Dabrownman1812
Dabrownman1812
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Yeh, when that pops up there's a lagThe_Fallen_Utopia said:Do you mean when an icon showing a new status effect appears on the side of the screen? Such as the lag from Sloppy Butcher only happening when first hit by it? -
Emblem system happened
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It's more like when dead hard activates at times, there's like a slowdown when the game recognizes I'm using it
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I'm aware, I said there was lag, not landing recoil.AStupidMonkeyy said:It's 75% landing reduction. Not 100%. Supposed to be stuck for .5 seconds before sb kicks in. -
Loops, the weakness of all killers lol. Except a few.PigMainBigBrain said:@SteveyHooves said:
DeadByFlashlight said:Pig is one of the examples who gets genrushed so easily.
She has no map control and no tools to help her during chase.
The most funniest thing is that she even loses time if she tries to ambush

It's easy to fight the pig because if have a coordinated team and stay spray separated it's easy to fight her.
If thats your counter there are perks that make staying separated from your team deadly to everyone on the map. Things like mangled which pretty much stop your self heal. Things like BBQ which pretty much reveal you if you're too far away from your team and the killer. Things like blind which kill your aura reading and make it that much worse to be separated....your counter is setting you up to be countered again. Even with voice coms, staying separate you have to go to that team mate to help them or they die.
Her counter isn't gen rushing, I can go an entire game and win never kicking a single gen. Her counter is loops....like...LOOOONG LOOPS. If you loop her for any extended period of time the game is over, she has to swap focus away from infinite loops or it kills the time she has to trap another person or knock out a person trapped.
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I agree, which is why there should be two different modes ranked where you would see probably more meta perks. And unrankedPigMainBigBrain said:@Dabrownman1812 said:
Bandaid fix is to make a killer or perk, there needs to be more objectives for survivors. More in game things that aren't dependent on the killer. Hex ruin helps, but locks a killer into just three perks and can be found easily. The balance of objectives and such was never balanced since the early history of dbd and needs a fix. Maybe more objectives, maybe a way to slow down gens more, etc. I love the new perks but with gens popping so quickly you can barely use them or just get swept. Maybe add a stitch or something extra in different ranks, or make it so survivors have to do more gend in higher ranks but increase the number of gens when host is above a certain rank to make up for it. Idk. Nice idea though, not against it and would be interestingly to have in game.Now as much as I love the idea of the OP I have to agree. Designing a killer around gen control to stop a core problem of the game is a bandaid, but I disagree that perk power is a bandaid because it at least gives that access to quality of life to all killers. But at the same time, if you choose not to carry that perk, you face a large core problem in the game.
That being said though, there is a category of killers that do specialize in gen control to varying degrees. Doc and Pig for starters. I do think that characters like these who have an extended grasp on gen control and forcing objectives or straight locking out objectives like Doc can are good to have in the game. They have strength in those areas and its pretty much their specialty. Knowing these devs if they tilt the design to extend gen control to all killers they may end up "knowing their logic" nerfing the control factor of Doc and Pig which is a pretty gigantic part of their kits.
IMO they should extend gen control to all killers while not touching the kits of Doc or Pig. By raising the objectives possible. Someone before once mentioned a nice idea of having gen parts strewn about the map that you would have to pick up in order to reach 100% gen progression 2 cogs. 1 cog allows 50% gen progress 2 cogs allows 100% gen progress and survivors can see the auras of these cogs all over the map likely within a certain range, maybe like 24 meters, can pick them up and take them back to the gen they're working on, likely having 3 multiplied by the total amount of gens on a map as total cogs spawned on the map. Giving you plenty of opportunities to fix gens while slowing it as survivors search for cog pieces. So even if you had 1 cog on a gen and it progressed to 50% got kicked that kick doesn't remove the cog, it just allows that gen to progress to 50 and then 100%.
But within that same line of thinking there are other aspects of the game that would have to be dealt with that allow survivors to play stealthy enough to get away with picking up the required cogs and get them into gens.
But it would certainly slow down games enough to rework ruin into something else. A lot of moving parts go into reformatting the way gen progress goes, so I don't blame them for keeping it simple and creating killers and perks based around gen control instead of adding more objectives which would force them to rework other perks.
(Is it lazy?) Yes
(Do I blame them?) Not entirely...especially looking at how often they try to add new killers and survivors and rework killers and perks that suck. IMO they should have a giant patch devoted to fixing useless and under performing perks in general.
