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Dabrownman1812

Dabrownman1812

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Dabrownman1812
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  • Smh, no one thinks of the real issue. Problem solving 101, let's work backwards.
    Billy and nurse top tier due to map pressure and strong chase game, but mostly map pressure. They will always be top tier so them being the top isn't the issue, issue is why is there such a gap? The answer is it takes time to check on gens, time saved is time saved. But what causes both of these? Ding ding ding, objectives! Lack of forced objectives gives survivors a huge advantage and those killers who can do more with less time in chase are rewarded which leads to billy and nurse being top tier. Survivors have 6 objectives. Killers have 12. 5 gens and a door vs 12 hook phases at base. While a killer is in chase he isn't stopping 3 survivors from doing half of the objectives in one chase. 

    What did we learn today guys? Give survivors more forced objectives because if they aren't forced, they won't be utilized and the game will end in a crazy fast pace and eveything is ranked, not casual mode. 
  • You play both killer and survivor I take it?
  • Dope perks, pretty balanced out
  • I guess also the survors are supposed to reflect the players, and as the killer you are just the killer and not a player. So maybe that explains why survivors are vanilla and killers are quite limited. Rip. 
  • NeonAlien said:
    Personally, I'd love to have a 5th extra perk for killers and survivors which can only be filled with one of their personal perks...
    5th perks for survivors is cancer, fifth for killers sure. Survivors? That's 20 perks to 5 perks. Hell no lol if anyone needs an extra slot it gotta be killers. 

    CoolAKn said:

    @MrMyers said:

    @kate_best_girl said:

    @MrMyers said:
    There's already something exactly like this that exists: teachable / unique character perks. Unless you mean adding a 5th perk slot, or just buffing survivors outright, this idea wouldn't do much good for killers. Now, even if it was for killers too, killers already have their own unique abilities, so it would be much more useful for survivors. This would anger those who play killer even more, and in my opinion this idea is destructive and quite dangerous.

    Exactly teachable perks which can be taught to everyone and I did talk about various debuffs which would come to certain survivors with the passives like for example Feng vaulting 10% quicker but her exhaustion recovery speed is reduced by 10%. This would make it so Feng can easier survive killers like the Huntress or The Nurse while also being weaker towards killers like Wraith, Trapper, And Doctor. It would make an actual Meta and provide actual reason to play new survivors other then "They have a nice coat."

    So you just want to add an extra teachable perk for survivors?

    I imagine they would do something similar for the killers for the sake of balance.

    Killers have different stats and already all play different. 

    @CoolAKn said:

    @MrMyers said:

    @kate_best_girl said:

    @MrMyers said:
    There's already something exactly like this that exists: teachable / unique character perks. Unless you mean adding a 5th perk slot, or just buffing survivors outright, this idea wouldn't do much good for killers. Now, even if it was for killers too, killers already have their own unique abilities, so it would be much more useful for survivors. This would anger those who play killer even more, and in my opinion this idea is destructive and quite dangerous.

    Exactly teachable perks which can be taught to everyone and I did talk about various debuffs which would come to certain survivors with the passives like for example Feng vaulting 10% quicker but her exhaustion recovery speed is reduced by 10%. This would make it so Feng can easier survive killers like the Huntress or The Nurse while also being weaker towards killers like Wraith, Trapper, And Doctor. It would make an actual Meta and provide actual reason to play new survivors other then "They have a nice coat."

    So you just want to add an extra teachable perk for survivors?

    I imagine they would do something similar for the killers for the sake of balance.

    Of course they would adjust killer powers to weaken survivor passives

    I see what you mean, would be cool. Id v has some ideas on it. Would be a nice balancing out. 
  • DexyIV said:

    SB needs to be more situational imo I'll admit, but I'm not sure if making it based on powers is the right thing to do. Logically it makes sense. It would make it useful against killers like Billy and Nurse, and the range you'd get the sprint burst would determine if it would be useful against Myers. Would also be weird to use in some cases against killers Trapper and Hag. Would it activate if you spring a Hag's trap? Or only when they place one?

    It's not a bad idea, but I'm not sure if BHVR would be willing to make such a change with so many interactions. Seems like it would introduce a lot of inconsistency and bugs along with it.

