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Delfador

Delfador

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Delfador
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  • @switch said:

    @Orion said:

    @switch said:
    You just got very lucky the base chance is 4% and slippery meat adds 3 more attempts.
    Honestly i used that with up the ante and didnt manage to get off the hook in 5 games.
    Don't recommend RNG builds since its just pure LUCK

    The odds of getting off with 3 chances (default) is 11.5%, give or take.
    The odds of getting off with 6 chances is 21.7%, give or take.

    It makes a big difference.

    from where did you get those numbers ?
    Slippery meat does not affect the hook odds it just for 3 more attempts.
    The base % of escaping from the hook by yourself is 4.
    Again this is pure RANDOM NUMBER GENERATED aka luck.
    You can escape without slippery meat 100 times, or you can die with slippery meat 100 times.
    I'm confused on how did you get those numbers.

    Three chances without slippery meat= (96x96x96)/(100x100x100)= 88,4 100-88,4=11.5
    Six chances with slippery meat= (96x96x96x96x96x96)/(100x100x100x100x100x100)=78,27 100-78,27=21.7

  • Slippery meat is not a possible solution for getting farmed. If you didn't use slippery meat, you would still not get farmed in those matches as well. How?

    If one of your teammates wait for you to get hooked and farming you, There is nothing you can do about it. Slippery meat wouldn't work. You need something that doesn't allow your teammate to unhook you when there is a killer. You were able to unhook yourself because there was no killer. If you waited for one of your teammates to come and save you, without rng you still would be able to get unhooked.

    For me that perk exists for the end game. The doors are open, nobody is coming for you and the only chance you have is your kobe.

  • @RemoveSWF said:

    @Delfador said:
    The ghost addon seems pretty strong for being a common addon. I love these changes. I hope they happen soon.

    The Ghost is completely pointless. Who needs a terror radius when the survivors can hear the bell sound anyway and just run in the other direction?

    The Coxcombed Clapper that removes the bell sound is positive but it's an ultra-rare add-on, which means it'll be used so infrequently that it's barely worth talking about when we're discussing overall balance.

    Not because of terror radius though. If he is going to get that windstorm effect as his base kit you can make really good mind games with the ghost's red stain disappearance effect. A lot of survivors are looking at the red stain rather than killer himself.

  • @mzombie1431 said:
    Here is an idea for a change in the game, I know this is gonna catch alot of flack by player that play like this but let face it if you depend on tunneling and camping you're pretty much ######### at the game anyways so those opinions won't bother me.
         I think there should be per say a timer for in which a killer can't hook a survivor again with out a penalty to the killer or no penalty to the survior. My idea is basically if a killer downs a survivor immediately off hook and then re-hooks that same survivor it should be counted at the previous hook not a second if done in a certain time frame. This would deter farming and tuneling. It wouldn't eliminate it but it would give survivors a weapon against this type of play.
          Second Camping: I think that a system should be in place that if a killer doesn't break a certain radius , can't be the terror radius cause its different from killer to killer, that hook degradation for the survivor is stopped or dramatically slowed down. The emblem system wasn't enough to stop this type of gameplay mostly because survivors need to be altruistic to build that emblem to pip. 1 survivor save ,1 gen, 9min alive= 1 pip 9 or pretty close. No save pretty much no pip just a safety. This really won't hurt the good players that play good and don't need to camp. It would be just forcing players that play a ######### style of play to get better.
    This is is just my opinion and I know that it may not be liked by some, but its just an opinion and idea.

    Killers do not farm, survivors do that. You shouldn't unhook a survivor if there is a killer patrolling the area. If the killer doesn't want to give his kill, there is not much you can do about it simple as that.

    Your first proposal punishes a killer for no reason. It just gives every single survivor the perk borrowed time.

    If I have understood correctly, your second proposal has been tried and abused by the survivors themselves. I don't think that they will bring it back.

    If we want to eliminate camping and tunneling, we should either give survivors who have been hooked a debuff, which is a little bit cheap tbh, or we should give a benefit to killers who manage to hook different survivors.

  • @Sehkmet said:

    @AsePlayer said:
    Maybe it's because all three of us realize that's the issue with this proposed change?

    @Delfador said:

    I can't protect the generator I have worked on from the killer's kick all the time. I will have to wait for another survivor to come and finish it or leave the gen and allow the killer to kick it. It might even regress to %0 from %66.

    Four in a row. Stop thinking inside the box. STOP trying to camp a generator at 33% and waiting till your team finishes it. Its about raising all the gens to 33% and to fix those that lose the ''thisIsFull- aura'

    You dont have to wait, you dont have to camp, there is nothing wrong to 'allow the killer to kick it'. Your mind is set on -I WANT TO FINISH THIS IN 2 MINUTES and start another match-.

    L M A O. In almost every single thread, I defend killers and say that gen rush is a problem. Your proposal is ridiculous at best definition. As if the doctor matches are not annoying enough, we will not even allow a survivor to complete a generator.

    When you open a thread and explain your thoughts, you need to be able to face criticisms. Instead of saying that we think inside the box, maybe you should try to understand what we are saying. Tbh, I haven't even read the previous comments. If all four of us said the same thing, maybe you are the one who is wrong in this thread.

    I am happy to accept any criticism and listen to people. This is my thread and look at what runiver told me and what my response was to him.

    https://forum.deadbydaylight.com/en/discussion/9224/instead-of-hex-huntress-lullaby-just-huntress-lullaby#latest

    My rework was ridiculous and would make some killers unbeatable. Instead of trying to blame people, I just accepted that my proposal could not become a reality and move on. Either change your rework and make it a little bit more acceptable or just get more criticisms and frustrated.

  • The ghost addon seems pretty strong for being a common addon. I love these changes. I hope they happen soon.

  • @Sehkmet said:
    Lore: Each survivor in the trial has a unique knowledge and tools to repair specific parts of a generator.

    How it works: Each survivor can only repair each generator till 33%. To complete a generator three survivors have to work on it.

    Whats expected?: Survivors have to roam and complete their share of each generator around the map, this might stop gen rush and it would be funnier both sides to roam around the map instead of holding leftclick in a single spot for 80 seconds.

    Settings: IF a survivor dies, the knowloadge is transfered to the remaining survivors.
    4 survivors alive = 33,34% cap
    3 survivors alive = 50% cap (two survivors have to work at each generator)
    2 survivors alive = 100% cap (a single survivor can repair from 0 to 100%)

    What happens if the killer kicks a generator? Not sure, you should help me with this one:
    A ) all the survivors can repair the progress that is lost.
    B ) only the survivor that made that progress can repair it.

    What can be implemented? auras around the generator that you already completed to 33%. (The aura is lost if the generator loses your share of the progression)

    BNP can be reworked to complete your share of a generator (33% 50% or 100% depending on survivors left) or it can be reworked to allow you complete a whole generator by yourself [BNP removes the 33% cap of a single generator with the 15%-25% current bonus]

    This is just an idea and i want to hear your thoughts, No-Salt allowed, no survivor/killer main QQ allowed

    Extremely killer sided, impossible to implement. I can't know which generators have progress all the time. Yes gen rush is a very big problem but there are killers who can prevent gen rush like nurse or hillbilly or huntress. These are still very powerful killers and unintentionally your proposal buffs them too.

    Not every survivor run from one generator to the other. Some of us are altruistic, some of us searches for chests, some of us are being chased by the killer. I can't protect the generator I have worked on from the killer's kick all the time. I will have to wait for another survivor to come and finish it or leave the gen and allow the killer to kick it. It might even regress to %0 from %66. There are so many other issues with your gen rework that trying to improve this idea will not work most probably.

  • @Dr_doom_j2 said:
    Delfador said:

    The problem that survivor mains do not understand is that this patch had also nerfs for killers. You can say that there are aura reading abilities but killers use them right now because they feel different. A couple of days later, everybody will go back to their own build.

