Avatar

Dabrownman1812

Dabrownman1812

About

Username
Dabrownman1812
Joined
Visits
2,175
Last Active

Comments

  • That's why you don't use both
  • Blueberry said:
    Blueberry said:
    Some exhaustion nerf and a little faster pick up...happy sure..games still not even remotely close to balanced yet though
    Step in the right direction, if they rolled everything out at once some people might just quit the game.
    That’s what I’m hoping the devs do but I’m not too hopeful. Last stream they were already talking about nerfing bloodlust. While bloodlust is indeed a bandaid fix that will eventually need to go, in what world is it overpowered or even remotely an issue currently. I think they feel like they have to give the survivors a little bit every time or they’ll rage and quit. 
    Quicker blood lust could break loops quicker, every 9-10 seconds help but I think the max should be between the current tier 2 and 3 of lust. Getting blood lust earlier with the same boosts wouldn't be healthy either. We also don't know what future perks they are bringing that might help in the chase. Also, they did say they are looking at the end game. It would be cool if there was a 2 minute timer for an open exit door, and it closes after 2 minutes. 
  • BAEHOETA said:
    Orion said:

    The button for Sprint Burst is the sprint button, on both platforms. If you don't intend to use it, walk.

    Okay but how come you can choose when to use dead hard? I feel like perks like that and sprint burst you should choose when you want to use them. 
    Idk how long you played the game, but 3 second speed boost whenever you want it is broken on so many levels. 
  • Flashstunning a cloaked wraith isn't as common as one thinks
  • Brady said:

    @Dabrownman1812 said:
    Survivor mains who don't want to adapt. I'm a survivor main who doesn't use sprint burst. Due to mechanics and balance, your proposition wouldnt be a balanced solution. Lore wise, how can you recover from exhaustion while running? They updated the instaheal and adrenaline to counter freddy as to make sense. Play killer more and you'll understand, i play a lot of both sides. See how the mechanics aren't on the killers side, they don't have the power role.

    Love this.

    Adapt. Don't rely on your Sprint Burst. Run earlier, use different ones like Lithe or Balanced Landing (Lithe is more useful than Sprint Burst as it stands right now).

    Just adapt. All changes BHVR makes can't please everyone.

    Word, peeps love to last second run when in trouble. Run earlier, be more aware. Cant sprint burst reliably from stealth killers? Run spine chill and stealth away sooner. Diversify. People want the same thing to work all the time. This is horrible because it also makes it so future perks aren't used. More tact perks. The devs pretty much admitted that they didn't account for the long term effects of certain perks, the impacts when ran by 4 people. Which is why we are now getting a dstrike nerf. 
  • No need to make anything. All games have metas, metas change. Game has been against killers for a while. Learn, adapt. Doesn't matter what you don't want. No one wants to change when given so many tools. If you look at mechanics, math, statistics, it doesn't give killers the power role. Even take the freddy week 1 nerf, devs gave so many handouts to survivors and pretty much placed their needs first. They accepted people will complain, but change needs to come. 
  • Blueberry said:
    Some exhaustion nerf and a little faster pick up...happy sure..games still not even remotely close to balanced yet though
    Step in the right direction, if they rolled everything out at once some people might just quit the game.
  • @MegMain98 said:
    Zarathos said:


    MegMain98 said:


    Zarathos said:


    MegMain98 said:


    Zarathos said:


    MegMain98 said:

    Killer mains are SALTY over decisive strike. It is a crutch perk but so is BBQ and Chill, brutal strength, and nurses calling...not to mention all of the aura reading add-ons that could be called a crutch on the killers side. There are both crutch survivor perks (DS, sprint burst, self care) and crutch killer perks. If it works then why ######### about it? If the player using DS acts toxic, don’t assume everybody who runs DS is a toxic player.

    I looked at the most popular survivor channels on YouTube and after heavy research found that ochido's channel is the most popular of all of them. I'm calling the kettle black because the kettle is black, ds is a dead give away that your a toxic player same as a killer running insidious. The difference is most killers don't run insidious.

    Also you don't realise how Ds is damaging the upper rank survivor games. Ds players are notorious for letting their team die in order to get hatch. Killers won't pick em up unless there far ahead and many survivors have to take the fall instead of the Ds player who played badly.

    Its funny how this perk screws over other survivors by boosting the rank of players whose mechanics are not as sharp as the cream of the crop. I would have never made it to rank 1 as killer if there weren't so many boosted survivor players as their is now. You can thank decisive strike for that.

    Of the five main YouTuber DBD players (OchiDo, Monto, Panda, No0b3, Tru3Ta1ent) the most “popular” one is Panda with 512K subs. Out of ALL of them (Tru3Ta1ent rarelt plays survivor as it is) the only two that run Decisive is No0b3 and OchiDo and only ONE is really actually a toxic player. I’m pretty sure you can guess who that is. You can’t say “if you run decisive strike you are a toxic player”. A lot of people who do ARE toxic, but not every last player who runs the perk is toxic. Doesn’t matter anyways, if people want to run the perk then let them and not make a big fuss about it. It’s not any worse that an Insidious Leatherface hiding in the corner of a basement waiting to somebody to come down and make the save.

    Except its messing with the rank system. Players who are the obsession are left till last meaning they pip faster and end up populating the high ranks. They then coast on the skill of their teammates as they are hooked and killed last because the killer (in order to remain competitive) needs to target the non-obssesion players first. When people start dying the Ds player will back off and hide until the last member of there team dies.

    You might not care about the high rank play but there are plenty of survivors and killers who are sick of this. You can't grasp how frustrating it is to lose at least 4 seconds of time to ds and the reactivation of the chase. If your not always hooking and you lose momentum losing a hook  the game is over. Never mind teams full of Ds that can massively destroy any momentum you could gain as a killer. 

    It such a massive game inbalance. I had games where I saw a Ds in play with two last second flashlight switchers. Long ago I would play the game as if I didn't even know it was in play and barely land a kill due to the stun time and momentum lost. The next time this happened I choose to go against my own rules and face camp the Ds player when they got knocked down next to the hook. They all raced for the save and sure enough none of them did gens. I continued this strat for the rest of the game until the last player was left. He went for the hatch and I finished with three sacrifices and a pip.

    This was the optimum play because I assumed everyone had ds and post game lobby I was vindicated with all 4 players running ds. This is what Ds counterplay looks like its facecamping the Ds players because they all play in a behaviour that obvious. Spamming flashlights and tea bagging. Sometimes stereotypes exist for a reason and the perks a survivor uses often gives you a damn good read on the type of players your up against. 

    So in summation Ds is a perk that only pushes weak players up the ranks with counterplay that is unfun and boring. But do go ahead and argue how it doesn't matter. The facts will always be at your feet all you have to do is look. 

    You. Can’t. Say. All. Decisive. Players. Are. Toxic. You’ve gone against high rank decisive players, they are most than likely toxic. But don’t tunnel the obsession because they have decisive. I ran decisive strike when I was a new player to get a a good grasp on the game. Decisive was actually in the shrine about a week or two after I started playing. It was around March/April. 

    Decisive counters a players mistake, a crutch. NOED is a killer crutch, it can be countered but it is not ALWAYS countered. Oh well...if you don’t like decisive I don’t know what to tell you. It isn’t gonna stop people from running it as a perk.

