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Flatskull

Flatskull

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Flatskull
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  • If they think NOED is bad now wait until Death Slinger and his Totem perk is released. It might just be me but that perk seems like it's a specific punishment hex for early game cleansing. Slap Haunted grounds on that too and maybe thrill of the hunt and you might have a good Hex build. Granted it would be very defensive and reactive.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139804#Comment_1139804

    None of those are really things that need to be addressed, though. If you are using Blood Warden- and the vast majority of people aren't- you can open up the gates yourself. If you want to start the timer and get add some pressure to the survivors, you can also open the gates yourself. But in either case, this is a direct upgrade to what we had before where you had no control over the situation and solely relied on the survivors opening a gate, in spite of the EGC not being designed to give you more pressure or kills.


    Blood Warden Activates on a hook after the gates are open. Realistically blood warden needs all these to be used:


    1: Down a survivor durring a very risky end segment.


    2: Hope I down them near a gate so I can go open it.


    3: Return to the down survivor and hook them.


    remember. Most of the time gates 99%. So all 3 of them can easily run off. Heal her very quickly. Then safely open the gate since it's basically open as far as any killr is concerned. Talk about high risk and high demands for an extra minute. An extra minute you most likely won't get most get most of the time. This thing needs more upkeep than HEX: DH!


    This now makes it so that blood warden is clearly very loudly telegraphed because everyone is going to go "Oh blood warden ,that's why he open the gates. Why else?"


    There is no pressure while the gates are opened. Pressure comes with actual risk. No survivor is sweating because they can't lazily cross a threshold to freedom. All this does is stop...well no...it dosen't even really stop. It reduces tea bagging at the exit gate from about 10 minutes to 3. If a survivor died to EGC in this position they let themselves die basically.


    Killer activating the gate is normally a concession. I am at the gate...most killers are m1. This means EGC starts and the survivors go-gates open boys- I slap them in the butt with my killy stick and they injury boost to freedom. Unless you pick NOED.


    You are right, however, EGC is a direct upgrade to what we had before. And we like that upgrade. So I personally would like to see it actually get used for it's nerve racking, climax match producing effect fun. When I as killer get the red moon chance to chase someone as the EGC is in effect to the exit gate. It's fun. It's thrilling. If I lose them or not, it's all knives edge. Especially when I'm chainsawing or oni dashing.


    It's a good upgrade and we want to see more of it but right now this meta-more or less renders it...not there except to make people leave the gate when it could be doing so much more. And the thing is...if you can get more out of something...be it it's intended effect or not. ANd that something actually brings the match to a climax...more so than the gate opening mechanic itself anyway.

    Why not use what you got.


  • TIME = pressure.


    Always. It's one of the longest complaints of killer stress due to having little control of gen time and why gen rush is a term.


    EGC loses it points since it's the ONE time killer is not under pressure from time but survivors are, They have absolute control of time since they may choose when a gen is or is not done and have multiple gens to make this choice from. The only time this is not so is when they 3 gen themselves.


    EGC SHOULD pressure survivors weither it MEANT to or not. You know, actually put survivors in a scary scenario instead of wasting time with endless loops for once because if they do in EGC they will die. Killers opening gates just concedes the game. Unless a killer has NOED or they are very lucky enough to get a survivor with two hits and they have blood warden.


    Personally I think EGC should just activate once gens are done .The game is over. Some may argue.


    "But Flatskull when the gens are down some people may still need to be unhooked"


    You can see when people are down, Injured and being hooked. If a survivor finishes a gen while another survivor is any of these stats this is a issue they force on themselves. As a survivor you control when the match ends and the end phase begins. EGC should just as much be a punishment for mindlessly rushing to the finish in spite of your sorroundings as a punishment for lingering at the exit gate indefinately.


    EGC COULD of fixed the ever-I now have nothing to do as killer so I guess I'll prox camp this one secured hook or hatch hunt- but because in its current state it only limits the amount of time survivors can spend tea bagging at the exit gate. What a waste of a cool mechanic and potential switch of roles from the killer being pressured by gen time to survivors being pressured by game time and an interesting, thrilling climax to a game.


    EGC should just activated when gens are done...some may argue that this can lead to the killer just patrolling doors until the timer is out and they are right. The doors should perhaps spawn with a certain distance away from each other every time, or more distance, if they already do.


    Now as killer I shouldn't camp. If I intercept a correct door while someone is off hooking I can actually prevent an escape and frag people enough that the end game could potentially get me more time out kills. But as is, I have no reason to NOT stay near the hook since 99% is as good as an open gate and open gates are pretty much safe zones.


    Why even have EGC if it just essentially gets meta-gamed from even happening. It's would be like having hatch spawn and the killer can pre-emptively lock it from opening any circumstance when they run across it at 1 gen.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139571#Comment_1139571

    Saw lost me after the third one. It felt like a cheesy day soap how Hoffman kept being a mustache twirling villain. Also all the characters were samey. Couldn't tell the difference between a few of the detectives honestly.

    Yeah, I agree. Hoffman was everything wrong with saw I feel after the third. In the first three there is this entire philosophy and theme of life and death. Legacy binding it all together. Impending death, what will you do to stay alive, what do we do WHEN we die and what is the key thing that seperates the two. Saw had a bit of a second wind with the 6th movie because we reexplored this theme with the helath insurance victim.


    And most importantly it was John Doe final wish- and so some of his philosophy shined through in it.


