Avatar

RIPotatoes

RIPotatoes

About

Username
RIPotatoes
Joined
Visits
114
Last Active

Comments

  • @KingOfBadRNG said:

    I was playing demogorgon on coldwind farm and found a survivor on a gen. I hooked the survivor and went up stairs because I heard the gen had progression. I kicked the gen and heard crying down stairs. I walked down and saw a trail of blood leading to a locker, upon opening it was the same survivor I hooked earlier I hooked them again. Went to the same gen where i found the survivor the 1st time he was fully healed and I hooked them again and got this.

    https://us.v-cdn.net/6030815/uploads/337/5EA3T2BNZP3Q.jpg

    Calling me a bad word kinda pissed me off. I'm still deciding if I should have posted this. No hate I just wanted to tell a story. I really hate these messages because if I say something offensive I get ban. I did it once and I got ban 7 days.

    His fault he hid in a locker

  • @SenatorAcadia said:

    More experienced players might know why this is a bad idea but it seems to me that in my journey to level 16 as killer I seem to be:

    A: Playing a lot of survivors way above my rank (I guess that is match making)

    B: Watching everyone wasting time in the exits waiting for me to eventually get there just so they can bounce up and down pointing like idiots until I try to hit them and they run out.

    Seems to be that the exit gate is like the paint in basketball. If you are in there for more than 3 seconds (or however long it takes to run across it) then you should get booted back to outside the door, maybe some number of meters outside.

    When I play survivor (I got to rank 13 so far) if the door is unlocked I either go back in (if someone is hooked) or run out.

    Is there a point reason to hang around? I know that getting run around, hit by people jumping out of lockers, blinded at every palette, and then teased at the end seems like a bad look for the game. No killers means no games and if you are being made to feel like a jerk it seems like a serious flaw. I know EGC was put in because of what Survivors used to do, but can you enforce sportsmanship using code?

    I look forward to your thoughts!

    The main reason for some survivors (obviously not everyone) is to make sure their teammates make it out before they do.

  • Survivor: To escape with at least 1 other person

    Killer: have a fun time but at least get the really toxic players.

  • @Bowls_of_Chili said:

    What killers do you guys main, and why? Personally, I like to play Bubba because his graphics are a cut above the other killers on PS4. It's also satisfying to down survivors in one swing instead of prolonging chases with two. I'm not a high ranking player yet by any means, so the insta-down helps me end chases on loops that I otherwise still need to work on.

    Trapper

    Because I feel solid knowing that I have some form of attempts to stop survivors winning when I am busy chasing down one of their pals, also I have found that it's a solid strategy to place my traps randomly throughout the map, it tends to catch note people or it slows the survivors down because they have to be extremely careful about where they step

  • @OtakuFreak said:

    When is this perk going to be fixed? It is intended as a defensive perk for survivors when a killer tunnels them. As such, it is essentially an ''anti-tunnel'' perk yet it benefits the survivor even outside this context.

    I propose these changes for the perk, in order to ensure it stays in the role of ''anti-tunnel'' and not ''anti-momentum'' or 60 seconds of invincibility:

    1) Decisive Strike immediately deactivates upon another survivor being hooked. The killer directly chasing, downing and hooking another survivor (even if it's within a minute) is not considered ''tunnelling'' and thus, DS should deactivate.

    2) As a defensive perk, it should allow a survivor a chance to escape and regain their bearings (i.e escape, heal). As such, any aggressive actions such as: unhooking other survivors, repairing generators, or stunning the killer immediately deactivate the perk.

    3) Should a survivor hide inside a locker and be picked up, Decisive Strike's effectiveness will be weakened by 50% (to 2.5 seconds of stun). As this strategy ensures a stun, it is reasonable for the strength of the strategy to be weakened.

    Thoughts? I'm pretty adamant on the first two being absolute. Perhaps the third one is negotiable... but then again hiding inside a locker with no counter play isn't entirely fair.

    I have to disagree with 1 because the killer can just down the survivor with DS and come back later or camp until DS is gone

  • @Johnny_XMan said:

    If we don't even know that they are?

    I'm seriously wondering how. Matches lately have been... get in a lobby.... (No idea if they are SWF) , 2 are, and one is a rank 3 the other a rank 17. Rank 17 gets tunneled by a rank 2 killer, because it is very obvious they are new (dropping pallets when the killer is a mile away/crouch walking the whole match). Leaving the match to technically a 3v1.

    I still don't understand why the removal of ranks was necessary. I never saw anyone dodging. I sure didn't and I was willing to give it a try... and it made it easier for me because I would make sure I knew who to help. Now I'm just kind of like "Here we go again...".

    @Peanits

    I feel like a smarter killer would've spent their time with the survivors that actually post a threat to his or her victory

  • @Peanits said:

    Toolboxes, personally. But that's because I'd rather lose to people playing well or being efficient rather than bringing better items.

    Then again, I wouldn't say the two need to be mutually exclusive. It doesn't have to be one or the other, it could be both if it needs to.