    Tinkerer, one of the most powerful perks for killers, is buried into the ground. No more insta chainsaw billies, no more machine gun huntresses, and a lot of other killers' abilities get nerfed with this perk. The most powerful 3 killers have been affected by this change. Tinkerer is a funny perk right now but unless they do not buff it to %75, many people will not use it in the future.

    They buffed trapper and hag but they won't get a place in tier 1. Nurse billy and huntress are still the strongest killers.

    Instead of crying, both survivors and killers should try to improve themselves but no one seems to be doing this. They rather create posts where they cry and suggest nothing valuable.

    I'll say this, you are very wrong about hag, she can at this point run with nurse and Billy. Huntress is DEFINITELY below her now, nerfs and all

    Also, instead Billy was never necessary, his add ons still make his saw extremely fast charging, and on top of all that they nerf huntress over him when by all accounts he is by far the stronger killer.

    Hag is definitely more powerful but no she can't run with nurse right now. Nurse is the 'improved version of hag'. As long as the nurse doesn't get nerfed, there will not be a better killer than her.

    Billy is special because there is no killer that is faster than him even nurse (but it depends on the map as well i guess.) Hag can't run with billy as well because hag's movement speed is slow, doesn't have 1 hit ability, her power range is not that great especially for huge maps, urban evasion counters her whole power. If there is a flashlight, your power might become a bit useless. Also when you pick up somebody, survivors will try to destroy all of your traps as much as they can. There are many counters to her but not much against billy.

    If you are good with hatchets, I don't think you can say that hag is better than huntress tbh but I accept that for some people she could be defined as the 3rd most powerful killer in the game. Not for me i guess

    Since at least for me the top tier didn't change, buffing these killers is not that big of a deal. You are right about your comparison between huntress and billy. They should have nerfed billies' insta chainsaw instead of machine gun build but I think both of them was a little bit OP with these builds so I'll take it. Maybe in the future patches they can nerf billies' insta chainsaws too.

  • The problem that survivor mains do not understand is that this patch had also nerfs for killers. You can say that there are aura reading abilities but killers use them right now because they feel different. A couple of days later, everybody will go back to their own build.

    Tinkerer, one of the most powerful perks for killers, is buried into the ground. No more insta chainsaw billies, no more machine gun huntresses, and a lot of other killers' abilities get nerfed with this perk. The most powerful 3 killers have been affected by this change. Tinkerer is a funny perk right now but unless they do not buff it to %75, many people will not use it in the future.

    They buffed trapper and hag but they won't get a place in tier 1. Nurse billy and huntress are still the strongest killers.

    Instead of crying, both survivors and killers should try to improve themselves but no one seems to be doing this. They rather create posts where they cry and suggest nothing valuable.

  • @feffrey said:
    MegaWaffle said:

    @feffrey said:

    If you want easy wins play these killers for a easy win

    Doctor
    

    Freddy

     Wraith 

    Hill billy

    Leatherface 

    Clown

    These killers here take zero skill to use

    Most players that use them just hold spam their ability 

    Considering the internet is full of prove to disprove your point I'd still like to see evidence to support your claim.

    If you are referring to lower ranks then yes anything works on lower ranks. If you are referring to all ranks then again please do provide evidence.

    "Feelings are not facts."

    It seems that you have never played DBD or at least never made it out of rank 20.. Must suck to be the first one dead every game

    You should stick to Roblox and Fortnite kid

    Dude you have literally said that we should play freddy for an easy win. The only thing I am hoping for is that you get better at this game and play at high ranks. Then remember this thread and how much embarrassed yourself in this thread.

    I accept that everybody can make mistakes and sometimes get things wrong. I do that as well. However, saying that playing freddy for an easy win is a no no in this game. He is arguably the worst killer in this game and so many people trying to tell you this and instead of trying to understand why people claim that, you try to defend yourself with phrases like go and play fortnite kid. As I have said, it is okay to get things wrong but it is not normal to try to insult people who just tells you the truth.

    If you want to grow up and become an adult, instead of getting hard feelings, take the criticism and think what you do wrong.

  • @KillingInstinct said:

    @Vietfox said:
    KillingInstinct said:

    @Vietfox said:

    KillingInstinct said:

    @Vietfox said:
    
    KillingInstinct said:
    

    @Vietfox said: Oh no, a survivor escaped. Nerf survivors again! That's not what I care about. I have a lot of 2 kills 2 escapes games. The fact is. A killer should be able to win vs one survivor. But no. She can run from pallet to pallet and loop every single one until she finds the hatch and then it's just a losing staring contest for killers. Don't u agree that in an asymmetrical horror survival game one ''strong'' killer shouldn't be able to get t-bagged at a hatch?

    That's where u are wrong, even 1v1 there should be always a chance to survive. You dont want the last survivor to escape, don't hook the 2nd last one, kill them at the same time. That survivor just outsmarted you and deserved to survive.
    
    
    
    There wasn't any outsmarting here xD. The third survivor dc'd when I had her downed the 2nd time. And there is a chance to survive. She can play stealthy and not even let me find her. She had urban evasion. So that's how you should survive. Not by being able to run from pallet to pallet and loop everything! Cause I had 0 power there and she t-bagged and healed on top of the hatch since killers are weak af at that point! That is not ''outsmarted''. That's called having to much power as a survivor!
    

    Sorry but if the survivor managed to escape after a 10 minute chase being alone u clearly did something wrong. Something wrong and/or was just better than u, period. If u see someone is better than you, you gotta change the tactics and take them to your territory, make them make mistakes, etc. Sometimes u cant just wait for them to fail by themselves.

    Are u dumb? What u just suggested to do can't be done when she's the last survivor xD Why tf would she come to my territory when the hatch is open? It would still be the same story because there's no counter to the hatch.

    And I did nothing wrong! There's just no counter to pallet looping. I get that you're a survivor main and think there's nothing wrong with it but normal players who play both know better

    I meant territory as a way of speaking ffs xD.
    If a ten minute chase was a common thing i would agree with you, but it's not. Keep telling to youserlf that u did nothing wrong in that 10 minute chase if u want, but it's simply not true.
    Yeah, i'm a survivor main but i've played as a killer as well, and i can assure you i've never chased someone for that long.

    Because you probably played in rank 20 up to rank 16 maybe

    The game is unbalanced but not that much come on. There is a mechanic called bloodlust.

  • @ILuvCampingRec said:

    @Orion said:

    @GolgiNea said:

    @Orion said:

    @GolgiNea said:

    @Orion said:

    @GolgiNea said:

    @Orion said:

    @Vietfox said:
    1- Dedicated servers. U know why.
    2- Killers shouldn't be able to see us in the lobby and what items are we taking with us. Same way survivors can't see the killer.
    Thx.

    2 is not reasonable. Killers need the information in order to select their loadouts.

    Then survivors should get the same advantage huh? If we see a doc we can fix our loadout accordingly;)

    No, because this is an asymmetrical game.

    Yep, so both sides shouldnt be able to see eachother. Killers complain so much about survivors and act like their opinions mean more than survivor based opinions. I play both sides & I would much rather not see the little worms before trial lol.

    Asymmetrical. As in, "non-symmetrical". What you want is symmetry in information, and information is power. Survivors should not be as powerful as the Killers. The lobby should stay as it is.

    I want this game to be fun for both sides. Thats all.

    Not allowing Killers to see items would effectively make Franklin's Demise either worthless or ubiquitous. Many Killer perks require the Killer to be able to see the Survivors and their items. It's that simple.

    why do you think franklin is worthless then? as survivor you have to take sabotage vs trapper also based on luck, why should this here be different? i just see you crying every time someone talks about a equal gameplay. just because youre killer main.

    No they are completely different things. In the beginning there was just trapper as the killer, so it wasn't luck at all. Also with sabotage, you can sabo hooks and get points.

    Small game makes hag and trapper completely useless. When survivors see a nurse, they will bring all of their stealth perks, if there is a wraith, survivors will bring flashlights and so on. There are many specific ways to counter many killers.

    Seeing a flashlight or a medkit doesn't benefit a killer very much tbh. It doesn't affect the gameplay at all. Knowing which killer will be in the next game can change everything though.

