CoolAKn
CoolAKn
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- CoolAKn
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Comments
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@Tsulan said:
I have an idea. How about obsession perks only work if both the killer and a survivor use one? Wouldn't that be fun?!I think only killers with obsession perks should have an obsession. This means if you are facing 2 people with DS and you do not carry an obsession perk, both of them have to wiggle the designated amount before being able to use it.
Alternately, if a survivor runs an obsession perk and the killer doesn't, the killer should be compensated appropriately with having an obsession they didn't ask for. Same for survivors that become the obsession while not having obsession perks.
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@George_Soros said:
I experimented with the new Wraith addons, and the one I find the most fun is (I don't remember its name) the one that makes you have a TR while cloaked. Combine it with Distressing, Coulrophobia and maybe other TR based perks, and use a Jigsaw Piece offering.
Amazing results
"The Beast" - Soot
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Rancor is an inconvenience at most if you are prepared for it. Like others have said, you should be able to tell if the killer has Rancor well in advance unless you A) are not paying attention;
have an obsession perk; and/or C) have Dark Sense. -
I would only use Self Care if I have no confidence in my teammates. Quite frankly, I think it would be better to use Pharmacy to get a Med-Kit and self heal from there.
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Depending on what level you are, if you start at Level 1, equip Dead Hard or We're Gonna Live Forever first. We're Gonna Live Forever allows you to get more bloodpoints by being altruistic, but ultimately it doesn't matter since you probably don't want to take the risk of saving someone once you get No Mither. I would ultimately say equip Dead Hard first, so you can get used to activating the button to avoid damage. This will greatly help your chances of survival when you do equip No Mither. Once you reach Level 5, equip the other suggested perk (We're Gonna Live Forever if you chose Dead Hard and vice versa). Once you reach Level 10, then comes the challenge when you do equip No Mither, since you can't bring in any other perks for the achievement.
Equipping No Mither means more often than not, you will get tunneled by the killer, because they will see you as an easy kill. To avoid this, you need to be pretty good at juking the killer and using Dead Hard. Try to stick with other survivors so you are never found alone. If you can, try to coordinate with the other survivors in the lobby chat (though they don't always talk) and see who can try to keep the killer off of you. Always keep your distance from the killer whenever you hear the heartbeat, don't be afraid of leaving an area when you hear it.
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@MandyTalk
What I am thinking of is the killer's realm suggestion (KRS) is worth 2 votes. Green realm offerings (GRO) would also be worth 2 votes, and would only spawn in a killer's blood web (giving the killer a total of 4 votes). Yellow realm offerings (YRO) would make a return and would only spawn in a survivor's blood web and is worth 1 vote. This will produce a system where there are 8 total votes, and survivors would have to really coordinate in order to contest the killer's choice.KRS + 0 GRO + 0 YRO = 100% Killer/0% Survivor
KRS + 0 GRO + 1 YRO = 67% Killer/33% Survivor
KRS + 0 GRO + 2 YRO = 50% Killer/50% Survivor
KRS + 0 GRO + 3 YRO = 40% Killer/60% Survivor
KRS + 0 GRO + 4 YRO = 33% Killer/67% Survivor
KRS + 1 GRO + 0 YRO = 100% Killer/0 % Survivor
KRS + 1 GRO + 1 YRO = 80% Killer/20% Survivor
KRS + 1 GRO + 2 YRO = 67% Killer/37% Survivor
KRS + 1 GRO + 3 YRO = 57% Killer/43% Survivor
KRS + 1 GRO + 4 YRO = 50% Killer/50% Survivor -
It would be nice if instead of generic portraits, it would be portraits of your character in various stages, like a normal portait would show that survivor is in a non-threatening situation. When being chased by the killer, the portrait would change to a scared look, etc. When the survivor becomes injured or dying, it shows a pained portrait, with dying having more red on the portrait than others. This will help all players know who is who, and can help determine who is being chased.
