Dreamnomad
Dreamnomad
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- Dreamnomad
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If you are unsure what to run, then you can't really go wrong with BBQ, Ruin, Brutal Strength, and NOED. Works good on any killer.
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I was all prepared to make some snarky comment like "Congratulations!! You've posted the 1,000,000th thread about camping!". But since you used the word genuine, I'll give you a genuine reply. When I first started playing the game I was a camping monster. Every game. Camp. Camp. Camp. I was really blood thirsty. I didn't care about bloodpoints. I didn't care about salt. I didn't care if everyone except one survivor died. I just wanted to see them die.
It was as simple as that really. A lot of that was part of the learning curve for me. When I first started I didn't really understand why I could smash someone's head in with a sledgehammer, put them on a meat hook, and 30 seconds later see them running around as if nothing happened. I figured if I made sure they didn't leave the meat hook then they would die. Sure enough it worked. Better yet, I didn't have to chase after the other survivors! They just came to me! That's way easier that running around constantly.
Eventually, I discovered the beauty that is BBQ. Hey, this double bloodpoint thing is pretty sweet. I started to understand how nice it is to get actual progress with blood point gains. Then that became my objective and I didn't really care all that much if survivors lived or died. Don't get me wrong. They still do a whole lot of dying. I just don't care all that much. It doesn't make my heart race like it used to. I actually enjoy good chases and look at the game from the survivors perspective once in a while. That was my evolution as a killer. I can't answer for everyone, but hopefully that gives you some perspective.
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@Dragonredking said:
Fresh unpopular opinionThe forum is better off without the down vote button
People just treat the LOL button as a down vote button.
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I can't tell if this is a joke thread or not. Well played OP.
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OMGZOR!!! He's right! They should either nerf this completely overpowered perk or delete the doctor altogether before the next patch! This one perk will totally nullify the ONE weakness that the doctor has! Now your only option is to run away! And we all already know that the d0ctor is a top tier chase killer! Screw it! I'll just delete the game from my hard drive before the Doctor meta begins!!1
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@Master said:
I prefer non-licensed killersI agree with this guy. I'd prefer stuff built around the games mechanics as opposed to trying to fit a square peg in a round hole like Freddy.
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Just make mend take 30 seconds and that would vastly improve his game. A 10 second timeout just isn't enough.
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PARAGRAPHS!!! Use them! I refuse to read walls of text like that.
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Correct me if I'm wrong, but nothing you do on the PTB carries over to the live server right? What is the point of prestiging on the beta server?
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I feel like this entire thread is meant to be a reply to another post. Who the hell is the OP addressing anyway?
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@RSB said:
@Dreamnomad said:
You are playing him entirely wrong. Use your ability to get the first hit then use recharge to close the gap then drop your ability then use regular attack to down. If you are using your ability on a target that already has deep wounds then you might as well be stabbing yourself in the junk.Do I really need to copy my previous posts just for you, so you can already understand why your "tactic" is just worse than playing Freddy?
Whatever bro. I never once said that Legion is a strong killer. Nor did I say that he shouldn't be buffed or whatever. But using the killers ability on a target that already has deep wounds is clearly not meant to work. If you want to finish off the person you hit with his ability then that is the only real 'tactic' now isn't it? Don't bother digging up your trash post. I won't read it.
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@JanTheMan said:
Dreamnomad said:You are playing him entirely wrong. Use your ability to get the first hit then use recharge to close the gap then drop your ability then use regular attack to down. If you are using your ability on a target that already has deep wounds then you might as well be stabbing yourself in the junk.
Yeah, the devs really showed that well on there stream. lol
The dev stream was clearly a very poor killer behind the controls. It was cringe worthy honestly. That video demonstrated how not to play any killer.
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You are playing him entirely wrong. Use your ability to get the first hit then use recharge to close the gap then drop your ability then use regular attack to down. If you are using your ability on a target that already has deep wounds then you might as well be stabbing yourself in the junk.
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Use Iron Maiden perk. Boom! Problem solved. You're welcome!
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The Pro-Pain hammer from the summer event. I mean it has skewered eyeballs and ears and stuff.
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To answer the question, I don't think so. At least I haven't noticed a difference between the two.
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@rafajsp said:
I haven't been active lastly to test more, sorry. Other games seems to care/adjust/optmize more about console.I don't think this is a fair statement. They are actively working on optimizing the game for consoles and have been doing so for months.
