Avatar

DexyIV

DexyIV

About

Username
DexyIV
Joined
Visits
206
Last Active

Comments

  • I also have one that I ran into a few days ago:
    Uses Ultra Rare Moonlight Offering, gets put in The Game * DCs *

    I can understand this one a bit more, but it still sucked XD

  • Surprised this post wasn't raided with the "KiLLeR mAiN BtW" image yet, especially with the "less skill" and "more relaxing" comments. But yeah, just sounds like you enjoy killer more. I enjoy survivor more because I like being chased. People enjoy playing their preferred roles for their own reasons. Nothing wrong with that.

  • It's a serious problem. I honestly hope they rework how the ranking system works so we don't have de-pipping experienced players wanting to bully newer players all the time. My experience as a new player was ######### terrible because of it lol

  • @SenzuDuck said:

    @Wolf74 said:
    Golden oldie time:

    "I always get 3 to 4 kills"
    "Looping? Just break the pallet!"
    "DS is fine, since it can only be used once"
    "SC benefits the killer"

    Yep, people can actually disagree with other people and still do the same thing you know. Completely disregarding his claim to playing killer because he doesn't have the same opinion as you is honestly stupid.

    Wolf always does this. Any "play around x" claim and "I primarily play killer" is usually met with this image, no matter their credentials.
    That being said, I completely disagree about DS not being overpowered, even as a survivor main. But you don't see survivor mains labeling me as a killer main in survivor's clothing. Usually, at least XD

  • @RuneStarr said:

    @michaelmyers87 said:
    SenzuDuck said:

    No you don't.

    I bet you don't have a screenshot within the last month of playing a match like that.

    -Pre-emblem Screenshot
    -1 DS total
    -0 BNPs

    c'mon if you're gonna troll, at least go all out. May I suggest a hilariously badly done MSpaint mockup of an endscreen? That'll get 'em :lol:

    edit
    Fixed it for you :) (I'm bored at work, don't judge me)

    I can't breathe, help XD

  • I think Clown should be one tier higher just due to how fast he ends chases, but otherwise I agree. Doctor is most definitely not Clown tier.

  • I think we'd all like to see this. Kinda silly that they just changed the rarities of each one and called it fixed.

  • @michaelmyers87 said:
    SenzuDuck said:

    No you don't.

    I bet you don't have a screenshot within the last month of playing a match like that.

    Nothing unusual about this screenshot. 1 DS. No BNP like you claim you run into 4 of every game. Literally only 1 SB and 1 DH. Honestly that's nothing bro. This is actually a normal game lol

  • This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.

  • wat

  • @TigerKirby215 said:
    Sigh...
    Losing Benevolent because the killer is camping is stupid. It's no fun for anyone to depip or safety pip because "hurr durr the killer only chased one survivor and then face camped them."
    Seeing as the next patch will cause the killer to lose chase Bloodpoints for sitting near the hook I'd love to see face camping also retroactively add points to the Survivor's Benevolent emblem. Cause it's not fun for anyone when no one wins because one guy flipped the table over and refused to play.

    That's why they make it easy to get emblems in this category. A lot of your Benevolent points are lost to reasons out of your control, i.e. face camping, idiot teammates running directly toward the killer after you unhook them, etc. Killers complain about it being easy to rank up as a survivor, but the thing is that a lot of it is just out of your control at times. Ease of gain makes up for it.

  • @Thetruth said:

    @DexyIV said:
    No. Killers use this to dodge swf teams, and that should be a tool at their disposal. We don't need more reasons to give killers to complain about swf when they can dodge without any consequence.
    Plus as a survivor it comes at no hindrance to you.

    So what youre saying is youre a bad player and youre begging to not have this crutch taken from you. got it

    Dude I mainly play survivor. It isn't a crutch, it's to appeal to those people that can't stand SWF groups. Drop the hostility and listen to reason, as hard as it may be for you :P

  • No. Killers use this to dodge swf teams, and that should be a tool at their disposal. We don't need more reasons to give killers to complain about swf when they can dodge without any consequence.
    Plus as a survivor it comes at no hindrance to you.

  • @SoylentPixie said:

    @DexyIV said:
    SoylentPixie said:

    To be fair, it should be habit for survivors to take down unlit totems to prevent NOED. So not having them lit up wouldn't be all that big of a deal. It would also give hex users a fairer chance instead of loosing their totems less than a minute into the game.

    They still could lose their hex totem really early if survivors start cleansing any totem they come across. This is probably a bad idea and wouldn’t solve very much. 