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I think it's more of the fact that Adam is a brand new character, something "fresh" for the killer to chase. I don't think it has anything to do with him being black. Many killers may also know Adam has Deliverance, and will try to hook you first so that it's a wasted perk slot for you. With the right cosmetics, Adam is the male Claudette, and can be very stealthy in dark areas. Saw a match where an Adam with a dark trench coat crouched near the Exit Gates, and he was near invisible.
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I believe the only time a survivor can spectate the killer is in KYF, but I have not seen one of those games in a long time. I don't even know if that is a function of KYF anymore.
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@RSB said:
To be honest, there are too many games on 3 original realms (plus Swamp maps), and not enough games on 1 map realms.So right now we have a X chance to get Grim Pantry map, X chance to get the Pale Rose map, X chance to get Rancid Abbatoir map, X chance to get Red Forest map etc. All maps have the same % value to get chosen. The problem is, that 1 map realms, like Family Residence, Lery's, or The Game have smaller chance to be chosen, and realms like Swamp or Farm have x2/x3 bigger chances to be chosen.
My proposition is to give the same amount of % to the REALMS, not the separate maps, so for example there would be X chance to get a map from the Farm realm, X chance to get Lery's, X chance to get Family Residence etc, so we could see more games on 1 map realms.
An idea I suggested earlier was to allow the killer to choose a realm they wish to go to in the lobby and the realm is shown to the survivors. The survivors could then use a realm offering to "veto" the killer's suggestion, or the killer could use a realm offering to try to ensure their realm is chosen.
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You still need to remove the names because even if they are arbitrary, providing their names allows people to search for them on Steam (regardless if they change their names, every name they use goes into a nickname for that account) and could lead to harassment (i.e. naming and shaming).
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@Dreamnomad My idea is not to force people to prestige at all. If they don't want to. This idea is to have more motivation to prestige. This isn't meant to punish people who don't prestige, what I have suggested are just ideas, not that I want all of them in the game. Other suggestions I have seen is when people reach Prestige II all perks are automatically at Tier 2, and for Prestige III, all perks are automatically at Tier 3.
The ideas in the original post are mix and match, they can be largely ignored. If all of those ideas were implemented, current players at Prestige I would not lose their inventory until they prestige. It would only apply to new characters and new players (older characters and players would be grandfathered in). Like I said, how the game is now is how I see Prestige II ought to be.
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Gee whiz, is that how it works? I thought the regression was only from missing the skill check (the skill checks can be difficult to see the success zones, and I will sometimes experience lag during skill checks, causing me to fail every time). I didn't like how the perk looked on paper, but if this is how it actually plays out, I have no desire to use this perk at all (only to get Adept Adam).
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I don't tunnel or camp (I only have BBQ on Leatherface, and I haven't used him yet), so when I hook, I immediately get away, unless I see a survivor in the area.
I only care about "getting the quad" with getting the Adept killer achievements. Otherwise, I'm fine getting two or three kills. I'll probably let the final person go. -
@Judgement said:
CoolAKn said:From what I understand, there is no system in place that can determine why a person DCs (purposeful DC, internet died, game crashed, etc.), so they don't punish people who DC because they cannot prove intent. People do get in trouble if they DC too often.
Surely, it can't be too difficult to code a system where the game can detect when someone presses "Leave Game" or "Quit Game" vs someone who leaves without doing either of them.
But then there’s the matter of WHY someone left the game through the pause menu:
Maybe they had to leave for an important family thing; maybe they needed to leave realising they’re late for an event; maybe ssomeone has been hurt or injured, or a crime in progress in house or nearby and they need to respond; or maybe they left because they’re just not having fun and want to be matched with other players they may have more fun playing with, or play another game.I don’t know about you but I’d rather not see the game punish people who need to leave for legitimate, personal, or life-involving reasons because a few intentionally disconnect for the sole purpose of ruining the game.
