Flatskull
Flatskull
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Considering DH is the only hex perk that actually as powerful as a hex perk should be, I can't blame you. It's the most true to the gimmick and the most fun.
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Ugh.
I can feel myself cringing as the start up camera pans around the FNAF map inside my head already.
Alien. I think alien would be very weird because time wise it's so far out of the way of the sort of vague modern to 90's set up DBD is typically set up in but right now we got an angry cowboy from the old days in the game so I guess time is no longer a real factor. With oni it's sort of suggested he's taken when he's already dead with the rope still on his neck and all.
But, yeah, Alien. I personally don't like the idea of alien, simply because a lot of aliens ability wouldn't translate well to DBD as one of its strongest abilities is it way of traversing the map. So unless they make it so alien can somehow climb on ceilings, walls and through vents/crawl spaces and include a MASSIVE enviroment update for both sides in such a chapter I wouldn't want to see it happen.
However...
ripely...
I mean. I wouldn't mind having ripely alone in the game. She's awesome.
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PH
Has the ability to take control of a loop. A good PH can basically end a chase very quickly even without any perks or addons. He is also punished for messing up his power with a considerable cool down.
His rites trail allows him to capitalize on players mistakes while not ultimately relying on them and he can use them to influence the chase to survivors who respect them.
He lacks gen pressure but has potential for crowd control, anti-looping, chase dictation and moving survivors where he wants to be. Even with the recent "nerfs" a PH can basically decide he dosen't like the caged survivor where he think they are. Move to them and make them teleport somewher else. Which can be potentially good for making survivors have to drift even further from a cluster of gens or each other.
Outside of that: Old Billy, Spirit, Meyers...and debatably....pig...but only because her addons are very out of date and need a work. She has one of the most pertinent powers to actually slowing down the game and some level of lethality with the right addons.
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1422016#Comment_1422016
yes, and the chainsaw becomes a speed limiter...... (2 hit)
Yes. But now you can just continue through pallets. Slap steering onto that and it won't matter if you got 2 hits. Survivors are going to brick themselves in fear.
Hillybilly's who got good at steering around loops and such are going to be laughing with this addon-and get more points from an additional hit too-
@Yeebud said:
https://forum.deadbydaylight.com/en/discussion/comment/1422016#Comment_1422016
That addon is garbage, despite being iridescent. Being able to go through pallets is not worth sacrificing the 1-shot ability. That addon is basically speed limiter, but you're able to go through pallets and no BP bonus.
I feel you, man but pallets are half of the survivors bread outside of japes and loops. I think you're underplaying the mental and overall effect this addon can have on a match. Although, you are right...if you are good with billy...especially good at getting downs from across the map chainsaw hits.
Then yeah the addon isn't worth the exchange.
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SWF has always been busted. The only people that argue against it are utterly in the wrong. It's not even a debate. The game is built around lack of communication and the enigma of player choices-what perks your fellow survivors uses, what type of addons you and the killer uses ectr ectr- there's a reason that communication is one sided and very limited, by reducing engima or unreliability of either side the game snaps in half and you can see this where even the "no 4man death squads" perform visibly better almost every time than a group of even good solos.
Can you get solos skilled and in sync to 4 man death squad levels, yeah, sure but they're very rare and require actually gitting gud as survivor and not basically fudging the chances and builds to your favor.
Sadly SWF has been a problem for YEARS and devs will never face it and people who use it will defend it and equate solo-both killer and survivors- totally justified hatred of SWF with bad practices from killers or certain perk even though they are in no way comparable since the two subtype are basically playing utterly different game modes. One being the way the game intended and easy mode.
It's alwalys phrased as "Punishing SWF" well you know what...solo...both survivor and killer hate being punished for not playing swf via it mere existence. SWF always show a much higher coordinated/higher optimal level of play unless they are truly potatoing it up or memeing around and it makes killers have to GIT GUD very quickly otherwise they quickly fall into the bully simulator losing streak which means they get naturally frustrated-and better quickly- and the normal casual solos end up getting introduced to a massive league of sweaty killers.
No one enjoys it...but devs won't resolve it or deal with it in some way even though it's arguably one of the biggest haunting issues DBD had for a while now.
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Some of you guys are like bankers from a cartoon.
Calm Down. All of his perks just got a massive buff too if anything as well as his addons. One of his addons literally let him keep charhing for an injured hit through chainsaw pallet breaks.
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If you go back to check a hook once or twice you are in fact camping.
I remember once my spies in the shadows kept going off and before I could get any distance I went back twice or thrice-I was like 5 meters away each time heading off- it was the third time I realized that the hook itself is triggering my perk for some dumb reason. But them 12-15 seconds. Oh no.
Apparently that was a full game camp then they acted like those 15 seconds was the reason they got 3 gens in the furthest distance from me popped. Like, yeah, I'm sure if I ran up to you guys I would of got a nice view of one of those gens going off in person. Would of really saved my game.
I still won that game by the way because they refused to open the exit gate.