    Then we got Hoffman who somehow can take out trained special agents with a pencil. Hoffman who is this big lumbering, generic badguy sneaking around like Michal Meyers. Hoffman who's all traps pretty much were "This is justice" and "Yeah but I didn't like them though" as oppose to Amanda and original jigsaw who believed everyone should be tested in the end.


    That and after 3 EVERY...SINGLE....MOVIE...would have the same plot. There's a detective. The detective finds some clues. Victims die. Detective gets duped at the end then he dies. The only detectives that were worth anything was Tap-since he actually survived a brush with death- and that FBI guy...who COULD of been cool since he didn't give damn about death. The dude was everything Jigsaw wanted from people. That lunatic straight up performed a...what was it...triachanomnity or whatever it was with a pen on himself from an inescapable trap. He could of been perfect foil good guy for saw.


    But nope. Wasted to make generic hoffman seem like a mastermind.


    Sorry. Nerdgasmed there.


  • DbD got me into Saw. I own the entire series now. I'm not really good at locating good stories or movies and I was steadily getting more and more into slasher fics in general thanks to that. It really buil up the momentum into the slasher genre for me although Saw edges more to Dark Thriller. It still falls into its sphere for many.


    Saw 3 was the best by the way.


    I got to say that the Devs have great taste. Amanda is way more complex, interesting and actually scary than Hoffman or whatever that guys name was in the JigSaw one. I like how they capture her tendency to sneak up and suddenly grab her victims and her violent, sudden temperment with her Ambush attacks in game.


    I also gave Nightmare on Elm Street remake a rewatch when I realized this freddy is meant to be based on the remake. It's actually is a pretty good movie. The scenes, lighting and the story itself are pretty decent. Too bad that they barely use freddy dream powers because when you actually watch the sets and scenes in dreams they really do capture this weird...subtle....lighting...camera work?...little things to make it feel sort of out of normality.


  • There are three types of survivors.


    Those who say nothing. The mutes.


    Those who are actually polite and friendly and cool guys to talk to most of the time.


    Then you get these pillocks. Who normally have some "comedic" or edgy/taunting name most of the time who either beat you then argue that you were some sort of tunneller or broken. Or you beat them. And they say the same bollocks. They'll say this kind of stuff under any circumstance. I think they percieve themselves as cheeky or adorably bratty or something. Like some sort of youtube personality making a rage montage.


    Laugh at the third.


    Banter and Talk with the second.


    "GG" the first.


  • But survivors do have loads of items that dramatically increase their speed and ability to go gens. So by youro wn logic. Survivors are broken as is since tool boxes exists and those tool boxes come with even more aiding add ons.


    Moris and Keys themselves are alright in my opinion BUT....I would like it for BOTH sides to have some sort of point bonus when either is bought in. If a key exists then maybe you get an additional point for each hook or something since now the game can realistically end at 1 gen instead of the exit gate powering. For survivors getting out unhooked/or just getting out grants more points or at least they get more points for time stayed alive.


    It's sort of lame you can depip from either of these items even if you were killing it as either.


  • Chases right now are ruined by loops. As soon as you see a survivor start optimally looping you know what WOULD be like a 1 minute chase turns into 2 minutes. Especially if god forbid this wonky collission system makes you slightly slow down by snipping your sides with a barely seen rock or something while you're a big killer like Oni.


    I'm hoping they're going to be generous with breakable walls since this loop optimal crap is both boring and one of the biggest plagues on chase time extentsion. Granted. Can't give the survivors stoo much crap personally for it. It's not like they got much to interact with and there's little punishment for looping.


  • He has potential from the looks of it.


    I think what will make or break him is if a dominant game tactic comes out that wrecks his power. On one PTB game I saw someone had their struggle set to a button and it DRASTICALLY reduced the actual use of the chain. So if survivors start macroing a struggle key then you can watch Death slinger power get slapped.


    Granted I wouldn't blame survivors for macroing a struggle key anyway since struggling is bloody boring and just makes my wrist fall asleep.

  • Curel Limits is a great punishment perk. It shouldn't block gens. One because it's just an annoying abrupt pause for survivors and two because besides from increase the game for a couple more seconds it won't do much. Cruel limits right now can trap and scare survivors.


    it needs a buff though. So far the only combo I've seen that works with cruel limits is tinkerer. Without it you'll never be close enough...unless a survivor gets REALLY cocky and dosen't know you have it gens in your face.


    Tinkerer either needs a brief haste effect-you'll never get to a gen for most killers when it triggers unless you're lucky or hawk around it defeating any surprise tinkerer can have- or cruel limits need to affect a wider area and take into account that most gens have a pallet next to them anyway. So some effect to pallets in the area too.


    Monstrous Shrine:


    It's still too specific to be a good buff for shrine. Because this means I got to carry someone...or at least plan on downing someone near basement...taking them into the basement specifically. Just so interacting with the hook gets a very tiny increase. Which don't mean much since you can cancel unhook isntantly.


    The idea of monstrous shrine affecting other people as it stacks is a good idea. Maybe while someone is basement hooked some sort of affect plays out. Maybe like while someone is hooked everyone has oblivious or something. Hindered. Anything.


    If any perks need a buff though it's Third Seal and Huntress Lullaby. They suck so much and more or less meme material. Truly unworthy of being hex totems. Third Seal should just...inflict blindness on a certain number of players while it is up or something.