  • @KillingInstinct said:

    @Delfador said:
    If the killer was meant to win against one survivor, there wouldn't be a hatch for the last survivor. Although I accept that something should be done for the hatch standoffs, I see nothing wrong in here.

    The chase took over 10 minutes due to the pallets in the map and the looping and infinites. U don't think there's anything wrong with that? The fact that 1 survivor, I repeat, ONE survivor can do this. And u see nothing wrong there?

    No when I speak about balance issues, I am generally killer sided and yeah one survivor shouldn't be able to loop the killer for the entire game. However we are not talking about this right now. You said that since you killed 3 people you deserved the last one and should have got him. I disagree with that. Even if there is one survivor left, She/he should be able to escape.

  • If the killer was meant to win against one survivor, there wouldn't be a hatch for the last survivor. Although I accept that something should be done for the hatch standoffs, I see nothing wrong in here.

  • @thesuicidefox said:
    I wish they didn't change Huntress add-ons. Without Tinkerer the insta-hatchet build isn't nearly as strong. If anything, just remove the stacking effect. That or buff her base wind-up speed.

    I'll start playing Hag again once the update hits on Xbox. If you were good at trap placement before you should be a god now.

    I am not sure about the huntress part. Her machine gun build was stupidly strong I am glad it is gone. I don't have a problem with base wind up but since the tinkerer is gone, they can improve her addons wind up speed.

  • @only1biggs said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

    I play Myers. Don't tell me about how difficult it is to deal with looping and flashlights when I know I can counter it. All the time? [BAD WORD] no, but most. Enough to know that flashlights are not an issue for me.

    Looping? Yeah, it happens. Nothing I can do in chases? You've gotta be kidding, but what does that have to do with flashlights other than it's something you get better at as you play more. And at the same time, some people can't get better. Nothing wrong with that. That's your skill level. I like a challenge and this game gives me just the right amount, even with all the handicaps against me.. but flashlights ain't one of them.

    To me, there are more layers to a killer game than just downing a survivor and leaving it at that. From guessing their perks to predicting actions of their mates to everything in between, sometimes your best bet isn't even to pick up the survivor. Like with what you said about the pallet. Why the [BAD WORD] would I pick him up there? I'll slug him and go patrol a little.

    There is simply no counter against pallet loop other than leaving him and starting to chase somebody. Yeah makes sense that a teenager is not afraid of a tall man with a knife but the killer is afraid that this teenager can waste his time. It should have been the opposite. Many pallets are safe and do not allow mind games.

    Please elaborate what you can do against good survivors in chases. The relationship between chases and flashlights is that chases take too much time and if somebody is getting flashlight saved, you have wasted all of your time. You are heading towards the end of the game and couldn't even get a hook.

    I agree with your last paragraph except for the last part. You have done your job and it takes them 2 secs to save him. If he is downed in an area with generators fine but if he is downed in an area with no gens, you are wasting your time.

    I might be seen as a butthurt killer main but I am simply not. I have 660 hours in this game and I have only 250-300 kills (I can see it because of the achievement). This is how much I play killer. I don't even do killer dailies. As a survivor main I think it is so stupid that a killer chases me 2 minutes and then gets flashlight.

    To me flashlights should have a mechanic that makes you lose killer, not free saves. I guess everybody has their own opinion though.

    If you struggle then you have reached your limit and need to learn new things and do things differently.

    You asking "what do I do against GOOD survivors" is moronic. You lose. If you're not good enough, you lose. You take the L and move on.

    Good killers have been 4k'ing since release and still do, only struggling against 4 competent survivors on certain maps (shelter woods, coldwind etc).

    You either learn and get better or you hit the wall and sit and fester like so many on this forum, complaining all the time, saying stupid things like "flashlights can't be outplayed against good people" or, "swf's is unwinnable". Absolute nonsense, you're just not good enough.

    No need to be aggressive. I have never said that flashlights or swf too OP and can't be played around. You just assume that for no reason. If I have said any of these thing please show me where I have said.

    I am not against flashlight saves. I am not against SWF. I don't want either of them to be removed. The only thing that I am saying is that flashlight saves are too easy for what they do. What I am saying is that pick up speed is okay because flashlight saves are still there but a little bit harder which is okay.

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

    I play Myers. Don't tell me about how difficult it is to deal with looping and flashlights when I know I can counter it. All the time? [BAD WORD] no, but most. Enough to know that flashlights are not an issue for me.

    Looping? Yeah, it happens. Nothing I can do in chases? You've gotta be kidding, but what does that have to do with flashlights other than it's something you get better at as you play more. And at the same time, some people can't get better. Nothing wrong with that. That's your skill level. I like a challenge and this game gives me just the right amount, even with all the handicaps against me.. but flashlights ain't one of them.

    To me, there are more layers to a killer game than just downing a survivor and leaving it at that. From guessing their perks to predicting actions of their mates to everything in between, sometimes your best bet isn't even to pick up the survivor. Like with what you said about the pallet. Why the [BAD WORD] would I pick him up there? I'll slug him and go patrol a little.

    There is simply no counter against pallet loop other than leaving him and starting to chase somebody. Yeah makes sense that a teenager is not afraid of a tall man with a knife but the killer is afraid that this teenager can waste his time. It should have been the opposite. Many pallets are safe and do not allow mind games.

    Please elaborate what you can do against good survivors in chases. The relationship between chases and flashlights is that chases take too much time and if somebody is getting flashlight saved, you have wasted all of your time. You are heading towards the end of the game and couldn't even get a hook.

    I agree with your last paragraph except for the last part. You have done your job and it takes them 2 secs to save him. If he is downed in an area with generators fine but if he is downed in an area with no gens, you are wasting your time.

    I might be seen as a butthurt killer main but I am simply not. I have 660 hours in this game and I have only 250-300 kills (I can see it because of the achievement). This is how much I play killer. I don't even do killer dailies. As a survivor main I think it is so stupid that a killer chases me 2 minutes and then gets flashlight.

    To me flashlights should have a mechanic that makes you lose killer, not free saves. I guess everybody has their own opinion though.

    If you don't think there's a good counter against pallet looping, that's hardly even an issue now with the pallet rework, then I don't know what else to tell you, brother...

    What I do against good survivors in chases? I chase them unless they go into a stupid ass building or it seems like they know how nasty a setup is and start to exploit it. I might bait a pallet drop but otherwise, I will LEAVE. Otherwise, it's standard mindgame #########. As far as flashlights being an issue. Like I said, how was it a huge issue with me before, and it stopped being one the better I got? You just get better, if you can. That's all.

    I already told you that I would be happy to hear what can be done against pallet loops. It is not even a criticism I really want to know because I don't know. I would like to improve myself. Recent pallet changes reduced the amount of pallet loops by 1. You can get lucky with pallet hits but it doesn't mean it is a counter against pallet loops.

    Again I have told you that you are the killer. You shouldn't be the side where you are afraid of the opposite side's actions. You should not be afraid of the buildings or anything. Game doesn't give you a mechanic to counter it unless you are a nurse. As I have said you can't do mindgame ######### in every single pallet. Just look at shelter woods.

    Flashlights are not that big of a deal for me neither but still it is a very cheap way to turn hard earned hooks to saves. If it gets a little bit harder, I don't think that survivors should ######### about it. Is it almost impossible to get a flashlight save? Good then more balanced game.

    Hug the loop. A lot of people go wide and it makes it seem like they can't catch up without BL. Learn an L wall setup and know which side to attack from so it gives survivors less options. Know your maps and tile setups so you know what to expect. Know which loops are unsafe and mindgame them. If safe, break the damn pallet.

    Yes, you tell me that I am the killer. No you can't do mindgame ######### on every single pallet. Why would you think you could? You do what you can, then you move on to the next setup. If you're good enough, you can get them down quick. If you're unlucky and get a bad setup or the survivor knows what he's doing. Move on.