Being forced to run perks to slow the game down sucks, especially when unreliable -
They said that's the change coming in OctoberMegaWaffle said:@Hime said:
@MegaWaffle said:
Easily a Troll. I play PS4 and nothing has changed with the perk.I thought so, what I know PC has been always forward from others platforms but he was very rude to other people that said that he is a troll so I let it be but still wanted to know it for sure. Thank you ♥
The only change they mentioned in a Dev stream was simply stated as a possible idea and not a concrete change was that D-strike would root the killer in place instead of instantly escaping. Again they never said anything definitive of a D-strike change only ideas being tossed around.
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Must be a troll post
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In all games people will teabag or taunt fo lolz, smash bros, cod, doesn't matter. It's an online ego thing.Eveline said:It's probably just being cocky and toxic. In most games survivors teabag at the gates. Killers pose after they hook, nod, hit you etc.
It's annoying but I guess there are a lot of immature people with fragile egos who get so salty and power hungry that they have to torture you for no reason. -
Not built for tunneling. Any killer can tunnel, she gets a quick second hit with the phase walk. Don't fully drain her fully without recharge add ons. Go for whoever you want. You see an injured same with any other killer, go for them, slug them if a healthy is nearby and go after the healthy. If you let the healthy go, you have 3 people working on gens. The spirit is better on the game and the institute.DeadByFlashlight said:@Hellrossa said:
Hello fellow killers,I tried playing the Spirit recently and even if I didn't do very well (thanks Rancor...) I had a lot of fun playing her. It's nice to surprise survivors by appearing next to them.
Do you have any tips for playing her? I'm rank 11 and the only meta-perk I have is Nurse calling (no BBQ or whatever).
Many thanks !
She is a killer built for tunneling, just like leatherface was built for camping.
Dont try to distinguish between different survivors in phase walk, always go for the injured (moaning) one, even though if survivors will be salty afterwards.
Also I have heard that for devour hope and MYC, the distance of the husk is actually the relevant one, but I havent tested it myself yet
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Kate! Maybe, some killers have nonsense religion when it comes to games.Eveline said:I play Kate. -
Do you play as laurie, meg, claudette? The world hates those survivors, and nea. Just a natural bias. Rip.Eveline said:I'm on ps4. How can they tell if I'm swf or toxic? -
The movement speed buffs for whole match secures loop so yeh lol. Anything movement speed is strong and becomes pay to win almost. But I like the ideas!Zabs said:Got a couple of ideas, the idea about this is actually pretty good, it makes diversity about survivors since killers already has their powers.
imo, this should be like survivor's very small passive ability, rather than playing with just 1 survivor but with different models and voice lines.Dwight : Increase locker interaction speed by 80% Other Survivors can now see your aura in a range of 16m(but you can't see them)
Meg : fast vault action speed reduced to 0.45s for high momentum fast vault, and 0.9 for low momentum fast vault
Claudette : Healing speed when using med-kit increased by 5%
Jake : Sabotage speed speed when using tool-box is increased by 5%
Nea : Now can Mori other survivor Crouching while injured reduces grunts of pain by 5% and increases crouching speed by 3% (stacks with urban evasion)
Bill : Getting hit to dying state now gives you a bleed-out timer with a 3 seconds duration.
David : Exhaustion can now be recovered during chases and running but at very very slow rate. 40s -> 3min, 50s -> 4min, 60s -> 5min.
Laurie : Increases the chances to be the obsession by 3% if killer or her self brought obsession perk, otherwise 0%. Once she becomes the obsession, increases movement speed by 2%(i was thinking of 3% but 3 is abit too much) for the entire match. If killer and other survivor brought obsession perk but not her self, Laurie will not be prioritised. If Laurie and other survivor brought an obsession perk, both will be randomized but laurie has a 3% more chance on acquiring obsession mark(53% vs 47%).
Ace : Increases chest searching speed by 10%
Feng Min : Get's notified when looking at direction of the killer(40m), doesn't notified stealth abilities (Wraith Cloak, Insidious, EW1, Pig's crouch etc.). *Note : doesn't show aura, similar like spine chill but no speed action increases.
Quentin : Healing, Waking up, other aultruistic action and Snap out of it reveals your aura to other survivor by 32m. Non-healing actions gives 5% of action speed increased.