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@Shocktober said:
All these videos of "gen rush" end in the killer winning, it kinda blunts your point. The first gens go fast, that's how DBD is.
The fact is, there's killers out there who win ~hundreds~ of games in a row. What other game is that possible in? Even smurfs in league are usually only at an ~80% winrate. And it's not like they are gods or something, solo Q teams break down very easily. All it takes is 1 survivor not running meta perks and you can win cheaply.
Between the nerfed maps and new, super strong characters, the game is killer favored unless it's 3 man SWF or more.
Hundreds of game...yeah...sure....
Meanwhile in reality SWF clean up game and always have.
4K mean nothing. Killers have repeatedly made it clear it not about getting kills it's about the game being fun and both sides having a sense of agency as well as feeling like both sides are putting in equal effort for the same result. A killer has to git gud because one chase mistakes mean 3 m1ing survivors will pop 3 gens before one hook is out. If the MM is actually fixed killers would be getting slapped game after game, but as of things are right now killers who had to GIT GUD from the older days and from being bullied by SWF mostly clean up with newer boosted survivors.
DBD is so busted that you can't count one win to another. Because the games balance is all over the place. The point being if this group did not make marginal chase mistakes or simply get cocky in most of these videos because they got gens done so early the killer would of been floored.
Not really. Most meta perks are the very reason these group lose because all the killers that actually do win consistently like you claim are typically the most exposed to these perks and know all the counters-especially since most of them faced these meta perks when killers were weaker and the perks were stronger-
Pfft. Survivors have many great perks that offer something useful, they don't have to rely on meta-perks to win and most of them don't. At best one meta-perk is all you need and that's typically dead hard or sprint but those are so good you can't not use them if you plan to be in a chase-which most survivors do-
The maps weren't nerfed. Theywere balanced. Big difference. The god loops were removed because it turned big building-large parts of the map- into "do not chase or you will lose" zones unless you were a specific killer with a 4D plan or extremely high tier player like otz. The game was made better with these map changes. With exception or some who still need tweaking.
The killers are meant to be strong. Their powers literally are one of the founding points of what makes each game different and all of their powers are counterable. Except maybe..freddy...but everyone agrees he needs a new retweaking.
No. The game is less survivor favored but it's still survivor favored. It's just not like the old days of infinite, god loops and the killer being 50% slower at actions. Although it will definitely start to sway to the point of being killer favored if the SWF problem isn't answered as the devs will have no choice but to continue to buff killers against them.
Since both sides get frustrated if they don't feel they have agency if they play high skill/top level plays against each other and keeping either from reaching those high plays will just make people lobby dodge certain killers/suspected swf groups.
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-Fire Up: I really like the idea of perks that gain or react when gens are done because it allows killers to instead of sweating about what gens are being done to go with the flow and try to capitalize on them. It also balanced out by the fact only so many gens can be done.
Fire up conceptually is fine but who's going to give up a perk slot for something that relies gen getting done for a MINOR effect. Even at endgame. Change it to a momentary haste effect when a gen is complete as well as the action speed increase. Or make it a stackable speed increase-albeit small- in general.
-All hexes besides NOED, Ruin and DH. They're bloody aweful and not OP enough to justify being hexes...but we're meant to pick three. So thrill of the hunt. It simply SHOULDN'T be a hex. A perk that is designed to protect hexes that is itself a hex is self defeating-especially since you have no idea what hex is what as killer-
-Monstrous Shrine: The meme Perk: Faster progression in the basement is a bit of a dismal effect...even if it minor. If you're in the basement you're already in a very bad spot as survivor. This should be change into something more beneficial for the killer-and preferably promotes them getting away and the tools to do so...like DH or MYC does- and get rid of the idea of faster sacrefice progresions.
It's one of those ideas that SOUND cool...but it's weak because to be actually implemented as the "faster sacrefice perk" it would become a quick basement camping ground due to its possible OP nature. So it ironically sits in that area of "actually can't be good because it would be too good" in its current design.
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Not a bad idea.
altenratively: You can do something like a hex totem dosen't actually lit a totem until a certain number of seconds passed. It would at least fix survivors immediately finding bad totem spots and incentives people to recheck the start area. Something like 25 seconds-which is normally enough time for survivors to leg it to the nearest gen-
Or: Hex Totems only become lit when actually activated-eg: hex lullalby only lights up when you get at least one stack- which make some of the more crappy hexes somewhat more usable.
or: Hex totems can be interacted with once by the killer to dull their totem and randomly lit up a different totem.
But I feel that all the obviously abysmal C tier hex perks-thats all the perks besides noed and DH- need a massive buff first and foremost.
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pure bait thread.
Arguing that gen rushing isn't real because it's the survivors objective is like arguing that tunneling isn't real because the killers only job is to get survivors dead as quickly as possible.
Also people always blame the devs for genrushing, mate. Actually take a look around the forums. We've been asking for a secondary objective or new game mode for years at this point.