    If you think that because you're a killer so you shouldn't be afraid of a building, then that may be why you don't do well. If I recognize that some windows are open in a building, I will NOT go in, and I do well. This is the game. If you want to play YOUR game, then expect to stay at that rank/skill/level/whatever.

    So much assuming. Yes I don't play killer side very much but because of my relationship with FPS games I am good at huntress. I easily reached rank 1 in a couple of days. I am just terrible at other killers I will give you that. I will gladly accept to stay at rank 1.

    Survivors should be able to make plays and this game allows survivors to do that. It is not just pallet loop. Adrenaline and borrowed time are 2 perks that you can do so many plays. With the combination of 16 perks you can really have great games because game mechanics allow this. A lot of killers don't have any kind of options and just boring same game play. Leatherface is an example.

    There is a problem with the game. Only 2 or 3 killers are used in high ranks and there should be a reason for that. I don't say that I should not play carefully around buildings but whenever somebody leads me to there, I wouldn't instantly break the chase. Every single survivor can go there right?

    As if strong perks, horrible map designs, extended chases are not enough, lets give survivors an option that enables them to get free saves with no reason.

    I don't think we should debate this anymore. We are looking at the problem from very different angles.

    Yes, Huntress is good at countering a loop but so are the others if you know how. So what? And now you're talking about all kinds of balance issues that wasn't even what I was talking about in the first place. I'm not lumping flashlight saves with all that other stuff because they are separate.

    You want to talk balance. I don't.

    Flashlights do not make this game unbalanced. You play around it. That's all. And I refer back to my original comment and that is that if you get put in a position where you constantly get blinded, that's something you need to work on.

    I don't talk about or want to talk about balance neither. What I am trying to say that the game is still unbalanced and in this setting, what flashlight saves do is too rewarding for what they take. Flashlight saves don't make the game unbalanced I accept it this is why I am not against them. However because of the unbalanced game, they create a whole different atmosphere.

  • In the past, bnp was too powerful and right now, being an ultra rare add on, it doesn't feel powerful at all. Maybe they can make it a rare addon instead of ultra rare addon.

  • @feffrey said:
    Lowbei said:


    feffrey said:

    I haven't seen a skillful Doctor yet just saying

    If you're going to play a killer play The Nurse she barely takes any skill to use and win. I would know I main her

    git gud and stop crying because you get rekt by every killer.

    Unlike you kid I actually escape and solo Gens
     Something you've probably never done

    But like I said easy wins with the Doctor takes zero skill to spam the shock field

    Solo gens? lol what a great player. He can press m1. I am impressed.

  • @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

    I play Myers. Don't tell me about how difficult it is to deal with looping and flashlights when I know I can counter it. All the time? [BAD WORD] no, but most. Enough to know that flashlights are not an issue for me.

    Looping? Yeah, it happens. Nothing I can do in chases? You've gotta be kidding, but what does that have to do with flashlights other than it's something you get better at as you play more. And at the same time, some people can't get better. Nothing wrong with that. That's your skill level. I like a challenge and this game gives me just the right amount, even with all the handicaps against me.. but flashlights ain't one of them.

    To me, there are more layers to a killer game than just downing a survivor and leaving it at that. From guessing their perks to predicting actions of their mates to everything in between, sometimes your best bet isn't even to pick up the survivor. Like with what you said about the pallet. Why the [BAD WORD] would I pick him up there? I'll slug him and go patrol a little.

    There is simply no counter against pallet loop other than leaving him and starting to chase somebody. Yeah makes sense that a teenager is not afraid of a tall man with a knife but the killer is afraid that this teenager can waste his time. It should have been the opposite. Many pallets are safe and do not allow mind games.

    Please elaborate what you can do against good survivors in chases. The relationship between chases and flashlights is that chases take too much time and if somebody is getting flashlight saved, you have wasted all of your time. You are heading towards the end of the game and couldn't even get a hook.

    I agree with your last paragraph except for the last part. You have done your job and it takes them 2 secs to save him. If he is downed in an area with generators fine but if he is downed in an area with no gens, you are wasting your time.

    I might be seen as a butthurt killer main but I am simply not. I have 660 hours in this game and I have only 250-300 kills (I can see it because of the achievement). This is how much I play killer. I don't even do killer dailies. As a survivor main I think it is so stupid that a killer chases me 2 minutes and then gets flashlight.

    To me flashlights should have a mechanic that makes you lose killer, not free saves. I guess everybody has their own opinion though.

    If you don't think there's a good counter against pallet looping, that's hardly even an issue now with the pallet rework, then I don't know what else to tell you, brother...

    What I do against good survivors in chases? I chase them unless they go into a stupid ass building or it seems like they know how nasty a setup is and start to exploit it. I might bait a pallet drop but otherwise, I will LEAVE. Otherwise, it's standard mindgame #########. As far as flashlights being an issue. Like I said, how was it a huge issue with me before, and it stopped being one the better I got? You just get better, if you can. That's all.

    I already told you that I would be happy to hear what can be done against pallet loops. It is not even a criticism I really want to know because I don't know. I would like to improve myself. Recent pallet changes reduced the amount of pallet loops by 1. You can get lucky with pallet hits but it doesn't mean it is a counter against pallet loops.

    Again I have told you that you are the killer. You shouldn't be the side where you are afraid of the opposite side's actions. You should not be afraid of the buildings or anything. Game doesn't give you a mechanic to counter it unless you are a nurse. As I have said you can't do mindgame ######### in every single pallet. Just look at shelter woods.

    Flashlights are not that big of a deal for me neither but still it is a very cheap way to turn hard earned hooks to saves. If it gets a little bit harder, I don't think that survivors should ######### about it. Is it almost impossible to get a flashlight save? Good then more balanced game.

    Hug the loop. A lot of people go wide and it makes it seem like they can't catch up without BL. Learn an L wall setup and know which side to attack from so it gives survivors less options. Know your maps and tile setups so you know what to expect. Know which loops are unsafe and mindgame them. If safe, break the damn pallet.

    Yes, you tell me that I am the killer. No you can't do mindgame ######### on every single pallet. Why would you think you could? You do what you can, then you move on to the next setup. If you're good enough, you can get them down quick. If you're unlucky and get a bad setup or the survivor knows what he's doing. Move on.

    If you think that because you're a killer so you shouldn't be afraid of a building, then that may be why you don't do well. If I recognize that some windows are open in a building, I will NOT go in, and I do well. This is the game. If you want to play YOUR game, then expect to stay at that rank/skill/level/whatever.

    So much assuming. Yes I don't play killer side very much but because of my relationship with FPS games I am good at huntress. I easily reached rank 1 in a couple of days. I am just terrible at other killers I will give you that. I will gladly accept to stay at rank 1.

    Survivors should be able to make plays and this game allows survivors to do that. It is not just pallet loop. Adrenaline and borrowed time are 2 perks that you can do so many plays. With the combination of 16 perks you can really have great games because game mechanics allow this. A lot of killers don't have any kind of options and just boring same game play. Leatherface is an example.

    There is a problem with the game. Only 2 or 3 killers are used in high ranks and there should be a reason for that. I don't say that I should not play carefully around buildings but whenever somebody leads me to there, I wouldn't instantly break the chase. Every single survivor can go there right?

    As if strong perks, horrible map designs, extended chases are not enough, lets give survivors an option that enables them to get free saves with no reason.

    I don't think we should debate this anymore. We are looking at the problem from very different angles.

  • @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

    I play Myers. Don't tell me about how difficult it is to deal with looping and flashlights when I know I can counter it. All the time? [BAD WORD] no, but most. Enough to know that flashlights are not an issue for me.

    Looping? Yeah, it happens. Nothing I can do in chases? You've gotta be kidding, but what does that have to do with flashlights other than it's something you get better at as you play more. And at the same time, some people can't get better. Nothing wrong with that. That's your skill level. I like a challenge and this game gives me just the right amount, even with all the handicaps against me.. but flashlights ain't one of them.

    To me, there are more layers to a killer game than just downing a survivor and leaving it at that. From guessing their perks to predicting actions of their mates to everything in between, sometimes your best bet isn't even to pick up the survivor. Like with what you said about the pallet. Why the [BAD WORD] would I pick him up there? I'll slug him and go patrol a little.

