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DexyIV

DexyIV

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DexyIV
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  • Solo survivor needs buffs, not survivor in general. The SWF escape rate is probably much higher than solo survivor escape rate, which drags the percentage down for survivor in general. Right now it's really hard to do much of anything as a solo survivor even if you build toward it

  • Steam profile them and dodge if they're SWF. You can see them in the pregame for a reason

  • No. This was an idea proposed before and it's a bad one.

    Look at Steam profiles friend. You have tools to avoid SWF. Use them.

  • So you want the cesspool that is end game PC chat? Uhh...why XD

  • Just give the person that's unhooked a speed boost after they're unhooked. Wouldn't solve it but would help at least

  • @Delfador said:

    @DexyIV said:

    Not worthless or overrated at all. Smack 7 seconds off of each generator while injured? Hell yeah

    Useless was an exaggeration, honestly, even monstrous shrine might make a difference but overrated was on point imo.

    For example, With we'll make it, you heal survivors in about 8 seconds as opposed to 16 seconds and with 1 heal you get yourself 8 seconds and give the survivor you healed another 8 seconds. It makes 16 second difference and 2 heals would mean 32 secs.

    if you equip we'll make it and heal 2 survivors with that perk, you get 32 seconds for your team

    if you equip resillience and repair all the generators while you are injured, you get 35 seconds for your team.

    I don't know, it seems pretty overrated when there are countless other useful perks. If it really makes that much of a difference when you are vaulting, just maybe but other choices seem a lot better.

    Not like you can't take both or anything. Plus it works on healing as well, and those 7 seconds can make a huge difference in a lot of cases. I don't really take it anymore since I mostly solo and take aura perks, but I do think it deserves the praise it gets

  • I only really have problems with the hook distance on The Game. I sacrificed a David in the freezer, downed a Dwight around that area, and came to find that there were no hooks within carrying range because I decided to kill a survivor. Glorious map design there

  • @Orion said:

    @DexyIV said:
    Plus it makes for more fun builds because you could just run 15 ######### perks for memes XD

    No, note that you'd still only have 4 perk slots.

    Oh okay, read it wrong. Whoops

  • I don't even use SC anymore, so do what you wish with it. ATM I think it's fine though considering sloppy butcher is a thing

  • Yes yes and yes. I love point-based loadout systems over slotted ones because it gives an extra balance factor. For example they wouldn't need to rework DS, they could just increase its point cost.

    Plus it makes for more fun builds because you could just run 15 ######### perks for memes XD

  • I don't even know anymore. I get tunneled so much as survivor that I've been playing a lot of killer recently, but I enjoy survivor because I always like being chased and stuff. Hard to tell. My overall playtime in each position would say survivor, but recently I've been on a killer binge

  • @Delfador said:
    It is a worthless perk imo but people seem to love it for some reason.

    Its effect on gens is more or less the same with thanatophobia and I find thana utterly worthless.

    Yes, it makes a little bit difference for vaultings when you are injured but there are much more useful perks than that effect.

    I just wanted to put it in the box honey, now I am gone lol

    Not worthless or overrated at all. Smack 7 seconds off of each generator while injured? Hell yeah

  • I just want to go to sleep

  • They should make a whole other subforum for SWF discussions, kinda tired of seeing it all the time when it's clear they won't do anything about it

  • @thesuicidefox said:

    Actually the standoff IS the only problem with the hatch. If the devs would do something just to prevent a situation where both players are standing on an open hatch waiting for the other to do something, there wouldn't be any issue with the hatch.

    Actually it's not the only problem, but it's the biggest one. Just because it isn't a problem to you and me doesn't mean it isn't a problem.

    Again killers asking for handouts. You don't need a 4k every game, accept that some survivors escape take your guaranteed pip and move on. "Killers that otherwise would 4k" no if you didn't catch and kill everyone you didn't 4k. Take out hatch and you just turn every 3k into a guaranteed 4k, that is extra lame and unskillful. Not to mention if you just took out the hatch, you'd just be playing hide and seek with the last guy for an hour because if he even attempts a gen he will die. Wow so much fun, can't wait to play that game.

    Bro I have no idea what your logic here is. I said that if
    1: the hatch isn't in the game
    2: the survivors are in a situation where it is impossible for them to complete their primary objective
    and 3: the hatch is not in the game;
    they would have gotten a 4k instead of a 3k. Once again, I don't care about losing someone to hatch. I'm not saying that's the way it should be, I'm saying why it's frustrating to have a kill slip through your fingers when you were clearly superior. I will say it again so you can get it in your head, I do not care about losing the last survivor to hatch, I am giving a different perspective.

