ElusivePukka
ElusivePukka
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- ElusivePukka
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Comments
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I mean, kiddo, you did kinda waste the mori. You only used it once. Might as well have had an ivory.
Then again, moris are for cowards, just like saying 'ez' is for insecure people. Use your perks, use your powers, but if you mori off the first hook you're basically admitting you lacked the skill to finish people off proper - you'll also have a much more difficult time ranking up and developing skills required to actually beat these buffoons.
That all said, good to know matchmaking is still screwed up. Wouldn't be DbD without people having unfair advantages.
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Since a salty boi came to my profile, it reminded me to come back here.
Killers can't have the power role, considering that they have more individual objectives between gens and number of hits to down a survivor. Even if a survivor's perk is balanced to one third the strength of a killer's, that puts killers at a net disadvantage.
Good survivors vs good killers ends with the survivors mostly escaping. This has been shown in all released data, and saying otherwise is just silly.
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People only get anything out of salt/toxicity if they're targeting people who don't partake. If you're not toxic yourself, then just play to the best of your ability and know that you did so - other people's approval and opinions don't matter if you know you're not personally being a douche.
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I think lowly of Leatherface and Legion players and predict poor performance, because those two attract toxic attitudes which often translates to ineffective attitudes - yet I'll consistently 4K with them.
Not saying they can't be played well, just that I don't run into many. Just facecampers and tunellers until once in a blue moon I find one I respect.
I also decry everyone being overly altruistic, whether I'm playing killer or survivor, but I'll hog usually more than half the unhooks in an average game where I'm not being chased for two or three gens - that's more to do with my looping and ability to predict killer movements, so I can typically avoid their searching patterns better than teammates to approach the hook.
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Salty/toxic people are worth laughing at, rather than taking to heart. As long as you aren't a dick, like tunneling off the first hook for that mori, you know you're just better than them. Take it as a compliment that people without anything to show for themselves outside the game are investing their time and energy just for you :3
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You can bait the chainsaw with practice/confidence, but to be clear: you're worse for the team if you're just hanging out near the hook, waiting vainly for the chance to strike, and you're playing directly into the camper's hands by doing so. Only go for the hook when someone else has been downed/picked up, that way you can ensure not only the unhooked's chances of survival, but your own.
This is not only fair, this is normal gameplay. Facecampers are hurt for emblems. Leave it at that and get on with the trial.
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DDOSing is illegal in Norway too, under the General Civil Penal Code. Go to your police if you're so sure. This isn't something games themselves can influence or detect, this is between your ISP and you to crack down on if it is DDOS-related.
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You can bait the killer's saw to stun them and get the save, or you can actually remember that you have two teammates not on the hook that you're letting down by worrying about someone being facecamped.
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You aren't likely to have been DDOSed, and you'd be reporting this to police rather than BHVR. DDOS attacks are considered a federal crime if you live in the United States. You can contact your ISP or access the logs in your router to see if there was an issue.
It's more likely that a routing node experienced an issue, rather than any targeted attack, if it was the connection at all. Your PC freezing or crashing after the mouse and keyboard stopped working sounds like it was closer to your CPU crashing from the spaghetti code of this game trying to render things incorrectly - this used to happen if people used flashlight macros, and can still happen if you just have the wrong graphics card.
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So.. first perk:
- Outraged Strike
- For every generator completed within 5/10/15 seconds of another, this perk gains a token. When this perk first receives a token, it becomes active. When this perk is active, you may kick a generator that has already been completed, deactivating it and regressing its progress by 20/35/50%. Doing this deactivates this perk for the rest of the trial.
I wouldn't call it OP if it were like that.
Second perk:
- Secret to Success
- When you complete a generator, the killer receives no visual or auditory notification.
I'm not a huge fan for the same reasons @Chaotic_Riddle said, I might change it to something like
- Misdirection
- When you complete a generator, the visual notification is shifted 20/30/40 meters away.
I'm not really sure how to word the last one, and frankly I don't like it that much. It's a nifty idea, but it seems it might be nicer to have this only work for a specific generator, maybe the central guaranteed spawn in every map.
