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Dreamnomad

Dreamnomad

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Dreamnomad
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  • I feel like I'm speaking the wrong language to participate in this thread. I picked up on the OP wants balance, but I guess I missed the part where his/her vision of balanced is described. What exactly do you want?

  • @The_Crusader said:

    Is this reportable? or is this part of the game?

    It's part of the game. Slugging the second to last survivor is a basic strategy to avoid a hatch stand off situation. If you know the killer is camping the slugged survivor then you should be looking for the hatch so you can take it when the survivor bleeds out. But if the survivor crawls toward you while bleeding out then it isn't reportable.

  • @thesuicidefox said:
    Oh BTW the "10,000 IQ" Freddy build: Whispers, Remember Me, Unrelenting, Bamboozle. This is a derank troll build, just never put them to sleep. You can swing at them faster with Unrelenting, telegraph your presence with Bambo, spook them at end game with Remember Me when they go to do the gate and find them with Whispers just so you can mess with them. If you never sleep anyone, the best they can do is 3 safety pips and 1 guy pips if they share the gens properly and one guy does both gates. But no survivor group would do that, and they all end up with a safety at best.

    This sounds awful. You might as well go hide in the basement and watch youtube videos. Or better yet, just don't play the game at all.

  • @Wolf74 said:
    I liked the victory cube.
    I think killer should get ranked up on their ability to kill.
    And survivor should rank up on their ability to survive.
    Simple as that.

    I agree. I miss those win conditions. Though on the survivor side of things, I do think that double pips should be attached to something besides bloodpoints earned. In that regard, the emblem system is better. In an ideal world this is what I would like to see.

    Killer- reverts to old victory system. Survivor uses a hybrid of current emblem system and old system. If the survivor survives then the survivor pips regardless of what else the survivor did. But if the survivor doesn't survive then the score is determined by emblem system but with a higher standard. It is far too easy for a survivor to pip or not lose a pip while being sacrificed.

  • @Mc_Harty said:
    How the [BAD WORD] did a complaint thread turn into basic math?

    It doesn't double the heal time, it adds a -50% penalty when you use the perk. 50% of current base healing is 12 seconds. The upcoming healing changes will make this into 16 seconds.

    So 12 divided by half (6) + base healing stats (12) = Current Self-Care takes 18 seconds.

    16 divided by half (8) + base healing stats (16) = Upcoming Self-Care will take 24 seconds.

    I can see why you might think this is how it works, but it isn't. If you are doing something at half speed then you don't take the original value, divide it in half then add that number to the original to get the answer. You DOUBLE the original value.

    For example, If I was riding a bicycle at 10 miles per hour and then dropped my speed in half (or 50%) I would be riding my bicycle at 5 miles per hour. Correct? So let's say my goal is to ride 10 miles. If I was going normal speed that would take 1 hour. If I was going 50% normal speed (or 5 mph) then it would take 2 hours to reach my goal. (5+5=10) Are you following so far?

    Now substitute all those values for healing effects.

  • I love when I'm playing as killer and survivors make silly mistakes in a panic. Like if they drop the pallet on the wrong side or when you run into a pack of survivors and they scurry like cockroaches and accidentally body block each other. That makes me laugh every time. I like when I'm playing a killer and I get the killer's map. It just feels right. I like when a plan comes together. I like when I chase a survivor and they run into a dead end and they start running around in circles. I like when I blind pick a locker and a survivor just happens to be in it. I love interrupt grabs, especially the hatch.

  • @MrChubChub said:
    after breaking 6/5/4 generators, the next generator that you kick will be regressed by 15%/20%/25%

    Lol, 4 gens. That's just horrible. Even if it took 2 gens to "prime the pump" so to speak, it would still be mediocre. I'd prefer it just stay the way it is. If they do anything to it, they should just add another 10 seconds to the timer. Sometimes you legitimately can not travel from a hooked survivor to a gen on the other side of the map before the timer runs out. I also think if you start kicking a gen, but the timer runs out before the kicking animation finishes, you should still get credit. That always feels bad.