    I never expected people to stop running it. When it comes to multiplayer games players will exploit the strongest strategy to get to the top. They will fast track by any means necessary. I want to explain the damage this perks is doing to high rank play and get across that its counters are not pleasant and only serve to promote a cruel killer play style.

    More importantly I want survivors to know that the Ds players are the ones pushing a tunneling killer play style as choosing to chase the obsession will yield no hook as it is likely their carrying ds so when I see you running by a pallet spamming your flashlight. I m not gonna chase you if I know you have ds I'll just chill by the hook or hunt someone else.

    So many survivors complain about tunneling unaware why the killer will chase them after unhooking rather then the saver will its likely your saviour is carrying ds and we are not gonna throw our game to chase the ds player and give you a chance.

    I saw a truetalent video recently where he teamed up with a survivor to hunt the last player who was a Ds player he had downed repeatedly but never picked up because again killer momentum is lost. They tracked em down and hooked him as he was waiting by the hatch not bothering with gens for the second half of the game.

    This is important to note as these players are a dime a dozen in high ranks and pretending their is nothing we can do about this perk is just gerrymandering. Things can be done an incentive to pick up the survivor a forced no mither state or a hook state immediately lost when Dsing. Perhaps the survivour will become moriable immediately after using ds now that's an incentive. Perks like ds need to have heavy consequences so the perk can balance its insanely powerful nature.

    I mean EVERY SINGLE update in the game has been killer buffs and survivor nerfs. In the beginning, I will agree survivors were overpowered, especially before bloodlust. Although with each killer buff patch, how many more can we get before killers become extremely OP? Sure some killers probably will never be OP (Freddy/Wraith) but some DO NOT need any buffs (Billy/Nurse/Huntress/Myers). Survivors don’t exactly need a buff but killers really don’t either. The game is not supposed to hold your hand as you try and hook survivors, you will not get a 4K every single round. Decisive Strike is a survivor crutch but with that nerf coming in soon and all the killer buffs, there isn’t a need to complain about decisive strike. I just don’t want to game to be SO MUCH in the killers hands were the survivors have no chance of escape even with a bad killer. Trust me, I don’t want it easy as a survivor but they need somewhat of a chance of escape.

    A good survivor can easily loop a good Billy/huntress/myers for like 4 gens(unless on some specific very bad maps).

    This game is actually still on the survivors hand by a LARGE margin.

    Even if not 4 gens, 1 or 2 gens is still alot considering it's 1 objective gone for one hook, this system was balanced out by moris earlier in dbd and bnps, but gens themselves haven't been balanced for the new state of the game
  • MegMain98 said:
    MegMain98 said:
    Orion said:

    @MegMain98 said:
    I mean EVERY SINGLE update in the game has been killer buffs and survivor nerfs. In the beginning, I will agree survivors were overpowered, especially before bloodlust. Although with each killer buff patch, how many more can we get before killers become extremely OP? Sure some killers probably will never be OP (Freddy/Wraith) but some DO NOT need any buffs (Billy/Nurse/Huntress/Myers). Survivors don’t exactly need a buff but killers really don’t either. The game is not supposed to hold your hand as you try and hook survivors, you will not get a 4K every single round. Decisive Strike is a survivor crutch but with that nerf coming in soon and all the killer buffs, there isn’t a need to complain about decisive strike. I just don’t want to game to be SO MUCH in the killers hands were the survivors have no chance of escape even with a bad killer. Trust me, I don’t want it easy as a survivor but they need somewhat of a chance of escape.

    You have not played the game since the start. Check the patch notes on the wiki if you want to know how hilariously wrong you are.

    I don’t have to have been playing the game from the start to know most if not all of the patch notes. Just because I haven’t been actually playing the game doesn’t mean I haven’t followed it. You have to admit that the majority of the patches have been killer buffs (a lot of them well needed) but what exactly do killers still need a buff in? Some things yes...nothing at this point is game breaking (like before bloodlust and loops could be abused). Just feel like some people are nitpicking at this point.
    Fail to understand survivors have the upperhand now. It's not about handholding, but game mechanic wise, the objectives, average chase time, is not on most killers side. Some people are noobs, but people who play a bit and hugher rank know this. 
    Not everybody is higher rank and you ever get mismatched into different ranks with killers. I’ve been a Rank 18 noob with a Rank 3 killer and I’ve been a Rank 6 survivor with a Rank 20 baby killer. Thing is that a 4 man SWF will crush a bad killer but a SKILLED killer with get a least two kills. Look at Monto’s videos, rarely does he complain about SWF groups, of course he runs into toxic groups who last minute switch to flaslights but he usually gets a 4K. A lot of complains are very nitpicky to be honest. If you cater to every complain that high ranks say you’ll drive away newer players
    New ranking system and reset is for a reason, noobs play with noobs.
  • Survivor mains who don't want to adapt. I'm a survivor main who doesn't use sprint burst. Due to mechanics and balance, your proposition wouldnt be a balanced solution. Lore wise, how can you recover from exhaustion while running? They updated the instaheal and adrenaline to counter freddy as to make sense. Play killer more and you'll understand, i play a lot of both sides. See how the mechanics aren't on the killers side, they don't have the power role.
  • MegMain98 said:
    Orion said:

    @MegMain98 said:
    I mean EVERY SINGLE update in the game has been killer buffs and survivor nerfs. In the beginning, I will agree survivors were overpowered, especially before bloodlust. Although with each killer buff patch, how many more can we get before killers become extremely OP? Sure some killers probably will never be OP (Freddy/Wraith) but some DO NOT need any buffs (Billy/Nurse/Huntress/Myers). Survivors don’t exactly need a buff but killers really don’t either. The game is not supposed to hold your hand as you try and hook survivors, you will not get a 4K every single round. Decisive Strike is a survivor crutch but with that nerf coming in soon and all the killer buffs, there isn’t a need to complain about decisive strike. I just don’t want to game to be SO MUCH in the killers hands were the survivors have no chance of escape even with a bad killer. Trust me, I don’t want it easy as a survivor but they need somewhat of a chance of escape.

    You have not played the game since the start. Check the patch notes on the wiki if you want to know how hilariously wrong you are.

    I don’t have to have been playing the game from the start to know most if not all of the patch notes. Just because I haven’t been actually playing the game doesn’t mean I haven’t followed it. You have to admit that the majority of the patches have been killer buffs (a lot of them well needed) but what exactly do killers still need a buff in? Some things yes...nothing at this point is game breaking (like before bloodlust and loops could be abused). Just feel like some people are nitpicking at this point.
    Fail to understand survivors have the upperhand now. It's not about handholding, but game mechanic wise, the objectives, average chase time, is not on most killers side. Some people are noobs, but people who play a bit and hugher rank know this. 
  • Survivor main here saying survivors had it so easy with so many give aways and op balancing that was never really addressed since the first mori bnp nerfs. The devs need to keep in mind at all time, the average time it takes for competent mid level survivors to complete all gens which is 6 minutes or less without ruin. They also need to keep in mind the fact that anything a survivor has can be stacked to multiply the effectiveness by up to 4x like bnp and dstrike. When you introduce options that tip the time further into the survivor's favor, they have to have a yes op killer equivalent perk in terms of value. It is 4 killer perks vs 16 survivor perks. 
  • Killers are supposed to seem op, no one survivor should burn out more than half of the game for one chase. A competent killer is supposed to trump a single competent survivor, this game doesn't have that kind of balance yet.
  • I'm a survivor main myelf, I understand the toxicity but think bout it like this, gens are by hooks, so someone not trying to be toxic just gets exposed? It makes more sense to give the exposed status to someone who unhooks someone in your terrorradius. Actually punish the action.
  • I only play solo survivor when I'm not playing killer and I'm not 100% sure how I feel about this. The fact that I can tell someone is being chased who may very well be on the other side of the map just ruins any intensity I use to feel.

