FrenziedRoach
FrenziedRoach
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@Paddy4583 said:
We were talking permanently, if the perks could only be used once per chase (chase not including loops)
And I was pointing out it's not necessary as there are ways to hide them completely. 3 seconds is a long time, especially when you are running at 150% speed and are good at misdirection.
May I also introduce you to "Lightweight" if they bug you so much? If you have trouble losing the killer due to scratch marks, the tools are there if you'd just let go of your meta-perks and play with them.
What you and the rest of the "this is too much" crowd fail to understand is none of these perks are meant to be used more than once per chase. Indeed ,they are doing everything they can right now to encourage survivors to stop looping and get them to actually LOSE the killer instead of playing Scooby Do around a pallet forever.
Bloodlust, the way Evader is scored during chase, high-visability loops getting some sight blockers, and now exhaustion nerf - all designed to punish survivors who stay in long and drawn out chases. The devs are doing everything in their power to make the chases more and more favorable to the killer the longer the chase goes on. You might want to start adjusting your play style to that now as I suspect there will be more to come.
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@Paddy4583 said:
You’re original post was talking about during a chase! Not in general.
of your being chased you leave a trail behind you and if your escape perks can only be used once as you stated, then I said I’d agree if the scratch marks were removed from the chase not in general.You already have the means to remove scratch marks from the chase, it's called "Dance With Me" and it works very well - especially when paired with Lithe.
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@deadwolfwalking said:
i saw Lefty do a 45 minute standoff on his stream. it was brutal. i couldn't imagine being that greedy....45 minutes? That was a short one. Last standoff I saw Lefty do was 85 minutes long. He's never lost a standoff to date as far as I know.
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Don't hate the survivors for using the tools the devs give them.
You should be aiming your ire at the devs for designing the game in this manner.
I will camp if I deem it necessary
I will loop as well if necessary.Play to win, or don't play at all.
Don't hate the player, hate the game.
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I always hang around and let things play out on first hook. Giving your teammates more time to get coordinated or pound out gens is always a good thing. If I suicide, something has gone terribly wrong and I want out.
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@SenzuDuck said:
Oh, Lowbei derailing yet another thread.
Yawn.
Hey guys, don't forget to check out my forum stats because they're so impressive.
Maybe you need to stop being so easy to bait?
Just a thought....
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@Paddy4583 said:
FrenziedRoach said:
I would agree if scratch marks were removed and killers had less speed.Killer's speed only comes into play when you are running in a straight line. It's less impactful on repeated corners due to their slightly larger collision capsule and the way first person navigates.
A person like me who runs information gathering perks almost always knows where the killer is, and thus knows when to not leave scratch marks.
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Funny, as somebody who prefers Lithe, I can't agree with you.
SB limits my own mobility between chases. When it's on cooldown, I have to walk. Lithe gives me the freedom to run anytime I want - and vaults are the easiest thing in the world to find - especially since it works over pallets.
All these perks must always be a "once per chase" perk, PERIOD
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I put 800 hours into this game.
I'd say I got my reward already.
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My personal rules are I have no personal rules.
Made up rules are for scrubs - I'm here to destroy everything in front of me. GG if you best me.
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I don't purposely go for this unless I happen to notice I have potential for one when I'm down to 4 generators on the map. Then it just makes more strategic sense to let the outlying generator go so I can defend the last 3.
If I'm going to do a 3 gen strat, my intention is to indeed go for the kill. I know eventually they will run out of pallets and I'll catch somebody in a mistake and get that down I'm after.
The 3 gen strat is totally preventable - survivors just refuse to take this into consideration when they are popping gens. Listen, you are given every piece of information you need to prevent this situation. Every generator has lights up on a pole so you can see them front a distance - every house that has a generator has flickering lights, The Game has closed doors next to every generator. Use that information to "leap frog" the gens you pop and you'll almost never find yourself in this situation.
This is especially important in Asarov's Resting Place and Suffication Pit which splits the map into easily defined areas. Don't do all the gens in one area on those maps, you are just asking for the killer to get a 3 gen nest and ruin your day.
Is it toxic? No - it's a failure on the part of the survivors who hold all the power in this game to prevent this from happening in the first place. If you allow this to happen, you deserve to have a long and torturous end-game.
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I either dribble them to the hook, or put my self in a favorable position (like near a drop or in a corner where they have to run in front of me) and take it to get it out of the way.
Abusive Strike will eventually get nerfed, it's inevitable at this point.
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It wasn't ready for testing yet, just like the proposed SC nerf.
DS is a complicated perk in the way it's coded, it doesn't surprise me it may take extra time to untangle it and fix it.