    Yes they could, and as mentioned, people should be taking down unlit totems anyway to reduce the risk of NOED activating. But if the totems are all unlit then survivors cannot immediately zero in on non endgame hex perks which is pretty much what they do now, thanks partly to terrible totem placements. The goal wouldn't be to prevent survivors from deactivating a hex, but to slow down the process just a little. Most hex's like ruin are employed to slow down the game and as it stands now, most hex's are killed so quickly its ridiculous. Turning off the totem light won't be game breaking, it just buy's a little time.

    It wouldn't slow down the process, because as I said, survivors would just tack down each totem they come across. If they already cleanse each totem they come across for NOED anyway, then what's the point? If anything, it just sounds like a way to forcefully teach survivors how to counter NOED and render it useless. This would not solve anything.

  • To be fair, it should be habit for survivors to take down unlit totems to prevent NOED. So not having them lit up wouldn't be all that big of a deal. It would also give hex users a fairer chance instead of loosing their totems less than a minute into the game.

    They still could lose their hex totem really early if survivors start cleansing any totem they come across. This is probably a bad idea and wouldn’t solve very much. 
  • DS being useless because of hook priority and dribbling
    Haha
    Ha
  • Honestly I think Huntress is above Myers. Same with the Clown. Some survivors make it really hard to charge EW and you don’t always get the full benefit of your EW3 unless you have the right addons. 
  • Then people should be able to say you’re bad for using Ruin or NOED. But those people are illogical, about as ludicous and illogical as this statement is. 
  • @Dabrownman1812 said:
    DexyIV said:

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

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

    Sprint burst is fine, really overhyped. I do fine at high ranks even as freddy when everyone has sprint burst. Sprint burst isn't what's damning to me. I know it is braindead but it is elevated due to the amount of people eho use it. It isn't the strongest exhaustion perk, just overrused and more prevalent.

    I just have a problem with how the other exhaustion perks received a nerf because Sprint Burst was so reliable to use. Granted it was a good nerf overall, but it's bad design to nerf a mechanic because one aspect of it was overperforming. And this is coming from someone who doesn't use exhaustion perks.

  • @DeadByFlashlight said:

    @DexyIV said:
    Very, very radical. Too radical lol
    I'd just add Enduring and Spirit Fury on top of my normal Tombstone Piece Myers build. Dying Light, Ruin, Brutal Strength, and BBQ/Nurse's.

    Would that make myers OP? Not really and competetn SWF would still wreck you^^

    It would help with chases. Just saying what I'd do. It would just make killers kinda broken in general though. 2 extra perk slots? That's insane lol.

  • Are we playing the same game? LOL
    Real talk though, there's like, several things I dunno about. I know this is a subjective list, but still.

    Doctor is most definitely not top tier, much less deserving to be #1 in any list. He's a god tier tracker, but what else does this guy really have? Game slowdown? Eh, kinda. Chase potential? Somewhat. Map presence? Eh. He's good at tracking, but the meta of the game consists of chases and being able to end them quickly, as well as slowing the game down and having map presence. Doctor excels at none of these. He's high mid tier at best.
    Clown is generally in the right spot. He's #4 in my personal list.
    Billy needs to be higher. Chase potential, map presence, insta-down chainsaw. Billy has it all.
    Nurse needs to be higher because Nurse.
    Spirit is inconsistent and weird. Needs to be lower.
    Wraith is most definitely not better than Myers.
    Pig is not bottom tier.
    Huntress is not ######### tier. You have to LEARN to throw her hatchets. She can completely ignore loops in certain situations.

  • @kate_best_girl said:

    @NeonAlien said:
    Personally, I'd love to have a 5th extra perk for killers and survivors which can only be filled with one of their personal perks...

    I mean that still wouldn't raise or change the Meta it would just make the game more toxic for killers and survivors

    There'd be a lot of Lauries and Clauds with a free DS or SC. I agree XD

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

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

  • How the hell is taunting strategic? What? XD

  • Very, very radical. Too radical lol
    I'd just add Enduring and Spirit Fury on top of my normal Tombstone Piece Myers build. Dying Light, Ruin, Brutal Strength, and BBQ/Nurse's.

  • Of course it's the little-dick-strike user with his name as "#########" talking ######### out of all of them lol

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

  • Billy is strongest on paper and in practice. Fun killer to play against xP

  • Billy has literally no downsides so he's top tier.
    Nurse is second, everyone else is after that.

  • @Giche said:

    @DexyIV said:

    Trollish and toxic how?

    If you can't see it you are either new or part of the problem.

    The only toxicity I see is in post game chat. Otherwise, nothing "toxic" effects the gameplay, so idk what you're getting at lol

  • I don't think Ruin should get a buff like this, but I do think it should be changed so it actually can slow the game down in higher ranks while making it not so much of a low rank stomper. Turning Ruin into a generator progress slow (somewhere around 15%, with your passive it'd be 21%) would pretty much solve that. Low rank survivors wouldn't need to hit great skill checks like crazy and high rank survivors wouldn't be able to just hit greats and render the perk useless. Win-win.