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Yeah, camping is lame. I mean, in some cases it's a fair tactic but marginally it's lame. There have been attempts to fix this to my knowledge by the devs but almost every attempt to do so is exploited by the players. The problem we have as a community with camping is that there is no real way to disuade it because every fix just invents a new exploitation in trade off from the old one that is using hook saves as camping grounds.
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It seen as a kids game because FNAF became popular on the back on a massive league of loud mouth, "hey fellow children" attempting, stale and massively oversaturated and frankly pewdiepie fame chasing wannabe youtubers who generally as a rule tend to have a massive amount of children of following them. Not because they are instrinctly for children but because the current generation for some reason buy their kids tablets and phones and shuffle them off to the corner to be distracted with absolutely no parental supervision or even app blocks. They go on youtube and they almost always come across FNAF where they are FAR below the age range they should be exposed to it-like I've seen toddlers with understanding and consistent knowledge of fnaf. No joke-via these guys because playthroughs are the new thing.
It's a stale series that made use of limited mechanics and art style to get effective jump scares and people rightly praised it at the time for that and the original FNAF still deserve praise for basically turning nothing into a relatively good game. The game wasn't just a jumpscare fest...it was an entire game about WAITING for that jumpscare which is waaaaay more thought and design that any jumpscare in movie and games normally get. But between markiplier clone 5503 or whatever bot screaming at me "HEY FELLOW FEARFANS HERES FNAF episode 20!" it got tired.
Combine this with a considerable fan surge and the creator going absolutely raving mad and releasing a new game within months of each other because they were so easy to create and having no concept that some things should have pacing. Which is ironic because his entire game best part is the waiting part. You get an audience that might of enjoyed it...even loved it...basically have every factor of the franchise push it around them to the point it became unbearable.
It was like MLP on steroid but MLP was CONSTANTLY making new content that diverged in different ways and it was ONLY their fans. The show itself didn't rush episodes out like lunatics and basically have loud video game evangelist spamming youtube with playthroughs.
that's why FNAF is seen for kids and why it's seen as annoying and dead. Even the creator got crap for rush releasing FNAF too quickly when he tried to release that awful fnaf rpg or whatever it was called and he literally admitted he was ashamed he charged money for it. The youtubers are loud and use catch phrases and eventually attract kids...the creator powers it through even more with spam releases...then finally sell dolls and bears of these characters to kids.
If FNAF fans are upset about their image as for children and dried out then they should all turns heads to the mastermind behind fnaf to begin with.
also this board is getting overlumbered with FNAF calls.
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From a killers perpsective
It's not a very good perk and to really get use out of it most of the time the killer has to either A: forget who was just hooked and down you again for pick.
B: aggresively tunnel you.
Most of the time when I see DS take effect is that survivors will blatantly stop in front of me, attempt to straight up block the killer for a down so they can use DS or DS locker. And out of all that they get...like...what...1 second stun plus 1 second attack cooldown and the time it takes to pick someone up.
Not bad...but you know...you use it once and its gone, you might as well pick a perk that will help you get away like dead hard or sprint burst. If you want to stun killers...any means possible-even if its got a long cooldown- or better yet...head on. Head on basically has no counter because of the janky hit boxes and it recovers reasonably fast.
DS used to be big daddy perk when it had unlimited time and didn't need a hook requirement. It was so OP that being obsession meant a survivor would basically never get chased in the past. Most survivors would complain to me for not chasing them because veryone assumes when they're obs they got DS-and almost every time they did- but while DS has its uses it really out classed by many better perks. PH nerfed it even more..but really, there are just better perks out there to use now.
I suspect you're seeing less DS because more people are unlocking more useful perks from shrine gradually over time or getting to the "expirementing with builds" point of their plays.
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Liscensed Killers:
Candyman.
Pinhead from hell raiser.
Original:
A guy who utilizes established mechanics is most likely.
Fire guy: uses fire as an enviromental hazard like PH does although mostly likely can send out the flames in lanes. Unlike PH this flame can also catch onto pallets and closest like plagues contagion. Interacting with this hazard hurts you and probably makes you very easy to track since you're on fire.
This guy will probably be a slow killer and utilize range and long term map manipulation.
Lovecraftian Character: Return of the madness machenic. We'll probably see what causes survivors to go mad change, most likely being a trigger rather than a static blast or even survivors going mad even when simply injured-sort of like how onis power empowers him on injuries- he'll probably be the weird love baby of spirit and doctor. Madness effects but the madness tier changing how he acts, such as seeming to phase or teleport randomly and so on.
We already got teleporting characters, anti-loopers and range based characters. So it's most likely they're try to focus on people that dramatically change how the survivor and killer act as their power goes up or change and put things in the map-such as the flame guy-
Personally I hope we just get a big interactives, offering and actual map hazards update next chapter. We got enough killers and survivors for a while. Same with perks.