  • @BACKSTABBER said:

    @DexyIV said:
    Are you proposing the only problem with the hatch is the standoffs it tends to introduce? That isn't really it. It's a survivor sided mechanic that rewards bad survivor teams. Killers that would have otherwise gotten a 4k don't because one escaped through the hatch with 2 gens done. I personally don't care much about this, but some people do.
    As for DS, juggling is only possible if you're close enough to a hook. You can't juggle to every hook, especially when they intentionally lead you to the corner where there are no hooks. Unnerving helps, but people are still able to hit the skillcheck as it's barely any different from hitting a great one. Unnerving isn't really worth the perk slot anyway except for meme builds. Enduring is better, but even that doesn't stop DS from being a broken tier perk

    You guys lost completely the perspective

    this game has players (aka customers), and there will be also BAD players that need easy win methods and broken feats to give them some advantage due to their laziness or skillness for casual gaming, not always extremely skilled hardcore competitive!

    a game with satisfied BAD players is profitable, no need that everyone becomes a pro!

    DBD with no hatch + no DS would have more frustrated survs = less players = less profit

    You didn't even mention the business perspective in your original post so I figured your perspective was from a purely balancing one. Regardless, yea, that's probably why the hatch is there. Never denied it, never refuted it, was literally saying why people get pissed at the hatch and how hatch standoffs aren't the only problem

  • Are you proposing the only problem with the hatch is the standoffs it tends to introduce? That isn't really it. It's a survivor sided mechanic that rewards bad survivor teams. Killers that would have otherwise gotten a 4k don't because one escaped through the hatch with 2 gens done. I personally don't care much about this, but some people do.
    As for DS, juggling is only possible if you're close enough to a hook. You can't juggle to every hook, especially when they intentionally lead you to the corner where there are no hooks. Unnerving helps, but people are still able to hit the skillcheck as it's barely any different from hitting a great one. Unnerving isn't really worth the perk slot anyway except for meme builds. Enduring is better, but even that doesn't stop DS from being a broken tier perk

  • They should have just done it like they did with previous events that were actually decent. 5500 points per event gen and hook. Balance the coin gain appropriately so it doesn't break the game by making only one side gain more than the other.

  • It's almost like killers have tools to their disposal to actively avoid SWF if it triggers them so much. Not to mention they have an even easier time doing it now because killer queues are so short while survivor queue times are longer

  • @Acromio said:
    Looping is cancer too, (and let's not forget it's an exploit), but survivors do it all the time.

    So you want survivors to run in a straight line and drop pallets the moment they reach them? Hm...

  • I mean sure if that's how you prefer to respond to the issue. Just leave the lobby and ignore the survivors. It's not that hard to do lol

  • @Okapi said:
    Gamzello said:

    SWF groups has a higher chance of winning against killers. But it doesn’t necessarily mean that all SWF are good. I play with my bf on PS4 and we’re like average. We still have our moments of losing or dying mid-match.

    Just dodge if you see a 4-man?

    The devs are going to change how lobbies work so all 4 survivors load in at the same time no matter if they’re 4 solos or a full SWF squad.

    Dodging will be useless soon. 

    That's not even a reliable way to judge SWF right now though. The best way is to check the survivors' friends lists. If they have their lists privated? Dodge

  • I try to play solo when I can. Sometimes my friends want to play though.

    Regardless, you have tools to your disposal to avoid SWF if it bothers you so much. Not to mention killer queues are instant right now due to this event

  • Sounds cute. I'd love to see Jake in PJs

  • 2.70 or something like that

  • Wouldn't count on it. If they haven't done anything about DS, something tells me Trapper isn't on their list. Especially because he got changes a few months ago

  • @Orion said:

    @friendlykillermain said:

    @Orion said:

    @DexyIV said:
    Nah. As Orion said it encourages unsafe and reckless unhooks. Not to mention it creates a lose-lose situation for the killer. Go after the unhooked person? Well, you're an [BAD WORD], but lose. Go after the unhooker? Lose. I typically use unhooks as a way to chase after the unhooker if i don't find anyone else in that time. I don't think that's something that should be taken away from me personally.

    I'm Orion.

    hello orion

    Hello.

    @DexyIV said:

    @Orion said:

    @DexyIV said:
    Nah. As Orion said it encourages unsafe and reckless unhooks. Not to mention it creates a lose-lose situation for the killer. Go after the unhooked person? Well, you're an [BAD WORD], but lose. Go after the unhooker? Lose. I typically use unhooks as a way to chase after the unhooker if i don't find anyone else in that time. I don't think that's something that should be taken away from me personally.

