Avatar

ElusivePukka

ElusivePukka

About

Username
ElusivePukka
Joined
Visits
0
Last Active
—

Comments

  • People who regard tunnels as 'effective strategy' are people who mistake kills for victory. You have four emblems to fill, not just one. They get easier with a kill, but they get even easier if you learn to take the blinders off and play intelligently.

  • That's a planned feature for the dedicated servers. Without those, the devs didn't want to try this.

  • Hag, statistically, gets the most kills of any killer. I'm also wondering who was supposed to be below Freddy Classic.

  • LF isn't anywhere near top tier.

    If you're dying quickly to him, that's you misplaying rather than him doing too well.

  • Waking up isn't really worth it. He can still be looped to oblivion, and now you can bodyblock him - he's as M1 as Hag, now.

  • He's not OP. He just requires an ever so slightly different style of play than other killers, like Legion, like Plague. He's fine as is.

  • Nope. BHVR, please ignore anyone who says this for at least two months.

    Any and all data and complaints will be skewed before that time, due to inexperience and a preponderance of players with little intention of adapting to him.

  • All the upvotes to you, travellers. This is an excellent idea and has a good presentation.

  • This would be fun as addons or an offering, but frankly I don't think this needs to be a base mechanic.

  • It's a good movie. That would be neat - very Red Forest, though frankly I wanna see a map with denser trees.

  • If you're being bloodlusted around an unsafe loop, take the hit and sprint burst away. Once you're in a chase, the design of the game is that you have three options: get away safely (not ideal for balance), or a choice between getting followed until down (ideally 1.5 minutes on average for chase time, but .5 is acceptable) or having the killer break off after the first hit to hit someone else (the best option, as a killer player).

    The current pallet distribution seems weighted to increase chase distance, especially if the survivor is prioritizing stuns rather than loops, but overall to decrease chase time. So as far as I can tell, your complaint is their design working as intended.

  • I expect he'll get fewer dream counters. It's the most sensible change I've seen around.

    I hope they don't alter dream pallets. They're less useful in general against SWF, but the snares aren't particularly good on most maps as is.

  • Just increase the slow to 17-20% and reduce his tokens by 3. That'll make them plenty useful as intended, without being OP.

  • @FredKrueger @se05239

    You can down injured people - and some status effects do trigger, such as deep wounds from Borrowed Time. You really just can't benefit from the exposed status, which doesn't inhibit my playstyle as a Pig main.

    I don't use my ambush for anything other than the first hits on a generator and loop control, anyway. It's faster to just stand, and you have the advantage of no roar or terror radius for a moment.

    Overall, Freddy just needs a little adaptation from both killers and survivors. He'd not OP, he's just finally not trash (except in the hands of people who've invested proper amounts of time). His Z and Unicorn Block addons could use some work, and I wouldn't care if his tokens got reduced, but QoL changes are the only things he needs - they're getting better with the post-release tweaks, even if Ghostface was still slightly too harsh.

  • @se05239 Don't say these things.. -sad oink-

  • Freddy needs adjustment. Z and Unicorn Blocks especially.

    He's absolutely not OP, though. I wouldn't call people complaining about Freddy crybabies: I'd call them reactionaries, who don't actually care about balance, they care about the status quo. Like Legion, like Plague, Freddy requires a slightly different method of play. His requirements before the change were too drastic for many killer players to be able to capitalize on, but now that he's been brought in line with other killers he's just not hard to deal with except as the bastard child of clown and hag he is - and his power level is right between those as well.

  • The stun happens at the middle of the animation, including the survivors reaching.

    Hitting through a pallet requires that the cone of attack pass through more than half of the pallet's width.

  • Z-Block and Unicorn Block, at least. Mangled, Exhaustion, those are the VR and R addon mainstays.

    Cat and Sheep are Uncommon and Common, where the Hemorrhage and Blindness belong with addons.

  • Waking up means pretty much nothing now. He's not really more dangerous if you're asleep.

  • @darktrix seems a little bias may have snuck in, considering that a killer has only one character to control while survivors have four. In order for the game to be balanced, 1 killer is supposed to be roughly equivalent to 4 survivors, and yet when everyone in the trial is of equivalent skill the survivors have an extreme advantage. Killers who are genuinely better than survivors are more than capable of losing even to a loosely coordinated team.