If a Killer disconnects, Survivors should get 10k-ish bloodpoints and their offerings returned if the game was shorter than 3 minutes. If Survivors disconnect a Killer should be given more than 650 or however many it is bloodpoints.
By the way, OP, Survivors do not lose pips if the Killer disconnects at the very start. The game says ‘0’, and doesn’t deduct pips, even though the gauge doesn’t reach the black pip.
Even then, that's ONE DC for life reasons that usually takes a bit of time to return to the game, if they even do decide to return to DBD after, so any time penalty associated with DCing won't matter in those instances. There should not be a punishment for one DC. There should be punishment for two or more DCs.
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From what I understand, there is no system in place that can determine why a person DCs (purposeful DC, internet died, game crashed, etc.), so they don't punish people who DC because they cannot prove intent. People do get in trouble if they DC too often.
Surely, it can't be too difficult to code a system where the game can detect when someone presses "Leave Game" or "Quit Game" vs someone who leaves without doing either of them.
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Everything is RNG, including map locations without offerings. I wish there was a way for killers to select a realm, and have map offerings as a survivor "veto" or a killer "superdelegate."
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The Crows found in the world can communicate directly with you. 50/50/75 % of the time, cawing Crows give you a visual clue when you are within a 16/24/36 metres.
Stillness crows will appear 50% sooner and take 50% longer to lose.Gaining Stilness Crows
Crow 1 - 60 seconds -> 30 seconds
Crow 2 - 75 seconds -> 37 seconds
Crow 3 - 90 seconds -> 45 secondsLosing Stilness Crows
Crow 3 - Immediately with interaction or 5 seconds when leaving area -> 10 seconds when leaving area
Crow 2 - 15 seconds -> 30 seconds
Crow 1 - 30 seconds -> 60 seconds -
Yeah, getting a 50% refund for all items, add-ons, offerings, and perks you lose while prestiging would be a great benefit. The idea is to make the current arrangement the "normal" for Prestige II. Have Prestige I more for learning the characters, especially the killers, with reduced availability of everything, and have Prestige III more for the experienced players to get better access to good items.
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Sometimes making edits a lot will also flag it for spam. My first post, I typed it up, and semi-proofread, but when I actually posted it, I kept seeing errors, so I edited whenever I saw one, and it got flagged for spam.
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I think an interesting change to Spies would be reduced time for stillness crows to show up on a survivor, which means a survivor cannot stick around one area for too long.
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The only thing No Mither needs buffed is either a safeguard for tunneling (perhaps a bleed out timer like with Borrowed Time), or compensation for being tunneled. This perk is wasted if you are pretty much dead the moment the killer finds you.
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Sole Survivor doesn't really have any business being an obsession perk.
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I have thought of an idea just like this, but not too sure how well this idea will be received by the killer side of the community.
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If a killer brings in 4 Hex perks (for instance, Ruin, Devour, Haunted, and NOED), Only 4 totems would be lit (one for Ruin, one for Devour, two for Haunted). So the fifth totem should be NOED even when the fourth totem becomes a dull totem. I don't think it's possible for Haunted and NOED to overlap totem assignments, since totem assignments should happen as the match has started.
Edit: NOED becomes active whenever there is a dull totem once the Exit Gates are open, so my answer doesn`t really help your scenario out.
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They really need to change up the end game when at least one exit door is open. It's so stupid that some survivors can't just move on to the next match and instead want to ruin the game for the killers. If the exit gates are open and I'm the last person, I get out immediately. I say empower the killer to go all out on survivors that refuse to leave: reveal auras, instant downs, mori, just to start.
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I actually don't mind the swamp maps, but they ought to trim the bushes quite a bit. I think the swamp maps get a bad rap mainly because of how large they are, since Pale Rose is the largest, and Grim Pantry is the third largest map.