Tapp : Generator's skillcheck now have increased zone for both normal and great skillcheck by 5%
Kate : Increases wiggling speed by 5%
Adam : Need suggestions
These passives are NOT suppose to be OP, it just makes these survivors to have something like.... "signature move", so if you think it should be nerfed then it should be nerfed so that people's can experiment other perks that synergize with the passives but also still viable for a troll build or dumb funny build.
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Nah, tommy Oliver as the new survivor
Go! Go!
You gain a 12/19/25% extra boost after getting hit from the killer
Always a ranger!
When you rescue a teammate from the hook, they recover from any status effect not inflicted by a reverse bear trap.
It's morphin time!
Once per match, when a generator is completed you are fully healed but inflicts exhaustion for 240 seconds.
Not gonna happen, just trolling lol -
Good stuff yo!
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Lol it's not just optimal plays, some things you can tell based on what is done and the time. After seeing things you can tell most of the time, not all the time. Things you can't tell unless you play enough killer and get a sense for it again.Eveline said:I had some optimal plays as a solo survivor and some of you killers probably think those games are swfs too. I don't think you can actually know it all the time unless you are a God. -
Freddy needs tweaks, not a whole new power. Certain things will make him viable. No channel actions like madness during dream transition, Can't wake up to failed self care, etc. Bring transition down to 5, separate wake up and heal from dying state again.Mercury said:@Dabrownman1812 said:
Mercury said:@Dabrownman1812 said:
No multi stalk meyers, god no
That's how he was when he first came out... it's not too strong.
@deadwolfwalking said:
Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.
It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.
When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic.
I beleive it was, there was multistalk on ALL survivors.

I just wish for something entirely different for Freddy. There are more than enough awesome suggestions out there, devs just have to look. -
There should always be three gens if 1 is left to do
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When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic.Mercury said:@Dabrownman1812 said:
No multi stalk meyers, god noThat's how he was when he first came out... it's not too strong.
@deadwolfwalking said:
Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.
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Interesting thing is tier 2 helps the team as he is detectable.Dragonredking said:Be aware of your surronding, if you see crow flying of in the distance you can safely assume it's the killer that frighten them, since unlike survivor the very big majority of killer can't walk past them without triggering them.
Try to always break line of sight to starve him but if he is to close to you don't bother trying to crouch being the trash that makeup a loop just run away in this situation you let him level up in both way you lose, but with the second one you have a running head start instead of having him right in your ass
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Man, his vision helps him slug and protect gates n such, don't mess with that lolSteveyHooves said:
Yeah that's pretty much what I'm saying. If made it harder to escape the dream world and reduced the his gen repair to 25% maybe 30%. He might be a pretty good killer. Oh make it so he can see people in his TR and he can't see people out of it and boom the yup mid tier to top killer right there.iceman2kx said:@SteveyHooves said:
Freddy is doodoo.FTFY
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Everyone cries about huntress but no love for thicc boi problems
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Damn rip
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He is slower in tier 1, same speed tier 2 as standard killers. Duck under obstructions during a chase, know the map and hit up safe gens in the beginning of the game. Gens where you can see around you.Eveline said:Well I know I have to run and try not to get stalked as much as I can but he's kinda fast to run away from. He gets to you too fast. -
Nah, there's a way to tell, certain things inly swf can coordinate, there is optimal solo and optimal swf. Once you face enough you can tell. Solo can only operate in realm of sight, swf makes map wide playsEveline said:I had some optimal plays as a solo survivor and some of you killers probably think those games are swfs too. I don't think you can actually know it all the time unless you are a God. -
Yoooo what's up! Meyers is interesting, what do you have trouble with exactly, him sneaking on gens, chases, the tier 3 evil within?Eveline said:Any tips? -
Some people would rather dc then get teabagged by claudettes, claudettes piss me off to no end lol. Something about them being 3 on a team p3.
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Yup, don't forget @ post guy that this is a numbers game, 80 seconds at base to finish a gen, gen tapping makes it 90+ seconds. Time is everything here.Boss said:@Dabrownman1812 said:
Boss said:@Wermut said:
@Boss but when the killer drops everything after he hears the trap disarm and comes back to check? I didn't start the work immideatly after I disarmed, cuz I was sure he would come back, like the 10 times before, but he didn't and then when i realized maybe 10 seconds later, that he ain't coming back, I got on the totem.. I just think the mechanic of the auto-arming traps should be tweaked a bit, imagine you running away from trapper, seeing an unarmed trap infront of you and then just suddenly the moment you run over it it arms itself... thats just stupid nothing else..
