Onehouse
Onehouse
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- Onehouse
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@Orion said:
I think stealth Killers (the Wraith, the Shape, possibly the Pig as well) could really benefit from having their TR removed unless they have a Survivor in their sights (even if they're not actively chasing said Survivor). Whenever they did have a Survivor in their sights, however, the TR would go back to normal, given their abilities (the Shape at Evil Within I would still have a tiny TR, and a cloaked Wraith would also have no TR).No. Pig can already do this on her own.
Mikey don't need help. Just use Monitor & Abuse to make his terror radius too tiny to matter to a survivor. Use terrain and tall structures to obscure Mikey from survivors' view. Playing against him, he's too often on top of me or my teammates a split second before the heartbeat can be heard. This new version of Tinker should make that even more likely to happen.
Wraith just needs a buff to his stealth effect so that he's got no shimmer beyond 8 meters or less, ie. make him perfectly invisible up to a point that he can start a chase from close range rather than a wary survivor getting a huge head start.
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I've posted an idea similar to this before. I don't think the gates should just open. They should power up & merely unlock so that a perk like Remember Me can still apply. That would only be if the killer finds the hatch first and closes it.
Whether 1 or 5 gens remaining and just one survivor, a 2 minute countdown starts. Both opponents would get an Object Of Obsession effect with an equally fixed radius for both. If the survivor has not escaped by opening a gate or been killed by the end of the countdown then match is over. Both players get a reasonable Delay Of Game points penalty for their failures.
I also would suggest that if more than one survivor is on the map but the gates are open more than a minute the countdown also starts (to counter hostage taking).
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If you want to really get good at the game don't use Decisive Strike. The game is more fun and more scary (this is a horror game) with incentives to stay out of arm's length of the killer. DS breaks that immersion in its current state. It also punishes the killer for success while the survivor gets rewarded for failure.
Game balance should mean every tool your opponent has comes with a tool for you to counter it. Right now the best counter to DS is dribbling. Keep in mind that dribbling gives teammates extra chances to flashlight blind and to body block the killer's path to the hook. There is a trade-off.
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I've been contemplating a Kill With A Friend mode for several months. There are inherent problems.
What is the optimally, statistically fair survivor group size versus 2 killers?
How many gens on the field and what ratio needs repaired to open the gates? Should it be a larger or smaller repaired gen ratio than a game of 1 vs. 4 survivors?
Should we disallow clone killers so that we don't have 2 of the same killers in the one match? (I shudder to think of 2 Nurses, even 2 noobs doing it.)
Larger play groups require more computing power. Devs don't want to exclude people with older hardware, which is likely a large minority (if not majority) of paying customers. That means prohibitively expensive stacks of dedicated servers in order to be consistently playable.
If KWF did become reality then I suggest it not be for ranks but for a fixed percentage of bonus bloodpoints for the survivors having to face a duo of killers. In fact, I've long thought that killers should get a percent bonus of bloodpoints for each SWF opponent in a match.
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I'd be for Bubba getting a Slightly or Moderately faster chainsaw charge time than Hillbilly. Bubba's chainsaw is constantly on and can be heard a long distance away even with the add-ons, like a second terror radius that has a directional tracking nerf. That little buff could go a long way.
My own idea to nerf Bubba is that when he hooks someone they come off the hook with a 1 to 2 minute Mangled status. I mean, he is the devs' direct inspiration for the hooking mechanic. They publically admitted as much when they brought him into the game.
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Let's have a tiny bit more of mechanical realism. The fact that Leatherface's chainsaw is presented as a already powered up and running, commercially available unit should indicate a Slightly or Moderately faster charge up in comparison to Hillbilly's cold starting, custom built chainsaw.
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I wouldn't mind this add-on reduced to remove Exhaustion so long as it remains single use. There so many exhaustion inducing means available to killers. It feels a bit fair survivors get a single use add-on to counter that. The add-on could even have lesser tiered rarity variants that only do a percentage like MrChills implied.
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Look, dude, Dead Hard was a game breaking perk when it was introduced as is. Survivor is supposed to be a stealth game, meaning you're to try your best to never get that close to a killer. It's like Decisive Strike & hatch escape in that the survivor using it is being rewarded for failure in the face of a killer who is actually playing his/her game to the best of abilities. You shouldn't worry over perks that require the killer to be in your face or to have hit you to activate. Find a stealth build that helps you do gens and vanish into the shadows before the killer gets line of sight on you. Also, don't fret the hooked teammates. Do gens first. Do a rescue when the killer is obviously busy with a chase far from the hook (aura perks can help sense that). If there's one or more teammates intent on swarming the hook then let them. Get those gens done because your ultimate goal is to survive to escape (& not by the hatch, please).