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Well, it's less of a tired idea that Five Nights at Freddies. Personally I'd like to see hellraiser pin head or something but...seeing what the devs did with my childhood friend Pyramid Head I'd be interested to see what they'd do with Nemesis or Mister X.
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Almost every time I get accused of tunneling the following happened:
Someone unhooked in front of me or close enough for me to hear so I of course turn around. The guy dosen't take a protection hit so the easiest target goes down first. I mean I';m going to down the both but without BT or protection hit the unhooked is doomed.
The person I "tunneled" literally runs into me after getting unhooked. Like, literally right up to me then acts shocked that I didn't follow some unsaid rule to not down them while I was getting gen rushed to hell.
Undetectable causes the freshly unhooked person to stumble into me. In which case I need to down them to capitalize on my limited undetecttable status while I got it. I can't be picky.
They never heal then act confused and insulted as to why I went after the loudly groaning, one hit down, bleeding target and not anyone else even if they had ample time to heal.
They had more than a minute to do whatever and get away. But they still call it tunneling even though they literally had a period to do whatever.
Almost in every case for me tunneling happens because of number one. No respect for killer radius or even killer presence in front of hooks then they expect me to act like a bot and hit them/follow them into a safety shack loop.
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@Always_available said:
You dont need to do anything, not even get kills to get a crown as killer. Im trying to get them as survivor, and ever since the event started everyone is turning full potato. Even in red ranks.
Well, to be fair. You have to beat 4 people trying to get the crown as well. It's not as hard but it's not like nothing at all is competing for the crowns.
I like to let people go with the crown every once in a while personally as killer. It sucks we can't use these crowns on liscensed killers because I think it would look neat on demo-or perhaps PH-
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I like to be friendly to the last survivor if they weren't cocky or dips during the match. Sometimes. It keeps survivors on their toes.
Most of the time though if I cream a group I carry the last survivor to the crown and gate.
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What!?
And give up the 1% tastier gag. That's what makes the event item.
You sir, have no appreciation of comedy.
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Axe more or less said it.
We got different stuff for this event. Blood Rushes are nice but we get them quite a lot event wise. It nice to get a break from it. I really like their idea of an ingame item cosmetic you can actually find and get.
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You had 2 gens left. Of course he was going to start using his mori. If he waited until 1 gen was left that's just begging for half you to get away as it suddenly pops and people hope/adrenaline away.
But he does sound salty. I hate head on. It has no real counter and its range is silly to the point I've bene head on cleary meters or far outside the range of the front of the locker but end game chats like this is what make the community just generally more miserable and salty for everyone.
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@missionnhunter said:
yeah down me. and any time i'm unhooked it's immediately in front of killer and no BT.
That's not tunneling.
That's bad team mates and possibly hook farming.
Tunneling is when a killer commits to you and only you despite lost chases or major over commitment in time. Or hooknig you and only you. No one else so that you'll get to third hook quickly as possible. What you described is not respecting the TR/killer presence by your fellow team members.
Of course they're going to down you. A down/slug is increased survivor pressure because now 2 survivors are off gens-one to heal you and one he is chasing-
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1367287#Comment_1367287
Or they decided to tunnel. I can't tell you how many times I've seen killers abandon a chase the moment the unhook happens. Who will do everything they can to bypass the rescuer to go for the person just off the hook. If I see the killer coming back after I unhook I will run head long at them. Half the time they'll ignore me or hit me and keep after the person off the hook. So it's not always they aren't protecting you.
That's not protecting your team mate. That's a bait and it's very obvious bait. Which is why most killers, even if they weren't going to tunnel the rescued, will probably do so. They probably think you're extremely confident that your injury boost will carry you to a strong,safe loop or stacking certain perks to make sure the chase is strecthed out. Especially after you pull a risky unhook in their TR or as they're coming up to you.
What you want to do is directly run behind your unhooked and attempt to body block for them-or if you're skilled enough run along side them then dive in for a surprise body block- Because in this scenario your rescued is protected and the killer can't do nothing. The killer HAS to hit you unless they pull some mad mind japes.
Or just carry burrowed time. I don't know.
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@Dexn3ko0 said:
I think this is a bad idea penalizing players that want to play with their friends.
And most SWFs dont use comms that effectively they just talk about stuff not related to the game.
I get that a sweaty 4 man swf on comms are a problem but there are far more players that just play for fun with some friends. To punish the majority would be pretty unfair in my view.
Any SWF is an unfair breaking of the games general point of ambiguity and lack of socialization. SWF will almost always perform better because they know the people they are with.
That's great but the very existence of swf with friends punishes all killers. Who is just one guy. In this equation the killer is getting teamed up against and punished for someone elses fun. In the end someone has to be punished. Who should it be...a group who can pick something optional or one half of the entire games community.
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@NovaliumTS said:
Its kinda funny i see lots of posts saying "killers kill, survivors survive" yet always get entitled when survivors want to actually survive.