    I play solo because I enjoy relying on my own awareness and not others so this (at least to me) isn't so great.

    This is to match information given as swf has more information than solo player. As another balance, they said they will look into not revealing killer perks to players till match ends. 
  • Orion said:

    First of all, don't blame Killers for doing their job. Many of us used to go easy on Survivors with multiple DCs, and we got nothing but abuse from them as a reward. You can blame your fellow Survivors for Killers not going easy on you.
    Second of all, this would be incredibly easy for SWF to abuse.

    I think the person is concerned with points and pips, killers get compensated for dc. But also, the difference is the survivor doesn't lose an objective, the killer loses an objective.
  • Survivors have many tools and are op compared to most killers. To upset the balance and give more power to the power role makes the weak cry out.
  • Also op and unbalanced. Similar to d strike unbalance. I like the idea, but it's not worth it for a game. Insidious nearby and take advantage. Any perk that gaurantees success with very little risk reward is bad on either side.
  • That obsession would be good for freddy 
  • MegMain98 said:

    i just see a lot babies that tunnel and have no skill, thats why they want to change this solid perk. but compared to other perks like NOED its not more overpowered. deal with it. iam main killer btw.

    Noed doesn't gaurantee and can be worked around, negated before it comes in. I see what you mean though, certain killers like freddy can fully utilize noed and with everyone asleep with class photo and remember me stacks, makes for an end game sweep. Also, what makes survivor perks and add ons strong is that there can be 4 of them. Oe d strike isn't that bad. I play both sides equally. 
    If there was a way for their to be only one D-strike then I’d be all for it but it wouldn’t be fair to any of the survivors who didn’t get picked to be the obsession, they would lose a perk slot. 
    Not in all cases as the killer only knows for sure one d strike
  • MegMain98 said:
    Zarathos said:
    MegMain98 said:

    I would classify myself as a survivor main, but I'm dabbling more into killer to open my eyes to the other half of the game. I remember when Myers first came out, the game was illegitimately terrifying. He was picked by every killer for what seemed a month until survivors got their ######### together. Ever since then I've been had that same feeling of terror beside a good chase or last minute escape. From my recent matches as killer I do notice I find myself more on edge, but this comes from hoping I don't get gen rushed.

    The dev's just need to create some element in order to change the meta of the game. Generators need to take longer or require something else in order to fix them completely. Maybe find some parts around the map or something. Just anything to extend the game. My average game is about 10 mins if the killer doesn't already have ruin and add 3 minutes if they have it. Compare this to many other multiplayer games and something doesn't feel right.

    Ha. Find parts, have you played Rank 20? Nobody knows what to do and everybody dies easily. It’s why I hate rank reset because it is hard to even rank back up due to your teammates. Honestly Ruin is all the killer SHOULD need to slow down the game. I get it, gen rushing is a thing but not everybody that plays the game is at Rank 1 and some people just like to have a good time playing. Gens already take forever to complete solo.
    Ruin is all you need? Never mind the fact survivors spawn right next to the totem or the totem is often placed in the god damn open or right next to a generator. Credit where its due the totems spawns on the game is actually pretty good but that's one map they have to rework the totem spawns for all the maps and seriously reconsider the blood web system if i can't play my killer until I unlock a specific perk tied to a dlc killer I might add.
    Thing I’ve realized is that people ALWAYS want easy killer games and a 4K. Just simply not gonna happen. You WILL be outplayed at times by survivors. There are frustrating times as killers. Sure the totem spawns can use adjusting to be better hidden. The Game map is such a killer friendly map and if you run Ruin on that map you are pretty much guarenteed a 4K if you are a skilled killer. If you are a skilled Nurse? That is easy mode. The swamp has some pretty good totem spawns as well, definitely not like The Game though. Just can’t get behind the idea of finding parts for the generators especially now that BNP’s have been nerfed.
    Game is not killer friendly, plenty of good infinites and jukes on that map. Game is nuetral, good for totem spots I admit.
  • @akbays35 said:

    @Dwight_Fairfield said:
    Not for me. I've tried both, and playing as survivor is more intense, and more fun, too.

    Certain killers create more tension and scares than others. Michael Myers for example is always guaranteed the tension and scares for me. Always looking over my shoulder in a Michael match. Trapper has me constantly paranoid about where I'm walking, especially in maps with lots of tall grass.

    look trolling is fun and all, but this is a serious issue with the game. Survivor is one part afk gen repair, one part running in a circle, one part left clicking on team mates. Killer requires way more mechanical, strategic, and focus gameplay while frankly being under siege by a group that have more tools at their disposal than you. Not only that you spend more time fighting with the map more than the survivors.

    Trolling is not fun to me. I get that killers have more to contend with, but a competent killer with the right perks can own a map. I've seen them do it many times, and I play SWF. We've had our ass handed to us, or really had to fight to have at least one survive against a good killer.

    Depends on the killer, over altruism also screws swf up at times. 
  • i just see a lot babies that tunnel and have no skill, thats why they want to change this solid perk. but compared to other perks like NOED its not more overpowered. deal with it. iam main killer btw.

    Noed doesn't gaurantee and can be worked around, negated before it comes in. I see what you mean though, certain killers like freddy can fully utilize noed and with everyone asleep with class photo and remember me stacks, makes for an end game sweep. Also, what makes survivor perks and add ons strong is that there can be 4 of them. Oe d strike isn't that bad. I play both sides equally. 
  • Nutty said:

    the best way of fixing this dumb latency issue would be to make the survivor throw the pallet down faster

    Or playing on an official server. Not have the killer host peer to peer
  • MegMain98 said:
    Tsulan said:
    MegMain98 said:
    MegMain98 said:
    RSB said:

    @MegMain98 said:
    Killer mains are SALTY over decisive strike. It is a crutch perk but so is BBQ and Chill, brutal strength, and nurses calling...not to mention all of the aura reading add-ons that could be called a crutch on the killers side. There are both crutch survivor perks (DS, sprint burst, self care) and crutch killer perks. If it works then why ######### about it? If the player using DS acts toxic, don’t assume everybody who runs DS is a toxic player.

    BS so crutch, this 20% faster breaking pallets XDDD

    You made my day. Play killer, biased survivor, make it to the high ranks, and you will be there asking for forgiveness.

    There are crutch perks on both ends. Okay, maybe brutal strength isn’t crutch...I’ll admit that. BBQ and NC could be considered crutch however. 