    Sprint burst is fine, really overhyped. I do fine at high ranks even as freddy when everyone has sprint burst. Sprint burst isn't what's damning to me. I know it is braindead but it is elevated due to the amount of people eho use it. It isn't the strongest exhaustion perk, just overrused and more prevalent.
  • Can we fix fps on console in general? I swear I've gotten hits that should have hit and hits that should NOT have hit. Dbd is the first game I've really had noticeably fps problems on. All my other games run perfectly fine, not as good as pc though

    Word, sometimes I would completely be behind the huntress or another killer and still get hit. Been a while but that was bad, I shouldve recorded it. 
  • @The_Fallen_Utopia said:
    only1biggs said:

    @Attackfrog said:

    @only1biggs said:

    @LightsOut88 said:

    Just another kick in the killers balls in my opinion. If they keep this crap up no one will even want to play killer soon. Then the survivors can have it how they have always wanted it and just do all the gens and leave without even seeing a killer lol. Fun game lately DEVS...Not! Every change you have made lately has been for the worse if you are a killer. Im getting seriously tired of the favoritism 

    Not jokes? Wow.

    You know you don't have to camp if you just get better at the game, right?

    Right @Orion ?

    Lol, statements like that are usually said by people who have no clue how to play an effective killer. It's ok, though, you just don't know any better.
    
    I, for one, love this change. I no longer get penalized (by ranking up) for effectively guarding the hook.
    

    In fact, they could "penalize" me more if they want! Make it an instant de-pip for engaging in a chase near the hook!

    Nice try. I 4k 90% of the time with different killers and play to have fun, not sit and "guard a kill" or tunnel. You justify it however you like sweetheart, you're just trash.

    As someone with more then 1000 hours in this game I'm starting to question if you're really as good as you say or just some survivor main pretending to be a killer. No offence but no one can play this game while never camping. If all generators are complete and you don't camp the kill then I'm sorry but you're the trash one here.. There's multiple situations where camping is right.. I am against it as much as the survivors are yet I know when it's needed and when it's done at the wrong time. 

    This could be the stupidest thing I've ever read...

    "No one can play this game while never camping"?

    WOW.

    Just so you know, I have never camped and never will. If the game enters a situation where camping would be acceptable, like end game and doors open, then the game is already over in my eyes and I'll take the loss.

    To say I'm trash because I don't camp is some super dumb backwards thinking there buddy :')

    Yup, camping isn't forced, it's a choice. 
  • Peasant said:
    What we really need is for 2 players with 8 meter radius perks to create a visual representation of the 16 meter distance.

    That'll give everyone some perspective.
    16 meters is quite short, that's tier 2 meyers terror radius for reference 
  • @Mister_xD said:
    That would be a really nice change, since, lets be honest, last second switching is just a lame tactic in order to troll an unprepared killer and feel like your a god. (in my lobbies, that usually results in a hardcamp and tunnel combi <3 )
    in my eyes, the time for a change has come. this has been a thing since the very first release of the game, so please devs! please do something about it!

    Okay leave the community if you camp

    Camping sucks as killer and survivor, not healthy at all. Only possible condition is if gates are open. But yeah, best if we work on some of the killer bs so we can work on killer bs and evolve the game.
  • Yeah, when status icons pop up it drops
  • It's a big mistake I think. Overregulating is always a wrong course.
    I wish the devs just came to their senses and introduced a killer ranking system, where 0K awards you with -2 pips and 4K with +2. Limiting players' movement is depriving them of their most basic tool. I know standing at a hook doing nothing is a dumb thing to do, but sometimes it is the correct action. 
    Not getting a penalty for the last surv or when in a chase is not really helping. You may have seen a Claudette lurking around while you were carrying. Your BBQ may not have given you any clues, making you think they're all nearby. Or you simply know this team is very altruistic. All valid reasons to stay near to the hook and search for survivors, and the new Chaser doesn't consider these.
    It will only encourage more mindless hook swarming. There are so many better options to discourage hard camping
    It does consider those, no regression if another survivor is with 16 meters. 
  • This will do nothing but penalize good, non-camping Killers that usually didn’t camp anyway when dipshit Survivors decide to rush the hook, then Loop near the hooked guy. Bad Killers who already camped don’t give two shits and will still camp anyway. 