This morning i have had over half my matches be i get hooked then literally the second i get off im tunnelled and shoved back on like ya'll are screaming at me to put decisive strike on so i can actually live for 5 bloody seconds once i get of the hook
If you're getting tunneled the moment you're off the hook then people are unhooking you too close to the killer or not protecting you after unhooking you which they should be doing.
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Clown
Freddy
one of those two. All other killers would just kill you. Freddy cannonically noms your soul and you're kind of trapped inside him until you are released. Clown because he's depicted as a sadistic perv and would probably do creepy/torture-esque and weird sexual stuff to you. Probably while having a horrific breath of soda and whisky burping from him and a big sweaty beer gut all over you.
ugh.
Runners up would be:
Pig: since she'll probably knock you out and put you in a trap. The traps in saw 3-where amanda took most of the reign- were the most brutal. Her traps tend to be rigged and horrific. You can expect false hope and a horrible death.
Bubba because he'll probably smack you. Then keep you alive to cut you up bit by bit for fresh meat. If you're lucky he'll accidentally kill you off quickly with either a angled chainsaw hit or a too vindictive hammer to the head.
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Thanks, mate. I would of missed this without your mention.
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Hangmans trick.
Make Your Choice.
Insidous.
Nurse Calling.
Trrick lets me get lane attacks at any potential sabotages. It also gives me a benefit to hook people it actually gives you a good bead as to where survivors are and aren't. It also lets me know if survivors are heading or waiting by a hook.
Insidous. This perk is normally worthless besides to camp on most killer but because PH is anti-loop you can actually stop and pretend to leave. Wait behind a wall-since these are the best defense a survivor has against PH they tend to run to high wall areas- and then strike when they come out of the safe area or continue the chase after they left a strong long.
Make your choice: Good synergy with hangsman trick. If people are already close or heading near it byp assing other hooks or in its radius you can chase them away-or bait a lane hook attack- if no one is around you will generally get away in time for it to activate.
Nurse Calling: it's just good for awareness and lane strikes.
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Pallets are not a safe zone against his attack. No. You can't drop it and be fine.
Listen for the very loud stomping of his knife into the floor, he's starting a trail, you should be watching his trails already if you're both at a pallet or loop unless it's a god pallet.
If it's a god pallet he's going to try and lane you in which case just run from side to side and watch here is facing. His head is a giant pyramid so it's easy to tell where the front is facing.
If it's not a god pallet then try to bait him into a lane. Lanes actually have a start up-the trail start- there's also a brief pause when he makes the attack-he's also stuck in an cone like aim and turns odly- so keep an eye on that for tells. Finally he unleashes the lane which dosen't come out right away and travels at a moderate pace. It feels faster because at pallets there's like 2 feet seperating you.
If you simply run away in a zig zag most of the time any average PH is going to struggle to get a lane hit. They will fail and between the attack cooldown, you running away and the pallet break-if it's god loop- you had like a total of 7 seconds of distance. Maybe more.
Failed lanes actually have a considerable cooldown. At least in terms of the importance of time in a chase. You will always gain decent distance for each failed lane attack if you just run away.
If you're throwing a pallet down while he's in trail mode. The answer is don't put a pallet down while he's in trail mode. That's the build up for his range attack. Only do it if you can get a stun out of it. Loop him once then run off. His trail has a limit.
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Nah. No way.
Is it conditional and makes you have to play more territorially. Yes. I can see it being arguably strong only with certain perk builds-like other undetectable perks-
But come on...the worst pink.
Deathslinger has a pink that lets you see survivors while your reeling someone in. But you're busy reeling someone so you probably won't get a good look around.
Pig has rule set number 2 that basically does nothing with pepper on top. No one cares if the boxes are hidden while the traps aren't even activated. It just makes people gen rush more. You can maybe squeeze value out of it if you combine it with tampered.
Oni got oni pink that makes people scream when he misses a rage hit in 12 meters. A pink so bad that requires you to run around missing hit in a timed state for a tiny radius notification.
At least the undectable allows PH to set up hazards and become effectively a stealth killer when in those zones. It takes set up but it changes how he plays in a gimmicky way.
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"THAT DIRECTLY HIT MY BAD KNEE!"
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In my experience most of the survivors consider going after anyone who's been unhooked a tunneler. Tunneling is when you specifically rehook the same person over and over with the intent of killing that person off.
Most of the time what really happens is:
1:: The person was unhooked and has stayed in the area for at least a minute. Not tunneling. They had time to run and escape.
2: The person was unhooked in my face or directly in my line of sight.
3: The survivor heads on the killer or gets cocky then acts surprised the killer committed to downing them.
4: The killer has TR radius and takes some time to get to a cage. Ain't the killers fault if when he gets there the saver didn't respect the TR and then committed a line of sight unhooking/cage release.
5: The killer commits to getting final judgement. Which is on the survivor for getting tormented and to third hook.
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I think his power is fair, personally.
He can bypass loops but it has a slow cooldown and punishes him for missing. As it should.
He has the cage but he gives up a lot for it.