  • @Cymer said:
    As a killer with no Mori and the survivors not letting someone die. (And you not facecamp that one hook) he has to hit every survivor at least 6 times total of minimum of 24 hits and hook them 12 times to end the game.
    The survivors on the other hand only need to complete 5 gens and open one gate to escape...well actually as a survivor you only need to complete 2 gens. Sit in a corner for the rest of the game, not die and jump through the hatch. So 3/4 things to do. Complete 2 gens. Don't die and find hatch. GG

    This post. I just can't.... it hurts my brain too much. It feels like someone has hammered 24 nails into my skull and then hooked it 12 times. Are you seriously trying to suggest that the killer should only have to hit survivors 5 times to win since there are 5 generators? You've taken the whole apples and oranges metaphor to a whole new level.

  • Yeah... I think I'll just do whatever I want. But have fun with whatever this is.

  • I don't see a need for this. Most of the time it is an accident. And intentional survival betrayals are pretty funny. Even on the rare occasion that it happens to me, I just laugh and deal with it.

  • I prefer it the way it is now. If they were going to do something like you suggest then they should make 2 changes. There should be 2 special chests that spawn a key at least 60 meters apart on the map. This would prevent the killer from camping the chest. If the survivor gets a key then the hatch aura should be visible within 16 meters since there wouldn't be a wind tunnel noise to help locate. I would be fine with the killer being able to see the key chests aura as well as seeing the hatch aura within 16 meters. That would create a pretty interesting end game dynamic.

  • Looks like it's working as intended to me. The very last swing, the range is shorter and she was through the window. Your other attack just straight up missed.

  • Personally, I hope they never do another licensed killer. It sucks how the licensed killers never get new skins. Plus, any original stuff will fit better into the games mechanics.

  • Seriously, the stun duration is fine. It's not like you automatically lose the chase if you are stunned. If you eat a pallet then the penalty is appropriate.

  • @se05239 said:
    Must the survivor's point generator be as good as the killers?
    I thought it was an asymmetrical game with killers having the power role.

    Bloodpoints are bloodpoints. It doesn't matter where they are earned. If you want to completely max out all perks on survivors, it actually takes more bloodpoints than it does on killers since survivors have more perks. I'm not suggesting that survivors should inherently earn more bloodpoints. But the myth that survivors don't deserve as many bloodpoints should end. It's my time that deserves compensation if I play equally well.

  • I'm so tired of killer cry threads. I really am. You are playing a game in god mode where only you can harm the other players. Yet I see threads constantly on these forums where you would think it is the other way around. Are you playing as a killer or a child who just got his lollipop taken away? Less crying. More killing.

  • Good job. I've got the platinum trophy, but there are some of the add on trophies that I haven't earned yet. I doubt I'll ever get the one for knocking down 100 survivors with hatchets at 24+ meters or whatever. Getting yourself off the hook 50 times is going to take forever too.

  • Personally, I wouldn't care if they sold 1,000,000 BP for 5 dollars or something. The kind of bloodpoints it takes to get anywhere in this game, that is a drop in the bucket. So someone would have to pay quite a bit of money to max even one character out with purchases. Keeping the money flowing in means they will keep developing the game. And personally, I want them to keep developing the game. With all that said, I kind of doubt it will happen.

  • @Raziel said:
    Title.

    Change my mind.

    Killers crying about survivor perks are bad. Change my mind.

  • Add 10000 BP for each pip earned at rank 1. That's a nice incentive to get rank 1 and try to do well.

  • I've had lots of really fun moments in this game. Reason I keep playing really. But the one that stands out in my mind at the moment is a chase I had with Leatherface. I was chasing this Feng Min and she abruptly stopped in front of this door so I revved up my chainsaw. It was like she was stuck, but I couldn't see how. Right as I'm about to release my chainsaw she starts running, but it's too late. I knock her down and then mysteriously this Claudette was in front of me and I knocked her down.

    I didn't really know what happened until I went back to review the video. The reason that Feng Min got trapped was because we were running past a generator. Turns out that Claudette was working on the generator in such a way that Feng Min couldn't move past her and she couldn't retreat because I was body blocking her in. So by the time Claudette figured out she needed to move her butt it was too late and they both got nailed. Man, I got a laugh out of that. You just know that Feng Min was screaming at her TV for Claudette to get the hell out of the way.