    Perkless it's a different story, but a lot of design in DbD is based around the idea of counterplay, which is why survivor bias is often assumed. Inherently, reactions will tend to be more strong than initial actions given that they have more information, and so the many survivor 'reaction perks' provide a serious edge - the perks and visual notifications are catching up for killers, but they're not equivalent in exchanged information yet.

  • What's worked for me to quell accusations of tunnels: while I do tend to slug the unhooked immediately on an unsafe hook, I leave them on the ground to ideally chase the unhooker. Takes them off gens, gives them a chance to recover a bit, and takes someone else off gens to heal them. Haven't gotten accused of tunnelling since I started consciously doing that instead of taking only the easiest hook, and frankly it makes games go smoother overall.

  • I agree that it's not for hitting survivors. Frankly, I think it's best for kicking gens - toss Pop Goes the Weasel and/or Overcharge in.

  • Just a lot of minor QoL stuff could be added to the trapper, bam he's viable, and the most important one is a couple more traps in hand at the start. I don't see a need to add lockers in though, the traps are plentiful enough.

    Truth is, he can be an excellent killer, but people need to invest more time into him than most other killers to squeeze that extra bit out.

  • Full SWFettes really outta activate kill mode every time. Just like David's shirtlessness gives me tunnel vision (and then usually hatch mercy).

    For when toxicity gets you down, just remember: it doesn't matter which side they're on, only insecure people are desperate enough to need to type "ez" after a "gg", or resort to other self-aggrandizing hype. I tend to feel sorry for them, frankly.

  • I'd have to go with Wraith as well. He's what I learned with, and he can deal with low-mid level players without needing to get nasty, even without knowing his kit by heart. Hillbilly has a higher skillcap, but once he's learned he's a breeze most of the time.

    I gotta say, people need to dip their toes into Pig, Myers, and Spirit a little bit before they dive into Nurse though. They really help people start to understand the different methods survivors take against killers, which in turn can become counterplay against survivor mains and meta.

  • Considering the Oak offerings, yeah. Killer offerings have precedent as being worth more - 1 Putrid Oak is worth 3.5 Petrified Oak. Plus, if conflicting offerings were truly returned, maps ought not be burned - frankly, the fact that unused map offerings are burned seems an oversight rather than deliberate game design.

  • Tunneling is bad for survivors: it can force a depip even if the tunnelled survivor does everything right, because they're not able to participate in the rest of the scoring events.

    Tunneling is bad for killers: it can allow even a skilled killer to be looped long enough for genrush to actually be a problem, whereas juggling survivors, keeping them injured, and maybe slugging a recent unhook so you can down another one quicker is overall a smarter play - it'll keep one off the gens, get another into chase, and maybe another off gens to heal the slug.

    Tunnels are a part of the game, like camping, slugging, and meta/crutch perks, because people mistake objective with participation. Overall, the survivors only doing generators and killers only hooking is going to result in a lesser experience, with fewer bloodpoints, and fewer pips. A lot of scoring events are getting more passive, which makes it so this is less of an issue, but the fact is that as things stand there's problems with aspects of intended gameplay that run counter to progress in the game.

  • Honestly, the best use I've found for it is making it slightly easier to find the obsession for addons and perks that require the obsession. The lowered terror radius is just a side effect, the main event is the killers finally having a bit more control over the obsession mechanic.

  • The survival rates are actually a skewed curve in the raw data and independant player research, if I remember correctly, with rank 20 killer games running at about 43% survival rate and Rank 1 killer games at about the same. They get lowest in green and yellow ranks, running less steeply through high green to purple as survivors reclaim their power role against the killers more immediate jump in power.

    It's also in here that the map survival data becomes useful, with the highest survival rates going to Coldwind and the lowest to Gideon's - I feel weird that my personal numbers are reversed, there, but okay.

  • Ignoring that the notes are about the clown just proves that you have little interest in the established lore. Those forgotten byways in the fog are between realms, and the clown is indeed shown to be travelling them.