    Great idea on the passive effects though. I like them a lot. Some numbers probably need tweaking, but the general idea is nice.

  • @Giche said:

    @DexyIV said:
    The game is doing fine as it is even with these problems, and they're only improving with time.

    Said who ?

    A lot of Vet' myself included don't like the trollish and toxic path this game took a while ago.

    It's just sad.

    Trollish and toxic how?

  • The game is doing fine as it is even with these problems, and they're only improving with time.

  • I don't really have a problem with him. He makes stealth really hard, but this game isn't really about stealth like it used to be, so...yeah. He's not really a problem.

  • @akbays35 said:

    @DexyIV said:

    @akbays35 said:

    @DexyIV said:

    @akbays35 said:

    @DexyIV said:

    @akbays35 said:
    I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down

    Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.

    The problem isn't that aspect of design, I do feel like Survivor should get a chance to survive, my issue is with their objective side is heavily tilted in their favor and just want different and unique spawn locations for gens so "useless" perks would have a chance to shine and maps as well. They are going in the right direction with some changes but I feel like pallet spawns may be broken next patch.

    New gen locations would take a lot of resources to implement and wouldn't really do anything for the killer, since the survivors would eventually just learn all of the spawns anyway. Making each map a maze to find generators in would just be frustrating for newer players while not solving the problems some killers struggle to deal with.

    No I mean they would be randomized for every match, you couldn't memorize a location anymore and they would remove the markers of where a gen is (poles, flickering lights) meaning maps, deja vu, and detectives hunch would actually serve a purpose in the game. It would actually make a somewhat level playing field for newer and older players if the game had more randomized and difficult elements. These would be amazingly helpful for a killer, that few seconds that survivor need to find each gen could weight the whole outcome for the game. They aren't difficult to implement, they just need to tie it into the map spawn and just make sure each gen spawns x amount of meters away from each other they just went the lazy route to have gens spawn in like 2-3 optional spots in the same basic area but maybe 10 meters apart.

    Once again, that would take a lot of resources for development. And you can't truly make the locations for something like generators random. It just wouldn't work. You'd have generators that would be angled weirdly and wouldn't let survivors get on them, or would cause them to phase through the wall. If they were to drastically increase the generator spots to prevent this instead, the same argument I made would apply. What you suggest simply cannot work in any way and it isn't worth the change. There are so many other fixes they could do that would improve the state of the game at all levels way more than this would, which would, once again, just prove to be frustrating for people more than it would be effectively buffing killers.

    that's a lot of naysaying bro, it's an object in a video game, just generate more potential spawn locations it's not hard you just make a better algorithm for distance and location values, they do that with pallets literally every game and been doing it for chests and hex totems slightly better.

    Plus if you're gonna be pulling out the wasted effort card from BHVR I must remind you about Death Garden they wasted so many resources on a game that in no way would be interesting or popular, they essentially copy pasted Juggernaut mode from other shooters and added a timeout mechanic.

    They have the best asymetrical and mutiplayer horror game on the market, they need to keep improving it and keep the game fresh and interesting. If they keep just buffing killers and nerfing survivors there's going to be more frustration from power creep than by making fixes to the mechanical issues that lie in game, namely maps and objectives of 1v4. They are doing their best to remove infinite loops, and pallet heavy spawns so I give the Devs props for making good adjustments. Really all I'm saying is make the objectives balanced for both killer and survivor, randomization for survivor objects will do more than straight buffs and nerfs since killers always have to deal with randomized objectives from the survivors.

    My point wasn't really wasted resources, but it was just a factor. "Fixing" the generator spots will have a lot less impact than changes to survivor and killer perks and powers. That is my main point. As I've said, randomly generated objectives wouldn't do much. Making it too hard to locate generators would just create another crutch perk slot, meaning that they would have to go through all this effort just to force a perk slot to be used to locate gens. There are other ways to do that. Your solution doesn't solve any problem that the game has. I'm not really sure why this is something you really want changed.

  • @Orion said:

    @DexyIV said:
    There's a reason why I'd rather play against any killer other than Billy. Just doesn't feel fair to play against lol

    Sally would like to have a word with you...
    EDIT: For the record, I'm assuming "fair"="easy", and we all know a good Nurse is top dog.

    Yeah, it's usually pretty easy to assume that's what people mean when they say "fair". But I'd personally take a Nurse over a Billy any day, so...yeah. I could go on as to why I think he's unfair, but I've come to see you're not the most enjoyable person to debate with XD

  • There's a reason why I'd rather play against any killer other than Billy. Just doesn't feel fair to play against lol

  • Dying Light. To slow the game down a little bit after Hex: Ruin slows down the game a little bit. Super fun with a tombstone piece.