  • @Nerex7 said:
    @Dreamnomad The perk is called "We are gonna live forever" not "We are gonna gen forever". It's about benevolence and helping others to survive. While gens actually contribute to keeping people alive and helping them escape, it would hurt the game too damn much if gens would give tokens. It would be counter-intuitive to the whole purpose of being rewarded for teamplay, which WGLF was invented for.

    It was a perk that offers you more points if you care about your teammates.

    I like how you counter your own argument. Working on generators is teamwork. Like you said, no one survives if generators aren't done. Putting yourself in a vulnerable, stationary position, giving your location away by making noise is the very definition of what should be rewarded. If you finish 5 generators by yourself, then you have earned a 100% bloodpoint bonus in my book.

  • @Nerex7 said:

    @Dreamnomad said:
    This is my recommendation for WGLF.

    We're Gonna Live Forever: Your few friends deserve the best team mate. Each time you complete a generator, pallet stun the killer, sabotage a hook near a carried survivor, rescue or take a hit to protect a Survivor, gain 20 % stackable bonus to all Bloodpoint gains up to a maximum of 60/80/100 %. Whenever you unhook a survivor, reveal the killer's aura for 4 seconds if the killer is closer than 32 meters.
    The Bonus Bloodpoints are only awarded post-trial.

    That's just plain overkill. Fixing gens giving tokens for more BPs? Everyone would rush that. Games already have a problem with being way too short to be enjoyable (for either side, to be honest). Doing gens is not the intense part of the game, that we can all agree on.

    All we need is more benevolent actions to give stacks. Healing should definitely be one of them.

    It's really not overkill. Generators should give tokens. Think about it. What is the one thing that killers are supposed to do? Sacrifice all the survivors right? So it makes sense that killers get tokens for hooking each survivor. On the other hand, look at what survivors need to do to survive. The one thing they have to do is generators therefore it makes sense to get tokens for that activity.

    If the killer sucks at his job and doesn't hook anyone, then how are survivors supposed to get tokens? Why should survivors running WGLF be punished because the killer isn't doing his job? Even if the killer is hooking survivors, there is no guarantee that the survivors running WGLF are the ones that will get the unhooks.

    If all 4 survivors are running WGLF, think about what is needed to be done for them all to get 4 tokens. If each of them got hooked twice, that is a maximum of 8 tokens that can be earned for unhooking. That means at most, 2 survivors got their tokens. The protection bonus is super buggy and not a reliable way to get tokens.

  • Playing on PS4, I can typically get a rank as killer within 3 minutes of making a lobby. Typically doesn't even take that long. Usually, the only times getting killer games is tough for me is right after a new killer is released.

  • If a survivor wants to make a run to the basement to grab an item from the chest before they leave, they don't deserve to be one shotted and insta killed on hook. I don't mind chasing around survivors. Hell, it's what I live for. But I don't find it amusing when a survivor creeps around locker to locker to waste my time. That's all I'm asking for here. A reasonable amount of time for survivors to get their business done before they are revealed so I can either kill or push them out.

  • @The_Manlet said:

    @Dreamnomad said:

    @The_Manlet said:
    Rancor is trash as well, yet for some reason is ranked highly. Bamboozle is significantly lower than Unrelenting of all perks. The list is a joke.

    Feel free to show me your list.

    Killers are different from survivors in that they all play differently and while certain perks like Ruin and BBQ are no-brainers on any killer, others vary depending on the killer in question, making it impossible to rank perks objectively. Make Your Choice is fantastic on some killers and useless on others. Half the Myers plays run Monitor and Abuse, but how often do you see it on a Hillbilly?
    We can however be sure that some perks, like Unrelenting and Fire Up, are almost worthless, while other perks like NOED and Bamboozle are almost always great.

    Edit: Why would anyone care about Rank 1 versions of perks? Why would anyone even want to rank those? You need to understand that everyone who read this thread assumed you were ranking how effective perks were at rank one matchmaking.

    The point is to discuss which perks give the most value at perk rank 1. When you first start leveling up a killer or prestiging, you won't have access to all rank 3 perks. The idea is to discuss which ones give the most value when you don't have access to all perks at rank 3. And yes, I'm absolutely well aware that the vast majority of perks are situational and their value will change depending on which killer you are using with which add ons. Assume that the list is built with the idea that they are relevant to the killer with the add ons you are using.