    I get that you have a specific mental image of the Clown, it's just not one supported by Kenneth's timeline and context.

  • @End_of_Slayer

    I was being facetious - and you led with the 'Nea is the Entity' meme.

    That said, we don't pretend our animal cells are intelligent. We don't say that sapience or intelligence are in the cells of the human being, just as we wouldn't rightly claim that malevolence and hunger are in the auric cells of The Entity herself. The auric cells are just the building blocks for her physical manipulations, which she and we shape into everything from doors to generators to medkits - they're somewhere between body and nest, being something that she sheds and is able to perceive through, but are used similar to the pulp of an insect's nest to shape an environment. The devs have already confirmed that everything you see in the trial that isn't the survivors or killers themselves is the Entity, but the idea of separating auric cells from a literal manifestation still allows this to be possible.

    The Entity herself is something removed from three-dimensional space, while the auric cells are within three dimensional space. The closest we can get to seeing the 'true form' is when her claws reach through the sky or ground to pull a survivor in. From what we can tell [by specific visual effects and sounds], the Entity herself is almost entirely in the Spirit World*, allowing limited access to the Hag, Nurse, Wraith, and Spirit for their powers which bend space - listed in progressive levels of access. I'd suggest that full access is equivalent to accessing specifically the fifth dimension, as it allows one to traverse both space and time.

    Auric cells themselves behave similarly to plants: able to grow and adapt quite quickly with the right stimulus, and their/her flowering with the infection of the Hallowed Blight is just further evidence. Light appears to harm things connected to the spirit world and auric cells, as evidenced by specific scoring events with flashlights. The reason flashlights stun killers is because The Entity herself is looking through their eyes. The tutorial and lore about generators also indicates this vulnerability to light.

    In total, the being of The Entity is similar in physical structure to a malleable combination of fungal growths (similar in scope to Armillaria ostoyae) comprised primarily of auric cells. These cells are produced and controlled by a being without a distinct physical form mostly bounded within the Spirit World, who seems most capable of reaching across dimensional boundaries during periods of extreme emotion - not just hope, but hope serves as the best nutrition. Whatever shape it has is one of five dimensions, and thus not something we could easily comprehend except through the approximations given by the claws we see - keeping in mind that these are auric constructs, and the swirling portals and orange lights are probably closer to literal examples of Her form.

    *separate but connected to the Dream World, Void, The Trials/Campfire, and tenuously connected to the Real World.

    Honestly, if we were gonna drag the Cthulhu mythos into this, I'd be leaning more toward forms like Yog-Sothoth or Azathoth than Shub-Niggurath or Cthulhu himself. If we're looking to be more grounded in our real world: I'd guess the trials are hallucinations as a vast fungus digests people, like Field Trip from The X-Files or something similar.

  • The longer you play, the more you will realize that survivors have all the power. If you're feeling otherwise, it's because you didn't bring in the right perks to the trial.

    Even perkless, though, survivors have a high escape rate once they know what they're doing. As things stand, get yourself Self-Care on whatever survivor you like. You won't necessarily need it at higher levels, but it really helps as a safety net while learning.

  • As things stand, the RBT is barely over enough time to run to four Jigsaw Boxes on the larger maps, assuming a modicum of caution because Amanda/we are around. Reducing the timer by 25% is removing the ability to check a box entirely, one box per generator done, changing the function of the RBT from game slowing to fatal threat - and as a Pig main I disagree with this. I get head pops enough for it to be neat, no tunnels or camping required.

    I'd suggest, if people were to go this road, that the timer be reduced by 5% per generator done. It'll still end up killing the survivor if the last JB was the one with the key, or in bad cases of gen rush it could potentially prevent searching two.

    Remember to try to have one active and one inactive RBT on at any one time. That way there's one survivor not working, and one who may not commit as well.

  • The Entity is everything you see, touch, hear, and feel. It's the presence behind your eyes, the generator you work on, the blood you spill.

    Auric Cells are the entity, and it's a vast hivemind thing of a fungal and insectoid nature, mirroring the notions we know while comprised of space and time we do not comprehend.