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Most of the time I'll just let them have the hatch so I can move on. You'd have to be somebody "special" for me to dedicate a hatch standoff.
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It was heartening to hear they were sticking to their guns on a lot of changes, and offering tips to counter some of the more popular killer perks.
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I kinda agree on the trapper.
If it was me, I'd retain the old animation but just have the second jaw lower at the same time he opens the first jaw. The key part is the foot being pressed down on the one spring. He's inhuman, so being able to compress the second spring by simply opening the jaw (allowing the second to fall) should be enough.
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BTW LukaKovac, you post a lot of these with very little in the way of background on the killer.
Look at what I have for my Puppetmaster - much more fleshed out and detailed.
If you want your suggestions to be taken more seriously, you should put more thought into it.
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There is an inherant problem with giving infinite bloodpoints
It means there will be more rares in play... which will mess up the data collection on the affect the changes have on balance.
Rares should be taken out of play in PTB IMO
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First of all, it's the Asylum. While considerably better than it used to be, it could still use a few tweaks (I'm looking at you, window in the atrium that's still not closed)
But other than that... best advice I can give you is to be willing to give up the chase on a tough target to seek out the weak link in the team.
If you can find the weaker links in a team and get them on a hook, you'll force the rest of the team to stop doing gens and address that. Players who are weak in the chase can still do generators if you ignore them for the stronger player. Better to take them out of play and give yourself more time to thin the stronger player's support.
There is nothing wrong with giving up a chase. Indeed, it's a natural part of nature for a predator to go after easier prey. Even if you never catch the strong players, you'll likely have gotten enough off the weak links to earn points and possibly rank.
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The game came out with the core idea that the survivors are strangers to each other and do not know each other. Therefore they were given limited ways to communicate (point, come here, ect) and the game was balanced with this in mind.
However, the call to let people play with friends was too strong and SWF was added. However, it messed with the game's balance as pointed out repeatedly above for reasons I don't need to repeat.
Now the devs are slowly retuning the game to keep this in mind by adding things that give Solo players almost the same level of information and balancing around that instead.
But yes, SWF gives a level of co-ordination that the game was never designed to take in the first place - it fundamentally breaks the balance of the game.
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Mostly Warframe - I still return to it from time to time as that is Free To Play done the right way.
DbD drew me in as not only did i like the Slasher/Horror theme, but it reminded me a bit of Evolve which had just tanked big time (I never got to play it much)
Evolve didn't die though; it was shot in the head, the body chopped up, then flattened into the ground a steam roller named 2k/TurtleRock
I'd play DbD more if the game wasn't so damn frustrating once you get past the mid ranks. Whole thing just seems designed to piss you off at that point.
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My advice- bank some Bloodpoints before you prestige and use up all your addins and offerings as they go away when you prestige. You can then use the banked bloodpoints to get a nice starting stable of perks and addons (and unlock perk slots) before you start your new Prestige levels.
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I think it would be a bad idea - Huntress is already plenty powerful as it is
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If you can't take the time to format your posts in a manner that is digestible, then what you have to say must not be worth my time to read.
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@Jack11803 said:
And if they do run knock out? Or third seal? Or any thing like that? BBQ just becomes wall hack on billy?
That's a rare case, but it's been my experience in dealing with Billy's running BBQ that they are only an issue if you are just outside blind spot BBQ has with an open lane between you and the hook. Billy's kinda map dependent anyway, which is a sword that cuts against the killer as much as it cuts against the survivor.
Devs have more or less confirmed in yesterday's stream they don't think BBQ is an issue anyway, even for Nurse and Billy.
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The lack of self-awareness in this community is funny, for sure.
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Slightly simular to a Puppet Master I've suggested a couple times in the past year. Except I'd have the dolls/puppets work as follows.
They should have a default behavior that allows them to act as stationary spies that give the survivor's aura to the killer. Survivors can destroy them by cleansing. When armed with addins, their behavior changes. They come alive and attach themselves to the survivor to do certain things depending on the addon. When attached to the survivor, they emit a tiny terror radius designed to confuse the survivors and his teammates. Attached dolls can only be removed by a teammate. Dolls with attachment addins lose the ability to give away survivor auras. Killer should get a notification when a doll attaches itself to a survivor.