  • Lol, that seems extreme to me. If I can see their auras then I can either push them out or kill them fast enough. Survivors deserve an opportunity to make hook rescue attempts.

  • @The_Manlet said:
    Rancor is trash as well, yet for some reason is ranked highly. Bamboozle is significantly lower than Unrelenting of all perks. The list is a joke.

    Rank 1 Bamboozle is garbage. Gives 5% increased vault speed and only blocks window for a measly 8 seconds. Unrelenting isn't a perk I really run, but rank 1 still gives 20% cooldown reduction which is relevant.

  • @The_Manlet said:
    Rancor is trash as well, yet for some reason is ranked highly. Bamboozle is significantly lower than Unrelenting of all perks. The list is a joke.

    Feel free to show me your list.

  • Rank 1 of the perk. Not rank 1 as a killer. I guess I didn't make that clear enough.

  • No one else wants to discuss solutions to the end game? This is something that effects us all.

  • I have to admit. I was really disappointed when I hit level 100 and all I got was 300 shards. I was expecting like 1,000 shards or something special. I wasn't expecting a special cosmetic or anything. Just something different then every level before it.

  • I don't see this as necessary. Next patch she'll get a nice buff. After that, about the only thing I would really like to see for her is for it not to be necessary for a full charge to use her ability. If they do that, then I'll be a happy camper.

  • You don't deserve to play as a killer with that attitude. Who cares what rank they are? Who cares if they are on voice coms? Who cares if they have a flashlight or toolbox? Who cares if they wear bloody clothes? A real killer says BRING IT ON! When it's all said and done, you'll be hanging from meat hooks. That's the attitude killers should have in this game. But if you'd rather cry about rank then you should pick up a toolbox and sit next to a campfire.

  • I get you man. Like sometimes I'll be playing Trapper and carrying someone to the basement knowing full well the chain of events about to take place and feel a little dirty. But what kind of Trapper would I be if I didn't trap both doors and the window? =p

  • @jl01102jl said:
    thanks for the quick responses, I have missed a pip by 500 points before when last person hooked.

    You don't gain pips based on bloodpoints earned. That's what the whole emblem system is for.

  • It's a good thing. 15 is the new 20. Rank 20-16 is like preschool and kindergarten. 15 is elementary school. 14-10 is middle school. 9-5 is high school and 4-1 is college.

  • @Wraff said:

    Think they should just skip the middle man and have the Perk remove the red stain entirely.

    At rank 3, I think that is fair.

  • @raquelambersantiago said:

    @chemical_reject said:
    Dreamnomad said:

    lol, need to clip those fingernails...

    And the office looks messy lol jk

    IT actually is a mess atm, in the middle of remodeling my home office while also in middle of midterm exams and two jobs. I can barely manage my schedule lol. And why are girls required to clip fingernails? That is sooo sexist :p....

    I honestly didn't know that you were a girl from the photo so you can't play the sexist card. I was suggesting they should be clipped from how dirty they were...

  • You should post this in Fan Creations. Welcome to the forums btw.

    Edit: After reading the suggestion, it really belongs in the Wishlist section since it isn't an original concept.

  • @shadowsfall42 said:
    Dreamnomad said:

    @shadowsfall42 said:

    I think it would just be better to have a concede button that only works if at least one exit gates is open, no one is in the dying state or hooked and it has been at least 60-90 seconds since those conditions have been met. The survivors don't get an escape bonus if the match is conceded because if these conditions are met, it's likely the game is a already won and survivors are prolonging the game intentionally.

    I would be okay with a concede button for the killer, but obviously if the killer is throwing in the towel then the survivors deserve their bloodpoints. Your idea feels like it could be abused by the killer just hoping to bone the survivors out of their hard won bloodpoints. For example, the killer could down a survivor but refuse to hook hoping to bait the survivors into waiting past the concede time just to screw them over. I like my idea better honestly. It forces a conclusion to the match without unjustly punishing anyone.