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P.S. : Spoiled brats. Just spoiled lil' brats.
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Nope. Just nope. I just rewatched an old YouTube video of TydeTime demonstrating how survivors' nitpicking valid defensive tactics can drive a killer's player insane. That's where I've been for a while. I came into the game last year with full expectation that -- having seen numerous movies -- villains will closely guard their hostages and use them as bait to lure potential rescuers to their doom. It's not even exclusive to the horror/slasher genre. Just watch the sniper scene in Saving Private Ryan. Using wounded victims as bait is fundamental. It's an actual thing that has occurred repeatedly in war.
I try perimeter patrols of hooks. I'll chase a survivor only so far from a hooked victim until it's obviously a lure and then turn back to check the hook. This has worked fairly well. Yet, I've also been saying to whiners in the afterchat, "The gate alarm is the camp alarm".
Just like a wild predator a player retains both the right and the expectation to defend the kill from physically weaker foes. Survivor logic is repeatedly on the same gist as a lion not allowed to chase off hyenas from a freshly dead zebra. It's like a home team in a professional arena is expected to leave the field, pack up, and take a day off on the instant the visiting team acquires the ball so that the visitors can score goals unimpeded. Idiot logic. Fragile, little, "My coaches didn't keep score in sports" logic.
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It's been pretty obvious when a survivor is using this perk even if I don't look at the corner of the screen. I can compensate without use of countering perks just by steering opposite to the force of their struggling.
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The devs' don't have as big a company as you think. They are not EA or such. Dedicated servers on the scale of DbD's popularity would need to be numerous and extremely expensive per each server. Devs also dropped a huge chunk of their money into getting the game under their exclusive ownership.
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If you get rid of aura reading perks on one side you have to also get rid of the other side's aura reading. Gone would also have to be killer's add-ons that impart the same ability. I doubt devs want the programming headache to do all that.
Someone made a good point about using Sole Survivor. Killers also get Hex:The 3rd Seal. If you don't like your opponents reading your aura then use those.
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If they do block killer data until the match is ended that will be great to see. It's not just unfair to killers. It's also an unfair advantage over solo survivors.
A real effort to nerf SWF could be to force survivor play in a first person perspective if you want to play as a team. Give SWF the same visual restrictions as the killer although never given any perks to counter this.
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YES! Trapper's getting that love. An add-on that makes traps reopen themselves. Destroyed traps respawning... and so on and so on.... Brings a teardrop to the eye. sniffle
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@Zagrid said:
Only 2 minutes? I think that the current thing in the ptb is going to be the way to go. Because the killer has the choice risk closing the hatch and not going to the correct gate or leave the hatch and try to find the survivor waiting at the exit gate. One of the few things that the killer had a choice in. The killers need to be what controls the game not the survivorsI've noticed that 2 minutes can feel a lot longer in a match... and in many pro sports. A lot can happen.
Looking at recent buff & nerf announcements, I think devs are trying to shift balance back in killers' favor.
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@weirdkid5 said:
Trapper needs serious love </3Yes. It's the old boy's anniversary. He was once the first and only killer. He's literally the face of the game in so much DbD merchandise and advertising. All hail Trapper! All hail Evan!
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Ooh, I had an idea for a major buff -- alter his power so that he can use an optional secondary action and extra effort/time to fully camouflage a trap, ie. make it invisible. For sake of speed you could lay traps the old way but also put down hidden traps at the start in vital loops and chase routes.
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@Doomsaki said:
The following clip shows how badly trapper is in need of some quality of life fixes.47 seconds into this video: the poor trapper is now caught behind his own trap and even worse, he can't pick it up without setting the trap is in hand.
Infinite carry capacity would go a long way into making him more convenient and avoid overly awkward situations like these. Bag addons can simply just affect the starting number of traps.
The ability to dead-hard over traps without consequence might also need to be looked at.
If he gets some QOL like the wraith did, Trapper would be in a much better spot.
Video reminds me of some wannabe using Ochido's name as his username. My Doctor beat the heck out of that guy who rage quit before I could third hook him. It felt good to down Ochido even if only in effigy. sigh
Back on subject: Infinite carry is unnecessary. I just want him put on par with the other killers who need & carry special items to use their killer power.