    I'm Orion.

    So are they apparently

    They are "OrionsFury4789".

    Too lazy to type it out. Easier to read and type to just call him orion. You do you though

  • @Orion said:

    @DexyIV said:
    Nah. As Orion said it encourages unsafe and reckless unhooks. Not to mention it creates a lose-lose situation for the killer. Go after the unhooked person? Well, you're an [BAD WORD], but lose. Go after the unhooker? Lose. I typically use unhooks as a way to chase after the unhooker if i don't find anyone else in that time. I don't think that's something that should be taken away from me personally.

    I'm Orion.

    So are they apparently

  • Nah. As Orion said it encourages unsafe and reckless unhooks. Not to mention it creates a lose-lose situation for the killer. Go after the unhooked person? Well, you're an #########, but lose. Go after the unhooker? Lose. I typically use unhooks as a way to chase after the unhooker if i don't find anyone else in that time. I don't think that's something that should be taken away from me personally.

  • @Stubbsyefc1 said:
    They can have the most toxic build in the game, Killer can to but if you do you get raged at.......

    You really don't think survivors don't get ######### for running toxic builds? I'd trash talk DS users to the end of days if I felt like wasting time on end-game chat anymore. Stop acting like killers are the only victims of ######### like this. I get killer can be frustrating but my goodness, saying they're a joke is just sad.

  • Don't see anything wrong with it. Killers having a counter to exhaustion perks is not a bad thing. Exhaustion perks are really effective tools, so it's good they have counters somehow. In all honesty, I think there should be more counters (like perks instead of just addons).

  • For the people saying Rancor is a DS counter: there can be more than 1 DS in a game. Just sayin. It helps thwart 1 DS in the right situation sure, but you have to find your obsession before they get to an exit gate. And if they have a brain, they'll know not to get found by you since it's pretty obvious when you have it.

  • Had a survivor try to say I should have let them go because they hit their DS. Wut.

    I don't even know how people can think this way sometimes.

  • Reasons he's not:
    1: Tier 1 he's incredibly slow and is almost as slow as a survivor, lacking early game presence and he can struggle to find survivors quickly as a result
    2: His power takes time to charge up, that combined with him being slow at the start almost requires you to have Ruin, which is kind of a dice roll whether or not it's useful
    3: His power doesn't make him any faster than a 115% ms killer. It just may appear that way because he's super slow at the beginning
    4: Like Huntress, it's fairly easy to break line of sight with him and a few map are horrible for him just as they are for her
    5: His tombstone addons add a lot of charge time to his power, making it easier for survivors to do gens early on, and can cause the game to fall out of his hands quickly. They also have hindering side effects (tombstone piece drains your EW bar fully after executing someone, you lose a crapload of movement speed with full tombstone)

  • It's already the strongest exhaustion perk besides maybe Adrenaline and Balanced Landing. The only weakness it has is that it activates when you start sprinting, so you're forced to walk until you use it. Even with this weakness it's still top tier.
    No need to buff a perk that's already overpowered

  • @Slayer said:
    how about not rewarding them for unhooking since that is simple

    I too would love to sit on a hook for the full 120 seconds so my teammates can do gens, and not be able to blame them because they get no benefit for unhooking me.

  • @AlexAnarchy said:
    Remember, the devs said Legion was gonna be a FUN killer , not a balanced one , they screwed up bigtime right from the moment they decided on that.

    They sure got the fun part down. And by down I mean not at all. For anyone lol

  • I wish. They're not going to though

  • Legion is boring because it literally consists of tunneling people off the hook over and over until they die, then they proceed to lose the game because they tunneled unless your teammates are just not smart

  • No, that's just general game optimization being poor in the game on console. Dedicated servers only help make the connections between everyone more consistent and less dependent on the connection of the killer. It'll help connectivity, not optimization (so your frames). That's up to BHVR to optimize it, which they've been not doing for whatever reason

  • @fluffybunny said:

    @DexyIV said:
    Kindred, Bond, Open-Handed, Small Game

    Aftercare does have prerequisites, yeah, and yeah sometimes it can be a pain to get rolling. Especially because it resets after you get hooked. IMO that function should be taken away and it would be a much better perk. I just really like it because it shows the aura of the survivor you heal as well as your aura to them if they don't run aura perks themselves. Plus it applies to the person or people that heal you off the hook too, so you could get downed first and still get at least some use out of it. It's helped me get a lot of people out safely because they saw me opening the exit gate from across the map with it.