    I don't think you read my post correctly. The only bloodpoints they miss out on is the escape bonus. They still get the BP they earned throughout the game. If they want the escape bonus they should get out before the killer concedes. And concede only comes into effect if there is no hooked or downed survivors for 60-90 seconds, and downing or hooking resets the time before concede is available again and it only starts up again if the conditions are met again. You can't slug someone and wait for the concede, it's only available to prevent situations like survivors not leaving when they are perfectly capable of doing so but arent because they want to spite the killer and hold the game hostage.

    The escape bonus is 5000 blood points. That is not insignificant. If the survivors finished 5 gens and powered the exit gate then they earned those points. If the killer doesn't want to waste time after the game has reached this point and a concede option is available, I'm fine with that. But under absolutely no circumstances should the killer be able to deny survivors bloodpoints because he/she doesn't feel like playing anymore. That's not okay.

    Games that just abruptly end feel unnatural and dissatisfying. That's why I prefer the option that I initially suggested. If the killer can see all the survivors auras then that game should end quite quickly from that point shouldn't it? And it would end the way that games in DBD should end. With the survivors either dead or escaped.

  • A Nurse's Calling will definitely be more prevalent after the patch. The increased heal time massively improves the usefulness of the ability even without running mangled. On the survivor side of things, Alert could actually be playable. I don't really see hangman's becoming meta though. More of a pocket pick if you see multiple toolboxes in the lobby.

  • @shadowsfall42 said:
    I think it would just be better to have a concede button that only works if at least one exit gates is open, no one is in the dying state or hooked and it has been at least 60-90 seconds since those conditions have been met. The survivors don't get an escape bonus if the match is conceded because if these conditions are met, it's likely the game is a already won and survivors are prolonging the game intentionally.

    I would be okay with a concede button for the killer, but obviously if the killer is throwing in the towel then the survivors deserve their bloodpoints. Your idea feels like it could be abused by the killer just hoping to bone the survivors out of their hard won bloodpoints. For example, the killer could down a survivor but refuse to hook hoping to bait the survivors into waiting past the concede time just to screw them over. I like my idea better honestly. It forces a conclusion to the match without unjustly punishing anyone.

  • That would entirely defeat the purpose of the perk. It's rarely used anyway.

  • Yeah. I think they are overpowered. Anyone using the Iridescent Heads are also using the add on for 2 extra hatchets. That's what actually makes it broken. If the Iridescent Heads also made it so you couldn't carry extra hatchets then I think it would be fine. With all that said, they are still ultra rare so they aren't going to be used in very many games.

    Assuming an even distribution of games among killers there is roughly a 7% chance that any game is the huntress. Since it is an ultra rare add on, you have to assume that less than 5% of games played with the huntress will use the add on. So the number of games played with a Huntress using Iridescent Heads are a very small percentage of the total games played.

  • @RSB said:
    The Spirit, definitely.

    I think I have to agree with this guy. The dismembered body parts floating around would be particularly disturbing in RL.

  • @Lowbei said:
    people should play both sides.

    i think “balanced perspecive” is the highest compliment you can give someone around here.

    that being said, ive seen dozens, literally dozens, of survivormains come claim to be killer mains while advocating for killer nerfs, only to check their steam profile and see zero total players sacrificed.

    I think you are full of it. Post links to both the posts and the account info to prove it.

  • @Visionmaker said:
    Keys are useless 99% of the time. At best they're good for memes.

    Remove them or not, it won't make a discernible difference.

    That is exactly why they shouldn't be removed. They are already in the game. Once in a blue moon they get actually used. Why waste any effort changing them? If it's not broke, don't fix it.

  • @DarkWo1f997 said:
    Dreamnomad said:

    Personally, I think there is a large discrepancy in blood points earned between survivors and killers. Anything that helps balance the scales for survivors is something I will get behind. Good idea.

    Until survivors are dependent on addons and items, they don’t need anymore bloodpoints. 

    I hate this argument so much. Every argument killers make against equality in bloodpoints is a bad argument. If for only one reason, there are no "survivor bloodpoints" or "killer bloodpoints". There are only blood points. Those blood points can be spent on either killers or survivors. The vast majority of bloodpoints I've spent on survivors have been earned as a killer. What I want is for my time spent playing as a survivor to not feel like a complete waste. Which is exactly what playing a survivor feels like.

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