    Can’t believe the developers are this bad at thinking this stuff through...
    Guess you're out of the loop, when a survivor is 16 meters from a hooked survivor no penalty is applied, regardless or not there is a chase. Once another survivor is within 16 meters there is no regression. They didnt clarify this in the notes so I get the thoughts people have on it.
  • I play more killer then I do survivor. But when playing survivor I NEVER get camped. I don't know why this is something that is brought up so often. Killers don't camp you. I feel like it's ridiculous to believe that you all get camped 24/7 but I never do. In fact it's usually the opposite. The killer always refuses to hook me a third time. Leaves me and gives me the hatch almost every game. I'm a rank 1 survivor. But I'm not really that good at the game. I don't pallet loop or abuse spots. I just run and do my best to survive a chase as long as possible. I don't use items. So no shiny flashlight every time he tries to hook someone. I don't bodyblock the killer to try and force him to lose out on a hook. I just play the game the way I feel like it's supposed to be played. And never get camped.

    Think that maybe if you stop being an ######### that you might not get camped? Regardless if you agree with the killers mentality... If everyone just started playing the game without being afraid to lose, there wouldn't be camping! Players don't camp because it's fun. They camp because you mock them or making the game boring.

    .... And I noticed in a post up there. I agree. If they add this to the game I will probably camp to keep my rank lower. I don't really enjoy the toxic rank 1 gig. This will be perfect.

    Wrong, some camp just to camp. 
  • I'm not for the bickering, but swf goes against the original idea of "the trial is like a nightmare, you cannot talk" which is my reasoning that verbal communication is an unfair advantage. Maybe giving kindred at base (just to see if the killer is near a hook, not showing all survivors) but in exchange the killer should be given information in somd for otherwise it is just a killer nerf. For other games parties isn't unfair as most games aren't 1v4 with one person incapable of having 4 real time minds work against that person while having mechanics that restrict the 1 from being effective unless you're the best character in the game (nurse). Some people say add in game voice, but if they do that, they will have to lower the hooks to 2 phases instead of three due to the math and odds stacked against the killer. Maybe add a third hit. 
  • @Wolf74 said:

    @kate_best_girl said:

    @Wolf74 said:

    Please quote me where I said that.
    Stop putting words into my mouth.
    I want "balance" and that is fair game without the "weak" side being able to bully the "strong" side.
    Without the ""weak" side being able to 1 on 1 the "strong" side, but still play in a team.

    Then how do you suggest we do that? Survivors can bully killers and yeah some killer buffs are needed but you can't just remove an entire feature and call it 'Balance'

    Now the question for you? Do you see SWF on voice com as "fair" and "balanced"?

    IMO:
    SWF is the worst thing in terms of balance.
    So something needs to be done.
    I would like to see it split into different queues.
    Ranked = solo only
    Casual = with SWF (plus anybody joining casual solo will get a BP bonus)

    I Don't think there is enough players to have that plus killers would never play it thats the problem

    I don't think it's anout easy kills, it's about the fact that swf does break the game. The communication is not supposed to be in the game, that's why there's no in game talking. I love playing swf, but I admit it gives an out of game advantage, which in most cases is cheating to a degree. One person found a hex, they all find it. One person finds a trap, they all find it. Swf is fun as survivor but stupid as killer, I play both high rank. Not supposed to be impossible to win but the 1 should be stronger than any individual member of a team. It is stupid how 1 survivor can keep a killer busy using braindead loops for half of the objectives. Survivors have 6 and killers have 12, a killer in chase is not stopping other survivors from getting theirs done.

    There needs to be a separation of casual and ranked, I'm sure there's enough players. Two swf max in ranked. Only 2, since talking gives a stupid advantage, there shouldn't be a whole team. Also with swf and emblems together, has some low skill players at rank 1. The survivors play like rank 17s. What happened to my rank? The devs lowered the requirements for killer and survivor, too little people made it to high rank they said. 
  • @Dabrownman1812 said:
    kate_best_girl said:

    @Dabrownman1812 said:

    With passive gains comes passive losses to balance them out. This also creates a meta and you'll see a character tier list so it encourages variety to a point. Anyone who vaults faster or has any extra performance in chase will be picked due to them having a higher rate of survival. 

    True maybe Feng could vault faster but recover exhaustion slower, Kate's extra wiggle could make it so when the killer drops her the killer's stun is shorter, and Claudette's could be that healing speed directed towards her is reduced by 10%. Making a meta for survivors other then perks would be such a cool thing

    Interesting, I would love to see this kind of thing. Not sure about the values and stuff but the idea of abilities is cool. The killers are underpowered so maybe after the balances and buffs we could try this.