If they drop the Survivor and come for you, it's another win for all Survivors.
That Survivor won't get hooked and can now easily be picked up by someone else, meaning the Trapper wasted their time.
Yeh, as a survivor what helps us out? Not getting hooked. This game is a game of numbers. The survivors have 6 objectives to win and killer has 12.
The Trapper may have 3 Survivors be busy: One at the Totem, one down and one healing the downed one.
But while this is all happening and none of those 4 people are making progress, there's a 4th Survivor repairing like crazy, making progress for all 4 Survivors. -
That's true, but 2 minutes isn't long on certain maps, most survivors I spectate in some ranks now don't know how to properly juke or buy time. Before emblems eveyone in a certain rank if a solo player in those ranks knew how to keep a killer busy for 1 to 1.5 minuted. Some killers mechanically cannot stop survivors from buying a certain amount of time due to the lack of tools. Not every killer has tools to help with looping and juking, it's not about skill as much as it is knowing basics and map. A skilled killer cannot do much against a just know the basics survivor in a strong part of the map. A smart survivor can maximize the time but an ok survivor can still buy time due to map design. Emblems made it easier for some people to level up and with the ps plus free to play event that passed,some people of low skill go to high rank.Eveline said:About the chase thing you are right but I never saw anyone being able to always do that. You can't run forever from a good killer even if you are a good survivor. And if your team is wasting time you are done for. -
Yeh, as a survivor what helps us out? Not getting hooked. This game is a game of numbers. The survivors have 6 objectives to win and killer has 12.Boss said:@Wermut said:
@Boss but when the killer drops everything after he hears the trap disarm and comes back to check? I didn't start the work immideatly after I disarmed, cuz I was sure he would come back, like the 10 times before, but he didn't and then when i realized maybe 10 seconds later, that he ain't coming back, I got on the totem.. I just think the mechanic of the auto-arming traps should be tweaked a bit, imagine you running away from trapper, seeing an unarmed trap infront of you and then just suddenly the moment you run over it it arms itself... thats just stupid nothing else..If they drop the Survivor and come for you, it's another win for all Survivors.
That Survivor won't get hooked and can now easily be picked up by someone else, meaning the Trapper wasted their time. -
No multi stalk meyers, god no
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Sometimes it's rng, most of the time it isn't if you know map lay out and timing. A game with so much math involved has not much to do with rng unless it is in regards to windows and totems, killer spawn. Even if the killer spawns by you, you're saved by map knowledge, there are some guaranteed windows and pallet placing on every map. If you are strong as a solo survivor, buying 2 minutes in chase or more almost gaurantees the win. I use this timing in my survivor games and it always worked. Well, pre emblem. AnywayEveline said:I am aware of that but being a survivors is sometimes too much of a rng thing no matter how good you are. -
that's without add ons for the boxes which stacks the speed
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Remember, there is so much downtime as survivor, killers have no down time. When you look at the time chart on how much time it takes to do a gen, it's rough when 1 survivor loops you. It's about 80 seconds solo to do a gen, so if someone loops for 2 minutes that's at least 1 gen done for 1 hook. Survivors have 6 objectives, 5 gens and 1 door. Killere have 12 objectives, 3 hooks for players. If a chase last even 60 seconds, that's 60 seconds on a 80 second gen timer if the gen is done solo. Tool boxes shave precious seconds off the time, even with ruin.