  • Pallet placement and spawns are horrible right now since they are the only thing on the map and they act as loop sheilds. But even if you got a horrible map RNG where loads of pallets are near each other what you're proposing would effectively remove the fear of the pallet and render the map empty within like 3 minutes.


  • No idea.


    Supposedly she was too strong and some of her changes were meant to be quality of life upfates, like her add on reworks. If I recall any of it correctly.


    Personally I wouldn't mind her getting nerfed if they removed that horrible, constant stun. It's so tormenting to play as her. A good 50% of the match is spent examining the floor in breathless wonder.

  • For killer:


    Seeing literally like 5 pallets or so spawn with barely any distance from each other, dooming me to being looped to death with no hope to defeat the gen rush no matter what mad mind games I play.


    Chest high loops. Literally nothing you can do in most cases/killers but loop and 3 loops is enough to get a gen done a singificant amount.


    Seeing a survivor do NOTHING...I meant it...nothing...but loop. It's boring. No plays...no chase. Just loop. You can feel the next 6 minutes of the game be literally just you mindlessly retreading old ground. I normally get stunned just because I zone out from boredom.


    Hook exploits...I don't exactly rage. But no. I ain't letting someone have a free unhook for breaking the game. I will suffer the point loss and camp until I can grab 'em.


    For Survivor:


    Unhooked after the killer barely got any time to make distance.


    Unhooked by a survivor who leaves me to myself where the killer is either approaching.


    Unhooked and no attempt to help me heal or body block is done.


    Having another survivor block me at a door, window or pallet.


  • That's not what tunneling is. Tunelling is specifically going after one survivor over and over, typically with the intent to get them out of the game as quickly as possible. At least from what I understand. What you described sounds more like bad teammates who unhook you but because you're bleeding and need to move quick your options to hide are limited. They need to body block for you or at least try and distract the killer. If they don't then the killer has no reason to not down someone they find and realistically they're going to find you, because, like you said. They unhook you and you're now injured and more or less alone with little chance to make any distance.


    An hooked area is naturally a great place to return for a new chase. Especially if a prior chase is going poorly or getting another survivor out from hiding. A current chase is also a good lure to make people feel an unhook is safe.

    Sadly, as survivor one of the few things that truly make you feel powerless is when your team mates bugger you like this. It's frustrating as hell, I feel for you even though I don't play as survivor alot. Killers may decide to mercifully down you and not hook you but that's more of a courtesy than anything. There are some perks that might help.


    Iron WIll might help as it will at least make you more silent while hiding and injured. DS is an obvious one. Sprint burst may also help as well as dead hard so you at least got a CHANCE of getting some distance if you get chased again.


    In terms of playstyle I'd suggest making sure that you're downing is far away from unrepaired gens. If near done gens the better or at least try to make sure you're downed somewhere with favourable loops/foilage. Killers will as a rule avoid chases near areas where multiple gens are done. The only real way to counter when a team mate leaves you to your fate after unhooking is to try nad head an area that's advantagious for you.


  • Killer experience.


    It's just horrible. I'm not talking about killer performace, I'm talking about the actual inside of the car. The seats have no leather and when I drive the engine makes this really loud, screeching sound that hurts my ears. I'm pretty sure the pedal heat up and burn my feet. Weither I STOMP a team or get curbed myself the sheer level of sweat and expecation to "gid gud" is so immense even when you're messing around that killer role is just....tiring...I get actually exthausted from how much sweat is in killer role while in survivor role I feel almsot immediately more at ease.


    The biggest problem is that the maps for so long have been so barren. There is nothing on the map that harms of hinders survivors so there is no reason for them to not run amok and gen rush like lunatics starry eyed electricians that just got fresh out of college. Thankfully the devs seem to have finally clued in on this and decided to add something to maps in this update. Which...thank god. They REALLY needed an update. I hope we get more interactable and hazards in game.


    Right now crows are worthless. Normally, if the games interactable were balanced you'd want to avoid a crow. But realistically if a crow goes all that wil lhappen is that I will watch someone with a lead make it to a loop, a strong safe loop, or a pallet which they will just stand at. With the game so time sensitive as it is, I can't afford to do any of those without a specific anti-pallet build or something.


    My point being is. You don't feel in power at all even when you're doing well. You feel like you got lucky most of the time because any optimal loop will ensure safety and 2 gens done. If you feel like you got to carry a game all by yourself and that you're getting lucky when you end a chase early...that's not a fun role experience.


  • My problem with legion is that his most fun part is when he goes really fast!


    And I'm actively punished for it with a big stun, a slow cooldown and immediate stun should the janky hit detection go off because some survivor skittered infront me like a glitch. God forbit the servers even lag for a second. His power is worthless if survivors split up and does very little to injured to survivors. In legion defense despite being F tier he does have decent injury pressure and he can synergies alright with things like blood echo. His frenzy vaulting also has never did me well. I noticed most of the time his vaulting is so slow that my frenzy charge will run out before I catch up close enough to strike.


    When legion first got released he had this...mixed message.


    His trailer shows him as sneaking up right close to another survivor, looking like one himself, which gives the idea he was going to be stealthy to some extent. He was showing running about, giving the idea he was going to be fast. Both of these concepts are fun. A killer that can pass itself off as a survivor....or a killer than just...FAST...for once?


    But nope.


    We got neither. His terror radius defeats anyone mistaking for a survivor unless you run...maybe...tinkerer...and that's it.


    And his speed between the stun, the so limited timer and the injury only power kind of ruins it.