    Yeah and this would also open up a possibility for a bunch of new survivor and killer perks. And judging on these abilities it could even push some killers up in the meta like maybe passive's are disabled when you're asleep by Freddy?

    That would be dope!
  • @CoolAKn said:

    @Dabrownman1812 said:
    With passive gains comes passive losses to balance them out. This also creates a meta and you'll see a character tier list so it encourages variety to a point. Anyone who vaults faster or has any extra performance in chase will be picked due to them having a higher rate of survival. 

    Agreed. I like just being able to pick a survivor that I like based on how they look, instead of having to grind for a survivor I don't care for, just to have a bonus trait. F13 was a mixed bag because everyone had different stats, and it can be difficult finding one that suits your play style. The character that I mained was good at repairs, but terrible at stealth. Survivors are very balanced between one another because there aren't any significant differences between them (aside from females being smaller than the males). Killers are unbalanced because they do have specific traits (powers) with their character, so you don't really get to "pick one" like you would with survivors. We already have meta perks, I don't want to see meta survivors.

    But you see thats the problem is that there isn't any reason to even add new survivors to the game because they have no purpose

    I see what you mean. It creates an interesting dilemma, it could make or break some survivors and it really changes the game, but survivors being more than just vanilla molds does have an appeal to it.
  • @Dabrownman1812 said:
    With passive gains comes passive losses to balance them out. This also creates a meta and you'll see a character tier list so it encourages variety to a point. Anyone who vaults faster or has any extra performance in chase will be picked due to them having a higher rate of survival. 

    True maybe Feng could vault faster but recover exhaustion slower, Kate's extra wiggle could make it so when the killer drops her the killer's stun is shorter, and Claudette's could be that healing speed directed towards her is reduced by 10%. Making a meta for survivors other then perks would be such a cool thing

    Interesting, I would love to see this kind of thing. Not sure about the values and stuff but the idea of abilities is cool. The killers are underpowered so maybe after the balances and buffs we could try this.
  • akbays35 said:

    @ClogWench said:
    DS wouldn't be bad but Sprint Burst would then suddenly only be useful against certain killers and useless against others. It's in a good place, albeit overused.00

    idk, I think it needs a trigger of some sort and thought that would be a decent one. Lithe activates during chases, dead hard requires you to be wounded, balanced landing requires falling.

    The automatic use keeps it in check, and the exhaustion nerf. Sprint burst is fine as of the 2.3 patch and isn't an issue. Just overrated as it is braindead and weak because it lacks a condition like other exhaustion perks which can create a gap midchase. A trigger would make it stronger. It's fine where it is, a burst of speed when you first start running. 
  • With passive gains comes passive losses to balance them out. This also creates a meta and you'll see a character tier list so it encourages variety to a point. Anyone who vaults faster or has any extra performance in chase will be picked due to them having a higher rate of survival. 
  • Mc_Harty said:

    @Dabrownman1812 said:
    Guess you arent aware of the sole survivor change. It's by percent but by meters. Sole survivor could always counter freddy. Sole survivor has been reworked earlier to nullify aura reading up to x meters, not by percent anymore. So if you are within x  meters you cannot be read by freddy. The wording of the perk is self explanatory, but some people aren't familiar with the rework wording. 

    No I'm aware of the changes, I just wasn't aware about how its useful against Freddy.

    The wording tells you cause it's not by percent. Np yo
  • I mean it's not by percent but by meters. If you are within x meters of killer you cannot be read anymore
  • Mc_Harty said:

    @Dabrownman1812 said:
    It affects all aura reading yes

    How does it affect Freddy?

    He has infinite aura reading. I haven't played against anyone who uses Sole Survivor while playing as Freddy so I'm a bit curious about how it works.

    Guess you arent aware of the sole survivor change. It's by percent but by meters. Sole survivor could always counter freddy. Sole survivor has been reworked earlier to nullify aura reading up to x meters, not by percent anymore. So if you are within x  meters you cannot be read by freddy. The wording of the perk is self explanatory, but some people aren't familiar with the rework wording. 
  • HP150 said:

    I'm on the fence about this.

    On one hand, this game was not balanced with SWF in mind and it's plain as day. Hell, some perks just outright don't work when voice com is factored in.