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It helps you be a better survivor as well, try going deep.Eveline said:Maybe you are right because I didn't play killer that much. Got to rank 8 when I stopped. I want to do it just so I can say that I am but I would waste time doing something I don't like. -
You don't understand the effects on it till you play killer, killers have more variables to worry about than survivors in terms of gameplay mechanics. The worst I had to worry about as a rank 1 or rank 20 survivor was derpy teammates. Survivors don't have to worry about things like time, so I understand you don't get it, but most survivor mains never will unless they go deep as killer. I'm a survivor main but I'm deep in the ranks as killer and I feel the changes from items, swf, and balance patches from a killer point of view too.Dabrownman1812 said:
Idk if you play killer deep rank once again, but you won't understand if you just play survivor and dabble lightly as killer. You will never understand until you play both from beginner to pro ranks. You can't see killer side so you cannot understand. I didn't understand the edges certain things have until I played killer from beginner to rank 1 and saw how certain things change. You make a post to ask but you can never truly understand until you play killer side for a bit. An swf with toolboxes and medkits probably instaheal is rough.Eveline said:I will never understand dcing because someone has an item when the same killers use add-ons themselves. -
Idk if you play killer deep rank once again, but you won't understand if you just play survivor and dabble lightly as killer. You will never understand until you play both from beginner to pro ranks. You can't see killer side so you cannot understand. I didn't understand the edges certain things have until I played killer from beginner to rank 1 and saw how certain things change. You make a post to ask but you can never truly understand until you play killer side for a bit. An swf with toolboxes and medkits probably instaheal is rough.Eveline said:I will never understand dcing because someone has an item when the same killers use add-ons themselves. -
It gives trapper his defense back. Work around it, if it becomes an issue than it might need to be looked at, what if the totem was devour hope? Yeh, some suck, tips on ruinWermut said:So, @Boss what i mean is, that it should not be able to RE-ARM while you are standing on it, how is one supposed to counter a totem with a disarmed trap infront of it, if it just may pop under you at any time.
@Dabrownman1812 yeah, i know he doesn't really look for ruin, but if I'm not yet able to hit skillchecks it's kinda a waste of time to sit on a gen, i literally tried for a minute without any progression, due to it resetting, every time i missed a greater check.
And yeah, I know it's cuz I'm bad at hitting skillchecks, but there should still not be traps arming themselves, while you are literally on top of them

-gen tap, 1,2 all survivors have a start motion in which they sit down and pull back to work on the gen, no skillcheck besides overcharge can occur until you character finished the animation, let go of repair immediately on the pull back and never have a ruin check active
-if you don't want to do that, get up after you mess up a ruin check. No progress can be made while gen sparks and you're just increasing the chance of another ruin check. Start on gen again after it stops sparking.
-true some people aren't good at ruin skillcheck, but learn to deal because three people camping a totem is bad no matter what the totem is. It seems not worth it for ruin to not rush the totem, but that's what separate ranks before emblems made it easy. Work around ruin somehow, rank 8s back in the day know better than to get swept just to get ruin. Better to lose the battle and win the war. -
Survivors also shouldn't be rushing hooks, totems, exits, etc. All being visible leads to killer camping. Camping a totem is fine as no one gets hurt just keep tabs on the killer.
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You're new so you're still learning, when you watch true and he snowballs with ruin up, the mistake is survivors just worry about it. He had a trapper swf game last night, gens popped with ruin still up. Best to ignore ruin and not look for it, look for it on your way to gens but don't go out of your way, teach others. If one looks, more willm and you're screwed. If killer is camping more time for gens
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Why would you stand over a trap for x amount of time, it gives a reason to fear the trap. Fear the trap! They said in the dev stream too that this could happen, so they are probably aware and was one of the points. It gives trapper his defense back. Also that is a noob mistake, or a non pro mistake. It was hex ruin right? Gen tapp, hit greats, or work through ruin. Since a killer was camping ya'll played horrible by letting the snowball happen.Wermut said:Hello everyone,
a little bit to myself, I'm rank 9 Survivor and rank 13 killer, 80ish hours playtime so actually pretty new to the game. I get my knowledge from Tru3Ta1ent mostly and also from, well, playing the game and from the wiki.
So I was playing against a Trapper a few games ago. At the beginning of our game one player disconnected, so it was kind of a struggle to begin with. He also happened to have Hex: Ruin on 3 and, as I and also the others were no masters of the skillcheck-arts we were trying to get the totem down.
As a trapper should he had trapped his totem and after noticing, that all of us 3 were trying to get the totem down he became kinda campy with it, sure as hell not a problem in my opinion, you can play the game like that for sure. So for 5 minutes we tried and tried to disarm the trap and then go for the totem, he kept coming back to it and stopping to chase us when he heard the trap being disarmed, but after a while we got to the point that I was able to get on the totem.
And now here comes (in my opinion) an issue: While I was finally, after an agonizing 5-10 minutes almost done cleansing the totem, the trap under me armed itself and snapped on me and that was kinda it. He had already hooked me once and the other two people had also been hooked, so he got me from the tomtem hooked me up and we kinda lost the game from there. 5 gens up and the totem still up.