    There is simply no counter against pallet loop other than leaving him and starting to chase somebody. Yeah makes sense that a teenager is not afraid of a tall man with a knife but the killer is afraid that this teenager can waste his time. It should have been the opposite. Many pallets are safe and do not allow mind games.

    Please elaborate what you can do against good survivors in chases. The relationship between chases and flashlights is that chases take too much time and if somebody is getting flashlight saved, you have wasted all of your time. You are heading towards the end of the game and couldn't even get a hook.

    I agree with your last paragraph except for the last part. You have done your job and it takes them 2 secs to save him. If he is downed in an area with generators fine but if he is downed in an area with no gens, you are wasting your time.

    I might be seen as a butthurt killer main but I am simply not. I have 660 hours in this game and I have only 250-300 kills (I can see it because of the achievement). This is how much I play killer. I don't even do killer dailies. As a survivor main I think it is so stupid that a killer chases me 2 minutes and then gets flashlight.

    To me flashlights should have a mechanic that makes you lose killer, not free saves. I guess everybody has their own opinion though.

    If you don't think there's a good counter against pallet looping, that's hardly even an issue now with the pallet rework, then I don't know what else to tell you, brother...

    What I do against good survivors in chases? I chase them unless they go into a stupid ass building or it seems like they know how nasty a setup is and start to exploit it. I might bait a pallet drop but otherwise, I will LEAVE. Otherwise, it's standard mindgame #########. As far as flashlights being an issue. Like I said, how was it a huge issue with me before, and it stopped being one the better I got? You just get better, if you can. That's all.

    I already told you that I would be happy to hear what can be done against pallet loops. It is not even a criticism I really want to know because I don't know. I would like to improve myself. Recent pallet changes reduced the amount of pallet loops by 1. You can get lucky with pallet hits but it doesn't mean it is a counter against pallet loops.

    Again I have told you that you are the killer. You shouldn't be the side where you are afraid of the opposite side's actions. You should not be afraid of the buildings or anything. Game doesn't give you a mechanic to counter it unless you are a nurse. As I have said you can't do mindgame ######### in every single pallet. Just look at shelter woods.

    Flashlights are not that big of a deal for me neither but still it is a very cheap way to turn hard earned hooks to saves. If it gets a little bit harder, I don't think that survivors should ######### about it. Is it almost impossible to get a flashlight save? Good then more balanced game.

  • My tier list

    Tier 1
    Nurse-->Nurse is the best so there is no need to argue about her.
    Hillbilly-->Hillbilly can be pallet looped but you can easily change your target and pressure gens. Find a survivor, break a couple of pallets, leave him and go to another gen and halt it, chase the other survivor. More pallets you destroy, more chance that you get to use m2 ability because not every survivor will know which pallets are used.
    Huntress-->Huntress is slow but if you can use hatchets effectively, chases can be over pretty quickly. The gap between her and the hillbilly and nurse is huge though. She might be in tier 2 as well.

    Tier 2-->None of them has map pressures so I listed them around pallet loops.
    Clown-->Clown can easily waste pallets and if the survivors try to be greedy, he can easily punish them. If the game lasts a little bit longer than normal, he will get easy downs.
    Myers-->Myers' ability has the snowball effect. If you can take advantage of the survivors' mistakes, too altruistic play styles, survivors who try to get flashlight saves, you can down them in quick succession and slug them, halt the game and get kills.
    Doc-->Doc without addons is weak. His ability feels very powerful at lower ranks but when you start to face good survivors you can understand how weak his power is. When shocked, survivors will go to another pallet.
    Trapper--> Tapper can deny pallet loops but wastes too much time doing that. You can disable his ability in 2 seconds and he becomes an m1 killer.
    Pig-->Good pigs deserve a higher place in this tier but her powers are weak. RBT is too much RNG based and sometimes do not even halt the game. Because of sprint burst her ambush power doesn't feel powerful + she becomes really slow when she is crouched.
    Hag-->Good hag players might deserve a better place but right now i think she is at the bottom of tier 2. She has natural slow movement speed. Trap setting speed takes too much time and when you are chasing somebody people can easily walk over your traps and makes you vulnerable. There are so many things that I can say about her but I don't want this post to be too long. It is already long.(She could be higher after patch though. I am not sure about her power right now)

    Tier 3
    Leatherface-->Poor man's billy. m1 killer. Ultimate camper. Meme lord.
    Wraith--> I don't know what to say about him. The only thing I know is he doesn't deserve to be in tier1 and tier2.
    Freddy--> He is good against stealth survivors. However if you get full pallet loop squad his ability is more of a hinder rather than power.

    These are without addons btw. If you include addons you can get variety but tier 1 list would not change much.

  • The thompson house and the rotten fields. They feel very creepy and I always stare at the thompson house.

  • @steezo_de said:

    @Delfador said:

    @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

    I play Myers. Don't tell me about how difficult it is to deal with looping and flashlights when I know I can counter it. All the time? [BAD WORD] no, but most. Enough to know that flashlights are not an issue for me.

    Looping? Yeah, it happens. Nothing I can do in chases? You've gotta be kidding, but what does that have to do with flashlights other than it's something you get better at as you play more. And at the same time, some people can't get better. Nothing wrong with that. That's your skill level. I like a challenge and this game gives me just the right amount, even with all the handicaps against me.. but flashlights ain't one of them.

    To me, there are more layers to a killer game than just downing a survivor and leaving it at that. From guessing their perks to predicting actions of their mates to everything in between, sometimes your best bet isn't even to pick up the survivor. Like with what you said about the pallet. Why the [BAD WORD] would I pick him up there? I'll slug him and go patrol a little.

    There is simply no counter against pallet loop other than leaving him and starting to chase somebody. Yeah makes sense that a teenager is not afraid of a tall man with a knife but the killer is afraid that this teenager can waste his time. It should have been the opposite. Many pallets are safe and do not allow mind games.

    Please elaborate what you can do against good survivors in chases. The relationship between chases and flashlights is that chases take too much time and if somebody is getting flashlight saved, you have wasted all of your time. You are heading towards the end of the game and couldn't even get a hook.

    I agree with your last paragraph except for the last part. You have done your job and it takes them 2 secs to save him. If he is downed in an area with generators fine but if he is downed in an area with no gens, you are wasting your time.

    I might be seen as a butthurt killer main but I am simply not. I have 660 hours in this game and I have only 250-300 kills (I can see it because of the achievement). This is how much I play killer. I don't even do killer dailies. As a survivor main I think it is so stupid that a killer chases me 2 minutes and then gets flashlight.

    To me flashlights should have a mechanic that makes you lose killer, not free saves. I guess everybody has their own opinion though.

  • @steezo_de said:

    @jaerthebear said:
    I dont, no, flashlight saves shoulnt be free second chances, they should be diffucult for how rewarding they are.

    Now, they are difficult.

    As a killer that had difficulty with flashlights when I first started, this is what I thought. That thought ended after I got better. Flashlights aren't free second chances because if I screwed up not scouting around when I KNEW they had a flashlight, and I pick them up in the open, then I should get punished. Learning from your mistakes make you a better player.

    I can't understand this logic at all. Killer side is already difficult. If you are not a nurse or huntress, the amount of time that you will get looped depends on the survivors not you because there is simply nothing you can do in chases. If you can down a survivor quickly you have already done your job. Flashlight saves are too powerful and too easy for what they do. Why should survivors have unlimited amount of second chances? Why does the killer side have to have all the difficulty on themselves?

    When you down a survivor and try to deal with a flashlight guy, he can crawl to the nearest pallet and bum, now they don't even need a flashlight. Downed survivor can see all of the players and if he knows that there is another guy, he can simply start to heal. As if killers don't have enough stress on them because of generators, another meaningless situations that can potentially waste killers' time.

  • @boomgagem said:
    You must live a boring life then.