    I just want a fast killer.....legion originally was built to be a stab happy fast killer but because the maps are SO barren he was OP. If the maps actually had something besides pallets and loops he would of been great. But because survivors couldn't do much agaisnt him...and when they do could legion couldn't much agaisnt them. He was effectively blunted to this....unfun of slap and trail.


    I guess the rework idealy I would want is.


    Legion is always in frenzy-or at the very least frenzy last for a long, long time.


    Frenzy Legion terror radius is even bigger but non frenzy legion terror radius is even smaller. Allowing him to jump scare when he breaks into one.


    Frenzy legion killer instinct range is very short and he has less add ons to affect it nor make it too far.


    When Frenzy legion downsomeone he exits frenzy WITHOUT a stun. His power has a very slow recharge until he can enter it again.


    Frenzy legion mechanic will be reworked for the chase. Not the mend timer. Maybe the longer he is in a chase without getting a hit his power gauge goes down. Hitting someone fills it back up to the top.


    Neither normal nor frenzy legion can break pallets. Normal legion vault is much slower than frenzy legion.


    Frenzy no longer inflicts deep wounds. Frenzy Legion attack has a longer cool down. It is during this cooldown that killer instinct is active. Killer instinct deactivates when the cooldown is finished.



    Theses are all big changes...but...no one wanted a killer who can pressure a small gaggle of survivors some injured status. We wanted a fast killer who is good with chases. That's it. There's nothing wrong with having a killer...who's mechanic is based around being fast...being just....fast!


    We need more killers that promote survivors to want to stealth anyway than just pallet tour and loop.


  • Absolutely.


    The entire point that the killer and survivor can't talk to each other is that the game is meant to have an anti-social side to it. Adding people you literally have a social relationship with trumps the atmosphere and point. Otherwise the two sides would be able to talk prior match too. They can't because the idea that a disconnected, competitive thinking human being you have no way to communicate to is after you amps the fear factor.

    SWF really comes into absolute OP breaking point when comms are introduced but without it's not so bad. I mean, they STILL communicate and plan which gives them a leg up over almost solo survivors because they will do so before entering a match. But a plan can still be foiled. The communication in-game destroys it. This is made worse by perks like OOO.


    I don't think there is anyway real clear way to fix this. A big part of the problem is that killers have to shoulder all the responsbility of being "gud" aka pressuring everyone and being the sole threat. Ironically, the game being good or bad probably hitches more on if a killer is actually a good match for the survivors rather than their true skill at the game itself. When survivors and killer skill level is matched the game becomes intense and fun for both sides. SWF further complicates this dubious threat matching process.

    I think the biggest issue is that the IMMENSE pressure to not only be a good killer but to be "gud" makes the role INTENSE SWEATY. It;s hard to have fun as killer because so much relies on you. You got to win so many chases and be all across the map and the map is filled with nothing but things that work against you as killer most of the time.


    And now survivors can influence the one factor against them. The unreliable nature of their teams to their favor and you're told to jsut get gud. Then people wonder why killers hate SWF. I don't know if there is truly a fix to SWF that wouldn't fix the killer experience. I'd say the consistent salt from killers is the experience...the comfort of the role..


    the pressure is immense and the games -win harder or lose harder- nature for both sides make it really frustrating when you're trying to pressure entire maps and play fair and being took for another boring loop fest. Especially on bad maps-chillwind farm house for example- the enviroments need stuff that sin't just loops and full stops. They're effectively safe to any survivor that knows how to loop optimally unless you are some master mind game god. At least the devs are adding breakable walls for killer. So it's something on the maps the killer can do to counter SOME loops and safe pallets.


    Outside of that. Any kind of fix I can think of will just be punishing SWF for being SWF. That ain't exactly fair. I guess all I'm saying is, I don't care how well the car performs, maybe less people will complain if it didn't jam metal rods up my ass as well whe nyou say I got to race an coordinated team as well now.

  • Most people don't play killer because a killer can easily feel like you are powerless, even though you are the power role. This is mostly because the level of effort needed to put in to match the survivor side is so heavy for the killer-which makes sense, there are 4 of them and they mostly need to m1 gens and loop-


    I wouldn't say being killer is hard...if anything being a killer has become more easy and less of a horrible experience but it can feel ULTRA sweat and frustrating as hell despite how well or poorly you perform. This is purely one fo those "player experiencee" things rather than hard stats,.


    Although you can argue that the montonious, gen rush only nature of the game amplifies this feeling IMMENSELY due to second usage of each item. It's either time wasting or dead stops. This gets worse as the survivors actually try and coordinate instead of just scattering randomly at higher ranks and how much you can do without sweating your ass off becomes almsot intolerable.


    In short. The game needs to equalize stress levels. I never feel stressed as survivor but as killer I get more stressed than most competitive fighting games even when I'm stomping teams.


  • Same. I got loads of shards that let me play as character I already own. Same with map offerings and I don't think I ever will use a shroud seperation. It's a worthless item, especially since most killer want survivors bundled together for mass injury pressure.


  • I don't think I've seen one case of camper used correctly in like...2 years. Same with tuennling. Almost everytime I'm a camper because I didn't walk away after seeing the Nea or whatever followed me to a basement hook and stand by it, waiting for me to hit her to get a free unhook.


    or I'm a tunneling because I found someone after they had ample time to bugger off away from the place they were unhooked at and hide/heal. I'm not going to deny myself a down because these chumps can't understand you're meant to hide from the killer and keep your activity/noises clear of him.