    I don’t LIKE playing killer. Never been good at it. Not because of the so called “crutch perks” that survivors use, just because I’m never good at killing. Wasn’t great at Jason on F13, not the greatest on DBD. Why play killer when I’m better at survivor? Doesn’t make sense.
    Had to repost that, nursee and bbq crutch? You rarely play killer enough to know time is not on the killer's side in anygame unless they have ruin and dying light active super early for some reason. I'm a survivor main, bbq and nurses can be countered easily with map awareness, a killer cant counter dstrike, only the clown with gas/enduring. Many people use bbq to lose the killer and waste the killer's time. Only nurse n billy uses it to great effect.
    They are aura reading. If you have to know where the survivors are on the map then it is a crutch, point blank and the period. It gives you a CLEAR indication of where they are and without it you may not have found them. I’m not saying anyone who uses it is a bad player (like people claim with decisive strike) but I’m saying that if you really have to have an aura reading perk or add on it is a crutch. Sure, time isn’t on the killers side and you sometimes HAVE to use aura reading perks/add ons to get a 4K, still doesn’t take away the fact that it is a crutch.
    More than playing with a ninja Claudette?
    Aura reading perks and add ons such as Nurses Calling, Amanda Letter, Scratched/Vanity Mirror, and the Wraith’s aura reading add on (forgot what it was called) directly counteract any sort of “ninja Claudette” as her outline is going to be in BRIGHT red. They are supposed to be killers not the Terminator. People play Claudette because she is easiest to rank up with because she is a wall licker. Would you rather play Feng in bright clothes or immersive Claudette? Should be an obvious choice. If ANYBODY say they’ve never hid from the killer playing Claudette in dark clothes then they are a damn liar. If that is a “crutch” then everybody has used that crutch.
    Let's not mention how rare amandas letter and vanities is, let's mot mention how they come with some great costs, let's not mention how they're add ons which get used up and doesn't have an infinite supply of, let's not mention most smart survivors wouldn't heal in the killer's terror radius and bbq and chilli can be played around as not queen said herself that smart survivors not noobs use that perk to lose the killer and waste the killers time. Her outline isn't always bright red cause people cannot always pack those addons because they tend to weaken the killer. Myers tier 1 the whole match on a map that isn't the game or lerys, what could go wrong with that? Hmmmm lol. Ninja claudette isn't a crutch, your points are just invalid as they are used rarely. Even the wraith add on, wraith is low tier so unless it's camp meme noed wraith, and they probably run the ultra rare for a speed boost anyway as that helps with chases, these counters you provide to stealth are very weak. The new bitter mumor I'll give you that. The add ons and such? You must not play killer much to know the extra tracking sometimes is damning. Often is damning actually.
  • powerbats said:

    I tried it for 6 games once I reached rank 12 2? resets ago or so. The 1st 5 games I forgot to sue it and the 6th 3 people rage quit as soon as they realized it was a Freddy on Thompson house. I got caught with 5 gens to do remembered I had it and got out ran 230 steps and got downed.

    It's ok at 1st to learn the game but after awhile it's not worth it since it holds you back from learning other things. I'd personally like to see it yanked possibly the same for Iron Grasp since it's meant to counter that. They should take both out and put something better in to replace them.

     With Iron grasp the person is down anyway, and removing it will have very little impact on the game, removing d strike will have a big impact on the game, which shows how strong d strike is. Guaranteeing an escape is why more of a boon than guranteeing one hook. Iron grasp is used to take people on far hooks, that person is still going to get hooked, iron grasp also helps slow down the survivor from reaching the 35% for the d strike.
  • HeroLives said:
    Orion said:

    @HeroLives said:
    If I’m there and I need distance I will use them. It’s not my fault they are bugged

    That's not a bug. You dropped them while you were in the Killer's melee range, and got hit at the same time as they got stunned. Drop it earlier, when you're not in the Killer's melee range, and you won't have that problem.

    My bad ,I assumed it was bugged Bc it used to not do that. I was under the impression that the only changes were vaccume and standing position for the drop. So it will still hit if they are a little before it or?Damn it I need kyf companions
    The vacuum teleported survivors out of the hit box. Sometimes it's bugged and you see killers warping from one side of the pallet to the other or killer appear on the same side as the survivor. Best to not drop the pallet when killer is in the middle of the pallet, but on the other side. The killer can lunge into the pallet area and score a hit when undropped. They need more of a sync to show the appropriate hit box reflected in the animations and distance, but this might not happen anytime soon. 
  • @Dabrownman1812 said:
    m3dicookie said:

    @Peasant said:

    m3dicookie said:

    @ShesArebel88 said:
    
    I can agree with the first half of your rant... The second half, not so much...
    
    BBQ- helps deter camping and tunnelling... it gets the killer after someone else and gives a window of opportunity to rescue the hooked survivor (not to mention its easily countered) and is a great thing to have when playing against survivors who spend more time hiding in lockers and sitting still rather than actually do anything to help the team.
    
    
    
    (BBQ i feel make killer lazy and shows to many people i know it helps stop camping but it doesn't help how the game is cat and mouse its chase and find )
    
    MORI- it changes up the run of the mill hook only option for killers and relates to certain achievements in the game as well as daily rituals for killers. Survivors just hate having to watch themselves be brutally killed. And since the animation takes time it also helps buy the remaining survivors some extra time. Can't speak for the others mentioned because I haven't actually used them.
    
    
    
    (i just said remove the mori but leave Dhope that has noed and mori's into one perk its not nice to be hooked then pulled off and then moried you get nothing done in the game and you get your depip .
    
    Plus lets talk about Iron Grasp and Agitation shouldn't help each other it should counter each other to remove them from be working together.
    
    Just saying there's more to consider before claiming there is a flaw in something.
    
    
    
    
    
    Barbeque and Chili doesn't make killers lazy. On top of the aura reveals it grants a total BP bonus for the first time each different survivor is hooked. This incentivizes killers to chase after different individuals. While the auras seem powerful it's important to remember that the perk has counters. The first counter being time. Your aura is revealed outside of a very large distance that is larger than the terror radius. If the killer spots your red aura and begins pursuit you have time to move and an audible warning. Even against Hillbilly the increasing volume of the saw should be a simple enough indicator that you should move. This is assuming that your aura is seen and not blocked by a generator. You can block the aura with proper positioning which in turn rewards you as the killer will likely waste time searching for a hero if they can't spot all three auras. Not to mention that I am confident that there's a visual indicator of BBQ being used that survivors can see. When someone is hooked look at the base of the nearest hook, if you see fog coming out thentthe killer has BBQ. Then there is the Memento Moris. Most of the time Moris are ruined by survivors already. The Cypress Memento Mori let's the killer kill the last survivor by their own hand. I've honestly ever seen this used maybe three times as more often than not either the last survivor is at an open gate or hatch, this is assuming that they haven't dc'd. The Ivory Mori let's you kill any one person and is the only really concerning one as it is often unpredictable and invokes fear of death for any hooked survivors remaining in the trial, not to mention that it works wonders with Remember Me and Dying Light. Then there's the infamous Ebony Memento Mori that let's the killer kill any hooked survivors. This mori rarely gets a 4k as survivors chicken out and dc before the end. While Moris seem powerful you have to remember that they have the following flaws. 
    

    1.) They can be countered by disconnecting with no conpensation for killers for the wasted bloodpoints.

    2.) A successful Mori offers 1000 BP in the scarfice category and is worth 2 Devout tokens. This however deprives them of the points they could've earned by hitting and hooking the survivor again. This negatively affects the malicious emblem and can make pipping harder. 

    3) I understand that being Mori'd isn't fun, especially early in a trial however you're playing a horror game. It's not supposed to be fun, it's supposed to be scary.