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Killers already have more objectives than survivors, that's why the whole 'secondary objective thing on top of totems' is so rarely disagreed with. I agree, though, that something that a. makes survivors choose to use up, drop, or enter without an item and/or b. spend a bit more time in the game off of gens will, in general, be lauded by killers who are smart enough not to reduce this to 'survivors get thing. i no get thing. why i no get thing?!' and think about what it actually means in terms of gameplay.
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Lunar Vessels should just come back as a feature called "Golden Lanterns" or something. You'd go in, grab a lantern, and if you escape with it you commonly get a moderate sum of BP, uncommonly a slight amount of Iridescent Shards, or rarely a pittance of Auric Cells.
Or we could do something with the golden toolboxes, maybe a series of increasingly difficult skill checks on a hidden sigil nearby to unlock 5/10/15% bonus BP gain in all categories for all survivors, and every survivor could do this once per match.
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Maybe not a burn, but rather being able to see her outline during phasing if you catch her in the beam? Gives you knowledge, doesn't ruin the power.
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They're already more than just skins: they're heights and colour palettes too, which influences the ability to mindgame and hide.
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I also dislike that there's a general rule of thumb for what numbers those translate to, but there's exceptions
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@Ukonvasara a five level leeway isn't uncommon even in games where ranked is more closely regulated.
Your issue isn't with that placement, it's with the ranking system ignoring SWF.
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Agreed completely, BP is all people need. I just like to shoot higher than needs, to leave some wiggle room :P
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In case you're unaware, SWF lobby levels are determined by whoever hosts. I'm sure a couple killers haven't liked seeing my rank alongside my yellow, green, and purple friends.
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More Lanterns would be an excellent thing. Pop 5-20 auric cells or 25-50 Iri Shards in a lantern, and you know people will waste a lil bit of time every match going for them.
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It is a you problem: burden of proof is on the person making a claim, not the counterclaim, and you've yet to say anything proving that 60 second gens are significantly worse than 80 second gens. If the killer isn't capable of beginning and maintaining gen pressure, they don't deserve a kill, full stop. Just like if survivors are incapable of looping, they don't deserve long chases.
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Just remember that the lower ranked person should make the lobby for SWF. That's what determines lobby level, not the average of the members anymore.
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Pig 80-90% of the time.
Doctor for BP, Spirit for red ranks, Plague for when I feel like being an ass.
I'm decent at most of the list except Ghostface and Wraith, but Pig is where it's at. People tend to underestimate me as Trapper, which is nice too. I just take it as a point of pride that I get consistent head pops and 4Ks, even at higher ranks, in something that most people consider not worth the time spent to learn her quirks. I look good, the maps run smoother, the whole experience is just nice - and I like the panic even seasoned swf can fall into if I sink my drill in early. Best part: I do it all while following chunks of the Survivor Handbook for Killers.
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Sounds like playing killer's stressful for you. I'm not sure we'll be able to agree, then :P
Toolboxes are entirely fair. So are flashlights, medkits, and while I'd personally rework keys a bit they're pretty fair too. The game's not perfect, but frankly it's balanced except where matchmaking is concerned.
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I play both too, got hit a bit hard by the rank reset on killer side because this season I've been doing a lot of survivor to help people save up for Stranger Things. Killer main at heart though, and yeah, I've been bullied too.
It's just showing how insecure a killer is when they feel like they have to tunnel and/or mori in order to get the kill. If you respond to toxicity with toxicity, well.. you lose. You're playing their game then, and yeah: you'll be at a disadvantage. Beat them with skill, and bathe in the salt from losers who think OoO, flashlights, and awful hiding skills are gonna best a killer who's calm and collected.
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If Ruin, Pop, Tremors, Surveillance, and the myriad other methods of active gen guarding aren't enough, each killer has plenty of powers, you can slug two every time you hook one, you can learn to patrol more efficiently, or any of the many, many tactics that experience brings you.
Tunnelers, campers, people who rely on moris, these are the people who whine about 'no counterplay', because they never learned to actually play the game with skill.
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@Bloodlust_Gamer69 I have upwards of 150 across my characters, and this killer main doesn't care about P3 Claudettes: they don't learn to actually hide, so they're easy to predict.
BP and emblems both suffer if you're insecure enough to bring a mori, so your excuse is invalid.
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The Maw. Short, sweet, and to the point, and points out its most distinctive feature.
