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Dabrownman1812

Dabrownman1812

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Dabrownman1812
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  • Solo players still breeze through it. It's only difficult for people who main swf and switch over. 
  • @MichaelAudreyMyers said:
    After they apply the kindred perk as a base perk for survivors, they could consider those changes. Right now, that would only make things harder on solo players.

    Apply Kindred as a base perk? Why would that change anything? And how is that even a necessary change?

    Counters camping. Built in kindred to the affect of seeing a camping killer, not each other. I'm cool with this if they add something soon to give more time to killers, not just rbts for one killer. Ruin is so core. 
  • The teamwork thing is too broad, 5 totems, it makes them quicker as game goes on. I see what you mean though. Game ends in 5 minutes or less already, we gotta remember how quick this is. A minute and a half or so for each gen, minus 9% gets you about 11 seconds off, not counting leader or toolbox which makes it 33 seconds sooner possibly. We gotta remember how abilities stack too. 

  • Bravo0413 said:
    I agree... most people know and the devs know that this is an on going issue.. the fact that the objective has been the same for 2years now should be reason to change it up and something else.. I thought of adding in an objective of having the survivors be in charge of building the hatch themselves... after each gen a piece of the hatch spawns and they have to find and place it at the hatch location... either way an increase in time to the gens is not the answer because it only makes the game more boring.. I like the idea of the cercuits 
    I agree, but moreso, circuits or longer gen time gives time for the killers. They nerfed brutal strength, nerfed noed. I feel bad for killers. I keep killers busy for at least 2 gens, many others do. And that is so disproportionate to the killers goal. Some killers just camp because the time to look isn't worth it.
  • Master said:
    You need to drop the pallet earlier then, you also have to estimate the ping, if it's a bit higher,  then adjust and drop the pallet earlier than with a green ping
    Devs confirmed this to be on them. The stun occurs later after the clown patch. It's not on the survivor. 
    It shouldnt apply after the pallet drop but mid to late of the drop animation, they said they are fixing this.
  • Master said:
    You need to drop the pallet earlier then, you also have to estimate the ping, if it's a bit higher,  then adjust and drop the pallet earlier than with a green ping
    Devs confirmed this to be on them. The stun occurs later after the clown patch. It's not on the survivor. 
  • I would prefer they make it work like Up The Ante, but it only applies to you and not everyone. So it would be: For each other survivor still alive, gain 1/2/3% increased speed bonus to repair, healing and sabotage actions.

    At tier 3 that means:

    3 allies alive = 9% action speed bonus.
    2 allies alive = 6% action speed bonus.
    1 ally alive = 3% action speed bonus.
    0 allies alive = the perk is made null.

    This not only makes the perk far more usable, but it promotes good altruism because the user will want to work to keep their allies alive in order to maximize its use.

    That would be bad and make gen time stupid, everyone would run this always active toolbox ability. The conditions stops it from being broken
  • It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.
  • We can't escape the clown, oh my god! Well, stop mindlessly looping, I escape clowns or have a long chase with clowns. Act like it's a real killer like the nurse, cant pallet loop a real killer in real life. Learn how to create circuits and not just loop.
  • @Oblivion1912 said:
    I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP

    the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.

    As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.
  • I'd say he's worth it for Bamboozle. That perk has helped me out tremendously. It just ends the badly designed loops. Killer shack loop is no longer cancer. Groaning Storehouse is no longer cancer. Etcetera.

    Clown is good but he still cannot stop loops the way that Huntress or Nurse can. He's better at it than most but he's still not on par with Nurse, Billy or Huntress.

    For me he's better than huntress due to hitbox of the hatchets, lower movement speed. He stops loops by catching up to the survivor during the lop, you cant just duck to avoid the gas like you can a hatchet or bait a hatchet throw. Clown handles loops better. Not better than nurse of course. Huntresses still gets looped pretty hard, her directional hum doesnt help as that makes her easier to avoid. 

  • I would love the Ripper in dbd, but he's basically the better Wraith so I don't think it'll ever happen cause why play Wraith when you can play Ripper
    Word, maybe the geisha or spider
  • @Dabrownman1812 said:
    Hodderfodder said:

    @Dabrownman1812 said:

    Stridor, buff the numbers by 25% to injured and healthy and it'd be decent. 

    It wouldn't fit the perk's lore, but I think Stridor should also add meters you hearing gens and gens-being-worked-on. Basically the counter to technician.