    On the other hand, this game probably would not have survived as long as it has without SWF. Watching casuals play SWF (who only want to play some games with their friends) then watching high ranked survivors in SWF who actually know what they're doing is night-and-day. A completely different game. An indicator would likely result in a metric ton of dodges by Killers, which would be off-putting to both new comers and veterans. You would see a hell of a lot more deranking by survivors to get paired with Killers who aren't in-the-know of the cancer that is SWF... thus making it even more off-putting to new Killers.

    I think the solution would be to give in-game voice chat to all survivors by default then buff the killers to balance around it. SWF isn't going anywhere and this game can never be properly balanced until voice chat is factored in to the decision making.

    The voice kills many killer elements. Would not help unless they give killers some serious programmed steroids. 
  • Tsulan said:
    Eveline said:
    Everyone? You mean bunch of hypocrite killers.
    This is going back and forth.
    Killers saying lobby dodging is not the same as disconnecting mid match and you claiming that it's the same. 

    Would you really prefer to lose all offerings, points and several minutes, instead of some seconds to join a new lobby?
    The solution is to do how identity v does, give the killer more time to choose than the survivors. If survivors switch to the new sabo squad or flashlights, it isn't fair as the killer cannot prepare. The killer should always have the chance to prepare as killers react to survivors, even in the lobby screen. But yes, both sides are toxic, last second switching is horrible because it mind rapes killers, killers who have perks to prepare for certain items, but can't. 
  • DexyIV said:

    There aren't really any op killers, besides like, Billy maybe. But that's just because he has no downsides. You have to learn how to play around this stuff or you'll never improve. If you aren't willing to, then this game isn't for you. It's got a pretty decent learning curve to it.

    Billy definitely has downsides, all killers have downsides lol. I agree though, learn how to face killers. Also, since emblem update many low skilled players get to rank 1 which effects the match. 
  • CoolAKn said:

    You can try pointing at the switch to indicate you want to open it. If they are paying attention, they should understand that you want to open the gate (most of the time, people would want to do it for points). Other than that, it's not a bad idea.

    Since people are selfish for points, this doesn't normally work lol. 
  • Does anyone know if it affects Freddys aura reading? 
    It affects all aura reading yes
  • Nero said:

    This perk is still weak though not useful...It would be useful if it counter bbq a little easier that way against killers like nurse and billy even spirit who have high mobility it will be better to use

    Oh well, against three killers lol. I see what you mean but it is good where it is. 
  • It seems you didnt face competent survivors, never judge a killer by one game, but by multiple games with a variety of survivor skill levels, solos and swf. 
  • Poweas said:

    Ok so I play both survivor and killer on xbox. 500 hours, about 300 to survivor and about 200 to killer (198 to every single other one and 2 to Nurse with games where I got abused). And I switched to PC since Xbox got boring rank 1 was easy to get to and it was ridiculous how overused killers like Myers were :( . So I played a little survivor and decided to try out Nurse, my only perk was a nurses calling, no addons and I 4 manned in the Asylum with only 1 blink missed and then I 3 manned in the Shelter woods (Last guy got hatch due to the hatch spawning when I slugged them because exit gates were open, almost got him tho ^^). I had no addons and I dont get why faster turning and better frames make her so easy to use. I literally watched 1 nurse guide telling me to zigzag blink (Ardetha's guide on YT) and other things and I find her so easy? Am I naturally good at her or is she easy to play on PC. I have more struggles playing Trapper lol. Btw PC community is so nice I love it here ^^.

    Rank isn't the same since emblems, horrible rank 1s who can't keep a killer busy for 30 seconds exist. Good that you're practicing on those lames lol. Nice people, but haven't earned their rank. Had rank 2 killers falling through the hole in the game etc, rank isn't about skill or knowledge anymore. Og rank ones would've ripped you a new a$$hole on that run. 
  • Orion said:

    @Dabrownman1812 said:
    It's not about that, seems as though ya'll are so used to lack of vacuum posts you fail to understand. This issue can only be seen from a survivor point of view, it will bring the killer to the same side as the survivor sometimes, even if you are on the other side. Even with proper timing, spacing, etc, the pallet will bring the killer to your side, register a hit and then warp the killer back. Sometimes it will just keep the killer on your side, the pallets will sometimes drag a killer to your side and get stunned on your side with a registered hit. It's seems like a latency, fps, and some extra issues combined, not sure. The bs hits aren't felt by killers do to killers being host, only the survivors see some of this. 

    That's a bug, but it's not what OP is complaining about. OP is complaining that his character doesn't teleport to the opposite side of the pallet as soon as the interaction is available.