As I mentioned above, there was nothing wrong with his playstyle, for what I know, I'm not a fan of camping, but if you feel the urge to do it, then go for it. But my main problem is the Iridescent Stone. It should NOT be able to re-arm traps directly underneath players. Ofc that was hella unlucky, considering the amount of traps on a map, but yet I don't think something like that should ever happen. It for sure ruined my experience, after having done all the tricks I had in my bag with the two randoms just to be killed off by some random trap arming, especially because the trap had been unarmed for like, maybe 20 seconds...
Just wanted to share my story and maybe get someone of the devs to look at the add-on.
Wermut
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Yeh I agree, if the killler doesn't get nerfed they will have to change.Orion said:@Dabrownman1812 said:
There was no need for it, the standard "meta" build works. The 4th slot is often for grabs and if the spirit pulling people becomes viable, survivors will adapt. Selfcare, urban, sprint burst, spinechill/premonition. If the spirit makes it into top tier threats, and then usage will spike, and they will see it complements their builds as it helps with stealth etc.Again, I've never seen it happen. Usually, Survivors just complain until the Killer stuff gets nerfed into uselessness. The Survivor stale meta has always been every safety net perk.
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Ruin indicator is personal and only works on activation so wouldn't make a difference, noed idk as everyone will be exposed anyway. Most notifications are personal and works on activation. No ingame voice as it kills some killers and hex plays. If they do add it, a lot of killers need anti swf buffs but some people want to play solo.Tsulan said:@powerbats said:
@Dabrownman1812 said:
Most survivor mains don't understand the advantage it gives. It can't be that much of an advantage etc. Voice breaks the game, even when I play swf I don't read loadout, I play as if I was with randoms and tell my homies not to teabag unless they camp. It's a pretty unfair game breaking edge when survivors know what they are doing and are competent. Most survivor mains don't get to rank 8 killer and lower to see the difference in high rank swf and low rank swf. Pretty much facing ed, edd, and eddy or you're facing the expendables lol.
Actually most survivor do understand and most streamers also aren't jerks like a certain PS4 douchebag. But what we can't understand the lengths some killer mains go to blame swf for their poor game play.
This forum is littered with posts claiming it's 4 man swf with 4 ds/sb etc when that's not even remotely close to the truth.
It's hard to take a lot of killer mains seriously when they blame everything that happens on swf, voice, ds, and whatever other excuse they want to use.
We all can agree that swf makes it more difficult and the devs are slowly changing things to make solo on equal footing so killers can be brought to that level.
But looking at the posters here that's never gonna be enough and it's why people use the you want 4k every match and everyone on hook.
When you killer mains sometimes won't even call out your own side for such blatant bs and even defend them when you know it's bs you're just as guilty as they are. You also basically say to everyone that hey we want 4k every match and easy games.
It doesn't matter what the truth is the perception that you're all just a bunch of whiny spoiled entitled children comes through loud and clear. Throw in the usual insults you direct or let get directed unchallenged and you're just as guilty.
The post game screen is getting changed so killer perks can't be seen and as far as voice they could take that out and you'd still whine. You've obviously forgotten Steam chat and speech to text messaging haven't you.
If you think for one instant those people in the dream aren't going to communicate somehow you're mistaken and it's hilarious you quote the devs when you're all so busy bashing them using the same logic.
I've said it before I'm hoping they create a non swf queue and then you have to choose which one you want to play against as killer. Once you choose however YOU'RE STUCK WITH IT, meaning you can't ever leave that solo q no matter what.
Don't like long lobby wait times well tough cow patties, you got what you wanted and now you're stuck with it unless you buy another copy of the game. Because if there's only 30% of the player base that does solo q then you lot have to divy up that 30%.
The nice thing is killers that choose to stay won't be lobby dodging because they won't care, they'll get super fast lobbies. The survivors won't get lobby dodged anymore because they won't have to deal with it anymore.
Lastly this last parts would have to be once they buff killers up to swf level of course but then you'd have to come up with something new to complain about.
I think you went a little overboard with this...
SWF is a problem. Everyone knows this, but the devs struggle to find a way to balance this without making the game unplayable for solo players.
My proposal still is, that they introduce ingame voice chat like most other competitive multiplayer games have and then balance around it. Remove all the stupid indicators that ruin or noed exist (just like it was a little over a year ago). Then buff killers until they are all more or less on Billys power lvl.Oh and forcing someone to play against swf would be the best way to get rid of our entire killer community.