    The lore is loud breathing, not sure how making breathing louder breaks lore. Stridor is sounds originating from the larynx or windpipe. Wouldn't make sense for gens since stridor is biological.

    I was saying that my suggestion---increasing gen noise--wouldn't fit the lore. I was quoting you just because you brought up Stridor details.

    My bad yo, was at work so probably read it wrong
  • I think devs said just showing other survivors will be too strong. 
  • Identity v has weaker killer mechanics and shows a killer camping and they can still 4k. 
  • Baphomett said:
    Kindred for free is the only thing I have an issue with.  Thats a pretty huge buff and all but guarantees that more survivors will stay on gens instead of multiple people going for the unhook.

    I wouldnt have a problem with it if they made BBQ a standard ability for killers and gave US back a perk slot.
    Kindred ability isn't bad if it shows just the killer camping. If it shows survivors each other I agree that is strong, they said to show if a killer is too close to the hook, which is a good amount of information but not op and ground breaking. 
  • Baphomett said:
    Kindred for free is the only thing I have an issue with.  Thats a pretty huge buff and all but guarantees that more survivors will stay on gens instead of multiple people going for the unhook.

    I wouldnt have a problem with it if they made BBQ a standard ability for killers and gave US back a perk slot.
  • I play high rank survivor and killer, there's hits I should not get on a survivor due to pallets. Lets see what they have in mind for killer in the future. Killer buff last patch, survivor qol changes this patch, maybe killer again next patch. Stop being sheep.
  • Hey guys. I just watched the latest Q&A and I am very upset tbh. Killers are getting nerfs and survivors are only getting buffs again. I thought the game was heading in the right direction but the devs always know how to [BAD WORD] it up and gave in to the cash cows.

    They're nerfing bloodlust. Because it's already been SOOOOO useful right? Bloodlust 3 is gonna be what Bloodlust 2 is right now. Meaning 0.6 m/s increase. The live version Bloodlust is 1.2 m/s.

    Trap buffering is coming back. They are instantly making Trapper weaker after his buff.

    Survivors are gonna be able to pallet loop even safer in the next patch. They are going to make the animation way faster and the pallet more reactive. It's gonna stun the killer faster as well.

    Survivors are going to lose their exhaustion when hooked, cause why the [BAD WORD] not, am I right?
    Maybe even lose all bad status effects in the future...not confirmed yet

    They were talking about Dead hard not starting exhaustion if the user still got hit after using it. Not in the next patch tho.

    There wasn't even one good point for killers in this Q&A. Devs? You guys are morons and shredded the last bit of hope I had left for you. Imma try to see how it's gonna play out and if I'm gonna get pallet looped and I don't get any Bloodlust, since destroying a ######### pallet removes the effect, then I'm ######### done and I'm gonna play ez survivor some more.

    Btw. Yes I am a killer main but also rank 1 surv player. I know how ez it is to play surv. Guess killers have to use the bad review strat this time. Maybe it'll work like it did for the survivors.

    I think you're complaining too much, they said they're looking into bloodlust changes and decreasing time for it to activate is something ghey are looking into. There is going to be some things for quality of life for anti farming, we all hate farming, so adding some stuff for the hook helps someone from being farmed. There is no other way to guarentee. Kick someone off? Some people could do that to be trolls. They also didn't reveal things to improve qol for killers yet. Everytime someone get buffed or nerfed, someone complains about who is getting buffed, which shouldn't be an issue. The issue is are these changes useful? You should see a camping killer as punishment for camping which is low skill and there should be a cost for camping. Adapt killers! Use insidious to camp something else and use your brain. We cry but we dont know what they got in store for killers, they brought up one side but didn't reveal everything yet. We got at least 4-5 weeks or more for chapter 9. Wait till all plans are revealed before you criticize. 
  • @Dabrownman1812 said:
    Stridor, buff the numbers by 25% to injured and healthy and it'd be decent. 

    It wouldn't fit the perk's lore, but I think Stridor should also add meters you hearing gens and gens-being-worked-on. Basically the counter to technician.

    The lore is loud breathing, not sure how making breathing louder breaks lore. Stridor is sounds originating from the larynx or windpipe. Wouldn't make sense for gens since stridor is biological.
  • Neska said:

    @Orion said:

    @Neska said:

    @Orion said:
    Looping exploits the different collision boxes that Survivors and Killers have, thereby (almost) nullifying the speed advantage that Killers should have. Delaying the game is also not an intended tactic by the developers, which is why it's being nerfed.

