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Ancheri

Ancheri

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Ancheri
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  • @Ancheri said:

    @Runiver said:
    We asked devs why the totem spawns are so bad, and it's mostly due to some setups that forces totems to spawn in terrible locations (even tho the spots like the hill is just a terrible spot by itself)

    On Mother's Dwelling I kinda like the spawn on top of the hill to be honest. If they added several obstacles on hills on other maps as well, it might already fix it.

    The thing is, debris on top of the hills do fit in mother's dwelling. Not sure if they would in Auto-haven and such.

    It would probably need a complete rework, yeah.

  • I like your objectivity in this thread - 4 secs is definetely too short whereas 5 secs seems quite alright. I don't think that the dream transition time is gonna be the problem in your version, since survivors AND killer will be interested in finishing the transition process as quickly as possible (Survivors don't gain any progress and Freddy - well, he wants to chase!).
    Sleepy debuff - alright, seems good. It would kinda stress the playstyle of Freddy relying in a controlled engagement by pulling as many survivors into the dream world as possible - as often and fast as possible.
    No actions within the dream transition process - yep, that's needed. Although I would like survivors to still continue their action, but in some kind of an "invisible state", so they keep repairing (without progress or skill checks), but killers can already kick the gens (or they keep healing without progress and skill checks, but killers can pick up the surv on the ground). This would prevent survivors realizing the dream transition progress instantly (of course they'll mostly notice, but sometimes you realize you're being pulled into dream state some secs later).
    Freddy's Bamboozle - naa, kinda disagree with that one. Yes, Freddy needs a slight advantage while chasing. And I also get your intention of making the chase a real "nightmare", but I don't like the idea of giving him the same advantages other killers got (I just don't feel like that's quite creative #nooffense :) ). For now I don't have any other ideas, but I'll keep thinking about it. Another idea: He is supposed to be a killer with an ultimate informational advantage, so why not keeping this image while in chase? There was another thread where people complained about the red stain on Freddy, because it would take away his informational advantage. Now I know it won't be enough to simply remove the red stain on Freddy. It would give him quite an advantage in several mindgames, but it's not a key advantage against truely great survivors. Experiments with the red stain might be a nice idea though.

  • I don't really like the idea, sorry.
    I think it would result in many players joining a match with the same characters depending not only on who got the most powerful advantage but also on who counters the killer, that is played the most at moment or on that rank (we might see more Neas than right now in this case ;) ). Of course it's basically the same for killers - barely people playing Hag, many Nurses/Hillbillies etc. But I think noone doubts that it needs balancing to overcome the so called skill cap and make the killers equally strong.
    I still like some of the specific ideas you had though. Probably giving survivors the possibility to choose between several basic abilities unlike perks would be a fun change. :)

  • @Runiver said:
    We asked devs why the totem spawns are so bad, and it's mostly due to some setups that forces totems to spawn in terrible locations (even tho the spots like the hill is just a terrible spot by itself)

    On Mother's Dwelling I kinda like the spawn on top of the hill to be honest. If they added several obstacles on hills on other maps as well, it might already fix it.

  • Hatch rework idea: 1. Remove Hatch 2. Let Maurice carry the last survivor out of the game 8-)

  • @MineAntoiya said:
    Would've been better if a survivor popped their out from the bottom of that window xD

    Haha good idea, I'll probably make another one then :)

  • @Beaburd said:

    @Ancheri said:
    In my opinion this is actually one of the key abilities a killer needs to be capable of. A good killer will always try to moonwalk on several spots in order to not let the survs know where he is coming from by showing the red stain accidentally through a wall. As a killer main I honestly love that mechanic, that makes you feel even better when downing a surv after a successful mind game.

    When it defeats the purpose of Freddy, who in that scenario, was supposed to have an informational advantage it makes little sense to me that I'm forced to look away from a solid house wall in Lampkin (not cracked, like farm walls) and give that advantage up in an attempt to confuse my enemy by hiding the light.

    But I guess it's also just another Freddy problem, since these walls in particular brought about a unique situation based on his power. Man, it is really hard to like this killer in high ranks.

    There are several experiments going on with the red stain: Beast of Prey, The Doctor's Discipline Addon, Michael Myers on T1 loses his red stain completely... As I already mentioned I would be quite unhappy if they removed it completely (cuz I luv mindgaming on my billy). But I think it might be a good way to buff several killers or introduce new mechanics and perks. I agree on the fact that Freddy is quite a hard killer to play. I get your intention of giving Freddy the complete informational advantage, that he needs in order to overcome his numerous disadvantages (like having to pull people into the dream world). I could imagine him to be quite viable without the red stain, so yeah... probably a good way to give him some love <3

  • @Beaburd said:
    Ah, alright, thanks for the info you two.