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There was no need for it, the standard "meta" build works. The 4th slot is often for grabs and if the spirit pulling people becomes viable, survivors will adapt. Selfcare, urban, sprint burst, spinechill/premonition. If the spirit makes it into top tier threats, and then usage will spike, and they will see it complements their builds as it helps with stealth etc.Orion said:@Dabrownman1812 said:
To start, if meta and an issue spine chill will stop or limit those plays. Survivors have tools to track and will adapt accordingly when meta calls for it.Hasn't happened yet, but I suppose anything is possible.
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Your over exaggerated response kills your point. Yes there are 4 man teams with d strike. Not all swf teams are the expendables, as I said some play like ed, edd, and eddy. That's rare in high rank as most high rank teams play like the expendables. And totally, not just trapper gets hit. Anyone who uses hexes, stealth killers, traps has their information spread like aids and efforts canceled. The non solo que should be ranked only, and casuals could be swf.powerbats said:@Dabrownman1812 said:
Most survivor mains don't understand the advantage it gives. It can't be that much of an advantage etc. Voice breaks the game, even when I play swf I don't read loadout, I play as if I was with randoms and tell my homies not to teabag unless they camp. It's a pretty unfair game breaking edge when survivors know what they are doing and are competent. Most survivor mains don't get to rank 8 killer and lower to see the difference in high rank swf and low rank swf. Pretty much facing ed, edd, and eddy or you're facing the expendables lol.
Actually most survivor do understand and most streamers also aren't jerks like a certain PS4 douchebag. But what we can't understand the lengths some killer mains go to blame swf for their poor game play.
This forum is littered with posts claiming it's 4 man swf with 4 ds/sb etc when that's not even remotely close to the truth.
It's hard to take a lot of killer mains seriously when they blame everything that happens on swf, voice, ds, and whatever other excuse they want to use.
We all can agree that swf makes it more difficult and the devs are slowly changing things to make solo on equal footing so killers can be brought to that level.
But looking at the posters here that's never gonna be enough and it's why people use the you want 4k every match and everyone on hook.
When you killer mains sometimes won't even call out your own side for such blatant bs and even defend them when you know it's bs you're just as guilty as they are. You also basically say to everyone that hey we want 4k every match and easy games.
It doesn't matter what the truth is the perception that you're all just a bunch of whiny spoiled entitled children comes through loud and clear. Throw in the usual insults you direct or let get directed unchallenged and you're just as guilty.
The post game screen is getting changed so killer perks can't be seen and as far as voice they could take that out and you'd still whine. You've obviously forgotten Steam chat and speech to text messaging haven't you.
If you think for one instant those people in the dream aren't going to communicate somehow you're mistaken and it's hilarious you quote the devs when you're all so busy bashing them using the same logic.
I've said it before I'm hoping they create a non swf queue and then you have to choose which one you want to play against as killer. Once you choose however YOU'RE STUCK WITH IT, meaning you can't ever leave that solo q no matter what.
Don't like long lobby wait times well tough cow patties, you got what you wanted and now you're stuck with it unless you buy another copy of the game. Because if there's only 30% of the player base that does solo q then you lot have to divy up that 30%.
The nice thing is killers that choose to stay won't be lobby dodging because they won't care, they'll get super fast lobbies. The survivors won't get lobby dodged anymore because they won't have to deal with it anymore.
Lastly this last parts would have to be once they buff killers up to swf level of course but then you'd have to come up with something new to complain about.
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No mither itself is a different case. Supposed to not be viable. It's hard mode, for players who want the game to be harder. Devs pretty much said this. I gotta find it again but yes, it's the hard mode option since there isn't any. I would like perks to get changed, but no mither is different because it is the hard mode button.CoolAKn said:@Dabrownman1812 said:
Once again, fail to understand. It's hard mode, not supposed to be viable. Devs said this. Not supposed to be strong. Also, that's on you. Many people can make it to end game with no mither, you just don't seem cut out for it.The point of the forum is to make suggestions to improve things. No Mither just doesn't make the cut as a good perk because it has too many cons and not enough pros. That's why several people are making suggestions, TO IMPROVE IT. If it's not meant to be viable, then they should just flat out remove it from the game, since you don't approve of any changes to it. Have fun with every player running the same meta perks, because they aren't allowed to improve on any other perks they could use, simply because "they're not meant to be viable."