But seriously, The Monster would kinda paint them in a corner as far as new monsters, and all in all they can probably just go with Demogorgon: they have the rights to the word.
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Hag has the highest 4k and general kill ratios in the game (save XBox where she's second), higher than Nurse, Spirit, or Billy. The numbers do prove you wrong, while your notes and anecdotes just indicate you lack skill and/or perspective.
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Yeah, 16 seconds does make this a good perk. 16 seconds is nearly a fourth of a generator from one person, nearly half in total because 16 seconds is the time it takes someone to heal a teammate - Self Care takes longer. These numbers are why there's currently an issue of a 'no heal meta' - and I'm not even talking about the 'no cleanse meta' around plague.
I agree that it's an issue to have it be so situational, like WGLF or Deliverance, but there's no indication that Second Wind only works once (Inner Strength is another perk people seem to falsely think is only activatable once) by the current notes we have.
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Nerfs and punishments just don't work. I agree with @Mat_Sella in that incentives to leave the hook are much more effective - time and again, every PTB and attempt to influence play has shown that the stick almost never works (shut it Doctor) compared to the carrot.
While I'd be down for reduced BP if the killer stays near the hook [even as a killer main], I'd be outright against gen speed increasing or similar buffs to survivors, and I think that penalty shouldn't be there if other survivors are near the hook, similar to current Hunting/Chaser emblem regression.
More perks that reward leaving the hook, like Devour Hope, would be nice. Maybe something like "Profane Hunter: gain a +2/4/6% speed increase per currently hooked survivor outside a certain radius when not in chase."
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Steve's perks are meant, each and every one, to be parts of larger builds. They're not bad, they're just not cohesive. Nancy is meant to stand on her own: her perks aren't fantastic, but they're strong enough that a lot of people's regular gameplay supports their use.
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Robert Joseph Silveria Jr. - Boxcar Killer IRL, fyi
Me? I'm partial to sickles and curved blades, so maybe Harvester were I not following the meme?
Box Factory Tickler Smasher is just odd.
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Honestly, if 'playing sweaty' was an issue, I'd agree. I'd hate to play Huntress or Wraith to the point where I'm as comfortable as I am with high-rank Pig, and I'd probably play more Moris just to get the breathing room to raise my skill cap. Still, a confident killer doesn't need a Mori, and a skilled one won't be too challenged without Moris or Ruin.
(Also, please note I'm using the colloquial 'you', I don't know you specifically and am not trying to impinge on your personal skill)
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If you can't provide that by skill and need a mori for that, you have some hours to put into the game.
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This killer main thinks toolboxes are plenty fair. Sure, they speed up the objective, but killers have an array of counterplay. If you fail to capitalize, you're gonna have a hard time. Learn the loops, learn the mindgames, learn that in their little core survivors have a tendency to get unfocused so it's pretty easy to turn things around.
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100% the coward part. Ebony Moris are for cowards, plain and simple, you literally cannot change this killer main's mind. Ivory, Cypress, Devour, those aren't really an issue, with Cypress/Devour actually requiring the game be played and having simple counterplay, but Ebony is by a wide margin used by people who aren't capable of genuine 4ks.
@the person suggesting BP gains for mori'd survivors: I agree. Moris gut emblems and the ability to participate, and not for any real benefit to either killer or survivor. They're as superficial as their users.
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I mean, I tend to be on totem duty when I'm SWF with anyone, be it 1-3 others. I ran the numbers, and I spawn close to Ruin/Lullaby close to 35% of games, and am the one to cleanse the relevant totems 55-65% of the time. I started putting Small Game on after these numbers, so NOED tends not to happen to my teams.
From what they described of Inner Strength: it is not one time use, it's just that it's not token based. Once it's been used, you can activate it again.
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Honestly, I'd love more totems in general. Maybe secret offerings to add totems?
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Just because they're rare doesn't mean you can't stockpile them. People do the same with precious metals, except these are just tokens for telling four people at a time that you're a coward.
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Well this is a neat lil copypasta now, right in the same vein as the Navy Seal rant in terms of cluelessness and ridiculousness.
Ruin is balanced. The biggest problem is survivors finding it too quick.
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You're asking if it's a dick move: yes, without real question.