    Next is NOED, which is fine as it is. It only activates after the generators have been finished which means that the doors can be opened and escape is possible. You have to remember that NOED only affects melee hits so just stay out of melee range. This is all assuming that a single totem remains to be turned into the hex totem. If you hate NOED just focus on totems earlier in the match. 
    
    Finally we have your proposal to nerf Agitation when mixed with Iron Grasp. While I understand that this combo seems op there are at least five counters below.
    

    1.) These perks only help killers after you have been picked up. If they get blinded right after every pickup the perks barely exist.

    2.) These perks greatly strengthen the killers' abilities to sacrifice survivors however by using them together they are weakening their chase potential. The perks don't mean anything if nobody ever goes down.

    3.) If you crawl to or get downed at an unused pallet a teammate can stun the killer and free you instantly, negating the perks. 

    4.) While being carried if the killer is bold enough to walk through pallets you can be freed by a bold Ally.

    5.) While not terribly common sometimes killers make bad judgement on hook distances. There's a chance that someone using a basement build will attempt to bring you to the basement, even from across the map. These combined with the above counters provide a number of ways for you to escape the killers' grasp.

    BBQ oh stop crying you can counter it .... this to stop camping it doesn't stop crap it helps but killers will camp with BBQ too. i like the blood points given but showing the rest of the survivors make the game kind of stupid to play because he sees all of them and picks one and stealth kind of works if you count the 4 or was it 6 seconds then go the other way . or sit behide a gen which sometimes doesn't help. show one survivor.

    nerf to agitation mixed with iron grasp.

    1. getting a blind is rare like you have a better chance of getting moried before you get a the killer blinded with a flashlight.

    2. the chances of the survivor going is down is high as the chase goes on. with the new nerfs chases will be shorter.

    3. there is a very low chance of this happening because killers pretty much pick you up as your get downed unless your a pallet and the chances of someone being there is low to get you off

    4. same as number 3 someone has to be there to get you off ... and that might be friend but its very low chance.

    5. but as for that chance there is still some kind of vacume that pulled the killer in as hes hooking someone preventing you from getting off someone times. but killers do mess up sometimes.

      Mori isn't scary its just lame for game play when you trying to just play and them you see a mori and then its like oh great well lets try to stealth this game but you get found hooked and then the killer stays pretty close just to kill you and waste your time all together . we are getting our Brand new part nerfed lets see balance on the other side.

      Killer is really underpowered, most people who play a lot knows this. Balance? Both sides don't need a nerf. Game isn't supposed to be balanced, killers are supposed to be op. No one survivor is supposed to stand a chance against one killer. Wouldn't be asymetrical if the weak many can handle a powerful one by theirselves. Due to the current mechanics of the game, this can happen. Bnps are broken, games already end in less than 6 minutes against decent teans, a chase unless you're nurse or clown lasts up to two minutes with competent survivors. Or two gens at least per catch. The results of a killer are sometimes limited due to the mechanics rather than the skill of the player.

    bnp's are nerfed hard.

    Yes i know, finally. That waa today and in talks for couple weeks. I was talking in the current patch and meta. Bnps needed the nerf. Survivors have more guarantees in their kits than killers, not saying either should have gurantees you know?
    Was today
  • @Dabrownman1812 said:
    m3dicookie said:

    @Peasant said:

    m3dicookie said:

    @ShesArebel88 said:
    
    I can agree with the first half of your rant... The second half, not so much...
    
    BBQ- helps deter camping and tunnelling... it gets the killer after someone else and gives a window of opportunity to rescue the hooked survivor (not to mention its easily countered) and is a great thing to have when playing against survivors who spend more time hiding in lockers and sitting still rather than actually do anything to help the team.
    
    
    
    (BBQ i feel make killer lazy and shows to many people i know it helps stop camping but it doesn't help how the game is cat and mouse its chase and find )
    
    MORI- it changes up the run of the mill hook only option for killers and relates to certain achievements in the game as well as daily rituals for killers. Survivors just hate having to watch themselves be brutally killed. And since the animation takes time it also helps buy the remaining survivors some extra time. Can't speak for the others mentioned because I haven't actually used them.
    
    
    
    (i just said remove the mori but leave Dhope that has noed and mori's into one perk its not nice to be hooked then pulled off and then moried you get nothing done in the game and you get your depip .
    
    Plus lets talk about Iron Grasp and Agitation shouldn't help each other it should counter each other to remove them from be working together.
    
    Just saying there's more to consider before claiming there is a flaw in something.
    
    
    
    
    
    Barbeque and Chili doesn't make killers lazy. On top of the aura reveals it grants a total BP bonus for the first time each different survivor is hooked. This incentivizes killers to chase after different individuals. While the auras seem powerful it's important to remember that the perk has counters. The first counter being time. Your aura is revealed outside of a very large distance that is larger than the terror radius. If the killer spots your red aura and begins pursuit you have time to move and an audible warning. Even against Hillbilly the increasing volume of the saw should be a simple enough indicator that you should move. This is assuming that your aura is seen and not blocked by a generator. You can block the aura with proper positioning which in turn rewards you as the killer will likely waste time searching for a hero if they can't spot all three auras. Not to mention that I am confident that there's a visual indicator of BBQ being used that survivors can see. When someone is hooked look at the base of the nearest hook, if you see fog coming out thentthe killer has BBQ. Then there is the Memento Moris. Most of the time Moris are ruined by survivors already. The Cypress Memento Mori let's the killer kill the last survivor by their own hand. I've honestly ever seen this used maybe three times as more often than not either the last survivor is at an open gate or hatch, this is assuming that they haven't dc'd. The Ivory Mori let's you kill any one person and is the only really concerning one as it is often unpredictable and invokes fear of death for any hooked survivors remaining in the trial, not to mention that it works wonders with Remember Me and Dying Light. Then there's the infamous Ebony Memento Mori that let's the killer kill any hooked survivors. This mori rarely gets a 4k as survivors chicken out and dc before the end. While Moris seem powerful you have to remember that they have the following flaws. 
    

    1.) They can be countered by disconnecting with no conpensation for killers for the wasted bloodpoints.

    2.) A successful Mori offers 1000 BP in the scarfice category and is worth 2 Devout tokens. This however deprives them of the points they could've earned by hitting and hooking the survivor again. This negatively affects the malicious emblem and can make pipping harder. 

    3) I understand that being Mori'd isn't fun, especially early in a trial however you're playing a horror game. It's not supposed to be fun, it's supposed to be scary.

    Next is NOED, which is fine as it is. It only activates after the generators have been finished which means that the doors can be opened and escape is possible. You have to remember that NOED only affects melee hits so just stay out of melee range. This is all assuming that a single totem remains to be turned into the hex totem. If you hate NOED just focus on totems earlier in the match. 
    
    Finally we have your proposal to nerf Agitation when mixed with Iron Grasp. While I understand that this combo seems op there are at least five counters below.
    

    1.) These perks only help killers after you have been picked up. If they get blinded right after every pickup the perks barely exist.

    2.) These perks greatly strengthen the killers' abilities to sacrifice survivors however by using them together they are weakening their chase potential. The perks don't mean anything if nobody ever goes down.

    3.) If you crawl to or get downed at an unused pallet a teammate can stun the killer and free you instantly, negating the perks. 

    4.) While being carried if the killer is bold enough to walk through pallets you can be freed by a bold Ally.

