FrenziedRoach
FrenziedRoach
About
- Username
- FrenziedRoach
- Joined
- Visits
- 1,157
- Last Active
Comments
-
@samirk98 said:
Today i had my first game against swf in lerry’s with michael myers (wallhack add ons) after i type gg all lf them reported me because i had “hacks” they all had 700+ hours but no brains oh godLery's is Michael's playground when he has scratched mirror. It's deceptively small and has so many ways for Myers to sneak up those unexpected XD
-
Second half has been suggested - and once again I will point out it was tested and discarded in the first months this game was out. The PTB they tested it in proved how survivors could use it to troll the killer to never leave the hook, causing the same marathon games you see during a 3 gen nest or a hatch standoff
So go, and please tell all the other newbies to stop suggesting that terrible idea.
-
You are wrong on all accounts.
- Doc has to be looking in the right direction when your madness pops off to get the 2 second aura.
- All the hallucinations tell the doc is where you were in that moment and he has to be looking in that direction
- Fun fact, the hallucination always apears in front of you and you can cancel them out by running into them.
-
I thought he was talking about Annabelle the doll
-
@Irisora said:
I remember when MLGA was supported by the devs. And im not sure but even if its not supported anymore, you can still get blocked by that thing or there may be similar programs for sure.This obviously is a cheating and banneable offence but it hard for the devs to detect this things.. But i know when im blocked by someone because you get that green ping guy that leaves the lobby for "no reason"
They whitelisted it for it's Ping indicator as the game didn't have one yet. (there was a time that's pretty much all it did). When it added the ability to block certain people because they didn't play like you wanted, they started to frown upon it. Soon as the devs gave the game it's own ping indicator, they removed it from the whitelist and said "use at your own risk".
-
2 exists because survivors have the ability to communicate and co-ordinate their loadouts. So it's fair the killer gets an idea what he's up against. It's a core part of the game's design and will likely not ever get changed.`
-
The idea has merit. I'd be curious to see how the devs feel about it.
It's better than the devs idea that the hatch closure powers the gates - I wasn't really sold on that idea for various reasons.
-
First off, the player count is holding steady. Indeed, as of this moment, we're sitting at 29.6k.
At current rates, we'll probably hold steady like we've been doing for months now.
https://steamcharts.com/app/381210#7dNOTE - looking at the monthly averages, the game has actually been growing steadily with every killer buff. Imagine that....
Second off, I play both sides - and lately it's mostly been survivor as I've decided it was time to have a P3 Nea. Guess what? Out of my dozen games the nerf only really hurt me 2 times. Rest of the time was my own stupidity.
maybe it's time for you to take what us killer's have taken to heart a long time ago - go do something else or switch sides....
-
I'll update my own review later tonight
-
Hell no. As a killer main even I thought that combo was stupidly OP.
And PWYF was stupidly easy to gain stack on back then. It needs a complete rework right now.
-
Only thing that's OP about the Hag is teammate stupidity in facing her.
I had the same meg get tunneled twice because she would sprint from the hook instead of crouching away like I did. (You'd think seeing me crouch up to the hook 2 times would clue her in on how to beat the traps) Even if the hag walks back to the hook at that point, I'm there to get her attention. But if you trigger the trap then run bleeding, you bet that killer is going to be on you like a frenzied shark in bloody water.
-
Mostly. Some of the maps still need work, but that blade cuts both ways.
-
When are people gonna learn nothing can be gained by sitting in post game lobby talking to salty players?
-
Don't let the door hit your ass on the way out.
-
That's why you have a chat mod ready to airlock people from your stream the moment they act up.
My own mod lives for those moments when I say those words. "Okay dude, go ahead and airlock this bozo"
-
BTW, Lefty has one of the least toxic DBD streams out there. He fosters a community that comes there not just for him, but for the people they talk to every day.
it's not just the game with his channel
As it says on the trapper weapon that was made in his honor - PAY ATTENTION
-
@thesuicidefox said:
Because it's mind boggling how greedy some people are. The fact he streams it and gets paid is even more abhorrent. Everyone in this thread is sympathizing for him when he can just hit the guy and still 2 pip. But oh no, because he is killer we should feel bad for him. I don't sorry. He came here looking for sympathy (and to promote his stream which is against forum rules IIRC), I'm all out.
I'm a long time supporter of Lefty. And I have to say - you have him pegged all wrong.
Lefty is nothing more than a reflection of the dark souls that he faces daily. And I'm glad he won that one.
I'll make it a note to toss him another donation later today, and he will continue to get my Twitch prime.
He's probably one of the most "Fair" killers out there - getting mad at him for highlighting how broken the hatch is is just silly.
-
It has nothing to do with the number of kills and everything to do with making the game not be such a stressful experience all around.