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@EvilBarney666 said:
Freddy could kill them all. Only Dr. Strange could probably hold up against him. The others their powers won't matter in the dream world.This thread is quite silly, but this is actually the best argument made so far. It is worth mentioning that the OP did say the first Avengers movie so Dr. Strange wasn't around yet. I don't know if Freddy could actually kill the Hulk as he would regenerate any damage. Thor might be able to resist his damage as well since he is a god. But all the human Avengers would be screwed.
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@Wolf74 said:
@Dreamnomad said:
@Wolf74 said:
Let's talk about the most used survivor perks:
What's the drawback of SC, SB, DS, BT??
Okay, I'll bite. Self care heals twice as slow. Sprint Burst only lasts a few seconds and requires walking around the map to avoid triggering it. Decisive Strike requires completing a difficult skill check or does nothing at all and can only be used once per game. Borrowed Time does nothing at all for the player running the perk.
Every perk in the game has an opportunity cost as well. For killers and survivors. If I'm running Self Care, Sprint Burst, Decisive Strike and Borrowed Time guess what I'm not running? Literally every other perk! That means I'm not running Small Game to find Ruin or whatever hex perk the killer maybe running or ensuring NOED doesn't come online. That means I'm not running the various stealth perks like Calm Spirit, Iron Will, Urban Evasion, etc to avoid being found in the first place. That means I'm not running WGLF for the bonus blood points. Etc, etc, etc.
SC has NO drawback. Because it uses up 32 seconds of the survivors time. Without SC it would take 2 survivor healing for 16 seconds. That basically the same, with the bonus that you do not need to search for and find a teammate. So no drawback there, just because of the time is needs.
SB, ok, the walking everywhere to keep it is kind of a drawback, but otherwise you do not leave scratchmarks, so that is a pretty small drawback.
DS has NO drawback, just a "requirement", maybe call it a risk, but is not qualified as a "drawback".
BT also NO drawback, because you know in advance that you pick perks like BT or Well make it to support your team, because a living team is helpful for MY escape.So no, still No Mither is the only survivor perk with a drawback. So that is not a core principle about perks. Perks are just meant to be straight advantages.
I like how you admit that Sprint Burst (btw, just type out the perk names. Don't be lazy) has a "small" drawback and then immediately discount it at the end. It is not a small drawback. Play a survivor and don't run unless the killer is chasing you. Then come back and say it is a small drawback. It is a substantial draw back.
Taking perks that don't benefit the player using them is of course a drawback. I could have taken a perk that increased my survivability, but instead chose to take a perk that might help a team mate. Maybe, just maybe, saving a team mate who in turn helps me escape is beneficial to me in an abstract sort of way. Of course maybe that same team mate trains the killer onto me getting me killed too. But I could have taken a perk that definitely helped me instead. The opportunity cost is substantial.
BTW, don't try to misunderstand the point I'm making. I'm playing the role of devil's advocate here. I'm by no stretch suggesting that any of these perks need buffed or are garbage. I'm simply arguing the point that they do have some drawbacks.
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Should have picked something more reasonable to fight them. This is kind of like Ant Man vs an actual ant. Something interesting would have been more like who would win Sam & Dean from supernatural vs The Hag?
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BTW, your drawing looks a little like The Legion.
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@JoyfulLeader said:
@Dreamnomad said:
@JoyfulLeader said:
Maybe I should stick to doing Top 5s instead of fan creationsI'm not trying to discourage you. That was intended to be healthy criticism. Do whatever makes you happy.
Should I make another chapter idea? What do you think?
Go for it. You can tag me at the end and I'll check it out.
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Personally, I'd be okay with this.
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@DarkGGhost said:
We make a fun killer to play but no a killer to kill even tho that the whole point of the killer, but I will like to hear your opinion on that.Can anyone translate this for me? I don't speak nonsense.
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@Wolf74 said:
@akbays35 said:
BBQ was so widely used cause it didn't give a drawback like Distressing does (Unless you're playing Doc, Nurse, or Huntress to some degree).
Why should a perk give a drawback at all?
Is there any survivor perk giving a drawback (beside No Mither)?