    Oh my bad, my bad
  • I've been using BL recently only because it can make a huge difference in some maps, even without the Haste status. The only thing that drives me crazy about it is that there are spots where it should 100% trigger but doesn't because you went through a window or something.

    DH is overrated. It works once against a good killer, that's all you get, and you have to use it so perfectly to get any benefit out of it. The distance you gain is so minimal, and if the killer just waits then you get hit. It's good against Nurse and that's about it. The only reason so many people use it is because killers constantly fall for it. But when you get one that doesn't, it's so worthless compared to SB, Lithe, or BL which can actually, you know, help you escape a chase. Plus you can't even use it against a one shot like chainsaw or MYC.

    Incorrect, it has many applications and can also be a psuedo window and pallet vacuum. You move at 300% speed briefly but with enough practice it can guarantee you safety. Most people use it predictably. Sprint burst is actually overrated. Myc bet, but if you're good you wouldn't be getting chainsawed except for latency. And when there is a time for a killer to chainsaw you, the other perks wouldn't help anyway as sprint burst is already used up and balance landing and lithe aren't applicable.

    A killer would be stupid to just walk up and chainsaw when most people run sprint burst, they would be falling for the same thing over and over again like people who fall for people who misuse and overuse dead hard. And if you are observant you wouldn't need the early chase sprint burst anyway especially if you run spine chill. 
  • Emote does the same
  • Due not do
  • Orion said:

    Now you actually need to be on the side that you want to stay on after dropping the pallet. That is working flawlessly.

    It's not about that, seems as though ya'll are so used to lack of vacuum posts you fail to understand. This issue can only be seen from a survivor point of view, it will bring the killer to the same side as the survivor sometimes, even if you are on the other side. Even with proper timing, spacing, etc, the pallet will bring the killer to your side, register a hit and then warp the killer back. Sometimes it will just keep the killer on your side, the pallets will sometimes drag a killer to your side and get stunned on your side with a registered hit. It's seems like a latency, fps, and some extra issues combined, not sure. The bs hits aren't felt by killers do to killers being host, only the survivors see some of this. 
  • Nero said:

    @Milo said:
    First
    As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.

    Your Aura cannot be read by the Killer within a maximum range of 20/24/28 metres for each killed or sacrificed Survivor.
    (ptb version)
    So yes 1 token does counter Nurse's.
    And BBQ is countered if you have 2 tokens... slightly. You can extra 16 meters from the range of bbq

    but why it cant work like this..if I have 1 token of Sole survivor and Killer hooks the survivor and sees auras 40m away and he should be seeing me at range of 40+24=64m away because of 1 token of sole survivor..Because killer is seeing auras 40m away..Devs make this change...it will help counter BBq

    It gets stronger as more people die, that's the answer. Not supposed to be super strong with 1 death. And that adds range and is weird. You gotta be 40+ meters to get ready by bbq, you have options. You'll be fine, bbq has answers and checks. 
  • it counters those perks now as it grows, ptb made it show you when it blocks a perk but it blocks bbq now
  • Nero said:

    Guys tell me does the PTB version of Sole survivor counters BBQ ? in some way ? what happens when 1 survivor is dead and killer hooks another survivor and Im 40 meters away..can killer see me ? or do I have to be 68m away for the killer to see me...I mean why cant they just make this perk to counter BBQ indirectly or directly..and the first token aura reading range should be reduce by 28m in order to counter nurses calling...What do you guys think?

    It countered bbq since the change went to meters
  • Since the new survivor, Adam Francis, had came out with an interesting perk called Deliverance, this brings a new way to rework something that shows both survivors and killers your hand when playing with No Mither. As it is right now, No Mither is only useful if the killer lets you stay down in dying state long enough to let you recover fully. Which, if the killer notices that you have the Broken state, they would not be dumb enough to allow this. When you run No Mither, the killer will instantly pick you up, defeating the purpose of the perk all together. Now back to the Deliverance. That perk has the forethought to not indicate that you have it until you use it. And its a one time use. This should be the way No Mither works as well. You would have the normal, non broken state at start, but when you go down and successfully recover all the way, you would then have the broken state for 60 sec. if you are downed while having the broken state, you can not recover fully. But if you last the 60 sec. of broken state, then you would be able to use it once again. Making the perk a bit more useful.

    Thoughts on this possible idea of a rework?

    You can't really compare the two perks.