  • I don't see there being anything realistically done against this. My suggeestion would be this:


    1: If you find evidence of people exploiting the game to specifically bait the DC system. Which I would imagine would fall under unsportman like actions...or exploiting a quality of life system to troll. Send it to the devs on the forum.


    2: Give feedback in the suggestions area about ways you think slugging can be made more bearable. One way I think would be to have the "recuperate" guage be passive and maybe having some perks passively increase it or decrease it.


    3: Try to use more stealthy playstyles. You can't be slugged if you weren't in a chase to begin with. Or run unbreakable/no mither. I know that being told to run a perk is a slap to the face and its' not fair. I feel the same way when a killer has to run anti-pallet perks for loopathon maps but if it's a cosntant thing you might save yourself some frustration by doing so.


    I'm not going to talk about slugging itself since you specificed slugging as a troll tactic. So I envision a killer just downing you all and leaving you all there with no players, hooks and only patrolling to down you again.

  • What if the new killer is literally just a hook that got up and started walking around. Finally cutting out the middleman.


  • The End Game.


    Most of the time through endless looping an anbundance of pallets and absolutely doing nothing else but milking time the match will go poorly in my favor. No I can't break of chases to get a new guy, all loops are applicable to this and most maps have several of them on all sides. Most.

    Then after they gen rushed and go to open the gates they find that in their attempt to save the last person most of them get hooked multiple times. Looping at the end dooms them. The time is on my side. They don't understand either why I hit the guy off the hook to slug him.


    Of course I got to tunnel slug the guy. He's literally the only bait I got from stopping everyone hit burst speeding into the exit gate area safely. I've gotten multiple kills on multiple games because people loop/gen rush and get scattered due to both of these tactics creating a bad end game set up for them.


    One always gets upset I didn't just walk and wander aimlessly into the exit gate area so they can be safely unhooked.


  • I really like the idea of a hex perk that slowly affects injured survivors over time but I think that a mori would be too strong.


    Maybe something more like the longer a survivor is in an injured state your hunger for their blood over grows stronger. Slowly increasing your speed until a survivor is downed. You know, like blood lust...except not useless.


    It would still be powerful because survivors who don't heal allow you to become faster/gen pressure/you can use the fact it resets on down to zoom speed a healthy survivor somewhere else. Applying more injured pressure and another person that needs to heal.

  • @RuthlessDecay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088921#Comment_1088921

    Yes they literally announced a 1 v 2 multiplayer two demons vs one Slayer

    Oh, neat. I was already going to get doom eternal but this just makes me more interested.


  • Interesting idea.


    But the real issue with DBD is the endless looping and dead stops to all chase. What the game needs is more variety in enviroments and varying affective interactiables for the survivors to use so they can't just run to a safe area/sweat loop in one direction one pallet long enough for 3 gens to get done.


    Blood lust also needs to be fixed. At it's current state it might as well not exist. If blood activated so long as I have a visual on someone I was or still am chasing and got stronger if someone stayed in a very tiny radius of me to prevent time wasting and encourage actual attempt to utilzie enviroment and plays to get away. The actual chase and player interactions would increase dramatically.


    All this warmup would do is either promote all teams to have a looper guy-who generally don't care if they get hit, let's be real, if they know what they're doing- and it would make the game feel very slow.

    The CHOSEN idea is cool though and if it was combined with the OBSESSION mechanic and the chosen given some sort of actual downside it would have an interesting fear factor it and sense of tension. This set up would also further nerf totems since it's a perfect time to sneak around and break them.


    Hex ruin is B+ tier right now. This would render it C.


  • Ugh. None.


    FNAF wore it self out too fast with constant let player attention and instant sequels. I also hate playing hag because of the loud UGUAGUAGU wherever she ports. I can't imagine having to listen to AAAAAAAAAIIIIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEE against a microphone every time I want to play as a new DLC character.


    Sprinttrap maybe. But even that I would hate to see, at least he would be silent.


  • This killer is the literal manifestation of marraige and until I'm proven wrong with it's release this is what I choose to believe.


  • You might get a response if you detail what's wrong. Why can't you play survivor?


  • Wait, that's happening?


    That's great!


    While holding a trap is great for tactics and mind games because of some of the mad plays you can make with it even mid chase, it is good now that I can simply just...activate a trap instead of having to awkwardly foot over it. Pick it up. Put it back down.


  • leftorium.jpg


    Because as a being of evil the Entity was never allowed into the leftorium and so now holds an unending spite to all left handed people. The only reason ned flander isn't a survivor is because of his sqeuaky clean record and constant praying.

    He is like the human version of slippery soap to the ancient one. So he did the next best thing, he created his own place, with killers, and black jack. In fact. Forget the black jack!


  • Tunneling is so rarely defined. I've been accused of tunneling even when I'm juggling people or running for a different person literally across the map.


    To me tunneling is: The specific and targeted rehooking of one survivor above all else over and over again. Typically with the goal of third hooking them as possible.


    No. I rarely tunnel by it's actual definition, making themselves too big of a threat-such as being OOO SWF player- by my guess then I will feel inclined to tunnel due to the major sense of tactical pressure I am under. I will also tunnel if there is simply no other option for me to do BUT tunnel.


    EG: the exit gates are open and I can see all the other survivors are just loling it up or can only asume so at the exit areas. Then the only person left I can feasible get is the guy on hook again.