Dead Hard over traps??? I've not seen it (or not recognized it when I saw it), but that's just stupidly implausible bullchips! I can accept the Dead Harder steps out of the trap without struggle but should still take an injury, even if the injury drops him to dying state.
Has anyone else noticed that injured survivors can step in a trap, free themselves, and still stand back up to run away? #########!
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I shudder to think of yet another microtransaction potential. The update coming soon is already going to devalue iridescent shards in favor of auric gems which will be on sale for RL money and necessary for many of the best costume options -- if you don't feel like grinding for eternity to get them. (BTW, earn and spend your shards before the Clown update. Inflation is coming... hard.)
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@Wolf74 said:
What happend to trapper?-His add ons are outdated and relics from a different meta of the game
-His add ons never had been that good (very rare add on with 50% RNG to work)
-Traps under hooks got removed
-Effective size of traps got unintentionally smaller
-Preview of trap setting placement is off
-Basement build was gutted, when IG got nerfed to trash
-Disarmtime is so short now that he doesn't get any timeadvantage from setting traps and they can get disarmed literally mid chase
-Survivor got perks like Dead Hard or Detective Hunch
-A lot of high grass areas on maps got removed
-Indoor maps got introduced with only few places to set hidden trapsVery good points.
-I am curious as to how the trap placement marker got so far out of whack.
-I understand the game balance point of no traps under hooks, though minimum distance between traps needs to be smaller. If I want to plant a semicircle of traps around the hook then why not? Survivor can still disarm or sabotage, reducing traps to little more than alarms and a means to slow down rescuers. That would also mean fewer traps elsewhere.
-Trapper needs more add-ons with special effects that are lasting minutes rather than seconds.
-The add-on with a 50/50 chance of knocking down the survivor should be a lower tier rarity and thus be more available in bloodwebs.
-As I said, if disarm/sabotage time is kept so short for traps then give to doing so a major consequence with a high probability of happening. -
LMAO -- I love reactions to the percent bonuses I stated.
My favorite suggestion is one where a dead survivor's penalty lasts the remainder of the match. I'd favor that. I would yet like to see that sole injured survivor to be more crucial. Perhaps devs could invert the percentage progression and have the percents stacking rather than replacing the previous.
I see suggestions to nerf Self Care instead. I say, naaah... Clown is already bringing in a perk that's a big nerf to healing in general, moreso if you stack with Distressing. (Stack with Clown's add-on for _2_minutes_of_Mangled!)
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@Zanfer said:
@BOSS242 said:
Master said:@BOSS242 said:
Master said:
@Dwight_Fairfield samooid: The only time I ever do it is if I have been against a camping tunneling killer. They earn a t-bagging. What do you mean when you talk about tunneling?
Tunneling is the only thing I consider "Toxic" for a killer to do. It's when you camp the hook and you wait for the unhooking to happen then go after the one that was unhooked instead of going after the survivor that did the unhooking. It's cheap and unsportsman like imo. You should get survivors because you are better than them. If you only get them because you hit them before they even touch the ground? You are a jerk and it's not a viable strategy, albeit camping is as long as it's done right (NO TUNNELING) and at the right times.
Oh ok, I would consider that camping
And btw, if someone unhooks you while the killer is camping, its the unhookers fault

Oh yeah for sure it's the unhookers fault that's why you should go for him! As the hooked (not in a SWF) you have no choice when you get unhooked. It's why I think its toxic to tunnel. The killer is going to punish the one being unhooked for the mistake of the one who did the unhooking. I know it's the easier target to get the injured survivor and a completely legal move, it's just a dick move. I'd hope that killers feel a responsibility to punish bad play styles to make that behavior stop! It's the same as the camping argument. If I want to punish a camper I should not play to his game. Going for unsafe hooks is bad behavior I would hope we're all trying to make this game more fair and there for more fun for everyone. So a call to all killers "I know the easy target but we need you to do the right thing and go get that jerk that thinks he can do whatever he wants right in your face and you'll do nothing about it!" Also how I say camping is different imo...
Camping- staying close to hook to protect the kill and fight off against any attempts at rescue.
Tunneling- waiting at a close proximity to hook not to protect the kill but to be there for the unhooking so you can replace the kill once freed.
Camping- strategy that is sometimes useful especially near the end of match.