    Deliverance is a conditional basis and it also has a time limit to it's broken effects.

    No mither effects have already begun the second the trial starts hence why when you use it would automatically give you the notification that you're broken due to no mither during the camera pan.
    Also no mither is hard mode, people forget this lol
  • If we gotta fundraise for features, let's do it
  • You guys have been doing pretty good with these last few patches but a noed buff isnt what us killers need. I mean it fine but it's a waste of a perk slot. We need to slow the games down. The healing nerf was a step in the right direction and loops will be less frustrating to deal with but survivors need something to do other than hold m1 and spacebar. Have you talked about mandatory secondary objectives instead of you know optiomary secondary objectives. Make the survivors have to find parts scattered around the map to repair the gens. That's the one thing f13 the game had over dbd more objectives and ways to escape (and those objectives normally didnt take 80 seconds to complete). The current perks that slow down the game are nothing if survivors can hit great skillchecks. I just ask of you please (I'm sure many other killers would like this too) make our matches longer or add in something else for survivors because I'm sure they want other objectives too instead if m1 and spacebar. If you make matches longer you buff most of the other killers that aren't nurse,Billy, and hag.
    This guy talking like me. It is true, time is against the killer.
  • More objectives and boost kick effects. How about there is a circut with a cool down, if the killer damages it, gens can't be repaired for either x amount of time or until survivors  find one of 4 breakers on the map and reset it to allow the gens to get repairs again.
  • nh_hapz said:

    @Dabrownman1812
    Thanks for breaking it down & giving an in depth explanation, It is nice to see that we can actually discuss it rather than a snobby "get better" response from killer mains LOL
    As i mentioned before I have only played for 3 months & am still learning the mechanics of the game. Cheers

    Np man, how you wrote it will get responded to rather than the issue. The root is you need experience and to learn and it comes out as frustration. I see you're not trynna be an anusface so you're cool in my book. Some people here aren't bad but how you worded it could make people a little defensive, people are used to salty survivors complaining. I'm on ps4 as well.

    If you have any questions you can let me know and once again ask around at the players and or devs. 
  • Get your information up, read killer powers @ freddy. You are encouraged to do your homework on the killers and play the game to pick up on the more nuanced things. The emblems made it easy for people to rank up, ds is not useless. No one with experience would say that. You cannot use d strike when someone presses the hook command so no one should use dstrike that close to a hook. 

    Tier 1 mike and freddy can't be read without some condition. Mike has to go to tier 2 and survivors have to be asleep to see freddy's aura. Also, you gotta be new. For people in the top rank, using no perks should not be an issue, it's skill that makes a player, not perks. Losing one perk for a possible instant escape is low risk very high reward. Also, as a survivor main you don't know the concept of timing in this game. You really should think more in depth by rank 8. Survivors have 6 objectives, killers have 12. Prolonging a hook phase by any amount is beneficial for survivors. 80 seconds about to fix a gen solo, 4 people, do the math. The longer a person takes to be hooked, the worse it is for the killer. 

    Once you think of the game in terms of time and the advantages you have, you'll be fine and see survivors have the upper hand in most games. More people need to understand this. You don't need perks to be viable survivors, but most killers need perks. That's why survivors can run no mither, no perks, bad perks etc and still do good, because the mechanics of the game is based on time, not perks. Maximize your results in the shortest amount of time possible. 
  • CoolAKn said:

    @chococri said:
    Spine Chill saved my ass so many times. Especially againts Freddy. 

    There has only been a few times where Spine Chill has failed me. Twice against the Pig. I saw Spine Chill light up, so I was crouching facing the direction I was sure she went waiting to see her in the distance, when all of a sudden, I see black hairs to the left of my character, lol. The second time, I had an RBT on, and I was checking the Jigsaw Boxes (check one, then go hide and wait for the Pig to go away), when I got to the third box, I checked it, and I saw Spine Chill activate, I was sure she was coming from the right, so the second it was done, I ran to my left...right into her (my camera was facing the right).

    Map awareness guy, wouldn't fail you. Spine chill has a learning curve as it is more than just I light up, you move. 
  • You should put in more clothes, for the character of Kate and new heads.
    Would be very nice. Thank you
    Getting new kate stuff soon already
  • Spine chill gives more information but premonition is easier as it gives you an audible warning, spine chill just lights up and some people don't pay attention to it. 
  • Maybe hard for you, you aren't ready for a no mither run then
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