    That's a real shame. I was hoping I was being sly hiding behind walls, but apparently not. Beast of Prey isn't something I'm interested in either unfortunately since for my stealth characters I like to break off chases and the perk only activates when in a chase long enough to get bloodlust more or less. That, and I find the two minute cooldown ridiculous, particularly when compared with any other strong perks cooldown (sprint burst, 40 seconds).

    I totally agree with regards to the uselessness of Beat of Prey. When the perk has been announced for the first time I was quite hyped about the idea. It seemed like a great perk to support the learn effect of the actual hunt taking away the decisions you have to make about the red stain and giving you the ability to focus on more important aspects of the chase. But unfortunately the high cooldown and the fact that you cannot trigger it at will (like Dead Heart f.e. - they wanted to implement those "activate ability perks" for killers as well) makes the perk an almost useless tool to me. I honestly hope Beast of Prey is gonna experience a buff soon.

  • In my opinion this is actually one of the key abilities a killer needs to be capable of. A good killer will always try to moonwalk on several spots in order to not let the survs know where he is coming from by showing the red stain accidentally through a wall. As a killer main I honestly love that mechanic, that makes you feel even better when downing a surv after a successful mind game.

  • I'm sorry, but I don't think the idea of a killer climbing up walls and trees has much of a chance. It has been discussed in the past quite frequently, especially when people shared their thoughts about the Hag (the new chapter killer back then, who was announced as The Crawler first). The problem is that it brings too many new mechanics, which cannot be implemented yet. Not only you can pass the map border, if you can manage to jump high enough at the moment, but also the fact that the collision box of several trees and houses is different from the actual object model increases the difficulty for such a chapter to be brought into the game (for now).
    However - I do actually like the idea of a killer, who is able to dig into the ground and I also think that this idea could even have a viable chance, let's see. :)

  • @RagingCalm said:
    I have noticed something interesting from my own experience, and other people's reports.
    No matter what Killer you play, from Freddy to Hag to Nurse, if you play them for a LONG time, I mean upon months of honing your skills in that specific Killer - you can become GODLIKE!
    From my own experience, I mained Wraith for well over a year, and although I do still say/agree that he is trash, I can perform amazingly with him! Of course, this is not every game - for the most part, my games are either everyone escaping and trashing me because of gen rush, or I [BAD WORD] massacre them sending them running for the hills, and the last guy doesn't even have the option for the hatch. The point is, if you play mostly the same Killer for a large amount of time, it doesn't matter how bad they are, you can get really good at them.
    I think that this is a special case for the weaker Killers, though - within the first few days of playing them, you have already reached the skill cap(except for Pig, I'll get to her later), but the rest of the time, you just get good at KIller in general(mind games).
    And just a little extra thing here - I have been maining Pig for a little over a month now, and noticing mostly the same thing, but with a difference. When I started playing her, it was horrible and every match drove me closer to depression. But after a week, I had gotten a little better and was still doing kind of bad, but had at least some games where I pipped. The difference was this - I kept getting better. Right now, I pip most games as her(I do use perks and add-ons, and come to think of it, probably should try naked Pig to see where exactly I am with her), but I can still see areas of improvement for me. Mostly, it is just with the mindgames. Pig excels at mindgames - but not the usual ones you play at pallets. The thing that I absolutely love about Pig is that you get to know how matches will play out. For the most part, in your first week or 2 as Pig you will start to be able to predict what will happen in the match. It doesn't even really have anything to do with your power, it just comes naturally with playing Pig. Then, after another week or so, you start noticing that you can actively make a decision in the match that will best benefit you. In other words, you start controlling the match, at least to an extent. I still have a lot to teach myself, but I think that if I keep on going down this path, I may never leave little miss piggy as my main.
    But anyways, what do you guys think? Have you noticed the same thing that I have? Or am I just a crazy person who simply gets lucky matches sometimes?