Tunneling- a no skill needed easy kill that gets you points but zero respect from me and hopefully from this whole community

Bro would you rather have the killer let you go. The killer is there to kill people. Yes if the survivor unhooking made a mistake and did a bad unhook than why should the killer not go after the injured survivor who just came off the hook. How is it the killers fault for taking advantage? I mean the killer can choose any target he wants. If he needs to thin the heard for a survivor making a mistake, than the killer should capitalize on the survivors mistakes. When you take out 1 out of the 4 survivors it becomes more in the killers favor. The killer won't be like "Oh look at that, a survivor made a mistake, I'll let them walk away and do whatever."
When I say bad unhooking, I mean the killer had no time to leave the hook to find another survivor and instead found two at the hooked spot. If you don't give the killer time to find a new survivor he will always go to the place where he knows a survivor is at.
I often try to aim for the rescuer at the hook, seem to hit him/her, and instead the rescuee is the one who falls down. Other times I rush back to the hook and the only person present is the one who was just rescued and there's no trail or sign of the rescuer. Too many just rescue and then run like hell -- no body blocking, no leading to a hiding place to be healed. As many who are saved from the hook simply do not run far enough to hide as if they don't know how loud their cries of pain are to the killer. Circumstances that seem like tunneling to them are just their own dumb luck from my view.
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If the survivors hold the game hostage just so they can teabag you, don't cooperate. I've gotten sick of poor sportsmanship. (If it were a pro American footbale then teabagging could mean HUGE fines and suspension from at least one game if not more.) I've started using civil disobedience. If I chase them to an exit and they stop I turn away and not look at them. I then go stand by an unopened gate or hatch and hit something (preferably metal so that the it sounds like a bell) every few seconds. I do this until they leave. It requires patience since the point is to ignore them and ruin their fun, but I'd like this to catch on.
This did also lead to one of my funniest moments in the game. I'd totally lost a game as Leatherface (built to insta-saw). An SWF pair just hung on to taunt me, so I didn't even follow them into the gatehouse, wouldn't look at them. A Bill was so convinced I was either harmless or a bot that he tried to open the gate beside me despite his partner Dwight's repeated warnings. Both died on hooks in sight of each other. The afterchat was even funnier.
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"I don’t think I’ve ever seen a 4K with the doc"
My Dr. Carter had two such matches yesterday, albeit the first included a single rage quit on the very first hit I got on that player. The last 3 survivors put up one heck of a fight but ultimately fixed the wrong gen, giving me a tight patrol of the final three gens and getting 1 killed. A bit of slug-swapping did finish them after more than 10 minutes of a triangular gen tradeoff. Note that I didn't use Distressing. ...I was using Iridescent King. XD
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I bought his DLC the day it released but couldn't play right away. When I do get back to it Freddy was already nerfed. sigh I'd like the original Freddy mechanics put into a PTB to see how many of us would rather have that back.
On actual buffs, the simplest is to not let the survivor wake up by being put on a hook. That should be a post-rescue cooperative action like healing. (Waking up others should be healing action as far as Nurse's Calling is concerned.) Fred should also be allowed to interrupt/grab survivors from rescues, gens, vaults, etc. A complaint could be "But they're not in the Dreamscape" to which I say, "Shut up. He's a DEMON empowered by the magic of a spacetime bending Entity. He dragged them into Dreamscape with a touch."
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What Dying Light are you reading? I like the one that's there which means tunneling the obsession to death before a 2nd or 3rd generator is fixed. It works even better with an ivory or ebony mori to guarantee you need hook the obsession just once. The obsession's death practically equals killing two survivors because you've removed a fourth of their workforce and added a further work slowdown equal to killing a whole other person.
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If we can't rid of the frustration's source then we should get some compensation for tolerating it.
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A simpler nerf could be to inflict a cooldown period that would reduce with the different tiers of Self-Heal. For example, Tier 1 Self-Heal could have a cooldown of 60 seconds. Tier 2 & tier 3 could be respectively be 45 & 30 seconds.
To be fair, though, a Self-Heal with a cooldown should probably have a heal speed improved to match a brown medkit w/o add-ons.
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Decisive Strike hit the point of blatant abuse because of two things.
- It's use doesn't apply to only the designated obsession.
- They could've set this from the start to only apply to the final survivor on the map, which would have better suited the "Last Girl" trope that the Halloween movie helped popularize.
I wish devs would, please, apply either of the above to DS as their official nerf. The current use mechanic could stay the same. Only the when and who of its use is constrained.