Is it punishment for their clear bad plays: also yes.
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Pig Main here saying I hope they never do this, as far as alternates to RBTs.
Alternate activations, triggers, or things that speed up a timer? I'd love it.
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That's not irony, it's just hypocrisy. Fairly typical of both major factions here.
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There's plenty of humanoid SCPs
http://www.scp-wiki.net/system:page-tags/tag/humanoid
Most of the actual SCPs are owned and distributed by individuals, though, which causes a bit of a problem when it comes to individual ownership. The easiest solution would be to have ambiguous connection and adaptations of existing SCPs, rather than direct translation - Trapper being a knockoff Jason, Legion being a knockoff Ghostface, etc.
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Some of us are here to moan about the moaners, case in point.
Toxic/exploiting players do suck, but engagement with a fanbase will always mean you see the loud, usually awful minority first. It's why most fandoms get a bad rap from outgroups: they only get a superficial look at things, and in the case of DbD the outer layers are finely grated salt.
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Kiddo, NOED is a reward for failure.. sometimes. This killer main tends to be disappointed in the players who are clearly running it, because believe me they've a style of play they get stuck in - NOED doesn't just have the potential to reward failures, it has a tendency to ingrain bad habits and allow player skill to stagnate.
It's a fairly balanced perk, actually. Ingrained counterplay, learning curve, etc. The problems stem from when killers are unable to get kills without it. If a player is bad enough that they aren't capable of maintaining gen pressure, it's not the killer's fault: it's theirs. They don't earn those kills, just like camping or tunneling isn't earned - and all three are just pathetic. Getting one, two, or three kills in the post gen phase and having them all be 1-hook or 2-hook deaths.. that player shouldn't be rewarded, and definitely shouldn't feel like they accomplished anything.
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The only reason a killer would worry about Inner Strength/DS (or any thought including DS) is if they're dumb enough not to juggle survivors, and think tunneling is intelligent just because it nets a kill some of the time. All it does is reduce pressure on other survivors.
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The devs have confirmed that lobbying is currently weighted toward the host's rank, rather than the average of the SWF.
Haven't seen much 'genrush', but there's been a lot of four man sabo teams - which just makes me laugh. Then again, this killer main doesn't typically deal with green ranks for long.
As for facecamping/tunneling, they're the tactics of cowards who don't really care about emblems or skill. It wouldn't scare me off, it'd just make me feel sorry for the killers who need them, like NOED.
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Spirit, Plague, Hag. These three are supernatural in essence, and are the most changed from their original form.
Demogorgon, Wraith, Doctor, Nurse. These four are not supernatural, but definitely superior to humanity in physical/metaphysical ability - some deceptively so.
Shape, Huntress, Cannibal, Trapper, Pig. These five are at peak human condition, and driven by praeternatural focus, inspiring legends about them.
Ghostface, Clown, Legion, Hillbilly. These four are driven, but are a little too gimmicky in their mindsets to ever become optimal as less constrained killers.
Surprise S-tier: Nightmare. He's a literal dream demon himself, and the fact that he cannot truly die puts him over most other killers - they may win battles, but they cannot win the war against eternal slumber.
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Did you know that the United States douses its poorer citizens with radioactive waste "just to see what happens" without consent or knowledge?
In the 1950s, the United States government said that they were testing smoke screens in St. Louis for protection against Soviet aerial attacks. They were actually spraying citizens with radioactive particles to study the effects. The US Military claimed that it was ‘harmless’ zinc cadmium sulfide particles, even after the truth was revealed, and the victims were mainly low-income families, particularly from minority communities.
Between 1960 and 1971, the Department of Defense funded non-consensual whole body radiation experiments on mostly poor and black cancer patients, who were not told what was being done to them. Patients were told that they were receiving a "treatment" that might cure their cancer, but the Pentagon was trying to determine the effects of high levels of radiation on the human body. One of the doctors involved in the experiments was worried about litigation by the patients. He referred to them only by their initials on the medical reports. He did this so that, in his words, "there will be no means by which the patients can ever connect themselves up with the report", in order to prevent "either adverse publicity or litigation"
Most of the recent unethical and nonconsensual experimentation in the United States in the last few decades have been based in genetics/eugenics, pharmacology, and deliberate exposure to pollution.