He can utilize torment to his advantage but it has specific conditions.
He's probably the only killer in the game right now that can put an actual enviromental hazard down beside demo but good luck using those as actual traps/hazards-I hope this is the frame work for actual map hazards and boons for both sides- but it's not at all hidden. Either PH has to place it well and mind game chases or the survivors have to make a mistake. Which seems like the most fair way to handle this sort of thing.
I'd say he's A tier. He's not slow. He's got versatility. His addons are pretty decent although not fantastic. He's probably one of the few killers that some of the more obscure perks can work with-like insidous since he has so many undetectable perks to pick from and an undetectable addon for mind games-
He's no michal meyers or freddy but I think he's more fun than freddy to play as and against. He's not as impactful when he makes a move-unlike oni, billy, t3 shape or nurse- no one is really scared of PH power as it not as sudden and big but it does have pressure and adaptability.
The cage is the fear factor. If the cage dosen't even nullify hook/pick up based perks for survivors then what is there to fear besides a mini mori on final hook anyway.
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Id play other killers but the new wave is an arms race. If I dont practice the new killer skills before the swf and comms players suss out the meta against him I can look foeward to not just being thrashed but bullied and teased when I casully pick him up later due to rank MM.
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Hex: This shouldn't be a hex.
This perk auto equip third seal, thrill of the hunt, huntresses lullaby or retributation into one of your perk slots.
you gain 100% more blood points in the hunting catagory for each lit totem still standing at the end of the game.
Nothing to Fear
One of the survivors becomes the obsession. The obsession is utterly untouched by this perks and in fact you will become stunned for injuring the obsession. The obsession gains a boost in some way.
When all other survivors are dead the obsession is hindered and becomes exposed.
Lose Harder
Every time you hook a survivor all repair speeds are decreased. If you can't hook them enough times- and snow ball the match already in your favor anyway this perk does little for you if nothing.
Gen Alert
Whenever you manage to kick seven gens in total you gain a notification when a new gen is touched for exactly 10 seconds or 5 seconds for toolboxes AND eithero f them fails a skill check within this specific alottment of time said gen is highlighted for 5 seconds.
Pet the cat
A survivor becomes your obsession.
When you hit your obsession no damage is dealt and a pet alert is notified. The obsession gets 500 BP, a haste effect and 100% increase in healing speed. The killer gains 1000 BP for each pet.
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@IceCreamPrincess said:
As far as i know, i believe the intention of EGC wasn't to put pressure on the survivors, but instead force the survivors to leave. Before it, once the gates were open the survivors could sit at the gates forever, or even run back in and hide in a nook and/or cranny and delay the game for ages
EGC isnt supposed to kill survivors, and 9/10 times it doesn't. Its just a tool to expedite triumphant survivors, and quicken a match in the case of the hatch closing. And as killer, if you ever want the pressure of the EGC, just open a gate yourself
Then its basically made a t-bag at the gate timer. It might as well be 30 seconds or something if thats' the case. But clearly it isn't since it's meant to allow survivors to still act and do things. Including saving other survivors and there's more than enough time to run out. Loot or whatever then come back.
Great idea but this requires the killer to break pressure at key end game point..walk up to a gate that generally on the far side of map...open the gate...then somehow apply pressure while the gate is open. So unless you got NOED or every survivor is injured you ain't doing nothing as killer and we all know it. keep in mind while all this is happening the survivors are also opening-or have opened- the other gate. This type of stuff is what made blood warden a dead perk thanks to survivors having control of a timer that should pressure them, for some reason.
There is no way to apply pressure in this scenario without noed and possibly warden combo and even then...YOU are at the gate...so you got to run back and hope the survivors havent scattered to the other gate and left. This dosen't apply pressure...it just makes you conede the game. The only way I've seen this trick work is if you downed someone near the gate and you have blood warden.
Timers by design apply pressure.
No survivor die to EGC because they control when it happens thanks to the mistake of playing it on gate activation, which is the home free point of the game for survivors. This is more a flaw in the game, wiether a flaw by design or not.
EGC should just activate at the last gen. There's enough time to open either gate, time extenstions to save people and people control when gens are done-so they stll have some control of when it activates- at least with the gate still closed and then having to get to it the timer will run down a bit. Making people actually leave when they finally open it because some anxiety/pressure is up or they will muck around and die to it.
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Now?
Mate. You are in the golden age of DBD. Killer actually are somewhat fun now. Killers used to be slow-like 50% slower for all actions. you think hooking people and vaulting slow now. oh boy- most of the base perks did literally one thing. Sloppy Butcher hasically just made survivors bleed, that's it. Many of the base killers addons were in dire need of reworks-trapper and wraith- and freddy basically had to watch someone go to sleep before he could do anything with his main power beeing slow down and knowing people are out of his terror radius.
See those windows, you know the ones that are boarded up. All of them used to be open or at least a butt load more of them were.
pallets and maps were worse back then.