Let's talk about the most used survivor perks:
What's the drawback of SC, SB, DS, BT??Okay, I'll bite. Self care heals twice as slow. Sprint Burst only lasts a few seconds and requires walking around the map to avoid triggering it. Decisive Strike requires completing a difficult skill check or does nothing at all and can only be used once per game. Borrowed Time does nothing at all for the player running the perk.
Every perk in the game has an opportunity cost as well. For killers and survivors. If I'm running Self Care, Sprint Burst, Decisive Strike and Borrowed Time guess what I'm not running? Literally every other perk! That means I'm not running Small Game to find Ruin or whatever hex perk the killer maybe running or ensuring NOED doesn't come online. That means I'm not running the various stealth perks like Calm Spirit, Iron Will, Urban Evasion, etc to avoid being found in the first place. That means I'm not running WGLF for the bonus blood points. Etc, etc, etc.
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@ReneAensland said:
I've lived without BBQ this entire time.
Enduring. Ruin 3. Make Your Choice 3. And NOED 3.
I've been with this build since I bought her.I would drop enduring for BBQ honestly. Getting 100% bonus bloodpoints is amazing. But if you like getting half credit for your work then carry on.
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@The_Crusader said:
Really hope a better game comes along and steals the userbase.
Feel free to find another game.
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Aura reading isn't dead. Don't be dramatic. One perk with 3 charges and hiding in lockers changes very little.
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Oh God nooooo!!! The sky is falling! The sky is falling! Everyone run!
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So much over reacting going on in this thread. You would think that survivors have infinite lives or something. Think for a second about what really changed here. The only fundamental difference is that if you are chasing a survivor that has borrowed time, they won't just fall down after 25 seconds. You have to actually hit them. That and if they manage to escape the recovery is a little easier. But if you lost them in a chase then they would have self cared back up anyway so it really isn't that big of a deal.
That's it folks. If you hit a survivor with borrowed time twice they will still go down exactly like before. Borrowed time still has the same weaknesses it had before. You can still down the rescuer. You can still choose not to tunnel or camp. You can still use stealth killers or perks that reduce terror radius to avoid triggering borrowed time. You can still slug. This objectively is not that big of a change. The sky is not falling.
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Sounds like an easy 4 kill to me. None of the survivors are using self care. Dead hard really isn't that big of a deal. Unbreakable does jack all if you don't slug. Breakdown is overrated. At most it is 2 broken hooks. If the killer just camps there is little the team could do as none have borrowed time to even attempt a risky rescue.
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If only there was a way to deal with borrowed time. Like maybe not camping/tunneling or attacking the rescuer or using a perk like insidious to reduce your terror radius to zero so as not to trigger borrowed time. If only there were options like that available. Oh well, I guess all killers are screwed.
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Given the mission statement for what Legion is supposed to play like, I think the following 4 changes are in order.
- After applying deep wounds to a survivor, the ability shouldn't just be recharged. It should be overcharged. One of the biggest problem imho is that after stabbing a survivor you don't realistically have time to hunt down and stab a second survivor unless they are very close. I think with each successful application of deep wounds the ability timer should last longer. For instance, 1st survivor stabbed gives 125% ability duration, 2nd survivor stabbed gives 150% ability duration, etc. This way the killer can actually do what he is intended to do and chase down and wound multiple survivors.
- Mend should take longer. This whole thing is pointless if the first survivor is mended, healed, and back to working on generators before the killer has finished stabbing all the survivors during a frenzy.
- When vaulting pallets or windows while in frenzy there should be a mini bamboozle type effect blocking a survivor from vaulting for 3 seconds. I've seen video where survivors bounce back and forth while the killer is doing the same.
- Keep his run speed at 110%, but reduce his hit box to the same size as a survivor. This would make it so the killer could catch up to survivors at the same rate running around obstacles as running in a straight line. If that proves to be too much then his hitbox could be somewhere in between a survivor and normal killer.
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@Janick said:
@Might_Oakk said:
The devs designed him so you don't use his ability to down survivors. Downing with Frenzy is pretty much similar to blood lusting efficiency wise.The playstyle is once you hit 1 survivor the others nearby are highlighted. You hit everyone nearby then run down the last guy you hit without your power.
The powers strength is when you hit multiples they must heal thus slowing the game.
Power is just a slow down game thing assuming survivors are dumb enough to be close together.
Hello
That is correct. I just wanted to confirm our intention. It is very easy to get a hit with him but harder to down survivor.