    Nope he is right. So many baby survivors who can't play the game without their crutch perks. I am waiting for a DS nerf. Tears will be more delicious.

  • I have played a trapper round as a survivor. He had that bloody coil. Except for the time when I started to play the game, trappers were never a big threat to me. For the first time I was afraid of the trapper. If the bloody coil was part of his base kit, he could become one of the top tier killers. It is sad that he is addon dependent but still we are going towards the right way.

  • Lol so many baby survivors cry here because the devs took their candy.

    Instead of crying git gud.

  • @makayla said:
    The animation looks really stupid and unnatural now. That's my big issue with it to be honest lol.

    It isn't unnatural. The only reason why we think in this way is because we get used to the old animation speed.

    Flashlight saves are too easy for what they do tbh. It is still easy to save people with flashlights but a little bit harder.

  • @powerbats said:

    @Dwight_Confusion said:

    Stealth.

    Yeah stealth when the killer now gets to see where you are even more yeah that's a laughable one considering survivors have been told to stealth before. The killers whined about stealth and got bbq and whispers and now do a gen well the killer sees everyone auras for several seconds. The old hide behind the gen aura doesn't work anymore.

    I prefer a stealthy style instead of the pallet looping well now that the auras are more visible guess what killers are going to get pallet looped and window looped into oblivion now. Te majority of survivors that don't do it are going to resort to it now. I for one like the sb nerf since it forces a more stealthy style of play.

    The aura changes just take away the stealthier play style even more. I might just start gong for the endless loop and pallet slam bit just to teach a lesson that be careful what you ask for. While I support buffing killers screwing over those who don't abuse game mechanics is stupid.

    Do you really believe that people start to use those perks? Which perks will they quit using for those perks? BBQ, NOED, ruin?

    You already know that there are survivors near the gen that is just finished. I don't need a perk to tell me that. Also, if the generator is finished, as long as all of the survivors are over there which is quite rare, there is no reason for me to go there. The gen is already finished. Killers should be putting pressure on the unfinished generators, not hanging around dead zones and eat pallets near the finished generators. If anything, those perks are in favor of survivors.

  • @Jeeperrs said:
    I think they seriously screwed up the game for survivors with this last patch. Killers now have the advantage, they can pretty much see exactly where you are now and with the nerf to sprint burst there is no getting away. Your gonna get hooked and if you have one crappy player or DC then you lost guaranteed. So now the toxicity is going to go up and Im already seeing more hacking and tunneling, camping killers. Very annoying update, this is the only developer that actually can break something that is already broken. SMH they should be embarrassed.

    lol

  • Yes it would kinda be cool if the new changes brought variety to the game but you can't expect every single perk to be useful for every single killer. Overcharge for freddy is stupid, bloodhound on wraith is kinda useless considering the fact that his special ability makes blood trail easier to follow etc. Machine gun build was very powerful and should be nerfed just like insta chainsaw billy. I am sorry for your leatherface because he is already weak.

  • @feffrey said:
    Show me a Doctor player that doesn't spam his shock ability ? Just to find screaming survivors 

    Show me a survivor who doesn't press his m1 just to do generators, open exit gates and unhook survivors.

  • Yeah it should give survivors a token when you heal somebody up. I am not sure about the extra benefits though.

  • @Hito420 said:

    @Dragonredking said:
    https://www.youtube.com/watch?v=VeEo1uZ5wMI
    Oh no I can't use my crutches 2 time in a chases now!
    How am I expected to survive?!?!
    If the exhaustion perk nerf affect you so much, you are bad.
    Sorry not sorry.

    yet what about all the crutches killers use that (other than noed an bbq) are almost impossible to avoid? hell the doctor is one huge crutch killer with tracking perks built in, and removing the requirement for killers to run a certain perk just because most killers do so they were given tier 2 of it, why dont survivors get one of their main perks built in? (and no healing eachother doesnt count as self care)

    and with the bnp change, the whole point of it was cuz killers complained about the match being too fast for them to get anything done right? what about the flip side, when killers run insta downs with ebony, shouldnt ebonies be made so you have to hook twice to mori instead of just the once? (not the other mori's only ebony cuz they can literally kill everyone an not DH either cuz you have to work for it)

    sure you can be toxic an say "dont get caught" "git gud" etc etc but with the changes to the game not getting caught is getting more difficult to do, tell me a game where you werent caught once, cuz when killers run mori, thats all it takes they camp out around the hook, down you instantly, even if you have BT, you go down a few seconds later cuz it halves the time while being chased

    There is no crutch perks other than NOED and BBQ and these two perks are so easy to avoid that even you don't want to use them as an example. Killers gave survivors so many advises how to avoid them. There is literally nothing I can do against a sprint burst.

    Matches are already short. If survivors want to finish all the generators, there is nothing you can do against them with most of the killers. Only viable killers can put pressure on good survivors. Stupid BNP were making everything worse.

    Doctor was my main but he is not good at all at high ranks. He is almost unplayable without addons. He is not 'crutch'

    What is the point of mori if the killers are going to hook survivors twice? They can kill them with third hooks anyway? Also ebony mories are not something that you see in every single match. Sprint burst is in almost every single match.

    Saying don't get caught is not toxic or git gud.

    I can't tell how many games I play without seeing the killer. It is not that difficult

  • @jiminie said:

    @Delfador said:

    @jiminie said:
    Hello everyone, so, this patch is trash, why's trash you may ask?
    Well, now the killers are flash 2.0, picking survivors up at the speed of light, trash exhaustion nerf, flashlight saves gone to hell, can't juke/escape nurse (or extremely hardly to do so) , oh, did i say trash exhaustion nerf?i don't mind the BNP nerf, but why you touch all exhaustion perks if little baby killers complain about SB, ofc you couldn't just increase the cooldown right, why even bother?

    and yeah, i'm triggered
    sorry not sorry

    Many experienced killers complained about it not baby killers. Only baby survivors who need their candy perks cry and call it trash. If you watch survivor mains in twitch none of them has any kind of problems.

    I don't watch twitch, but i wonder why they ain't complaining, hmm...maybe because they stream this game for a living?It wouldn't be best for business right? hehe
    Maybe because they have thousands of hours in this game? Look, i'm by no means a 'pro' player, but there are people like me who wants to have fun once in a while with SWF, and i don't mean toxic SWF, now, how can i have fun with toxic killers who straight up down you and face camp you, i admit, it's fun to a point because he's just wasting time and others are getting gens done, but match after match after match, no wonder killers got bullied like hell and still do, some deserve it, anyway, i feel like it's an unfair nerf overall, and as i said in an earlier thread, i had no problem slaughtering survivors with or without sprint burst, but meh, what can i do, i guess there'll be 75% of players playing killer

    Then why do killer mains in twitch complain about the game all the time like tru3? They do the same job and earn money from it, not a good defense.

    Killers want to have fun too. For you it is not fun to get killed because you want to play the game as much as you can and reach the end game and survive. For killers, it is not fun to not kill anybody, seeing them running away with sprint burst multiple times without a downside etc.

    You need to play the killer side before you say something. And no %75 will not play killer side because it is too difficult for survivors. You can try and play killer side 10 games in a row and see how hard it is.

  • @jiminie said:
    Hello everyone, so, this patch is trash, why's trash you may ask?
    Well, now the killers are flash 2.0, picking survivors up at the speed of light, trash exhaustion nerf, flashlight saves gone to hell, can't juke/escape nurse (or extremely hardly to do so) , oh, did i say trash exhaustion nerf?i don't mind the BNP nerf, but why you touch all exhaustion perks if little baby killers complain about SB, ofc you couldn't just increase the cooldown right, why even bother?

    and yeah, i'm triggered
    sorry not sorry

    Many experienced killers complained about it not baby killers. Only baby survivors who need their candy perks cry and call it trash. If you watch survivor mains in twitch none of them has any kind of problems.

  • It is not that great. I am not saying it is bad but you need to position yourself for that. Colwind farms have open areas where you can easily reach the generators but in most of the maps you need to take additional routes and by the time you can get there tinkerer's effect will be over. It is not OP but sure it is going to create a couple of funny moments.