    First of all I have to say that it is really nice to see people with such a positive motivation.
    When i tried to get the Myers Achievement more then a year ago, I felt the exact same way of skill improval you had with the Pig. It's a great feeling of accomplishment and especially because Myers is probably the better killer in this case (which you might doubt as a Pig main, but that's just my opinion as a Billy main) I feel like you can notice that unrestrained improval with every killer.
    I completely agree with what you said regarding to the "high skill cap" of your main killer, but I feel like you can generalize at some point. Describing a killer's actual strength by a reachable skill cap however always presupposes that the player makes no single mistake - and when i say mistake I don't only mean a lost mind game or something like that. Even taking the wrong direction while patrolling the generators can be a crucial mistake with regards to the complete course of the match. What I want to express is that you can never really say "Well I just played perfectly" as long as you don't know where every single survivor was at every single point of time - sounds exaggerated, but that's the only way to get 100 % ensurance.
    I'm happy to actually notice someone, who got the same opinion on the possibility of activeley making decisions and influencing the course of the game like that, since there are many killers these days, that give up too early after a few brutal defeats - you need to get through these losses to actually improve! :)

  • @ShyN3ko schrieb:

    @TheWorldconsumer schrieb:
    Größtes Problem mit Flüchen ist im Moment, dass die Spawnpunkte teilweise echt fürn Ars** sind. Oft spawnt es entweder direkt vor nem Surv, offen neben nem Generator oder noch geiler: Leuchturm mäßig auf ner Anhöhe.
    Aber ich hatte auch schon Glück und es war gut versteckt und wurde nicht gefunden: Das war das einzige mal, das Devour Hope bei mir 5 Tokens geschafft hat. :p

    Bei mir ist der Perk max. bis stufe 4 gekommen.
    Ich fände ein Perk gut der ein Totem mit Fluch schützt,dass man es nicht wegkriegt.
    Man hat also dan nur 3 permamente Perks.

    Mit Thrill of the Hunt (Fluch der Jagd) erhälst du zumindest eine Warnung, wenn eines deiner Totems angefasst wird. Zudem werden sie dann langsamer zerstört. Zusammen mit Devour Hope oder Ruin eine echt starke Kombination, allerdings auch wieder sehr situations- und positionsabhängig (zu weit voneinander entfernt bzw. SWF als Gegner = >_< ).
    Spielst du mit der Hag, können solche Totem-Kombinationen unglaublich stark werden. Besonders mit den Addons Mint Rag (Minzgrüner Stofffetzen) und Rusty Shackles (Rostige Fesseln) wird die Hag auf einmal zu einem richtigen kleinen Monster.
    Mit (fast) jedem anderen Killer ist Devour Hope stets ein nettes Ergänzungsperk. Ist man der Meinung, das Totem wurde bereits entdeckt, so muss man sich natürlich auch für gelegentliches Patrouillieren entscheiden. Selbst wenn man dann keine Tokens erhält, so nutzt es immer noch, um etwas Druck aufzubauen und den Survs etwas Zeit zu stehlen.
    Es gibt meiner Meinung nach definitiv bessere Perks und Kombinationen, allerdings ist Devour Hope in Ergänzung mit den richtigen Perks bzw. der richtigen Spielweise und etwas Glück beim Placement eine durchaus valide Wahl.

  • @Master said:

    @Ancheri said:
    I have to admit that the game feels much less scary after you played it for a few hundred hours. It's more about getting better at juking or killing after a certain amount of playtime.
    However - just watch a brand new beginner playing the game. Just as I did back then people hide in corners in fear of the powerful monsters of the fog, almost having a heart attack when a tier one myers appears from outta nowhere. Of course you'll get used to it and start to not be that terrified anymore, but I personally don't know other pvp horror games as well, that can keep this atmosphere over a long time.
    It also happens to me quite often after I take a break from DbD that I am way more tensed up when I return. Sometimes I still get the horror feeling back.

    Funny, but twitch/youtube speeds up the process of becoming a toxic looper quite fast now. I know a guy who turned into a semi decent DS looper in less than 50 hours ;D

    I think you need to distinguish between those, who buy the game to actually play a horror game and those, who already know about the possible competition (probably by watching videos or streams). These guys tend to start playing the game with a basic knowledge of how to juke. Of course it won't take you thousand hours of playtime to understand how to loop, but beginners are definetely more likely to make mistakes.

  • I have to admit that the game feels much less scary after you played it for a few hundred hours. It's more about getting better at juking or killing after a certain amount of playtime.
    However - just watch a brand new beginner playing the game. Just as I did back then people hide in corners in fear of the powerful monsters of the fog, almost having a heart attack when a tier one myers appears from outta nowhere. Of course you'll get used to it and start to not be that terrified anymore, but I personally don't know other pvp horror games as well, that can keep this atmosphere over a long time.
    It also happens to me quite often after I take a break from DbD that I am way more tensed up when I return. Sometimes I still get the horror feeling back.

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