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Someone remembers.Khroalthemadbomber said:To paraphrase the Devs: "The realm of The Entity is a world akin to that of your dreams. As you're unable to talk in your dreams, you can't talk in an in game round."
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To start, if meta and an issue spine chill will stop or limit those plays. Survivors have tools to track and will adapt accordingly when meta calls for it.Smiss said:@PigMainBigBrain said:
This same clip at 1:35 though. When the devs mentioned not being able to hear it within her terror radius and queen saying something about Distressing being a good perk on her with extra terror radius mods, I would assume that they plan on changing it so that she can still jump scare people within her terror radius by masking the haunt sound while you are within terror radius. When she jump scared him he was within radius, but I'm pretty sure this was on PTB where everything was bugged to hell. So.....I guess?
Her base terror radius is 24 meters, the dev said, as long as you haunt within range of the husks terror radius which scales off of your own, the haunt sound is "muted" Im assuming? So that means if you are running distressing and bonus T radius perks you should be able to gen grab people again with a set up like that and maybe tracking perks like whispers.
Yeah it basically all depends on how they do it. I've seen it mentioned both that it could be tied exactly to her terror radius or it could just be a constant 24 meter, though likely it's gonna be tied to TR. The difference basically just decides whether you want to use Distressing or M&A. I just wanted to say that because while the devs considered the 8 meter change an improvement from the PTB, people that played it while it was all bugged experienced a version of the game where there was no noise when the spirit was in her phase walk regardless of range, and thus the 8 meter change seems like a nerf to us and a buff to the devs. Distressing would make her TR about 30-31, so with Whispers you'd have a fairly reliable way to get grabs off gens.
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Most survivor mains don't understand the advantage it gives. It can't be that much of an advantage etc. Voice breaks the game, even when I play swf I don't read loadout, I play as if I was with randoms and tell my homies not to teabag unless they camp. It's a pretty unfair game breaking edge when survivors know what they are doing and are competent. Most survivor mains don't get to rank 8 killer and lower to see the difference in high rank swf and low rank swf. Pretty much facing ed, edd, and eddy or you're facing the expendables lol.Kilmeran said:@Zarathos said: Then change the game vs players who can direct each other whats close to being done or when a save is optimum or what direction the killers going. I have played from both perspectives and its unbelievably unbalanced.
Relaying information on killers position to others. Giving the location of hex totems to the team. Giving the killers perk layout on death. Guys killers got noed. Watch out guys devour hope. Haunted ground and ruin dont touch the totems.
You call us entitled despite the fact that you are feeding information no survivour should know telepatheticly giving the location of all key objectives and threats. You can talk fron your pedestal claiming its entitled but i dare you to face down 10 rank 1 swfs as trapper and tell me how much fun you had knowing all your traps will be disarmed and your position always being compromised.
Yeah, I was checking out random Streamers on Twitch for DBD tonight and saw two channels that I recall that were SWF teams. It was such bullshit to watch. They bullied the Killer, called out positions on everything, relayed Perk loadout when one of them died.
I mean, if that was my first time viewing DBD to see what it was about, I can assure you I would never have bought the game after seeing that SWF crap.
And these are Streamers with thousands of followers.
One that was a real douche and bullying the Killer because he was bored was some Streamer named Puppers. The other SWF relaying all sorts of crap (including Killer loadout) was StreamDad_
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Once again, fail to understand. It's hard mode, not supposed to be viable. Devs said this. Not supposed to be strong. Also, that's on you. Many people can make it to end game with no mither, you just don't seem cut out for it.CoolAKn said:@Dabrownman1812 said:
No, supposed to be hard and be targeted. Not supposed to be easier to stealth but imagine if there was a perk that did that.Because it's SO much fun getting tunneled by the killer and denied any chance of playing the game normally. I am just rolling around the blood points I receive from being focused by the killer and killed by the 3 minute mark. SUCH AMAZING GAMEPLAY!
Might as well allow the killer to mori No Mither users the moment they are found, you just about get as many blood points from the trial. Perks should not require other perks to be viable. No Mither just about requires you run perks like Resilience and Tenacity to be slightly useful. That's 3 perks used just to get some benefit from 1 perk. This perk is weak with no compensation whatsoever to being tunneled.