The addins I evision can do things like
- Make skill checks harder
- Make navigation slightly more difficult (you know how a suvivor's wiggle can mess with a killer's ability to navigate slightly? Same thing)
- Make channel actions like cleansing, repairs, and heals slower
- Rare addin I evision is kinda complicated, but stay with me on this. If killer is within a certain distance of a survivor with a doll that he can see, he can start a channel action that causes the killer to stop moving - but he can cause the doll to start pulling the survivor in a direction he desires. The survivor can FIGHT this in the same way the characters in Left 4 Dead 2 can fight the Jockey that hops on their head. Same process. While they cannot stop the movement the killer wants to move them in, they can affect their trajectory to get hung up on objects until the channel ends
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@Kilrane said:
Check this dude's videos. Watch how he plays the different Killers and practice applying it.Tru3 is great for learning intermediate to advanced tricks.
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@Beardedragon said:
@FrenziedRoach said:
i have tried Meyers a bit but im uncertain as to really how to play that guy.
Bricky has a great guide on that actually
https://www.youtube.com/watch?v=EJEGE75TV7U -
@thesuicidefox said:
I get that but when you have something that is buggy like that it just shouldn't be in the game, PERIOD. Doesn't matter if it nerfs the character or not, it's broken and needs a fix.
Like I said I'm fine with it at pallets. That shouldn't change. Vaults need to change though. If getting shocked makes you slow vault, I'm totally fine with that. Or if getting shocked while going through a window closed it off for a short time (like Bamboozle) I'm fine with that too. But making it through the window only to teleport back AND get shocked AND get hit is bogus.
Also expecting a player to predict latency is not good game design. I shouldn't have to jump through a window 3 seconds earlier (which is probably impossible BTW) to avoid this bug. That's like saying I should avoid the killer hitting me 3 seconds ago because of the lag. Yea, no, it doesn't work that way.
I play plenty of both and I have never seen this bug. I'm also a doc main who has not only triple prestiged, but have played him enough to have every single perk in the game on him now. I have NEVER seen the window animation get interrupted. If I hit them while they are in the animation, the animation goes through even as they scream. As a survivor, at the most, I've been yanked off the sill by a doctor zap, but never teleported. If this is happening a lot to you, you might need to be more aware of the ping of the killer's you are connecting to because that there sounds like a latency issue, especially if your saying a 3 second head start is needed.
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LOLWUT?
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Try switching to Myers starting out. His power is dependent on keeping people in your line of sight, and many people know this. As a result, they tend to not sit there T-bagging you forever (especially before you get to Evil Within 2) as doing so only lets you draw power off them. This at least creates the illusion you are feared. Additionally, a good Myers is one of the few killers even experienced players get creeped out by.
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The hit stops the progress, but they can usually redo another attempt and get them lose before your cooldown is done. You likely just didn't notice they restarted the attempt.
if you want to stop the attempt cold, you need to be going for a grab like others have explained. Getting a wounding on the guy doing the rescue is never a bad thing though. Rotating people on the hook is an acceptable outcome in most cases.
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@Wicked_Django said:
I think hes superior to Doctor. Their abilities have similar effects to countering but the clown is far more mobile and deadly
Clown has more options to stopping a loop than the Doc, but the Doc has far better map presence and pressure. Clown is hurt by the fact he has very little way to extend his map pressure outside his immediate area unlike the doc.
I put them about the same myself
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@thesuicidefox said:
Right but this doesn't happen with pallets. He can hit you through the pallet but if the pallet drops it drops. There's never a situation where you drop a pallet and the game undrops it. But with vaulting that's basically what happens. It's already bad enough when a killer hits you after you vaulted and are 3m clear of the window because of bad connection, it shouldn't be made worse by the killers power.
It likely has happened, but the pallet drop animation is so short that if you got sent back in time, you won't notice it. The window of opportunity is much shorter
Without the ability to stop pallet drops and windows, the Doctor becomes a low tier killer. We know this because this is how he was at launch - his shock did literally nothing except create madness and give away people hiding behind walls. He was so bad the devs reworked him a couple months after he was released
.Killer should not be nerfed due to shortcomings in the net code. What should be happening is you need to take that stuff into account and try to give yourself more cushion to make those vaults.
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@Emhyr said:
@FrenziedRoach said:
@Emhyr said:
Yes I truly want a buff like it, but i think it's not so interesting because the doc has this mechanics already... When you are mad you can't do anything so what's will be the difference with the doc and freddy ?
they will be really closeWay Freddy's works would only work while the survivor is in the half-awake phase when they are transitioning from awake to dreamworld. It's only like 7 seconds by default if memory serves. The idea is to give Freddy a much needed way to allow him to defend Totems, hooks, and Generators (an area is VERY VERY WEAK in right now)
I undertood that but this new idea is truly near to the doctor's gameplay and it's not so good : on a side you have a true great killer for free and on the other side you have a paid DLC.