  • @Vietfox said:
    After reading last patch notes (big nerf for survivors and huge buff to killers) i've realized that all these killer tears will keep going till every killer gets to kill all 4 survivors in every match. Many of them (not all ofc) seem to think that the game is so unbalanced if 1 or 2 manage to escape.
    Most of these killer crying for nerfs just need to L2P. As a killer, i've got 4 kills many times and 0 kills too, but i would never complain for getting 0 kills cause it's stupid to think that u'll be succesful in every match.
    Devs, keep it that way and u'll get a nice balanced game full of killers waiting 1 hour for survivors.

    This post just proves that it was a huge mistake to keep survivors very powerful for a long time. Survivors so get used to being powerful side whenever something that makes them a little bit more powerless, they start to cry. All of the changes that occurred this patch should have been in the first place including nerf to the machine gun build huntress or insta chainsaw billies.

    All of the killers are happy although there are some nerfs to some killers because killers already get used to nerfs and weaknesses. Survivors still cry when their most powerful perk has been nerfed but still useful. Tinkerer is gone and will never come back while you still have your sprint burst.

    The game is still not balanced and be ready for the future nerfs and buffs. Without exhaustion perks you still are able to run killers for 5 gens.

    This part is the most annoying part tbh. When survivors get nerfed and still are able to win matches easily, they say that they are good players and are able to adapt to the game no matter what. Nope you don't adapt at all. You are so powerful that even nerfs to survivors and buffs to killers can not balance the game. When the game will be balanced and 4 survivors will equal to 1 killer, many survivors as you have said will give up playing the game because they can't win the matches against equally powerful side. They will most probably go and play another game where they will be the powerful side.

    No I am not a killer main btw. After playing 1 killer round, I generally play 15 to 20 survivor rounds. The reason why I do that is because the killer side is just so unfun because of the unbalance and stress.

  • If you noticed, all of these killers are deadly at low ranks. I actually am surprised that he didn't say the pig was easy and takes no skill to use.

    He is possibly around rank 15-20. There is nothing to even debate LUL

  • @Orion said:
    I think they should just remain injured for the rest of the trial, like they had No Mither. It'd buff Thanatophobia and reward Killers for hooking multiple Survivors.

    Nope, it will make the game too difficult for the survivors without a reason. A couple of side effects:
    -Perks like We'll make it, borrowed time, self care, botany knowledge will become completely useless.
    -Medkits will become useless
    -It will end stealth gameplay. After all, you will always leave blood on the ground and if you don't use iron will, you will always make sounds.
    -There are still powerful killers like billy, nurse and huntress. One hit for them is like nothing. Insta hatchets remove 4 hatchets and infantry belt adds 2. As if it is not powerful, I can't dodge 5 machine gun hatchets with my injured state. It is like giving huntress 5 free insta hatchets with machine gun build.

    I accept that the game is not balanced and survivor sided but not that much. This change would be ridiculous at best. When I play the game yes the killers have hard time but it is not like we are escaping 4 men squad from every single trial.

    The killer side should be difficult to play and if the killers can play good, they should be able to get kills. This game's main problem is that its killers like LF wraith trapper etc. don't require skill to play. They are so simple to use and if the devs want to balance the game, they should make the killers more difficult to play but also rewarding like the nurse (not as much as nurse she is too powerful and takes every single tool from survivors hands). Your proposal just makes the game more difficult for the survivors and easier for the killers without any kind of downside for the killer side.

  • @Nick said:
    Before I start, yes I know Tru3Ta1ent also mentioned an idea similair to this. I'm just posting this to get some feedback.

    A killer doesnt benefit from hooking 'fresh' survivors, because after the survivor gets healed they're just another fresh survivor ready to work on gens. When a survivor gets a big ass hook through their shoulder, they should get a 10% (or so) debuff on gen repair speed so the killer gets rewarded for fresh hooks, instead of the boring camping or tunneling to death tactic.

    At the moment, a killer only benefits from hooking someone, when it's their death hook. You know... less people in the game means less people on gens. It's weird how you can hook everyone twice and still lose. You outplayed every survivor 2 times (2x hit, 2x down) -> not even mentioning the skilled perk called Decisive Strike, then you would have to outplay a survivor 5 times in total <- (And all the other second chance perk, but the only real problem is decisive imo)

    This idea works the the 'Entity" because the survivor got hooked, so it's logical that they get a debuff.

    Let me know what you guys think, should a killer get rewarded for playing good and a survivor get a de-buff for getting outplayed?

    It wouldn't work. If I can camp and tunnel the person and kill him, it means -100% gen repair speed which is better than 10%.

    Also one less person changes the entire game for the killer. If he can hook somebody, and then see another survivor, down and slug him, the game becomes 1v1 which is almost impossible for survivors to win.

  • Elitism discredits my opinion? Dude are you trolling or high right now? You haven't understood anything I have written.

    By the way, even if I was being elitist, it wouldn't discredit my opinion or anything.

    I am not going to debate anymore because instead of trying to understand the criticism, you try to attack the opposite side with name callings. You don't understand the reason why there is a hatch and when somebody tries to explain it to you, you get aggressive for no reason.

    I hope somebody that is more patient than me comes and tries to explain why there is a hatch and what it is for.

    in Lol Comment by Delfador
  • @Razor_114 said:
    My suggestion for reworking the hatch is simple, easy, encourages altruistic play with survivors, and encourages aggressive play with killers. The hatch becomes something that you don't need to use a key for, but it never officially "opens." The hatch spawn conditions would change to it not being able to spawn until at least 1 person has either been sacrificed or killed and after the exit gates are powered the Entity would despawn the hatch at that point considering the survivors no longer have a need for it. The hatch itself will act completely differently. The hatch must be interacted with by a survivor to be opened, but they themselves cannot jump through it, and as soon as they let go of the hatch it recloses. A survivor must hold the hatch open for a different survivor to jump through. After 1 survivor jumps through, the Entity consumes the hatch, despawning it. If the survivor who opened it escapes after this, they get a bonus for escaping after holding the hatch open, if the killer kills the survivor who held the hatch open, they get a bonus. This is meant to be almost always a completely altruistic act to let at least one person escape when the situation seems dire without negatively impacting the killer.

    No, it is not a good way to go. I don't think that you even understand why there is a hatch in the first place.

    The hatch is not something that survivors can use as a different escape route. You can use it as a different escape route only if you have the key which is rare and difficult to obtain so we don't see that all the time. The reason behind the existence of hatch is to give the last survivor a hope to escape. Your suggestion kills this concept.

    Also even if the survivors have to open the hatch, I don't understand why it solves the standoff problem. Killer can still wait at the top of the hatch and prevent them. If you do that, the last survivor remaining in the trial has no chance to get out. Then the devs might as well remove the hatch to prevent standoffs.

    in Lol Comment by Delfador
  • @Zixology said:
    I see and hear people complaining about totem placement all the time (which I can definitely get behind, no problem there), but what about hook placement?
    We have hooks set up 10 meters away from each other and next to the basement. Also, in b4 all the "you're not supposed to be given a free wiggle" comments. Yeah, I know. But the hook placement can also screw killers as well. I specifically dread playing killer on Haddonfield because there's ALWAYS one corner of the map that has zero hooks and makes it impossible to get a survivor to a hook without Iron Grasp and/or Agitation. Meanwhile, in another corner, there's 3 hooks all right next to each other. What gives?
    Why even have perks like Saboteur and Hangman's Trick when you just have hooks all clumped in one place?

    Yeah it feels like the hooks have been thrown mindlessly but totem placement is far more important. I don't think they are going to change anything for hooks right now.

  • Huntress
    Clown
    Doc
    I am waiting for the hag buff.

  • The thompson house is just perfect. It really makes me feel like that there is something really bad happened. Whenever I am in that map, I always take a look at that house. Rotten fields is very scary for me as well.

    I hate autoheaven's green background. If it was planned in another way I would be in love with that set of maps too.