    I call it playing smart. Going after the person who will take 1 hit to be rehooked with less time than they had before is a smart play. Going after the person who will take 2 hits to be rehooked with a full hook timer is not.

    No Killer has ever asked for 4k every trial, so I'll just ignore what you said after that.

    No Killer asked for a 4k every trial, but many want exactly that..

    Which you know because you're telepathic? Or are you just assuming because you yourself can't adapt to Killers actually being the power role?

    I know that, because many play for the 4k, and I watched enough streamers that main killer & even said that it's not a win for them if they don't get 3-4 kills :) I never said all killers or everyone, I said "many" :)

    Funny cause half dead is a tie, even in identity v it officially considers two dead a tie. You lose when more survivors leave, you win when less survivors leave.
  • Builds also takes into account killer and addons
  • New outfits for all characters non licensed for each patch and a couple between chapters. Devs confirmed this I think.
  • Is it only tinkerer 2? Or any variation
  • Even if bond doesn't work or empathy, it will still be op, negating hex perks with ruin being core. And once again centralize the game even more on sprint burst and such 
  • But if 4 people run this this negates ruin, would be this, empathy, sprint burst, selfcare. It would be damn there irreplaceable and would negate the only thing killers have. This cannot be in the game lol. This will kill the perk diversity devs trying to push.
  • With the mechanics of foot prints, and ways to track blood, to make more tracking perks encourages looping. Less tracking encourages more stealth. Make gens take longer to complete. Gen times haven't been modified since the time of no hook moris. Bnps finally been updated for the time, but gens havent. Everything in that game era was existed to fit together, so the 4 elements moris, gens, pallets/vaults, bnps, all needed to be updated. Only thing untouched is gens from a distant past.
  • Thats true, also depends on your prestige as class photo is relatively common for p3.
  • Spinechill bruh
  • Dying light and mori better than thana, run with black box
  • I have my thumb on franklins or light born until the last second because of this.
  • Zarathos said:

    @powerbats said:

    @popoles said:
    @powerbats
    But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess. 

    Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.

    Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks

    Idk if you played identity v, but they have an interesting idea, hitting a survivor mid interaction with vault, chest, anything, cause instant down. Even a lunge strike. Nice built in mechanic.
  • Stridor, buff the numbers by 25% to injured and healthy and it'd be decent. 
  • Lullaby is great for certain builds. Surprisingly effective on freddy as people want to fail skill checks, since they are gonna fail it anyway why not take an extra 6% regression along with it? 
  • Stream snipers can be dealt with by adding a delay on your stream and readying up with an early group if it take too long leave lobby start again. This problem is everywhere not in DBD alone. Hearthstone players like kripparain get this crap all the time, DBD is not the only game that has this problem. As for bans for camping and tunnel lets just say we did ban tunnelers and campers. Made some safe area where killers couldn't hit recently unhooked survivors, well then survivors could exploit the ######### out of it and the unhook could body block until their invulnerability elapsed. Also tunneling a survivor has times and moments when its pretty reasonable. If you have a team of ds players then changing targets will lose you so much momentum you can easily lose the game. Not many survivors pick up on this. Because it only serves to benefit them. Finally your bans are clearly being pointed at the wrong group here how is it the killer fault for trying to kill you after being unhooked. Shouldn't the blame rest with your unhooker who ran away and left you with the aggro or simply choose a really poor time for a save. Why not ban them?

    In the end you were able to play the game you got downed once and died on first hook feels bad but if saves were free I guarantee you it would lead to serious exploitation by survivors. Nearly every asymmetrical game kills you immediately upon being caught and beaten. DBD is insanely generous with its 3 hook system. If I am behind theirs 2 gens left i need someone out of the game. I am under pressure to remove a player telling me i can't because of some arbitrary honor code is ignorance of the various strategies a killer needs to come back into the game. Imagine if I said I ban you for using hatch. That would be insanely stupid, irregardless of how unfair the hatch is towards a killer who worked hard for his 4K. Playing to your outs is important in any game provided you not deliberately exploiting the game or hacking all is fair game.