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@Tsulan said:
Ihatelife said:@Tsulan said:
@DocOctober said:
@greenzebra64 said:
I'm pretty sure they're about to punish farming more soon though. They are going to subtract points for farming like the emblem system
So? That's only reasonable. Back when WGLF used to give up to 300 % bonus points, the games were a farm-fest, to the detriment of hooked Survivors.
It was 200% bonus points.
Beatiful time's
I wouldn't be mad if they buff it back to its old bonus.
But survivors would probably hook farm their teammates.Indeed beautiful times.
The best way to punish farming is to reward points for completed actions such as unhooking or cleansing totems, and no points for attempting them, especially since the progress resets on them.
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I think the point a lot of people are missing out on for bloodpoint perks like WGLF and BBQ is that bloodpoints can be used on ANY character. If you earn a ton of bloodpoints as a killer, you can use them on survivors and vice versa. Buffing bloodpoints gains in perks that boost them does not affect trials in any way. WGLF is entirely a bloodpoint perk, whereas BBQ has a secondary benefit to help the killer.
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It's a 4v1 scenario, so role does matter. Killers have scoring events that are unique to them and survivors have completely different scoring events. The bloodpoints at the end signifies how much you actually did during the match. The more blood points you get means you did a lot of scoring events during the match.
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If a killer camps, you staying alive is the best chance your teammates have to survive in most circumstances. This is where the Kindred perk can be very useful if you find yourself running into a lot of campers. If you are on the hook, and the killer is camping, that is time the killer is wasting on you and not on your teammates. If you spam click "attempt unhook," but not do the full action, that typically signals to other survivors that the killer is nearby and to not bother going to rescue you.
If you are on the hook and there is only one survivor left with a camping killer, you can stay alive to buy them time to find the hatch if it is available. They should signal that they have found the hatch, and you can let yourself go so that it can open, and hope that the killer can't get from you to them in the time it takes to open the hatch.
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Once you get past Level 10, the Entity begins to take away nodes on the blood web. If you do not want to touch the teachable perks, just ignore them on the blood web and let the Entity block them out. You will probably have to repeat this a lot, especially if you want to level up Myers and not unlock his perks.
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I very much agree on Gengar.
I think I like the flying-types a lot. I really like Pidgeot and Noctowl. Haven't really used any other flying-type in the original games, except for Crobat, but I had him for poison moves.
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The trade off is survivors can't see her aura either while she is spirit walking. However, I also think auras should be read during spirit walk.
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@kisfenkin said:
This is why it's so confusing. Devour hope doesn't say it can one shot at 3 tokens, it says survivors are exposed. Does being exposed allow killers to one shot?Yes, Exposed means the killer can one hit down. Most people think Exposed means something different, but what it means is you are vulnerable.
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Only time I would bring a flashlight into a match is to drop it the moment I find a chest.
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@blue4zion said:
When I first played the game and I got exposed, I thought he could see me though walls and I was running everywhere panicking xDYeah, it would be neat if there was a survivor perk that actually told you you were Exposed, as in you would know when the killer can see your aura. Not sure what else to do with it, since just being told the killer knows where you are doesn't really do a whole lot, it just encourages you to move away from where they saw you.
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Survivors get to keep items as a reward for escaping. I really wish the devs would address the recharging item exploit. I made a thread for it a while ago on how I would address the recharge issue.
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@MineAntoiya said:
Sorry for this, but I don't think I get the wording. Did you end up with just two survivors in the match?
Match started with 4 survivors. One gets downed, they and another survivor immediately DCs, leaving the remaining two to fend for themselves.
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No, it's pretty normal for killers to show mercy after a few disconnects. Don't worry about the sore losers that disconnected, they chose to quit the game and put their teammates at a severe disadvantage. If they can't handle being downed, what business do they have playing a game like this?
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Playing devil's advocate (I'm a survivor main), but wouldn't the killers be empowered by the Entity to go faster? There are only a few killers that are actually living humans (such as Myers and Huntress), but others also have supernatural abilities (Nurse, Spirit, Wraith, Hag, etc.).