    5.) While not terribly common sometimes killers make bad judgement on hook distances. There's a chance that someone using a basement build will attempt to bring you to the basement, even from across the map. These combined with the above counters provide a number of ways for you to escape the killers' grasp.

    BBQ oh stop crying you can counter it .... this to stop camping it doesn't stop crap it helps but killers will camp with BBQ too. i like the blood points given but showing the rest of the survivors make the game kind of stupid to play because he sees all of them and picks one and stealth kind of works if you count the 4 or was it 6 seconds then go the other way . or sit behide a gen which sometimes doesn't help. show one survivor.

    nerf to agitation mixed with iron grasp.

    1. getting a blind is rare like you have a better chance of getting moried before you get a the killer blinded with a flashlight.

    2. the chances of the survivor going is down is high as the chase goes on. with the new nerfs chases will be shorter.

    3. there is a very low chance of this happening because killers pretty much pick you up as your get downed unless your a pallet and the chances of someone being there is low to get you off

    4. same as number 3 someone has to be there to get you off ... and that might be friend but its very low chance.

    5. but as for that chance there is still some kind of vacume that pulled the killer in as hes hooking someone preventing you from getting off someone times. but killers do mess up sometimes.

      Mori isn't scary its just lame for game play when you trying to just play and them you see a mori and then its like oh great well lets try to stealth this game but you get found hooked and then the killer stays pretty close just to kill you and waste your time all together . we are getting our Brand new part nerfed lets see balance on the other side.

      Killer is really underpowered, most people who play a lot knows this. Balance? Both sides don't need a nerf. Game isn't supposed to be balanced, killers are supposed to be op. No one survivor is supposed to stand a chance against one killer. Wouldn't be asymetrical if the weak many can handle a powerful one by theirselves. Due to the current mechanics of the game, this can happen. Bnps are broken, games already end in less than 6 minutes against decent teans, a chase unless you're nurse or clown lasts up to two minutes with competent survivors. Or two gens at least per catch. The results of a killer are sometimes limited due to the mechanics rather than the skill of the player.

    bnp's are nerfed hard.

    Yes i know, finally. That waa today and in talks for couple weeks. I was talking in the current patch and meta. Bnps needed the nerf. Survivors have more guarantees in their kits than killers, not saying either should have gurantees you know?
  • @Peasant said:
    m3dicookie said:

    @ShesArebel88 said:

    I can agree with the first half of your rant... The second half, not so much...

    BBQ- helps deter camping and tunnelling... it gets the killer after someone else and gives a window of opportunity to rescue the hooked survivor (not to mention its easily countered) and is a great thing to have when playing against survivors who spend more time hiding in lockers and sitting still rather than actually do anything to help the team.

    (BBQ i feel make killer lazy and shows to many people i know it helps stop camping but it doesn't help how the game is cat and mouse its chase and find )

    MORI- it changes up the run of the mill hook only option for killers and relates to certain achievements in the game as well as daily rituals for killers. Survivors just hate having to watch themselves be brutally killed. And since the animation takes time it also helps buy the remaining survivors some extra time. Can't speak for the others mentioned because I haven't actually used them.

    (i just said remove the mori but leave Dhope that has noed and mori's into one perk its not nice to be hooked then pulled off and then moried you get nothing done in the game and you get your depip .

    Plus lets talk about Iron Grasp and Agitation shouldn't help each other it should counter each other to remove them from be working together.

    Just saying there's more to consider before claiming there is a flaw in something.

    Barbeque and Chili doesn't make killers lazy. On top of the aura reveals it grants a total BP bonus for the first time each different survivor is hooked. This incentivizes killers to chase after different individuals. While the auras seem powerful it's important to remember that the perk has counters. The first counter being time. Your aura is revealed outside of a very large distance that is larger than the terror radius. If the killer spots your red aura and begins pursuit you have time to move and an audible warning. Even against Hillbilly the increasing volume of the saw should be a simple enough indicator that you should move. This is assuming that your aura is seen and not blocked by a generator. You can block the aura with proper positioning which in turn rewards you as the killer will likely waste time searching for a hero if they can't spot all three auras. Not to mention that I am confident that there's a visual indicator of BBQ being used that survivors can see. When someone is hooked look at the base of the nearest hook, if you see fog coming out thentthe killer has BBQ. Then there is the Memento Moris. Most of the time Moris are ruined by survivors already. The Cypress Memento Mori let's the killer kill the last survivor by their own hand. I've honestly ever seen this used maybe three times as more often than not either the last survivor is at an open gate or hatch, this is assuming that they haven't dc'd. The Ivory Mori let's you kill any one person and is the only really concerning one as it is often unpredictable and invokes fear of death for any hooked survivors remaining in the trial, not to mention that it works wonders with Remember Me and Dying Light. Then there's the infamous Ebony Memento Mori that let's the killer kill any hooked survivors. This mori rarely gets a 4k as survivors chicken out and dc before the end. While Moris seem powerful you have to remember that they have the following flaws. 
    1.) They can be countered by disconnecting with no conpensation for killers for the wasted bloodpoints.
    2.) A successful Mori offers 1000 BP in the scarfice category and is worth 2 Devout tokens. This however deprives them of the points they could've earned by hitting and hooking the survivor again. This negatively affects the malicious emblem and can make pipping harder. 
    3) I understand that being Mori'd isn't fun, especially early in a trial however you're playing a horror game. It's not supposed to be fun, it's supposed to be scary.

    Next is NOED, which is fine as it is. It only activates after the generators have been finished which means that the doors can be opened and escape is possible. You have to remember that NOED only affects melee hits so just stay out of melee range. This is all assuming that a single totem remains to be turned into the hex totem. If you hate NOED just focus on totems earlier in the match. 

    Finally we have your proposal to nerf Agitation when mixed with Iron Grasp. While I understand that this combo seems op there are at least five counters below.
    1.) These perks only help killers after you have been picked up. If they get blinded right after every pickup the perks barely exist.
    2.) These perks greatly strengthen the killers' abilities to sacrifice survivors however by using them together they are weakening their chase potential. The perks don't mean anything if nobody ever goes down.
    3.) If you crawl to or get downed at an unused pallet a teammate can stun the killer and free you instantly, negating the perks. 
    4.) While being carried if the killer is bold enough to walk through pallets you can be freed by a bold Ally.
    5.) While not terribly common sometimes killers make bad judgement on hook distances. There's a chance that someone using a basement build will attempt to bring you to the basement, even from across the map. These combined with the above counters provide a number of ways for you to escape the killers' grasp.

    BBQ oh stop crying you can counter it .... this to stop camping it doesn't stop crap it helps but killers will camp with BBQ too. i like the blood points given but showing the rest of the survivors make the game kind of stupid to play because he sees all of them and picks one and stealth kind of works if you count the 4 or was it 6 seconds then go the other way . or sit behide a gen which sometimes doesn't help. show one survivor.

    nerf to agitation mixed with iron grasp.
    1. getting a blind is rare like you have a better chance of getting moried before you get a the killer blinded with a flashlight.
    2. the chances of the survivor going is down is high as the chase goes on. with the new nerfs chases will be shorter.
    3. there is a very low chance of this happening because killers pretty much pick you up as your get downed unless your a pallet and the chances of someone being there is low to get you off
    4. same as number 3 someone has to be there to get you off ... and that might be friend but its very low chance.
    5. but as for that chance there is still some kind of vacume that pulled the killer in as hes hooking someone preventing you from getting off someone times. but killers do mess up sometimes.