    But at that point it's the survivor job to make sure their escape is a team effort. End game can quickly turn a game on its head for survivors. I've seen groups that get almost no hook get 3 man downed by end gamed because they were still trying to loop and expecting to simply be let go because "yeah but I looped you all game"


    and now time was on my side and wasting it by looping killed you.


    I will never deny myself a hit of a survivor I find although I will rarely pick up someone I just hooked. be it by pure chance-such as demon dashing after the unhooked guy by mistake- or coming across a healing survivor. I ain't just going to let them do that. Slugging is one of the most effectiveforms of pressure and it would be silly to deny myself that tool. But besides from possible DS...picking up someone I already hooked recently is not a good tactical move.


    That's one guy someone else has got to look after now, allowing me to get someone else who might take longer in a chase to get and get more points for a 4team 1 hook.


  • I don't feel these maps are too bad. I haven't inherently got a problem with some maps just having A safe area. Problem is when there is a safe area and the pallet RNG is horribly close and too much. I had a game once where like 3 pallets were within like 20 feet of each other on a nursery once. Combine that with an assured god pallet in the basement.


    I do wish that there would be an assured limited amount of possible loop pallet areas. Looping isn't fun for me. All that happen is that neither side ever commits. The survivor loops while the gens are flying-and knows if you try to break they can sprint burst away to a new loop that wil llast until all gens are done- and then the survivor will wonder why they died at end game when they tried to loop when the timer was against them for a change.


    It's mind numbing. Same with infinite twin vault spawns. I have had a god vault/pallet duo spawn together one on strode street that was so safe I couldn't even circumvent it with full blood lust and shred.


    Put it simply. The game needs other survivor interactable besides dead stops and loops. Which has always been my opinion. Anything. I don't care. Stuff that blinds a killer, ro slow them down slighty for a second, or lights them on fire. Anything.


  • I would need more information before I could even guess to what tier this killer could be but the last couple of killers we have gotten have at the very least been B and above. They've all been somewhat versatile and have good perk synergy.


    Demo: teleport, shred, abyss sense and has great synergy with pallet perks, hook perks and hex perks thansk t ohis port ability. His shred makes spirit fury horrific to play against on most maps.


    Oni: Great synergy with injury based perks. Even if they refuse to heal, you still get the benefit of dripped blood orbs that eventually can be found all over the map. His wrath power is also devastating and can allow for skilled plays. He has enough pressure mobility for possible gen focused builds too.


    Plague: She dosen't get a lot of love but in my experience she's probably one of the most capable of being out right toxic-pun intended- with the correct builds. She can plan and infect objects around her, has some anti-looping ability to an extent and she resonates well with injury perks and detection perks.


    Ghost Face: EXPOSED PERKS PLUS EXPOSED POWER. Combiend this with his crouching speed increases letting him...normally...get grabs easily...until the grab bug appeared.


    None of these killers are bad. If anything I think the last two killers have been some of the most fun ones I've played, honestly even though I main pig. Demo and Oni are competing for my main spots.


    I don't think it's impossible for an A tier...but don't hold your breath. It most likely will be B+ if it follow trends. Even if its S it will most likely be nerfed to a B+ out of beta.


  • Keys, much like Moris, are just one of those things. A big part of the base game is intended on adapting and sometimes just accepting fates hand. Somethings your teams spawns in and you're against a freddy with an ebony. Sometimes they have a key.


    It can be frustratin to lose a sense of power to something so out of your control, especially since you can't pre-emptively plan against it and seeing if a key is a normal aura reader or a hatch opener is nearly impossible from the hobby alone.


    There is no real way around it besides to always focus on the chase and not be afraid to hit people you run into even if it's only to slug them. If you're against a sweaty forever looping team with a key. Then, well, you're buggered but let's be fair it's probably for the best the game ended as quickly since those games are hardly fun in my opinion.


    If it's not then I suggest that you play to your perk build as best you can. If you got an end game perk then focus on the chase. Don't even focus on gen regression...just focus on getting downs in as exposed areas as you can. Very rarely will people with a key leave someoe behind which gives you more chances to catch some more if you play well. You won't get all of them.


    but you might get some of them.

  • @EvilJoshy said:

    The ghost of the best friend from "A Christmas Carol" :P

    https://www.youtube.com/watch?v=VsiKOJOXMJU


    I'd play as them. Talking tormenting strong boxes while my killer makes heggling comments would be great.


  • I remember when I first got this game during the dark ages and almost every dev decission was rightly mocked.


    Now I find most dev decissions being outright good or arguably not as bed as I'd thought they'd be. This is one of them. DC'ing is a plague in this game. Glad to see steps to it being taken.


    All of those may be isssues, but so was DC'ing, so no reason not to do it.


  • Heres what I hope:


    A beastly killer than literally needs to be chained down. Perhaps has some sort of porting ability but actually has a radius he can only hunt in before the chains stop him. When his ability guage is full he can become an insanely OP straight up as fast as hell beast that literally breaks off his wall chains for a durable period of time.


    2


    A literal monster or might as well be monster human who rips guts at chases. Sort of like a shredding demagorgan had a hidious OP baby with a raging Oni. he has long, very loud chains hanging from him not only as a early and clear sound warning for survivors hide but as a visual indicator to see where he went clearly with less risk of poking their heads out by watching his chails tail behind him.


    3


    Something fast that can anti-loop. Please god.


  • Bad idea.


    Every 15 seconds is silly, maybe it's feasible if the radius around it was very, vey small. Like 5 meters.