If you are getting looped then I suggestion that you try to a full pallet build. Spirit fury and Enduring alone lets you laugh at pallets. Possibly with something like play with your food for extra speed if you're ok with giving up chases with obsession. I find that when I get looped..especially as Oni the main reason si because killers...especially big killers get caught up on tiny unseen things or objects in the loop that dramatically slows them down if not out right stop them. I prefer the old collision since this wasn't an issue prior but that change probably fixed something.
But you are right. This game needs a lot of updates. ESPECIALLY to the interactables survivors have-something besides pallets- hiding places and objectives/game modes.
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I play DBD so I can escaped back to reality. Nothing iike perspective to make you appreciate what you got.
But no. I play DBD because for whatever flaws it has it can be fun to mess around with perks and effectively play horror tag with other human beings. It dosen't really get me destressed...if anything someone it stresses me out more but it can be exciting and some competitive adrenaline inducing.
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I use the shrine to get perks from killers I don't have and don't want to buy. Admittedly that's only meyers. I would of bought him if I knew I'd end up buying every killer as the years went on but now I have all his perks I don't really want to spend the money on the killer alone even though he looks fun.
I also use it from time to time for quick BP's.
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Meh
Nothing new. Gen have been known to go insanely fast even with all the patches later. At least these guys have the excuse of stacking BNP. Killer very rarely stop the first 2 gen popping even with mobility though. It's nut and that's definately broken and there isn't a way to justify it.
This probably speaks more about SWF though since they're the only people who can coordinate this. Good luck convincing everyone to waste their bnps all together in the first minute of the lobby asa solo.
It's bad but it dosen't determine a killers game. Otz is a good killer and he makes it clear that gen momentum may be a thing once you start downing people it is possible to drag the game back to your favor even if it unlikely. These survivors probably would of got them all if they didn't get cocky and mess around. Especially if they split up.
Anyway.
It's irrelevant if the gens can be done that fast because the devs plan to change the start game. Since it's changing any critciism kind of a moot point. They heard us...don't know if they heard us about gens but they heard us about start game.
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I have no idea what the hell the devs are doing with these perks. I respect they have to balance this perks with preexisting good ones-and well...mediocre ones...pretty much all hex perks except for DH, NOED and maybe Ruin should not at all be hexes in anyway and need astronomical buffs to justify it-
I don't get why they have a hard time. Obsession, hook build up, gen build up and Hex mechanics ARE meant to be the balancing force for strong perks. I wish we got more obsession perks, if anything obsession based stuff seem like it would make sense for PH since before being bought in by the entity he was uniquely to one individual.
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Current DS is fine. A stun chance for one minute will never effect you if you have no problem entering and breaking chases and don't be afraid to slug.
The Devs are actually doing a good job. People forget how absolutely busted this game was...like that's not opinion...it was laughably busted in survivors favor and the devs were tone death. Saying you got to be 2 steps ahead of 4 people that could infinite, fast vault while all killer actions were 50% or so slower. That's ignoring old ds and so on. The last 5 or so patchs they finally started listening.
Reworked freddy. Added a new interactable-walls- so killers can dictate chases and loops more. Nerfed some OP survivor abilities. Buffed some underpowered killer abilities. Map reworks. Item changes. Killer changes. Killers that can actually effect loops more and more or put things on the maps. The devs are on a roll and apparently there's a graphic update in the works too.
It's late...very late. But they pulled their finger out.
Moris are fine. You're goal is not to get hooked just like my goal is to stop you guys finishing gens. It takes a survivor to fail at their job to get exposed to a mori and it takes a killer to fail at their job to get exposed to a hatch escape. Unless it's 1 man but I think giving the last guy a hope to clutch sucess is fine.
EDG collapses is busted and should of been working against the survivors. Meaning they shouldn't control when it happens.
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@Sluzzy (it won't let me qoute you)
I agree.
Gens need to be redesigned so they don't soley determine when the match ends. Then pop and other perks need to be looked at. Survivor shouldn't be in control of when a match ends no matter how good they are. They control when the gens are done, when the gates open and when EGC happens which is absurd amount of power for the prey role. Especially the EGC.
It's disheartening and devalues your time to be punished for doing your job-one of the reason people hated old DS since it was a screw you for picking someone up basically- the fact killers have to rely utterly on perks to gain back any control of how quickly the match ends is silly although before we see changes like that we'd need to see more updates for survivors in terms of items, interactables and hiding spots otherwise survivors will die by attrition without control of time.
A lot of these gens perks are band aids for survivors dictating when the match ends. Which they should just fix with a massive update. But I guess we won't see anything like that being worked on until this big graphics update is released.
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No. If you want a realistic way survivors could fight back against the killer in DBD then stuff like team interactables that have to be charged up with a certain number of people-like an electric fence that needs generator parts to be fixed- or working together to push a massive amount of heavy cars or something onto them could work. As long as they require risk, exposure and have limited or very specific-make it or break it- shots.
but only after a radical redesign of how gen rushing works, maps, differing of pallet density with weaker interactables, introducing of dead end in some cases. More hiding places and enviromental hazards depending on the level.