    Mori isn't scary its just lame for game play when you trying to just play and them you see a mori and then its like oh great well lets try to stealth this game but you get found hooked and then the killer stays pretty close just to kill you and waste your time all together . we are getting our Brand new part nerfed lets see balance on the other side.

    Killer is really underpowered, most people who play a lot knows this. Balance? Both sides don't need a nerf. Game isn't supposed to be balanced, killers are supposed to be op. No one survivor is supposed to stand a chance against one killer. Wouldn't be asymetrical if the weak many can handle a powerful one by theirselves. Due to the current mechanics of the game, this can happen. Bnps are broken, games already end in less than 6 minutes against decent teans, a chase unless you're nurse or clown lasts up to two minutes with competent survivors. Or two gens at least per catch. The results of a killer are sometimes limited due to the mechanics rather than the skill of the player.
  • WraithJT said:

    I was really excited about Boil Over when I first read about it. Then I got to use it, and well... it was bad.

    When I play killer and see the little status icon for Boil Over, I just laugh at the poor survivor using a useless perk. About the only use it has is on Lery's and Game maps to make hooks on the other side of walls disappear.

    I almost feel like the hook hiding on Boil Over should be inverted and hide hooks outside of a certain range. Most of the time, if a hook is inside BO's range, the killer can just see it with their eyes, but if you get downed away from hooks and it hid ones that were outside ~10 meters, that could be useful. Maybe.

    Maybe more people will provide info for the next ptb, no one says anything for the ptb really. Peeps mostly comment on killer since most people use the same survivor perks
  • Runiver said:

    Not sure how a perk can make you to become a better player.
    THey're here to provide avantages, not to make you better.

    Loop killers without sprinting, using perks, or vaulting and you'll be a legend.
  • Claudette never being reworked, we all know she's a ninja. Other characters have dark outfits too
  • MegMain98 said:
    MegMain98 said:

    I see DS for survivors the same way I see any "Insta down" ability/ addon/ perk for the killer. As killer, it guarantees a down but does not promise a kill... DS guarantees a drop if the skillcheck is hit but doesn't promise an escape.

    Its what the opposing side makes of the situation after these are implemented that says something about their skills. For me, what defines a skilled player is their adapabilty and ability to have the match end in their favor regardless of what the other side brings to the game. I play both sides tho so before I complain I look at and compare what both sides have and base my opinion on that before seeing it as a valid complaint or just a salty one

    Fair statement. It is honestly about the ability to adapt regardless of what the opposing side bring whether it is DS or NOED. 
    When you play killers. You'll see adapting to dstrike is difficult. As I said, you can counter bbq, you keep saying bbq without understanding that even on the dev stream they said it is used qgainst the killer and can be used against them. Only newer players do not understand this. They can bait a killer to lose time with bbq and chilli since the range is 40 meters which is a good distance. It's up to the survivors to realize how the killers perks work and counter them. Even noed can be hard countered and can be nullified before it comes into play. Nurses, common sense don't heal in terror radius. Whispers? Can urban evasion out of that. Deerstalker? Pick yourself up to max before crawling. Crutch perks are perks that gurantees. Killers and survivor are different. An aura reading for a survivor is more powerful than an aura read for killer (I'm a survivor main saying this) killers aura reading abilities all have counter play and they do not guarantee a find or chase and can be used against them to waste time. Bbq doesnt come in clutch like sprint burst or d strike, killer has no counterplay against them. Sprint burst is sprint burst, but the time loss and effort put in just to get dstriked is really not in the killers favor. Survivors are way stronger than most killers. Few realize this as many run meta perks and don't actually think about counterplay. You can dribble for d strike, but if another survivor body blocks or you dont time the dribble right it gets off. Enduring helps with the stun but you still take the L. Games end without ruin average 8-10 minutes. If chasing any survivor takes 1-2 minutes on average, not counting finding them which is at least a minute, then the d strike and chase which is at least 20 seconds, then ten seconds for pick up and hook, that's a lot done. Now let's look and bbq and chilli, you see people ten seconds away who if they are smart will play as though the killers all have bbq and chilli (even not queen said this, meta perks, for killers or survivors expect the meta) and you must waste time. It helps but isn't crutch. Crutch helps you gain time, not crutch doesn't gain time. Ruin is core, high level play ends game in 6 minutes and lower, 2 minute chase? Do the math for grns
    Still doesn’t change the fact that people are going to use whatever perks they want regardless if you think they are a crutch or not. It’s a video game and people want to win and if DS helps them then they’ll use it plain and simple and just because some stranger on the internet claims they are a bad player because of it, does it really affect them? No. You HAVE to adapt to killer or survivor builds to turn the game into your favor. Problems lie in chases lasting to long due to loops and survivor HAVING to loop because rarely can you lose the killer. Survivors should be slightly stealthier than they are currently. Unless you are Claudette with a dark green shirt then you’ll never lose the killer but you can loop for five gens while he tunnels you. It’s a fact. Killers should be stronger in a chase while survivors should be sneakier. Complaining about perks is useless as that isn’t the MAIN issue especially a perk that has a one time use.
    One time use with great reward. The problem is the chase, but dstrike gives such a great reward for little cost and it takes advantage of how broken the chase component is and how it stacks against most killers. Problem is the chase goes on too long but to be extended for any amount of time from a one time perk still makes the reward of entering a chase more rewarding for a survivor. It is more benefical for a survivor in a chase and especially when the chase is longer. As with balancing, keep in mind all 4 survivors can run dstrike, and a d strike going off can be the difference between a late game sweep and everyone leaving, an exit foor being open, etc. The risk reward ratio for dstrike is extremely low. Fail and lose a perk? Good survivors can do well without perks, the perks are just icing on the cake. How the chase system works, survivors can loop without perks. The problem is how strong survivors are in a chase, asymmetrical games often have this issue. No one survivor should keep up with the killer in any games. 
  • MegMain98 said:
    MegMain98 said:

    I see DS for survivors the same way I see any "Insta down" ability/ addon/ perk for the killer. As killer, it guarantees a down but does not promise a kill... DS guarantees a drop if the skillcheck is hit but doesn't promise an escape.

    Its what the opposing side makes of the situation after these are implemented that says something about their skills. For me, what defines a skilled player is their adapabilty and ability to have the match end in their favor regardless of what the other side brings to the game. I play both sides tho so before I complain I look at and compare what both sides have and base my opinion on that before seeing it as a valid complaint or just a salty one