If they nerf the speed of killers, they should buff the vaulting speed to be on par with survivors and restore Bloodlust to its former values. Killers have very limited means of enhancing their base movement speed (without powers). Bloodlust is the only base-kit killers have for increasing movement speed. Only 2 perks increase the killer's base movement speed: Hex: NOED and Play With Your Food. In fact, there are only 4 killer add-ons that increase the killer's base movement speed: 1 for the Hag, and 3 for Freddy (temporary increase).
In short, this would further exacerbate the "need" for killers to play Nurse or Hillbilly because their powers grant enhanced speed to go with it. This is not a bad idea, but in the current state of the game, this would just be abused by toxic survivors that would use speed perks (of which there are 6: Adrenaline, Balanced Landing, Dead Hard, Lithe, Sprint Burst, and Hope) to mock how slow the killers would be, and in turn, would essentially mandate camping because of how difficult it would be to catch up to them again. I don't mean to poo-poo all over your idea, but all I can immediately see is the high potential for abuse.
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From how the add-on is worded, it disguises where the sound from the bell originates. I'm pretty sure it's a ventriloquist effect.
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@Wolf74 said:
And it takes way longer for a windowblocker to appear.
The indirect nerf to Bamboozles got already mentioned.I think they should adjust Bamboozle since they adjusted Blood lust. Anywhere from 50% (12/18/24 seconds) to 100% (16/24/32 seconds) time increase.
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@MegaWaffle said:
This forum is already toxic enough. Not to sound mean but there are waaaay too many posts with one side attacking the other, it would be great if we didn't have another person adding to this fire.Enjoy your day, cheers.
Yeah, there are far too many redundant posts on here, and some people are too quick to attack others.
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@Tsulan said:
Anyone else noticed that 24 hours after her release, killers barely play her?Either let her see survivors while phasing or reduce the cooldown to 5 or 10 seconds.
Both things just gimp her to much.She's Freddy 2.0
I think it's probably more due to the fact that most people don't buy/can't afford DLC, but still, she could use a bit more love.
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@Swiftblade131 said:
No one uses the proper definition of tunneling whenever I talk to them.So what is your definition?
- Apologies, I have a tendency to word vomit. I hope this makes sense.
In the context of the game, I see tunneling as focusing on one person in the current scenario. As many people have pointed out, in most instances, going after the survivor that was just unhooked is the logical decision, even though it sucks for the person being tunneled. Most of the killer obsession perks encourage tunneling depending on the perk used (either tunneling the obsession or leaving them alone). Tunneling is situational, so in these instances, tunneling is not the same as griefing (though a lot of people may see it as one in the same). Griefing would be targeting a player (whether killer of survivor) for the purpose of ruining their experience (extra-malicious intent). Griefing is toxic, but hard to prove, whereas tunneling is not toxic behavior.
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@powerbats said:
There's a n exploit similar to clowns where you censored censored/censored repeatedly, it works best with censored censored. It gives you the same speed boost if not faster but much quicker and you basically have bl 1 without even being anywhere close to it.Only P3 and Legacies have been using it but now it's rampant where before you might get a few now there's tons of em doing it.
Oh and killer mains complaining about flashlights in lobbies, now that it's rampant with Wraiths prepare to see 4 flashlight lobbies all the time as survivors prepare to blind them.
I have no clue what you are trying to say in the first paragraph because "censored" is used 5 times.
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@vendalwind said:
Also... can you save DS? I thought it had to be used the first time you get grabbed?The skill check still shows up when you are picked up, but if you do not attempt the skill check, and let the meter go full circle, it will save it for the next time you are picked up, since you did not use it. DS becomes inactive when the skill check is attempted, whether inside the success zone or after. When I had DS to level up Laurie, I always saved it for the final hook.
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I'm not sure how you are having an issue? Self-Care is M1, Pallet Drop is Space? I will have to check my controls when my game updates.
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Just so you know the voice of the Spirit is a mod on this forum.