There should be a secondary objective though.
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For Killers:
Hex Lullalby is no longer a hex. The hook build up is enough or simply have it at max and remain a hex with no hook build up.
Hex Third seal simply applies blindness to whatever number of survivors as long as it stays up.
Thrill of thr hunt is no longer a hex. A minor bloodpoint gain and a sound notificationi s not OP enough to justify its hex status.
Hex Haunted Grounds shows its active totems as a different color to the killer so we know which ones to protect.
Dying Light: Fixed from a win harder perk to a slow down perk. It starts off max strength and gets weaker with every hook so it actually does something but dosen't seal the survivors fate if things start going down hill for them.
Unnerving Presence has its chance to increase skill check by 10% since it's the only passive perk that induces skill checks that don't require gens to be kicked.
Monstrous Shrines gets a much faster sacrefice rate and a blood points bonus for all basements sacrefices. It would still be a meme perk but it would have some application at last.
Fire Up: Grants a small haste effect each time a gen is finished for a short while-like 10 seconds- this haste effect increases from 3% to 5% to 7% and so on each time a new gen is finished. It's powerful but it gives fire up an actual use besides a minor increase in specific actions and grants the ability to punish gens completitions done too close to the killer.
Surge activates on special hit downs.
Remember me also benefits from hits besides from basic. Remember Me grants you a noise ping when someone starts opening the gate-but dosen't indicate which one is being activated-
Blood Warden just...activates. It solves the issue of trapping survivors when the EGC starts because it last for only a minute or so and solves it basically being metaed out by 99%.
For Survivors:
DS is turned into an item and is consumed when used. It reverts back to old DS. The better the quality the longer the stun and easier the skill check is. The skill check is always somewhat hard. DS skill checks are effected by unnerving,lullaby and madness skill check effects.
We're Gonna Make It: Buffs the unhooked person ability to self heal also by 100% for its second charges.
Small Game: indicates if there are totems still on the map. You get bonus points for cleansing all totems.
Slippery Meat has a bigger increase to chance to self unhook.
No One Left behind grants way more points for late unhooks and grants the unhooked person a free hit in exchange for a health state from the unhooker.
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The counters are bones doing and leaving the gate.
You had counters, it's not that you lacked the ability to counter or punish noed or face camping. The problem was that it was a very lame killer with very lame tactics. There does need to be a better punishment for hook camping than the point deduction system. Most people agree but I don't think it's high on the dev lists of immediate concerns. Especially since if you actively push the killer away from hooks too quickly no survivor respects the killer-hell they don't now. I'd had loads of games where a survivor will see me walk like 10 feet or know i'm near. Unhook. Then get angry I didn't chase the unhooker when they vanish or run into a time delaying strong loop-
It's like pig with the box blocking. Lame crap exists in this game, mostly because people become smart asses in pvp stuff.
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FNAF wore itself out. The only people that want FNAF are the people who get really invested into FNAF or just recently seen it. Most people saw it when it first came out then were immedaitely bombarded with like 4 sequels and a million youtuber videos of it.
It's not about if FNAF is scary-it's not. It makes good use of minimal design to utilize jumpscares which is good design for effectively being barely animated bunch of screens of rooms-
nor is it about FNAF fitting in lore wises. It's about FNAF has reached that stage wheither the very vast majority are in the fandom, and like it, or out of the fandom and find the very presence of it groan inducing. Same with happened with My Little Pony but even MLP isn't exactly on par since while it did flood the net with its content to an almsot spamming decree in some cases, it mostly spammed the net with ORIGINAL content. While mosto of a FNAF is the same game but tweaked and the same loud lets players reacting the same way.
The only way I could see a animatronic sort of design working is to have a very original type of killer play off the construct trope. Maybe like a killer that was a sculpter and when he spawns he spawns several statues around the map that he can teleport as pretend to be with no terror radius or something gimmicky like that...it would need more. But that could maybe work.
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Eh. Survivors aren't nearly as bad as they used to be when the game was utterly busted in their favor. Back in the days of old DS and insta heals. One time survivors were so OP they literally SWF body blocked me as a killer in the open and I couldn't get out because they all healed so quickly that I literally couldn't do anything. Back then they were really bad, mostly because they felt untouchable. This was before any of the killer perks got an update and sloppy and blood hound was one of the go to perk combos.
and sloppy back then literally did nothing but cause haemorrhaging. Rule 10 is new to me though. I never got any grief from twitch users. But I'm probably just lucky.
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Legion.
No clear identity. Was he meant to trick survivors by pretending to be a survivor or was he meant to be a kilelr than can actually just run and not power jog around. What we got was basically an m1 killer than runs for 20 seconds or so then immediately runs out of breath. I just wanted a killer than just focuses on moving fast...I didn't care what concession he had, even if he had to attack survivors multiple times. I just wanted a fast guy for once.