  • @akbays35 said:

    @DexyIV said:

    @akbays35 said:

    @DexyIV said:

    @akbays35 said:
    I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down

    Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.

    The problem isn't that aspect of design, I do feel like Survivor should get a chance to survive, my issue is with their objective side is heavily tilted in their favor and just want different and unique spawn locations for gens so "useless" perks would have a chance to shine and maps as well. They are going in the right direction with some changes but I feel like pallet spawns may be broken next patch.

    New gen locations would take a lot of resources to implement and wouldn't really do anything for the killer, since the survivors would eventually just learn all of the spawns anyway. Making each map a maze to find generators in would just be frustrating for newer players while not solving the problems some killers struggle to deal with.

    No I mean they would be randomized for every match, you couldn't memorize a location anymore and they would remove the markers of where a gen is (poles, flickering lights) meaning maps, deja vu, and detectives hunch would actually serve a purpose in the game. It would actually make a somewhat level playing field for newer and older players if the game had more randomized and difficult elements. These would be amazingly helpful for a killer, that few seconds that survivor need to find each gen could weight the whole outcome for the game. They aren't difficult to implement, they just need to tie it into the map spawn and just make sure each gen spawns x amount of meters away from each other they just went the lazy route to have gens spawn in like 2-3 optional spots in the same basic area but maybe 10 meters apart.

    Once again, that would take a lot of resources for development. And you can't truly make the locations for something like generators random. It just wouldn't work. You'd have generators that would be angled weirdly and wouldn't let survivors get on them, or would cause them to phase through the wall. If they were to drastically increase the generator spots to prevent this instead, the same argument I made would apply. What you suggest simply cannot work in any way and it isn't worth the change. There are so many other fixes they could do that would improve the state of the game at all levels way more than this would, which would, once again, just prove to be frustrating for people more than it would be effectively buffing killers.

  • @akbays35 said:

    @DexyIV said:

    @akbays35 said:
    I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down

    Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.

    The problem isn't that aspect of design, I do feel like Survivor should get a chance to survive, my issue is with their objective side is heavily tilted in their favor and just want different and unique spawn locations for gens so "useless" perks would have a chance to shine and maps as well. They are going in the right direction with some changes but I feel like pallet spawns may be broken next patch.

    New gen locations would take a lot of resources to implement and wouldn't really do anything for the killer, since the survivors would eventually just learn all of the spawns anyway. Making each map a maze to find generators in would just be frustrating for newer players while not solving the problems some killers struggle to deal with.

  • @Zarathos said:

    @DexyIV said:

    @akbays35 said:
    I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down

    Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.

    Large maps like pale rose grim pantry and ironwork's should not be so horrendously to try and cross with base killers. It partly why I hate hunting far distances and prefer to just camp/patrol survivors if I'm playing anything except billy and nurse.

    Pretty sure all of those maps are being reworked in the upcoming PTB patch, so that shouldn't really be an issue anymore when that comes out.

  • Honestly there are so many good ways to rework this perk that would take less than half of the time and resources Behaviour is trying to put into it. This is just one of the many good examples. Satisfying without being overwhelmingly oppressive like the current DS is. I agree with the changes across the board.

  • @CaptainXym said:

    @DexyIV said:
    I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

    This is fair. Devour Hope could be an exception to the rule, stating so in its flavor text, similar to what NOED does. Or, are you saying Devour should be lit at first token gain? Either way, both are good ideas. I'm always open to discussion.

    It should be lit at first token gained. It's until the first survivor is hooked, which makes it solve the "find it within 10 seconds of the game starting" problem without causing survivors to have to scramble around trying to frantically find a Devour Hope that got 3 tokens already. Devour Hope is a huge gamechanger if you can get the tokens needed, so there should be some risk in taking it even with this QoL change.

  • I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

  • @akbays35 said:
    I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down

    Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.

  • Sounds like a decent idea. Doesn't make it too broken or anything yet gives it a QoL change that can let someone know a gate is open.

  • Tombstone Piece. Gotta activate Dying Light to slow down the game a little bit ;)

  • They could test it on the PTB to, you know, make it more satisfying. Or at least you would think that's what the test server is there for

  • People were theorizing that it had to do with the use of Insidious and not having a terror radius, so it may not be a bug, but a mechanic interaction that wasn't really intended. Maybe that's how they're looking at it.

  • Wait, why? So many games would end before NOED would even get used. The endgame isn't slow enough to warrant a wind-up mechanic like this.

1 … 6 7 8 9