    This is how it will be exploited. All survivors will huddle around the hook and hide and because I'm not an idiot and going to leave an idea area where I can see survivors running about, looping or sneaking around they're going to giggle to themselves knowing that if I don't immediately leave the area I'm going to be too slow to get them. This effectively turns the hook into an safe zone with a long lasting negative affect onto myself because I refuse to simply give people unhooks.


    It would need to be a smaller radius. The slowing affect would have to be right out. It should be like if I stay within the radius for 30 seconds one of my perks deactivate for 60 seconds...OR...my view is narrowed by a certain amount which makes it harder for me to find survivors and keep up with chases.


    It would also need to deactivate and pause when I have a visual on an unhooked survivor for a certain amount of time.



    I do think that a radius around the hoo kthat implements a negative is a good idea itself. But I don't agree with this implementation. I'd also like a survivor to get negative for staying in a radius around the killer-never ending loop fest or starting lovingly behind a pallet- movement should be encouraged but not at the cost of slower movement itself.


  • Doom Eternal. Horror. What kind of horror game is there where I can literally rip monster heads off with my bear hands. Is there a pvp mode where we're demons and got to hide from doomguy that I don't know about?


    I doubt it. Everyone said the same about Last Year and while it had potential it, much like DBD, felt like it came out unfinished and with the killers feeling weak. It's better now-especially the fiend- Hide or Die will probably give DBD a run for its money though but DBD still does the CHASE better than both of these direct rival games.


    If DBD wants to compete they should actually focus on that factor and put more stuff on their maps and attempt to make the games feel quicker. I suspect that the ruin change was an attempt to stramline the process of gen pressure. A lot of the perks lately don't involve gens and reward chasing.


    Surge-a gen regression perk that rewards downing someone quickly in a chase- Cruel Iimits, Mind Breaker, all chase perks. Oni's Tactics give you a layout so you can predict chases and plan around them easier.

    Nemesis literally empowers you for getting stunned which most likely will happen from a pallet.

    Blood Echo makes everyone bleed out and can't activate certain ability that help in chases. Encouraging you to immediately seek out and chase rather gen patrol.


    I suspect that the chase will be getting more focus. A recent leak indicates a new killer might have a "wallbreak" ability of some sort and if that is the case I think that seals it. They may be finally working on the enviroments or at least adding new abilities that do so to promote aggressive hunting than gen defense mentality. Hell, both the deamogorgan and oni have abilities that allow them mobility and to move faster.


    So, if anything, we may be seeing killer buffs. In a way. I doubt survivors themselves will be touched much, but this change of dynamic will be sudden and disorientating just as much for killers as it is for them. Up to now the game has been about milking time for either side as much as possible.


  • For me it's simply because the game as killer can be so incredibly sweaty at times that I don't have the energy to play enough games in a row with the intent of getting a merciless to rank up. Right now I'm lik rank 8/7.


    But between me mostly being a silly bugger, not using optimal builds, not interested or having fun playing optimal loop-lets dance around the same thing 6 times in a roll- or gaming around them-I can loop..I legit just get so bored that I mentally give up on the third one if no other play is made- and randomly switching to killers I don't really play as or know how to use optimally for kicks. I'll probably be knocked back to greens eventually.


    Now I'm constantly facing red ranks who come into the game together and while it can be fun some of them are so optimized and so hell bent on looping stuff constantly to milk time as possible for a sweaty win that I just don't have fun. So when I meet those teams consistently I'll honestly probably not play for a few weeks until my rank resets.


  • Bad idea.


    HOWEVER. I would like to see more punishment type perks that resonate well with gens getting done rather than aiming to intercerpt them or regress them all the time. Right now one of my fav perks is cruel limit combined with Tinkerer because it lets me work with the flow of survivors as a killer and get to a chase.


    A chase that is now more intense and slightly in my favor thanks to CL. It adds a lot of pressure and I do like this idea of a punishment or negative affect occuring when survivor do certain things. There are other punishment perks-make your choice namely- but as a killer I like to get to a chase.

    A real chase with japes and mind games and not just looping or watching someone vault through a twin window area endlessly and cruel limits lets me do that. Tinkerer also gives me time to prepare and get in a jump scare.


    More perks that have an affect when a gen is done would be great..you know...like fire up...except not utterly useless.


  • Main: PIG: A killer with a lot of variety in tackling an issue. You can play mad mind games just by crouching and standing randomly and her lunge is a good tool to help combat loop where a pallet is down.


    Her RBT is one of the few abilities that can scatter survivors away from gens with actual urgency and reason to not just gen while injured and her pressure can become stunningly overwhelming to even coordinated groups when you slug people with helmets on. Which you almost always will run into one while looking about or chasing someone else.

    I find that chase oriented builds do well with her.


    Second:


    Demogorgan: Another killer with immense variety. He can port and his shred ability allows me to end chases quickly if you learn to time it right. Which is fun, because running around an non-mind gamable loop or a survivor that refuses to do anything but that is boring and brain dead.


    Slap Spirit Fury and use that shred. If they don't thread the needle and stun you then your power only grows stronger. If they do stun you then by that point you probably charged fury anyway. It clears pallets quickyl and actually makes the match move along rather than a loopfest.


    Oni: He's just fun. I feel strong as the oni and when you're demon dashing after someone it feels intense for both sides. There's a chance for skill based plays for a good demon dash and he's great at inducing pressure on survivor simply because most are aware that letting blood orbs just slowly leak out from them en mass is a bad idea.