But then again, if you've had privilege as long as the survivors had, it's understandable you feel persecuted.
It's okay, anger is one of the stages towards acceptance of the balance.
-
Hell, I got jump scared good by a basement leatherface with insidious last week. Not salty about it at all. In fact, I'm using it as a teaching moment to not let my guard down.
You people act like getting camped means you are getting killed for real. I don't condone the behavior as doing it all the time should theoretically be detrimental to the killer. But to me, if something has a viable counter, then it's a perfectly legit strategy.
Killing somebody on a hook on first hook takes 120 seconds, you can solo a generator in 80 seconds and there are 4 survivors... you have a viable way to punish the behavior folks.
Not everybody has to get out alive. Part of this game's fun for a lot of us is safely exploring that line where we would put aside our altruism and let somebody die for the greater good of letting ourselves and anybody left get out. More of you need to be willing to explore that.
-
The object of this game is to destroy the other side.
What continues to boggle me how it's okay for the side with 4 people to do everything in their power to block the killer at every turn, but every time the killer leverages an advantage he has, it's "unfair and unfun".
-
We already have that power, her name is Nea
-
Every killer has a power that breaks one aspect of the game.
Doctor - More or less deletes stealth
Leatherface - Nullifies safety in numbers
Hillbilly - effectively makes maps smallerect.
Nurse just happens to break the biggest crutch of the AVERAGE survivor.
-
I know right? how dare the survivors play the objective, they're supposed to leave and let the killer get free kills.

-
The mistake is that they designed this game from the ground up with the idea that the survivors don't know each other, so balance was done with that in mind.
They realized their mistake after release and added SWF, and it's been nothing but catch up trying to fix the balance.
SWF will never go away, we just have to live with that fact. Bemoaning that people want to play together is a waste of time.
What needs to be done is we need to encourage the devs to go ahead and give the solo player the same level of information, so that they can be free to buff the killers to compensate. The devs have already started down that road, we just need to support and encourage them to continue in that direction.
-
A thought on the "trade" that happens at the pallet where the survivor is hit but the killer is stunned.
I do not want to go back to the days where I'm afraid to lunge a pallet again. Perhaps it can be worked that instead of getting stunned, my blow catches the pallet and breaks it with the normal miss cooldown time, but the survivor doesn't take the hit? Fair compromise?
-
yah know, the sad thing is the reason my game time has shrunk has less to do with game balance and more with dealing with this toxic community. switching to survivor hasn't made that any better.
-
This is clearly a "git gud" issue for survivors, not a balance issue.
Don't do dumb rescues you aren't prepared to risk skin for.
If I do a dumb rescue, I do everything I can to get in the killer's way and take the hit. But if the guy I rescued bolts in a direction that makes it impossible, I don't blame the killer for taking easy prey.
This is the only game I've ever run into where making the right choice is demonized by certain members of the playerbase. It boggles my mind.
-
So basically issues that are caused from their choice of networking - anotherwords peer to peer. Issues that will continue to occur as long as the killer is always a game state or two ahead of the survivor.
Welcome to Peer to Peer gaming.
-
I play maybe 6 to 10 hours a week now - no more than that.
Anymore than that, I pull my hair out.
-
@Tsulan said:
Camping is as much as fun (or as cheesy) as running in circles.Never said it wasn't.
-
This was a common thing to do when the game was new - and they stomped it out hard. So yes, totally against the rules.
-
Hate to break this to you, but that's not going to happen.
They're actually looking to buff solo players to the same level of information as SWF gives you. Hopefully, that will make it safer to buff a lot of the weaker killers at that point.
-
@Tsulan said:
It took the pressure off the survivors. Killers are the only ones which feel pressured in a horror game.
This needs to change.Pressure can be added in the chase itself, it doesn't need to be added on the hook. To be fair, camping is sort of cheesy so making it a risky play is the best way to balance it out.
It's still viable against most survivors - their own greed and misplaced empathy works against them more often than not.
-
@Mrrgle_the_Mediocre said:
-Plays Leatherface
-Camps with Insidious in the Basement.People get real mad about it, but really I think it's just free jumpscares. (And free points)
That happened to me the other night. Scared the ######### out of me because apparently insidious silences the chainsaw now and I missed seeing that update somehow.
Guess I need to check the corners now when I approach the hook. LOL
-
Oh, I got another one.
Was during one of the events and this survivor team had been particularly bad. Last guy tried to get me to let him farm one one of the Lunar generators. I refused and he decided to try and "punish" me by going into full stealth mode.
This went on for about 20 minutes before I finally downed him. I then returned the favor by letting him bleed out.
Waste my time? I'll waste yours and still kill you.