    Her herald walks among us though, in a form we beings of flesh can know. His dead eyes haunt the minds of madmen, rending caustic shrieks from the damned. Here is her herald: look deep into madness, and despair.

    deathgarden-mathieu-cote1.jpg


  • DS is excellent as is. It gets me out the door or to a friend with a key quite frequently.

  • This entire idea is functionally useless against SWF. There's no way to fake out SWF into believing that an individual taking one of their forms is the real one. There's even less paranoia than Ghost Face here, and he's already a joke.

    Being able to turn into survivors: functionally useless.

    Being able to turn into chests, lockers, or generators, then transforming back and stunning people in a radius? That would be a good mimic ability.

  • Because some killers lack the mobility to adequately defend the gens on larger maps, and a lot of killer players would rather complain than switch up their strategies at first.

  • Highly possible. Likely, even, given either a key or SWF.

  • OP, no. There's not actually infinites in the game currently, if you're seeing one there's a suboptimal killer doing the chasing. 73% stagger reduction is also, while impactful, not complete like the killer's version of the same. While there's some balance issues involving some loops being stronger than others, they're already addressing that with the map reworks and pallet changes.

  • @Shaped Tunnelling can still let survivors safety or pip. However, it's very unlikely to, and it's just dishonest to imply that's normal.

  • "As I journeyed through the foggy veils that demarcate the realms of this place, I saw that, for the first time, I was not alone. Something traversed these forgotten byways, its bright colors still clearly visible, even through the muting effect of the mist that roiled between us.

    As we emerged into a new, yet somehow familiar, place, I saw it clearly for the first time: a carney's caravan, pulled by something that appeared to be a horse but was, to my eyes, older and more terrible."

    The Clown may not be supernatural, but he does in fact travel between Realms. Benedict's notes also indicate that this travel is unusual: it's the 'first time he wasn't alone' travelling between the realms.

    He's a parasite, not an individual. He 'shed his old personality' as he fell deeper into the clown persona - his connections to any actual circus are forgotten, leaving only a desire to continue his collection.

  • Moris, the exposed status, and the emblem system do need to sit down and have a talk about their differences.

  • The actual data has been released.. somewhere.. but I'm not entirely sure where.

    Map survival rates, killer success percentage, and escape percentage per rank are the ones I keep around.

    Unfortunately, since the data is ever so slightly skewed, rank 1 stats are inaccurate.

  • To the one saying it only happens in a certain range.. what's the range? I've seen it across the map in Lery's - fun factoid if people haven't seen this personally, you can see survivor outlines on gen auras or any activation bubble (fast vaults, gens, or hooks) whether they're in front of or behind the visual notification. At first I thought it was only if they were between you and the bubble, but nope.

  • You need to comprehend the Clown's story. The Entity didn't know Kennyboi during the time he was part of a regular circus - his story makes it clear that his caravan is away from any actual circus, and Benedict's notes actually indicate that his caravan travels between Realms. If you want to lean on Clown's lore, you'd be better off saying that he deserves a caravan version of each Realm: the Entity specifically did not and will not give him his own space by explicitly giving him accommodations not afforded others.

  • @whinykillers lockers are consistent. Sounds like the one whining is you.

    Fun fact, though, survivor auras hide behind generator auras. Angle yourself appropriately, and they can't see you.

  • 1: So, 1 free "not exposed"? I can get behind that.

    2: This seems overpowered even at 1 generator. Have everyone play it and immerse fully, doing no gens: talk about taking the game hostage.

    3: Mori counter would actually be nice, but I'd maybe change it to just require death hook before the mori can take place. That way Rancor and Devour Hope aren't just wasted.

    4: I like this.

    5: Free Bond and Empathy.. no. Free perks: no.


    Some ideas from me and my friend:

    • Increases power charge time for killers.
    • Reduce totem spawns by one, unless a hex perk needs an additional spawn.
    • Add one extra generator spawn (but for every two of this offering, require another generator to be completed)
  • Distortion, or getting into a locker.

  • You can, in fact, end Night Shroud when looking at him. It's not an exploit, it's a limited range, and you have to a. see a certain percentage of his body, b. keep the camera centered on him, and c. not be moving the camera.

    You not understanding the mechanics is neither exploit or unfair.

1 … 22 23 24 25 26 … 28