At first, the balance is in the favor of the killer then it is put back in the hand of the Survivor. We will probably talk more about the design intention on a future stream. Thank you!
The problem with this theory is that his power doesn't last long enough and the mend time is too short. If survivors aren't clustered really close together then you won't be able to chain attacks. Adjust those two things and it might be a viable strategy.
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More killer cry threads. /yawn
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@Wolf74 said:
@Dreamnomad said:
I haven't played him. I've only watched a couple videos. It does look like he'll need some tweaks though. On the bright side, there are plenty of levers to pull on to improve him. Increase his base run speed, decrease the duration of the post rage stun, increase the duration of his rage, increase the amount of damage to the deep wound when hitting a survivor, etc, etc, etc. I'm not saying to change all of those things. I'm just saying that there are plenty of options available to get him up to a viable killer.And how often did that happen in the past? :P
A lot. Most the killers are quite viable now. They were pretty quick to shore up Spirit and Clown's shortcomings. I expect we'll see some changes either before it goes live or shortly thereafter.
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I haven't played him. I've only watched a couple videos. It does look like he'll need some tweaks though. On the bright side, there are plenty of levers to pull on to improve him. Increase his base run speed, decrease the duration of the post rage stun, increase the duration of his rage, increase the amount of damage to the deep wound when hitting a survivor, etc, etc, etc. I'm not saying to change all of those things. I'm just saying that there are plenty of options available to get him up to a viable killer.
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Lol, You totally called it except for just about everything.
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I'm really starting to think these "leaks" are on purpose. How can they keep screwing up every time they do a public test beta for a new killer?
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@SnakeSound222 said:
This seems like a buff to DS. The Survivor can see the auras of the components, so they can just run to them at the start of the match and get their DS ready in a few seconds. The skill check is also now easy to hit and the Killer can’t hook the Survivor until they attempt the skill check, meaning that this perk gives a free escape for just running around for a few seconds."A few seconds"? That is not a few seconds. If the survivor is brazenly running around collecting components there is a high probability that the killer will find them and hook them before they even have a chance to build the item. If they are being even halfway intelligent about collecting the components then it would take around a minute. Then another 30 seconds to build the item. In that same amount of time they could have completed a generator. And if play testing proves that it isn't giving the killer enough time then the build time could be extended.
The question you should ask yourself as a killer is "would it take me more time to chase down a survivor after they use decisive strike then it does for them to build the shiv?" Unless you are awful as a killer then the answer is no. Making this a net positive play for you as the killer in terms of time management.
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@Ryuhi said:
@Dreamnomad said:
You have 0 terror radius and a predator cloaking field. If that isn't a stealth killer then I don't know what is.Spirit with prayer beads outstealths him easily, and its not even an iridescent addon.
Oh? Do you want to lose the ability to see survivors for true invisibility? The Spirit pays a pretty steep price for her ability. You can't just conveniently ignore that fact.
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Anyone thinking it is a stance killer needs to be more specific. What do you think the stances do? How does the killer change between stances?
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You have 0 terror radius and a predator cloaking field. If that isn't a stealth killer then I don't know what is.
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Good questions. Answer should be yes to both. Hopefully it gets an official response.
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The new matchmaking sounds awesome. They can't roll it out fast enough.
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You guys are being way too vague. None of those answers would count as anything beyond partial credit.
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@mcNuggets said:
Too much work for a simple perk.
Decisive Strike would be the most complex perk of the game.Yes, it would take some work to implement. The system itself is pretty simple though. Collect 3 objects, combine them, then complete easy skill check to escape killer's grasp once per trial. This is what the perk's text would look like:
Decisive Strike - At the beginning of the trial 3 objects will be randomly placed which you can see as auras. Collect the 3 objects then combine them into a shiv. Once per trial, you can perform an easy skill check if carried by the killer to escape the killer's grasp and stun the killer for 3/3.5/4 seconds.
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Huntress is fine as is. She doesn't need a buff.
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Fire Up by itself is pretty bad. But what makes it sort of playable is that it stacks. Run Fire Up with Bamboozle and Brutal Strength. Stacking the effects is pretty decent. It's not meta good. But it is pretty fun.
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Remember when Insidious used to make you completely invisible and not just reduce your terror radius to zero? Or is that just what I thought happened when I first started playing?