I entertained myself playing "I Hate Everything About You" from 3 Days Grace while waiting for the twirp to bleed out.
-
@Tsulan said:
Simple solution to reduce camping:
Cut the overall time on the hook by half.
This way, survivors would feel pressured instead of the killer.Actually, it used to be shorter. It just made camping that much more effective as the killer was less likely to be bored into leaving the hook. What we have is currently the better solution as gens are soloed faster than it takes for somebody to die on first hook.
-
@PinkEricka said:
It was TOTH and it only slows totem cleansing down, she didn’t have NOED, ruin, devour hope, or any combos which is why I was saying there was no point in guarding the totem.
It also gives a bloodpoint bonus in chases. Perhaps they wanted to keep that bonus until the chase category was filled up?
Does it really matter in the end?
-
I hate playing as the hag: short and slow is a combo I just can't deal with.
-
Downing that last guy just a couple steps into the exit area, then having a reverse bear trap left to put on his head... then stepping back to let them choose their fate.
-
I'll guard a totem if I can do it without losing gens.
I remember running a Devour Hope totem where 3 survivors were actively trying to get the totem.
Didn't get 5 tokens on it, but I managed to get 3 for 1 hit downs.
They eventually got the totem, but 2 were dead by that time and there were still 3 gens in play.
If survivors show their greed for a totem and it's slowing the gens, why SHOULDN'T they defend them? Same with hooks....
-
Buffed.
But I'm a wierdo with good game awareness who actually tunes in to the sounds and cues the game gives me to avoid him.
-
@thesuicidefox said:
Carry him to one of the steps. Stand near the edge and dribbling him until he breaks free. If you do it right he will fall below you then he cannot get past you to get upstairs. He doesn't have any options at this point and as long as you don't let him past you he won't get far enough to get away.Viable idea. I believe there's a spot you can drop them from the stairs in that house that they'll get stunned which will help you make up some ground on them.
-
I'm all for this change myself. It keeps the brand new players from having to deal with the smurfs and low-life's of this community in those first few hours.
-
@BoxingRouge said:
To be honest I laugh when Marth says a lot of people will jump to DG from DBD.
Agreed. Game looks a lot faster paced than I care for. I'll be giving it a pass myself.
-
We don't need another killer who frequently checks lockers - we already have 2 who have good reasons to check them frequently.
We don't need to make a mechanic that is borderline useless already even more useless.
-
Don't forget, anything they add to Brutal Strength will be stacked with Fire Up. They're kinda limited on what they can do as those two perks stack off each other. And that will cause an overcorrection if done wrong. Need I remind those who have been around awhile happened to STBFL when everybody was running the old machine-gun build?
-
So what you do is you just leave them to bleed at that point.
-
Their data was showing that games with multiple BNP's had more of an impact on the game than they liked, so yes the nerf was justified.
At the very least, it shaves 12 seconds off the generator time, with a potential to take off 20. That's still very powerful.
If anything, it puts the BNP back in to the same territory as the killer's Mori now.
-
@powerbats said:
There was a dev stream can't remember the one but I'll try and find it where they discussed that because you're not actually trying to hook survivors. It's similar to simply blocking someone in the basement but not whacking them.
By the argument of not letting them do gens only and not actively even trying to kill them then the killer isn't fulfilling their objective are they? If the killer only does 1 of the 2 in'st that the same as simply blocking them in the basement abut not hitting them? Both actions keep them from doing gens and both actions don't fulfil the objective of hooking.
We know for an absolute fact that in 1 dev stream they've said that blocking the basement strategy is bannable. So again why would you say 1 is okay when the other isn't? Now if I'm wrong then I apologize about the 1st strategy since i might've misunderstood them.
If I'm not chasing somebody far from the gens, then it means I don't feel I can get them down and on a hook before the last gen pops. My intention is still to down them, I'm just being smart and strategic about it.
Often, it just comes down to prepping the immediate area with a series of short chases near the gens that get a few pesky safe pallets broken so that I can eventually catch somebody.
I'm not going afk, my intention is to eventually kill - I'm just playing the long game instead of being a dumbass and letting myself be drawn away from one of my objectives. Only a scrub leaves the objective.
-
@MegMain98 said:
Self-Care, while I don’t use it is just a perk everybody is going to use. Almost every killer at high rank uses BBQ, same with survivors and self-care. It isn’t a CRUTCH perk and neither is Sprint Burst. Adrenaline is not the survivor equivalent of NOED. How is it? NOED is an insta down for the REST of the game and Adrenaline is a 3-5 second sprint burst while recovering a health state, they have nothing in common.The common thread they have with NOED is they cover up mistakes you made in the game, that is the very epitome of a crutch if we're going to use the same argument against NOED.