How is it even close to his gameplay? They would share a side mechanic at the most. FFS, not everything about every killer needs to be 100% different.
BTW, Doctor came with Spark of Madness, and it was not free.
The two killers play completely different. XD
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@SasukeKun said:
@Glebu said:
Have you thought of moving for 4 seconds after a survivor gets hookedYes, it doesn't matter in most cases with Billy and or nurse, you ever been body blocked by a billy?
Unless the killer is running Knock Out (most don't), you know whereabouts the hook will be eventually. This gives you time to position yourself behind a gen, or put some obstacles between you and the killer when the hook is done.
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@Grey87 said:
@FrenziedRoach said:
First off, you need to be 40meters out to even be picked up
You forgot to add that if the killer doesn't pick you up then the guy on the hook will be patrolled (aka camped) to death.
Nope, because he's picking up the other dumbasses and will go after those instead. And even if he does patrol, somebody can pressure him away doing a gen. The aura shows up for only 4 seconds, and the hook will take 1 to 2 minutes depending on the stage for the person to die. That's plenty of time to bore or pressure the killer away from the hook.
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@Emhyr said:
Yes I truly want a buff like it, but i think it's not so interesting because the doc has this mechanics already... When you are mad you can't do anything so what's will be the difference with the doc and freddy ?
they will be really closeWay Freddy's works would only work while the survivor is in the half-awake phase when they are transitioning from awake to dreamworld. It's only like 7 seconds by default if memory serves. The idea is to give Freddy a much needed way to allow him to defend Totems, hooks, and Generators (an area is VERY VERY WEAK in right now)
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I think the idea has merit for sure.
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Not only doesn't this suggestion make sense, Distressing is already fine as it is.
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@HeroLives said:
Those bastards!!!! They probably don’t even know who their father is! Ohhh what’s a DH Token? Sorry I’m newish and still learning things.
Short for Hex: Devour Hope
The Hex perk gets a token every time somebody is unhooked with the killer more than 24 meters from the hook.
1 or 2 tokens - killer gets a small speed boost shortly after hooking somebody (so he can vacate the area quickly)
3 tokens - Killer gets the ability to 1 shot down survivors.
5 tokens - Killer gets to mori downed survivors.Basically, it's a perk that trades great power in exchange for both no hard-camping a hook and risk having the Hex Cleansed.
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Just seems like such a waste of 2 perks slots to me, to each their own.
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It's only a problem when they cry about getting tunneled later.
Otherwise, I don't give a #########.
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As for the window thing - welcome to peer to peer networking. Killer is always a game state or 2 ahead of you. What he saw? You were clearly on HIS side of the window when you got zapped, you just got the update late.
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The 3 gen strategy is the result of survivors not being map-aware. Why should a killer be punished for a survivor mistake?
It's not taking the game hostage if the intent is to score a kill. And if I'm guarding 3 gens, my intent is to eventually catch somebody in a mistake and get somebody on a hook. Holding a game hostage is blocking somebody in a basement then going AFK for an hour.
You have plenty of clues as to where generators are with their lights poles, flickering lights in houses, closed doors, ect. Hell, I make it a policy when I'm survivor that if I finish a gen, I don't do the next one down the line, I skip it and move to the next one. This is also not taking into account like maps and the upcoming changes to Deja Vu.
Survivors are given every tool to prevent this issue from happening - and most Doc mains aren't out to set up the nest unless they see the survivors have started painting themselves in a corner.
It's not holding the game hostage to employ this strategy if handed the opportunity to do so
The survivor's fun is not the responsibility of the killer anymore than it's the killer's fun is the survivor's responsibility. Your purpose is to meet your objectives, nothing less, nothing more.
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Last I heard they were seriously considering making it so survivors couldn't use channel actions (like totems, heals, generators, hooks) during the transition phase. Frankly, that alone would give him some nice defense.
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I wouldn't run Distressing on Freddy. His wallhacks only work on people outside his terror radius - so your actually handicapping yourself by running it.
I understand your doing it to make Couliphobia more effective, but frankly I think you'd be better of using Monitor Abuse and something else. If they wake themselves up, your terror radius isn't hitting them and Couliphobia is utterly pointless at that point.
Any other 2 progress slowing perks would be better IMO
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Meanwhile, Self Care is on every survivor who has popped it in the web. and most of then are running Sprint Burst, and there's at least 1 person with Abusive Strike in every trial.
Survivors don't give us quarter, why should we give it in return?
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As I've said before, I suspect the timers are where they are at because the Abominations known as Asylum and Pale Rose exist. If those large monstrosities didn't exist, they'd be free to give us a more aggressive timer.