    As for the killer buffs you need to play around each killer. Be aware of their kit and counter it with your existing layout. If a hag is in game focus on crouching around gens and totems. Try and trigger her traps when shes in the process of bringing a survivor to a hook. If its trapper disarm the traps where you expect them to be so future chases will be hindered for the killer. All of this you would know if you played these killers but if all you play is survivors you won't advance that far, as these killers will exploit your weaknesses and lack of killer knowledge. Even the best survivors play a varied palette of killers so you can fight them.

    Zarathos, i understand your point of view but you have to understand mine as well.. I'm playing killer as well, and if I can win matches with 4k, WITHOUT camping or tunneling people.. Well then others should be also able to.. Am i right?

    Tunneling isn't bad if you have dying light or remember me, your point is to make sure that person dies at the beginning for dying light or by the late game for remember me. 
  • Survivors crying because of killer buffs. This is a horror game, asymetrical games are supposed to have a powerful one vs weak many. The fact that a competent survivor can run the killer for at least one gen, which is 20% of the  survivors objectives for less than 20% of the killets objective  (one hook phase) is nuts. Each hook phase is an objective, 12 objectives for killer 6 for survivor if you count the exit door, takes under 2 minutes per gen, a minute average for a competent survivor chase, not counting the searxh for the survivor, or the hook if not interrupted. And high level games end 4 minutes and under. Just a survivor main using basic math to show the game is stacked against the 1 vs stacked against the many. It isn't supposed to be impossible for the many, just hard because this is a horror game.
  • Why not add the hello zepp tune when you're on your last 30 seconds of the rbt?
  • Esheon said:

    @Star99er said:
    akbays35 said:

    hag does have more map control, but she still depends on bloodlust for chases.

    If you’re a bad hag then yeah lol

    Yeah, Bloodlust shouldn't even have time to activate if you've properly prepared the chase area. If you haven't, then why are you chasing there?

    Hag cant prepare everywhere due to low speed, there will be traps randomly set off or areas not trapped up that you chase someone into.
  • Esheon said:

    @Star99er said:
    akbays35 said:

    hag does have more map control, but she still depends on bloodlust for chases.

    If you’re a bad hag then yeah lol

    Yeah, Bloodlust shouldn't even have time to activate if you've properly prepared the chase area. If you haven't, then why are you chasing there?

  • Maybe the watch can decrease fatigue time but not have a downside
  • @Dabrownman1812 said:
    thesuicidefox said:
    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.

    It would help with other Exhaustion perks too though. If being able to get multiple speed boosts in a chase relies on using a specific perk then that's a fair trade. There was nothing necessarily wrong about getting multiple bursts in a chase, the problem was that it was so frequent and easy. With Vigil there would be a trade off at least.

    @Runiver said:
    Too bad it doesn't affect the main exhaustion perk issue :
    Sprint burst.

    They could have just left the exhaustion recovery and just give a condition to SB to balance it out with other exhaustion perks.

    I thought this until I played with it. Exhaustion change really kinda doesn't affect other perks all that much, just SB as far as I have experienced, so it's doing it's job.

    In the hands of pros, other perks can be used to comparable affect. Called a power creep anyway.
  • I run Sprint Burst, and only SB, as my Exhaustion perk. I also use Adrenaline from time to time, but that's more for the healing effect not the speed boost (I don't tend to run Self Care anymore, it's like EZ mode).

    I personally feel like the Exhaustion nerf is fine. I tend to walk everywhere anyway if I'm not in a chase to save my SB, so nothing has really changed for me. The only thing is that I don't get it multiple times in a chase, which was nice I have to admit, but was also kinda OP.

    The only thing I would ask is to have Vigil allow you to recover from Exhaustion while running rather than recovering faster (effects on other statuses should remain the same). Then if you want to do a build where you plan to run from the killer for extended periods of time you have this as an option. It is hella fun to be in a chase and have you SB kick in, and like I said it's OP, but if you have to sacrifice a perk slot to do it then it'd be quite fair IMO.

    I'd also say, even though I don't use the other Exhaustion perks, their timers should be lowered a tad to make them more comparable to SB. People swear by DH I know, and it's great in specific instances or if the killer is bad, but it is quite easily countered by any OHK or just waiting for them to use DH. SB is just way better than all the other perks because you can use it instantly at the start of a chase, which is often enough to get away on it's own, and it works in any situation. If the timers were lower on other perks I could see myself using Lithe more or something.