    Fair statement. It is honestly about the ability to adapt regardless of what the opposing side bring whether it is DS or NOED. 
    When you play killers. You'll see adapting to dstrike is difficult. As I said, you can counter bbq, you keep saying bbq without understanding that even on the dev stream they said it is used qgainst the killer and can be used against them. Only newer players do not understand this. They can bait a killer to lose time with bbq and chilli since the range is 40 meters which is a good distance. It's up to the survivors to realize how the killers perks work and counter them. Even noed can be hard countered and can be nullified before it comes into play. Nurses, common sense don't heal in terror radius. Whispers? Can urban evasion out of that. Deerstalker? Pick yourself up to max before crawling. Crutch perks are perks that gurantees. Killers and survivor are different. An aura reading for a survivor is more powerful than an aura read for killer (I'm a survivor main saying this) killers aura reading abilities all have counter play and they do not guarantee a find or chase and can be used against them to waste time. Bbq doesnt come in clutch like sprint burst or d strike, killer has no counterplay against them. Sprint burst is sprint burst, but the time loss and effort put in just to get dstriked is really not in the killers favor. Survivors are way stronger than most killers. Few realize this as many run meta perks and don't actually think about counterplay. You can dribble for d strike, but if another survivor body blocks or you dont time the dribble right it gets off. Enduring helps with the stun but you still take the L. Games end without ruin average 8-10 minutes. If chasing any survivor takes 1-2 minutes on average, not counting finding them which is at least a minute, then the d strike and chase which is at least 20 seconds, then ten seconds for pick up and hook, that's a lot done. Now let's look and bbq and chilli, you see people ten seconds away who if they are smart will play as though the killers all have bbq and chilli (even not queen said this, meta perks, for killers or survivors expect the meta) and you must waste time. It helps but isn't crutch. Crutch helps you gain time, not crutch doesn't gain time. Ruin is core, high level play ends game in 6 minutes and lower, 2 minute chase? Do the math for grns
    Still doesn’t change the fact that people are going to use whatever perks they want regardless if you think they are a crutch or not. It’s a video game and people want to win and if DS helps them then they’ll use it plain and simple and just because some stranger on the internet claims they are a bad player because of it, does it really affect them? No. You HAVE to adapt to killer or survivor builds to turn the game into your favor. Problems lie in chases lasting to long due to loops and survivor HAVING to loop because rarely can you lose the killer. Survivors should be slightly stealthier than they are currently. Unless you are Claudette with a dark green shirt then you’ll never lose the killer but you can loop for five gens while he tunnels you. It’s a fact. Killers should be stronger in a chase while survivors should be sneakier. Complaining about perks is useless as that isn’t the MAIN issue especially a perk that has a one time use
  • darktrix said:

    It's a one shot perk - I think it just masks the survivor's true skill, like bbq and chili masks the killer's skill.

    Detection perks isn't about skill, as finding a survivor is not just up to the killer in any given scenario but more up to the survivors as bbq and chilli isn't guaranteed. The skill of finding a survivor? Takes skill to catch survivors and bbq doesnt hand you survivors as much as many survivors think it does, dstrike hands you something. Especially on really large maps. 
  • Increase the afterpiece tonic effect increases the duration of gas, intoxication effect boost is the penalties effect duration.Hope this helps
  • Word,more tactful perks
  • Blueberry said:
    I don’t think scratch marks would be an issue. They already scatter pretty terribly and you can manipulate that if you know how. That said, I don’t think it would be a big deal if they were reduced a little if the rest of these changes went through and I think most killers would agree with that.
    The buff to predator makes it a red carpet, if stealth is buffed anti stealth perks will be more viable.
  • Blueberry said:
    Jack11803 said:

    add WAY more line of sight breakers. Do some other stuff. Shrink killer hitbox. Basically, survivors are TOO WEAK at losing the killer, but TOO STRONG at distracting him

    This pretty much exactly. It needs to be made way easier to lose a killer but way less ability to waste the killers time. Pallet numbers should be reduced dramatically and killer hit box reduced as jack said. Then, they need to add a ton more fog/bushes/reeds/line of sight blockers. The skill needs to shift to being able to make jukes and break line of sight rather than just flick my flashlight at you and tbag while I run you in circles for 5 gens. How this has been allowed to go on for over 2 years is just astonishing.
    Due to the concept of scratch marks, more needs to be done than simply break the line of sight
  • @Dabrownman1812 said:
    Hillbilly420 said:

    @ItsDaEmuDood said:

    Let the devs focus on the balance that will stop ripping a bigger hole in the community for now. I say a hole should be added to the house by the time the next Killer is either revealed or released into the game.

    Uhm, the map design is part of the balance. So many maps have horrendously bad loop spots or dead ends and that contributes to the bad balance.

    If there was a hole to drop down, survivors would abuse it and balanced landing will be more useful. Maybe they can just take a part of the fence off on the top level similar to the railings. 

    That's why I said earlier in this thread that they just need to add one hook to that spot. Done.

    This isn't hard to figure out, breh.

    You got the right idea breh
  • @ItsDaEmuDood said:
    Let the devs focus on the balance that will stop ripping a bigger hole in the community for now. I say a hole should be added to the house by the time the next Killer is either revealed or released into the game.

    Uhm, the map design is part of the balance. So many maps have horrendously bad loop spots or dead ends and that contributes to the bad balance.

    If there was a hole to drop down, survivors would abuse it and balanced landing will be more useful. Maybe they can just take a part of the fence off on the top level similar to the railings. 
    Also, narrow way down unlike iron works so you can use it as a slugging chokepoint to trap survivors upstairs. Run that iron grasp and have fun
  • @ItsDaEmuDood said:
    Let the devs focus on the balance that will stop ripping a bigger hole in the community for now. I say a hole should be added to the house by the time the next Killer is either revealed or released into the game.

    Uhm, the map design is part of the balance. So many maps have horrendously bad loop spots or dead ends and that contributes to the bad balance.

    If there was a hole to drop down, survivors would abuse it and balanced landing will be more useful. Maybe they can just take a part of the fence off on the top level similar to the railings. 
  • Poweas said:

    I dont see why you'd nerf self care though? A nurses calling counters it and it's really not that good. It's a life saver I know but it's a perk that does its job perfectly if you nerf it then it's just not really a proper perk. I mean self care is actually one of the only perks that do their jobs correctly. I agree with the exhaustion nerf though, I don't give two f's about that. But when you look at it, Self care really isn't a perk you should nerf it literally does its job just fine but nerfing it will remove that original feeling to it.

    Nurses calling does not counter selfcare, as smart survivors do not heal in the terror radius anyway. It makes an item irrelevant (medkits) since they can run self care and another item.
  • There's a whole thesis on killer caps due to game mechanics 
  • I get what you're saying and I agree that bbq & chill is a very weak aura reading perk IF a killer isn't fully aware of how survivors can turn it around on them. No one can predict as the killer, what the survivors are bringing to the game... So no matter what you have to strategize ways to "work around" their strategy. This is where I find playing both sides to be so beneficial. Play survivor enough and as killer you'll know where to go first to find a survivor, the go to methods and overall predicabilty and strategize diff ways to work around them. Play enough killer and you'll better learn how to survive in the same sense. It won't always work but then again there's always room for improvement. I'm not saying its always "fair" but you'll eventually find ways to have a better outcome for your preferred playing style rather than leaving the game bitter and feeling the need to put the blame elsewhere. That's just my take on it because I've come to face the fact there will always be SOMETHING that proves to be nothing more than pure bullshit... Its what I make of it however that defines the outcome for me.

    That's true, I call myself a survivor main but I play both equally, was rank 1 killer before I was rank 1 survivor. Even if you do the specs, a killer has a good time if a survivor messes up. For me I personally don't care about either side, survivors don't tend to think of things jn terms of time cost and what is a true crutch perk. A true crutch perk saves time. Even if a killer is fully aware, survivors still control the flow of the game. Clown, nurse, billy have skill caps cause they can better control through pressure or breaking loops. I speak on time because I play a lot of killer a lot. It's not about improvement, its about survivors making a wrong turn and being spotted.
1 … 21 22 23 24 25 … 28