    It's just up to preference really. Each has their upsides and downsides. Mine takes a while to get rolling but has global presence, while Vietfox's has no prerequisites but doesn't relay information to others and lacks extreme range.

    Bond can be used to sandbag and troll as well, so can Empathy. I don't really think that should be a factor in your perk decision, but that's just me

    Yeah, I don't think it should reset after hooks. It should last the entire match imo. Having people being able to see you does have up sides if someone needs heals, wants to jump on a gen with a teammate, or needs to find the gate. What I was mentioning was that it makes it easier for someone to sandbag you if they don't have those perks already. Though I don't usually get sandbagged like that. Sometimes someone will lead the killer to where I'm working on a gen, but I can see them coming with bond and it usually isn't that much of an issue.

    Yeah I can understand. Sometimes it's better to take that chase though depending on how many hooks you are on compared to them, and how confident you are in your chase ability. Once again each perk build comes with ups and downs, that's definitely one. No idea what your teammates will do with the info you're relaying to them

  • Kindred, Bond, Open-Handed, Small Game

    Aftercare does have prerequisites, yeah, and yeah sometimes it can be a pain to get rolling. Especially because it resets after you get hooked. IMO that function should be taken away and it would be a much better perk. I just really like it because it shows the aura of the survivor you heal as well as your aura to them if they don't run aura perks themselves. Plus it applies to the person or people that heal you off the hook too, so you could get downed first and still get at least some use out of it. It's helped me get a lot of people out safely because they saw me opening the exit gate from across the map with it.

    It's just up to preference really. Each has their upsides and downsides. Mine takes a while to get rolling but has global presence, while Vietfox's has no prerequisites but doesn't relay information to others and lacks extreme range.

    Bond can be used to sandbag and troll as well, so can Empathy. I don't really think that should be a factor in your perk decision, but that's just me

  • My personal favorite is Aftercare, Empathy, We'll Make It, and Small Game.

    Though I'm pretty sure Vietfox's solo build is better in general. I'm just usually the person getting hook saves so this appeals to me.

  • @Dead_by_David said:

    @DexyIV said:

    @Dead_by_David said:
    It is the walls that have windows close to each other I think with 2 windows. They are really annoying if a survivor knows how to use them but I think they got rid of infinite's though.

    I just haven't run into an example of it in game. The only thing I could think of would be something like the Lery's library, but that isn't even that bad so I figured that wasn't it

    Plus according to the kind individual that posted before you, it's still in the game

    Even though the person has politely stated this about infinite I have heard that they are not a thing anymore or at least not as bad. The Z all thing is still in game but they made changes to killer.

    I could be completely wrong but I am sure we would see more post's if it was still possible to infinite.

    This is what made me curious. It was a week ago, and there obviously hasn't been a patch since then, so it's either a meme or there's actually some Z wall infinite I somehow never heard of before.

  • @Dead_by_David said:
    It is the walls that have windows close to each other I think with 2 windows. They are really annoying if a survivor knows how to use them but I think they got rid of infinite's though.

    I just haven't run into an example of it in game. The only thing I could think of would be something like the Lery's library, but that isn't even that bad so I figured that wasn't it

    Plus according to the kind individual that posted before you, it's still in the game

  • @artist said:
    u mean the infinite? nah I don't want u abusing it sorry bud

    I mean okay, I just wanted to know what someone meant when they said it, but go ahead and be that way XD

  • @tehshadowman33 said:
    @DexyIV

    Yet, we still don't blame the bad map design? As it stands, what map you get has too much of a deciding outcome on what happens. Assuming killers and 4 survivors are all competent.

    Yeah there are bad maps, but it definitely isn't everything if you're blaming the basic structures that people have already learned to loop around. Just watch this, you'll learn a lot and these structures you complain about will be significantly less difficult to deal with. https://youtu.be/t8u0jRxN2kQ

  • @tehshadowman33 said:
    ┌═

    ═┘

    Is awful too

    Pretty much
    2 horseshoe walls + 2 windows
    OR
    2 L walls + 2 windows
    is complete cancer and needs to go.

    I had a survivor loop for 4 minutes on Asylum. I didn't try to mindgame. I just wanted to see how long it would take if I used shortest path/route to the survivor.

    Such wall configurations add too much time in a chase. They add more time to a chase than two adjacent loops with safe pallets.

    Asylum is braindead easy to loop, if you're chasing people in the asylum when you know it's easy to loop, that's on you.
    Not sure if the 2 L walls you mentioned are the standard L T walls or not. L T walls are doable, you just need to learn how to play them properly. I'd need to see an example of the horseshoe walls though, no idea what those are.

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