additional (4th) hook state, or given a reasonable condition of achieving some sort of Mettle-of-Man-esque hit-absorbing effect.



    ....or, just let us start the game healed, then when damaged we are broken the rest of the game as usual, and the broken status *not* be shared with the killer. --some don't like wasting 32 seconds between two people in order to heal, so it would just be business as usual for them, with some added merit to refusing heals. (Stealth & anti-slug)

  • Too many deadzones in new maps, and the pallets unsafe. I feel like I am out of position almost everywhere. I hope to see some improvement.

  • The best way to counter the Twins is, scrap the idea of doing all 5 gens -- just hide in lockers and Urban Evasion around the map in a 45 minute game of hide & seek, because whoever gets found and downed against the Twins just kills themselves on hook or DC's. It's basically every man for himself or get camped.

  • Cooldowns on punishment perks are nice incase survivor teammates are throwing the game, purposely going down, farming hooks, etc.

    ...or Bubba chainsaws someone camping a hook, downs both survivors, and Surge triggers *twice*.

    There's reasons for brief cooldowns, trust me on this ... they cannot and will not remove the cooldown on it; game breaking scenarios.

  • You have to match the pace of teammates, so if they are immersed you need to adopt their playstyle to survive and do well.

    ...And also match the pace of killer. UE users just need to pick up the pace when someone gets hooked, and not crawl to you when someone else is clearly being chased on the other side of map ๐Ÿ˜‚

  • (survivor main, console, red ranks):

    When I play killer, I know I can purposely down the guy that was just rescued, and reduce pressure on me by 25%+ once more...

    However, I purposely target the rescuer before I chase the unhooked individual. If I do have to switch on to the unhooked individual, I typically slug not because of DS, but just to give them a chance. If no one comes for the slug-rescue then I'll capitalize on it n' hook 'em and just tell myself their teammates don't care.

    I know factually getting someone out of game as soon as possible reduces pressure so so so much, but I also know it is terrible to do to another individual playing to enjoy themselves. I feel like Borrowed Time should just be a built in mechanic for anyone unhooked *shrugs* but I am also aware my empathetic playstyle is the minority in ranks that typically play to do well and win.

  • I don't think ranks really matter to the data.

    At low ranks you can befriend the killer, killer would just be doing a Daily, killer would be AFK, I would even get messages from Killers just asking me to help them with an achievement, it could be their first game trying out a new killer they have never played, etc.. At red ranks these scenarios almost never happen. The killers typically try every game, whereas if just 1 of the 4 survivors decides to throw the game at red ranks via. DC, being too altruistic, or pretending to be a bush, it decides everyone's fate.

    Players pip up a lot from not escaping, just to get to red ranks and go against harder killers. That's how I originally got there in solo queue, running We're Gonna Live Forever, not really giving a damn.

  • @Orionbash said:

    Since I've started playing DbD I've noticed a common trend where the devs constantly buff the bottom line of killers and nerf the top tier survivors. This is a constant, time and time again. And it's rather frustrating. On one hand you have survivors that have taken the time to learn to play the game properly and utilize all resources at their disposal to ensure victory whereas killers just wanna M1, BBQ, and get 4Ks. Don't get me wrong, there are a few good killers, but they're mosty....bad? Yeah, bad.

    Pyramid Head was kinda the tipping point for a lot of us as we saw the devs flat out give a killer the ability to tunnel without consequences. The devs have admitted it's looked down upon to do so, as they understand the power imbalance, but still created him anyway because they knew killers just aren't improving.

    And we're at the point now where the devs had to add Undying into the game because killers can't figure out how to juggle their objectives. As if the constant spoonfeeding of insane buffs to make even the worst killers feel like they're decent wasn't enough. Now killers can just camp a gen and let ruin regress it even though survivors have cleansed 50 totems by that point. There's basically 0 consequences.

    It's time for a change.

    I propose that all killers change over to an AI-controlled interface. AI has proven to be far superior to humans and will solve a lot of the problems with the current state of the game. Different levels of AI can be implemented to provide all players across all ranks a smooth, fair experience in all of their matches. Just think about it: No more tunneling or camping as the AI can be programmed not to do so. No need to bring second chance perks so survivors can finally use the perks that they want to without having to worry about bad plays. And most of all: It'll finally be about skill and not about finding different, cheap ways to make the worst of the worst seem better.

    However I do suggest that KYF still remain as is so that former killers can use the killers that they bought as I imagine it would be frustrating to do refunds.

    I think you're beating around the bush here, and suggesting the "far superior AI" replace Behaviour for rolling out updates.

  • Kindred is a must for solo queue.

    It doesn't guarantee that you'll be saved from a hook (several Bubbas have managed to make me die first hook) but that's not what it's entirely for.

    It gives me enough map data that I can prevent half of the scenarios you listed from happening for the most part.

    You can tell they have BBQ&Chili while they on Kindred Cam, and then hide in lockers every hook after. When leaving locker 5 second after hook, assess who the killer is chasing based on Kindred auras, and make your next play safely.

    You'll play perfect all game with this method, then end up being on death hook finally as gates open, as someone steps in to Bear Trap or triggers NOED, and you are left behind.

    It's just enough that you typically pip and get 18-20k blood points. But don't plan on escaping more than 1/5 games max.

  • I am sorry your killer (Plague) is unplayable. Might I suggest a killer like Spirit, who is currently resistant to Decisive Strike stuns? ๐Ÿคฃ

  • Sabotage gameplay takes like a 3 man effort, so it's just more efficient to gen rush. Unless everyone is in agreement on the play style, the right plays won't be made.

    I view Sabotage as a "second chance" scenario you can *create for someone else* under a very specific circumstance (similar to how other second chance perks require a specific series of events to unfold). The circumstance being, killer has carried survivor a long distance and you managed to map out which hook he/she would go to, forcing them to drop the survivor. Other second chance perks (DS, Unbreakable) are more reliable, and don't require another person to waste time, and therefore replace Saboteur. Saboteur's only strength being it can be played multiple times a match if the circumstance kept occurring (Borrowed Time also shares this strength and is more likely a better option). 30 second cap on hook respawn requires more concise timing and skill/knowledge to make a successful play, and not just a guessing game where all 4 survivors can run Saboteur forcing a constant no-hook scenario for the killer.

    I personally support a more aggressive/risky play style being more rewarding. A flashlight/saboteur build just doesn't feel reliable or powerful enough to go out of my way for. I get more points/emblems for doing gens too.