    I agree with you when I play survivor I don't want to have to hold M1 for even longer

  • @JacksonWise said:

    Just me giving my speculation on the reasons for the Ruin changes and the future of the game.

    Obviously a lot of people are upset/confused over why Ruin is getting such a major change despite that it was used so much because there is a problem with gen speed. It feels like the devs are catering to one side instead of addressing a core issue. I'm pretty sure BHVR isn't trying to sabotage their own game, so what would be the reason behind such a controversial decision? I think it was actually a very hard call for them to make and a lot of it can be tied to the Stranger Things chapter.

    Getting Stranger Things into the game has been a huge milestone for DBD. Whether you love the show or hate it, it's easily the most well-known depiction of modern horror they could have brought into the game. It's doing for the game now what the Halloween chapter did a few years ago, but on a larger level. The makers of DBD want to capitalize on all of the new players coming in as much as possible and I think it affected some of their decisions on priorities for the game.

    Ruin is a perk that been accepted by the community for a long time. Most veteran players can just work through it or they know where the usual totem spots are. But to a new player, I can see how it's frustrating. They're either blowing up the gen or they're not making much progress because of the constant regression, which feels unrewarding. They probably don't even have the opportunity to get better at skill checks because Ruin is such a common perk that it is weird seeing a killer not run it.

    BHVR wants to retain as many of the new players as possible and I think it caused them to make a hard call. They wanted to do something about this commonly run perk that turns off a lot of new players, but they didn't have the time to address the survivor's objective as a whole on top of the Lery's map rework and the Doctor update (a killer many new players also find frustrating to go against).

    I sincerely want to believe the devs have plans to do something about how fast the games go without ruin. Whether it's gen speeds, another survivor objective, or buffing killers, I don't know. But with ruin skill checks no longer stacking with other perks such as Pop Goes the Weasel, Corrupt Intervention, Dying Light, or Thrilling Tremors, I think that will provide a better baseline for the devs to balance the game.

    That is my hope. I would love to hear if you agree/disagree.

    TL;DR I think the devs made the controversial ruin change to make the game friendlier for new players b/c of Stranger Things and they didn't have enough time for this update to balance how fast gens go. Hopefully they have plans in mind for future updates to balance gen speed since old ruin is no longer a thing.

    I would really want to see another survivor objective

  • Ruin seems to always have been a perk that either it does you pretty well in a match or it was just a waste of a perk slot for the match

  • @HarryRenquist said:

    It seems like the devs want to reduce the disparities between the ranks. Get rid of ruin, so rank 12’s can play with rank 1’s. Rank reset fallbacks only 1 color instead of 2, so it will get easier to rank up constantly. This will reduce edge cases in matchmaking for higher ranks. I get it. And it’s bad, here’s why:

    I’m one of the survivor mains that were back to red ranks in the first day (old rank reset). I can’t enjoy this game anymore, though. I’m constantly getting clearly unexperienced killers and no, it’s not fun to loop baby killers at one single Jungle Gym for 5 gens, only because they don’t understand how to loop it correctly. 1 out of 4 matches is a DC. 1 out of 3 matches the killer just gives up mid game. I’m having killers just standing in front of the exit gate, waiting to open it for us to get out. This is true to matches in which I play with high rank friends, but still happens when I’m solo queueing. I want to have fun and entertaining matches and don’t want having to feel sorry for killers after every single match. The ranks are so messed up right now. The gates are wide open to the red ranks, but I can’t see killers enjoying it.

    Are you a red rank killer that is forced into the higher ranks because of the new rank reset? Are you enjoying getting destroyed by survivors that have played the game for thousands and thousands of hours more than you? How do you keep up with this? I’m seriously interested in knowing if you guys just aren’t that vocal in expressing your opinion or if you really enjoy those matches.

    As a survivor main, my prediction is that the worst is yet to come. The new ruin nerf will destroy every single one of you. Right now, there are a lot of red rank survivors that can’t power gens through ruin. As soon as they don’t have to hit great skillchecks anymore, you all will just get destroyed even harder and I feel sorry for you. Unfortunately there is nothing that I or other survivor mains can do. The game has become very easy for us and I don’t agree with the devs listening to the wrong bunch of players. I kind of get their master plan to eliminate skill and bring casual fun back to DbD, but can you seriously agree with this? I feel like you guys are the only ones that can prevent that bomb from exploding. So please, open up. Speak. If there is anything I can do as a survivor main to support you, I will do it.

    ARE YOU HAVING FUN PLAYING KILLER IN THE RED RANKS?

    This post is addressed to red rank killers that constantly play against rank 1 survivors. I don’t want to hear about your easy 4K experiences without ruin in the purple ranks.

    I am a trapper main usually I don't use ruin and set up traps in random spots on the map as I search for survivors, this strategy has never failed me no matter what survivor rank I am against.