  • I never had a problem with new DS. Old DS was an assured free drop. It was literally a body armor perk. This new one is just fine.


    If I think someone has DSi just leave 'em on the floor. Most of the time if someone has DS enabled they are injured. I either hit them because they were closer or easier to get than another healthy survivor that had the big brain idea to "bait me" by sprint bursting away after a unhook.


    DS...hell...not even DS...survivors in general get rekt by slugging. Especially when you play as piggy due to their assumed meta-safeness from the masks. Slug disperses the group and decrease pressure on yourself. Since they take one shot and they had little time to ge to safety with a DS still actually enabled it means after slugging them I can vaguely locate where I saw the last survivor and probably start a new chase.


    Safe in the knowledge therei s now one less...maybe even two less survivors working on gens healing her.


  • I hope they rework pigs rule set number 2. It's so useless. You're first instinct when the helmet gets slapped on is to get to the closest lit up box so it does nothing. Total waste of a red add on. At least Amanda's Letter change her into a effective stealth killer.


    I also hope she gets some sort of end game back or at least some sort of final gen play style to her traps. Like all her traps reduce their timer by a small amount at last gen or something. I dunno.

  • SWF is pure and simple annoying. Especially with comms...especially with comms and OOO. It breaks the game.


    I agree, for what it's worth. I think it's a part of the mindset that old DBD installed. A lot of killer still have their heads in the dark ages and affectively suffer with PTSD-I know I do- from the sheer insane levels of OP the survivors used to be. Survivors now are actually in a fairly good place and quite balanced but still have potential to be powerful.


    Almost all issues with survivors and killers revolves more around maps, lack of diverse objects and loot which results in either side feeling like there is nothing they can do when these limited options can only do so much. SWF is a geniune case of "what the hell can I do" it would be fair if voice proximity wasa thing but it ain't...so it's effectively one of the strongest information tools in the game. An information tool that the killer has no way of knowing you have...they just got to gues based on how competent you're playing.


    Killers need to get over the old days but I can't blame them because to do that they will need faith in the devs and when the devs do do something right, they normally immediately balls it up by messing up royally somewhere else. A great example was how the doc patch was written..which is funny since the doc balance itself was so debatably a buff or a nerf in anyway without going into fine detail.


    People complain about gens. I don't see the issue. I used to feel gens were very fast but now even as pig gens aren't a problem as long as I don't get a brain dead-loop around the same object and refuse the play the game or make any plays at all- team. In which case I clock out mentally anyway. It's just the equilivant of me camping a spot. It's boring.


    I don't feel bad for losing. Frustrated and bored. But not bad. As should any survivor that finds a killer just patroling the same spot in a tiny radius without ever leaving.


  • Literally yesterday two games in a row survivors instantly DC'ed when they got down on their first time. I'm glad to see this back. I'd argue survivor DC are worse since if a killer DC the game is just over.


    if a survivor DC then the remaining survivors have got to either DC themselves or stick it with a massive disadvantage to themselves. Even if that survivor was an awful player, that player still had 4 perks that the teams been denied to aid them. It's good to see this in place.

  • @Marcavecunc said:

    Making them better hidden would be good. Making them spawn far from generators wouldn't, because then survivors would only search areas far from generators to find the totems, instead of needing to check the entire map.

    Oh and those spawns in the middle of nowhere with literally nothing to hide them need to go away.


    I strongly disagree for the following reason:


    There is only so well you can hide something within a radius of the gen and in many maps it's just not feasible. Not without adding loads of crap into the tightly packed gen areas which I don't se happening.

    EG: the metal works. The gen and the totem are literally lined up so you can see it as you approach. Same with the junkyards.


    Any competent survivor first instinct is to split up and check gens. It's the first thing they do if they're not messing around. That's more because of the gen rush mentality the game tunnels in on. They were going to go to that en anyway. It has provided no detour. You just simply get lucky if the survivors don't split gen pressure, as they should to stop themselves being 3 gened.

    At least the totem is splitting up the party and drawing them away from gens. As it should in that case. Which can decrease gen pressure and lead to them being stuck in weaker paths. Most gen areas have escape routes, pallets and vaults for easy loops.


    But I do agree with the last part. Maybe a radius is the wrong term. I simply want the current spawns around gens to be removed. If they have to stay the gens areas would have to heavily reworked with loads of more objects and nooks to hide them away in.


    True. I've seen totems spawn under the rocks of those hills and while it sort of hidden if you approach from more than one angle it's basically a flare.


  • Who cares.


    Don't limit yourself based on others approval. You owe them nothing. You should only ever limit yourself to what you find fun. This is a game, not a job.

  • @[Deleted User] said:

    I hate 99'ing gates. The only thing its useful for is countering Blood Warden, otherwise you're kinda screwing your teammates who are getting chased and don't know if anyone is working on a gate. If EGC triggers then that Survivor knows to start going towards the gates.

    Clutching a game during EGC is ezpz but too many players are scared of the timer on the screen.

    Really. I find 99% ensure my blood warden gets great affect. Most of the time you got someone before a 99% is achieved, at least for me, and they get confident knowing they can open a safe zone so they scatter to do whatever. Loot or get more points.


    Then I open the gate and hook for blood warden myself and almost every time they get utterly clustered by it. They always assume it was one of their own team mates that opens the gate. I've even had end game chats yell at each other and compliment me for being a "cool guy" trying to take the heat off the survivor that open the gate and buggered 'em when I insist it was me.

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