    EDIT: Also to make a point I have been able to use SB mid-chase by letting Exhaustion recovery 99% then running so when the killer chases me I can drop a pallet or just stop running for a second and get SB. It's actually quite effective.

    The point of the nerf is to literally not have multiple bursts. This would keep the meta the same to give vigil that effect, and would prevent what they are trying to make which is diversity. Dh still good when used twice.
  • It's sort of an inside joke how one of the strongest killers in the game has the worst add-ons ever. Baring anything else, they interfere with your trained muscle memory, which you've spent all this time preparing to respond to certain conditions. The only addons most Nurse players who know what they are doing are: the brown; particulary the molar and the spoon. The stopwatch. The pinecone book-mark/cincture combo. The Fragile Wheeze, and Campbell's Last breath. The rest can go straight to the trash.

    Her power is so unique it's tough to make straight forward good add ons as the add ons effect the killers power. Fragile wheeze is there to counter certain add ons negatives.
  • Sounds cool, the pig, by simply coming out of stealth can attack and can attack in a dash attack. Wraith? Well with the considerably decreased uncloak time and the silent bell you can get a comparable effect to what you described.
  • Rozenlied said:

    So, I used to main survivors for a long time, and I didn't play the killer side for a long time.
    I won't lie: I used to and I still loop and abuse flashlights when I play them, but Jesus Christ, I played killed today just to be harrassed by 3 premade players abusing flashlights and pallet looping.

    I passed at least 2/10 of the trial time being blinded, and another 1/10 being looped. I was playing Huntress and even with a good aim, I couldn't put any survivor on the hook for the majority of the game because the other two teammates of the one I downed would blind me from both sides.

    Also, they started harrassing me for abusing lagswitch. First of all, they started the game with 300+ ping each, and there was only one dude that had a decent ping in my room. All of them except that one were really laggy for me, and the one that harrassed me the most was a Claudette that was almost teleporting. Besides teleporting, she had Dead Hard, so it was almost impossible for me to hit her.

    I would like to talk about SWF too, but the Devs don't seem to care about it and they still think SWF is healthy for the game.

    Devs doing something but one step at a time so peeps don't freak out and quit the game. Also look around for flashlights, dont rush. And bring franklins for flashlights or lightborn. Always prep for flash lights. Ping happens, I know how it is.
  • Helena said:

    I dont know why but I really cant play as killer, I always wait a lot and no one joins my game so I just go and play survivor instead. Does anyone have the same problem? I could literally be waiting 30 minutes there and no one would join. As survivor I just click join and in 1 minute I'm alredy playing.

    Devs looking into que issues
  • Every Clown I see tends to do the same thing; they try to play him like Huntress or Doc by attempting to hit directly or near a survivor in a chase. IMO this is only valuable if you are chasing them through corn or something. Better Clowns have learned to throw the bottles to block paths and force survivors in certain directions.

    You should be using your power to "corral" survivors where you want them to go. Hitting them with the gas definitely helps, but that shouldn't always be your focus.

    Use them to help block shack and certain loops. The clown is proactive vs the reactive huntress. You control, you don't react and punish. Also, you can attempt to hit directly only if a survivor is stuck in an animation like vault or unhook. Also, you can lead into a direct hit if you have 2 extra bottles and the red heads pinky finger for 1hko. You can slow them down with one or two bottles, get close, get a direct hit then 1hko. 3 bottles for a quick one hit goes past dead hard and saves more time than two hits. A bottle hit does interrupt actions for .5 seconds if you are a sniper going for a vault fumble/slow vault secure hit combo. The combo is you hit them and the .5 stun plus the slow vault lets you hit them.
  • Shapy said:
    I dont rly feel like adding windstorm to his Base Kit and Rework his Add Ons is enough to make him a decent Killer. 
    The Problem is that his Power does Not Help him in the chase and you can Spot him easily.
    Imo he should atleast be fully Invisible and add something else to his Base Kit to make him useable in High ranks.
    As in all games, not everyone will do well in high ranks due to tiers, however let's wait till ptb and see how these add ons help him. Good to see the mindgames n such. Being able to tell gen progress with ultra rare is good as it is pretty much another kind of bbq and chilli, you can tell where people are from afar. That and no bell sound can get sneaky hits if uncloaking around the corner of the gen. Gens often have some kind of obstruction around it to cover wraith smoke. Considerably decreasing uncloak time along with natural windstorm is pretty good still. So good to see how this plays out.
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