  • @immortalls96 said:

    My wish is simple..if they must utterly trash ruin this hard...they need to start removing limiters on killers because killers now more than ever do not have time..I'd start simple..lower tier killers are going to struggle like never before..so we need the queen back..we need nurse..shes the anchor but definitely not as she is..get that stupid base kit hanger out and take all those addons with it if need be..then while nurse keeps the game afloat..again..start boosting potential of other killers..with ruin no longer able to "carry" weak killers will not work..they physically cant anymore..myers needs a stronger tier 3 and a stalking revamp, huntress needs to be faster somehow, trapper needs faster setup, hag needs less limitation on teleporting..this is what I want..I hated ruin but it was helping keep weaker killers afloat..people are massively underestimating how bad it's going to get..and this is the only permanent solution

    Myers does not need a stronger their 3, I use killer pretty often and I use both trapper and Myers and I mainly use Myers, I my experience at red ranks his tier 3 does not need to change.

  • @ChainsawCharlie said:

    And survivors don't rely on certain perks? BT, Dead Hard, DS, Adrenaline, or the new Sprint Burst meta? Your bias is showing buddy. Remember the backlash from the BL nerf? I member. Remember the backlash from instaheal nerfs, even though they were clearly too strong? Don't sit there on your high horse when you're also refusing to be objective "it's just sad." Imagine the backlash if DS was nerfed into the ground.

    Am I gonna say that I might be rare case but I can win matches at rank 1 without any perks, its honestly not that hard. Especially when you know how killers tend to play

  • @LOA said:

    Moris are not equal to the Hatch. You can dominate a game, and if you dont slug the 3rd survivor, the 4k is pretty much a RNG nightmare that the last survivor usually finds the hatch with. Now, if you wanna talk about balancing Moris with Keys, I might go for that. I still think Keys are more powerful than Moris anyway. And Keys show up more in blood webs than Ebony Moris do, and that's really the only Mori people have a problem with.

    I think the Hatch needs to be replaced with a different sort of end game for a final survivor. Maybe they have to last 2 or 3 minutes and then the gates open by themselves? Idk. Something that would end with a final chase would be nice, and not a chase that leads to a random hole in the ground.

    Honestly I think many others including myself would find that lasting 3 minutes is way too easy, I think we might want to go for something a bit more challenging

  • @AChaoticKiller said:

    It requires no skill and has no counter play and before you say anything FRANKLINS IS NOT COUNTER PLAY. Once the survivor makes it to the hatch thats it they win even if you are right on top of them it does not matter. Keys can be brought into a match or found in a trail and can turn a losing game into an winning one and with a swf it practically always ends up like that. btw up to 3 people can escape by hatch before all the gens are powered due to hatch spawning rules

    "The Hatch will become visible whenever the number of fully repaired Generators exceeds the number of living Survivors by 1:"-thanks wiki.

    also with how this game is being able to instantly and safely escape with one or more survivors due to an item is extremely unbalanced and unfair because the killer can do nothing to prevent it other than try to down the person with the key before he makes it to the hatch and during this other survivors can take hits to prevent that and escape with the survivor with the key.

    Wasn't there a time where if the survivor was in the animation for hopping into the hatch the killer could grab them and prevent their escape from the hatch?

  • @28_stabs said:

    then penalize:

    • genrushing
    • gen camping, tapping gens during chases (it take a lot longer to damage gens)
    • using BT on survivors who have DH and DS, lol. And the healthy survivor doesnt care to get injured, because 2 generators were done in 1st minute and the healthy guy must be chased and put on hook 3 times, LOL
    • survivors can loop killers for all 5 generators without any penalty, so penalise them for every generator done. -10k bp for every generator done during chase.

    The looping shouldn't be something to penalize the survivors for, if you get looped for 5 gens either it's the map that needs to be reworked or you are a bad killer

  • @USELESS said:

    My favorite killer is trapper, he gives a lot more possibility of mind games, making the survivors think if there is a trap or not in that area making they chose another way.

    Perk build that I recommend:

    Hex: ruin: give u a bit more of time to place traps and think in a plan.

    Overcharge: when they blow a gen they will leave the area and if there is a trap around they have a small chance of getting cought.

    Monitor and abuse: if they can hear you what about know if you set a trap? Also it can be used to get closer without they know.

    Barbecue and chili: extra blood points and if you see a survivor you can think a better way to slug or kill him taking him in to a trap

    The thing I like to do with trapper is place traps randomly, I seems to catch survivors more often and helps slow down the game a bit.

  • @EldritchElise87 said:

    I have been trying all day, around 15 games or so, not all of them were DC's, some were just me not being able to get them all down there. (Crazy how much limiting yourself to one section of the map cripples you unless the survivors don't feel like living.)

    Last 4 games in a row someone has DCed the second they see Iron Grasp/agi, unusually before a gens even done. In those games I just stopped playing and let them escape, but pretty soon im just going to DC along with them.

    All I can do is just hope the next lobby has the potato survivors again.

    Honestly as a survivor if I see other survivors DC from match I just let the killer kill me.