    I hate gideon and lery's. They just don't have the atmosphere. They feel like they are just maps. An institute or a meat plant could be a lot more scary.

  • @Master said:

    @michaelmyers87 said:
    I’ve played this game for a year. Rank one killer and survivor is easy as ever. 

    The game isn’t scary anymore. 

    But icome on, when Michael comes around that corner, the jump scare can be absolutely exhilarating and that’s what this game should be about. 

    Even when i lose against Michael, but get a few jump scares in and start laughing because of it, that makes the game fun. 

    so why not give all killers the same radius as Michael at tier 1? 

    Would make the game scary again. like it was in the beginning. I was a nervous wreck when I first started playing this game. 

    Now I always try to get the first gen done, and if the killer comes after me, cool, chase me. 

    Agreed.
    The terror radius together with 3rd person view and the killerstain completely take away the scary parts because you always know where the killer is

    I am still not sure about terror radius but I am all for removing the red stain. It will help mind games and the game will become a little bit more difficult for survivors.

  • @Envees said:

    @Delfador said:

    @Envees said:

    @Delfador said:

    @Amanda55 said:

    @IronWolf115 said:
    So if any devs actually read this, first of all hey.

    Now down to buisiness, I know that the devs are currently looking at Trapper, Hag, Freddy and Wraith for buffs. This is great and my question is this: After they are all buffed, what killers are you considering focusing on next?

    Now I know you have said that you are focusing right now on the aformentioned four killers, but you must at least have an idea on who you would like to look at next.

    I personally, and i'm sure much of the killer community, would recommend you taking a deep look into Leatherface. This is because LF is, in a word, awful. His ability sucks and is super clunky, his add-ons are mostly useless and just copy Hillbilly and he has kind of become a meme in that he is just the ultimate camping killer.

    LF is another topic for himself though, I am just really curious what the plan is for more killer buffs if you would be inclined to tell us.

    Thank you!

    LF doesn't need anything. The one who needs buffs is Freddy.

    Tbh, with freddy, you can at least make a couple of plays. There is nothing you can do with leatherface right now except for camping. There is no such thing as good LF because his ability doesn't need any kind of skill or usage. He is too simple to use so they can't even make him stronger. They need to rework his ability so that he will be more difficult to use and when used properly, he should be deadly not 'memely'

    Actually, this is the problem with this game's killers. They are so [BAD WORD] simple to use. There is a difference between a good nurse and a bad nurse. There is no difference between a good LF and a bad LF. Everything that you can say about LF is general and comes to one's knowledge about the game. Zubat can play leatherface better than me not because he is actually good at LF but he knows the game and plays the game accordingly.

    Edit; Killers must be able to show their skill when they are playing their killers. Nurse, huntress or hillbilly players can show their skill but since killers like LF are so simple, nobody can show their skill. If leatherface comes across with good survivors he is doomed to lose the match.

    Once LFs' chainsaw is activated try weaving through tree's without hitting anything. Sure, it takes less skill to play LF than Nurse but LF is harder to play than trapper.

    Trapper is just a mindless zombie and relies more or less on the RNG of traps unless you carry three traps and can trap a whole section of the map at once. Does placing traps on the off chance that they run into them take skill? Its just a mind game that does not even work half the time.

    Survs are able to walk around traps even when placed in between two haybales or in narrow hallways. This is with placing the trap dead smack in the middle of the path. A bigger trap trigger area is needed, among other things.

    I have no idea what you are talking about tbh. I literally said that since killers like LF are so simple, nobody can show their skill. Key word here is the killer(s). This includes killers like trapper, wraith etc. I still think that the trapper is better than LF though. It is not that difficult to wave your chainsaw around a tree. You don't even need to do that because if survivors stop running around you will chainsaw them so they need to keep running. Just turn around and make them run into your chainsaw not that difficult.

    And this is where we disagree. You think LF is easy. Fine. I dont think so and disagree. Like i said. I think LF is easier than nurse but harder than trapper. You disagree. fine.

    It takes far more skill, i think, to use a charged chainsaw on an active target that runs through the woods who actively and purposely runs next to items so you stun yourself than placing traps at some random location in the hopes that your herding skills will trap them.

    Trapper is far too RNG based for me. Trapper takes either rng trap placement or place them and herd them. Then you hope they run into them.

    You did understand me obviously. You disagreed with what i said and are still saying that LF takes no skill whereas i disagreed and said why i think so.

    EDIT... a bad LF will hit stuff and stun himself all the time. A good one will down you. That is the skill difference.

    I have already said that trapper needs more complicated gameplay as well. The thing you don't understand is that trapper is not created for skilled players. It is not his job. His job is to place traps and close some of the spots and then he can force survivors to go those areas and stuff like that. Trapper and hag are for area controlling. You have to sacrifice 2 or 3 generators and place your traps around the pallets and windows where the last 4 or 5 generators are.

    Leatherface on the other hand is created for chasing and downing survivors like hillbilly and nurse and he needs his ability to be more complicated so that there will be a difference between a good LF and a bad one. Tbh, saying that it takes skill to not run into objects is not a good defense. Then it also takes skill to hit survivors with your m1 if the survivor 360 you. Then trapper requires skill to play as well.

    Their game play style completely different and you try to compare them with each other which is a mistake. If you can play the trapper you have way more chance to win than LF.

  • @Envees said:

    @Delfador said:

    @Amanda55 said:

    @IronWolf115 said:
    So if any devs actually read this, first of all hey.

    Now down to buisiness, I know that the devs are currently looking at Trapper, Hag, Freddy and Wraith for buffs. This is great and my question is this: After they are all buffed, what killers are you considering focusing on next?

    Now I know you have said that you are focusing right now on the aformentioned four killers, but you must at least have an idea on who you would like to look at next.

    I personally, and i'm sure much of the killer community, would recommend you taking a deep look into Leatherface. This is because LF is, in a word, awful. His ability sucks and is super clunky, his add-ons are mostly useless and just copy Hillbilly and he has kind of become a meme in that he is just the ultimate camping killer.

    LF is another topic for himself though, I am just really curious what the plan is for more killer buffs if you would be inclined to tell us.

    Thank you!

    LF doesn't need anything. The one who needs buffs is Freddy.

    Tbh, with freddy, you can at least make a couple of plays. There is nothing you can do with leatherface right now except for camping. There is no such thing as good LF because his ability doesn't need any kind of skill or usage. He is too simple to use so they can't even make him stronger. They need to rework his ability so that he will be more difficult to use and when used properly, he should be deadly not 'memely'

    Actually, this is the problem with this game's killers. They are so [BAD WORD] simple to use. There is a difference between a good nurse and a bad nurse. There is no difference between a good LF and a bad LF. Everything that you can say about LF is general and comes to one's knowledge about the game. Zubat can play leatherface better than me not because he is actually good at LF but he knows the game and plays the game accordingly.

    Edit; Killers must be able to show their skill when they are playing their killers. Nurse, huntress or hillbilly players can show their skill but since killers like LF are so simple, nobody can show their skill. If leatherface comes across with good survivors he is doomed to lose the match.

    Once LFs' chainsaw is activated try weaving through tree's without hitting anything. Sure, it takes less skill to play LF than Nurse but LF is harder to play than trapper.

    Trapper is just a mindless zombie and relies more or less on the RNG of traps unless you carry three traps and can trap a whole section of the map at once. Does placing traps on the off chance that they run into them take skill? Its just a mind game that does not even work half the time.

    Survs are able to walk around traps even when placed in between two haybales or in narrow hallways. This is with placing the trap dead smack in the middle of the path. A bigger trap trigger area is needed, among other things.

    I have no idea what you are talking about tbh. I literally said that since killers like LF are so simple, nobody can show their skill. Key word here is the killer(s). This includes killers like trapper, wraith etc. I still think that the trapper is better than LF though. It is not that difficult to wave your chainsaw around a tree. You don't even need to do that because if survivors stop running around you will chainsaw them so they need to keep running. Just turn around and make them run into your chainsaw not that difficult.

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