FrenziedRoach
FrenziedRoach
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He's the 4th best killer IMO, and I suspect I'm being generous with my estimation of his power according to many folks.
You'd basically have to also say Nurse, Billy, and Huntress are OP too.
I feel for you man - I used to feel the same way about the hag. But then I adapted.
I suggest you adapt as well.
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This was tried in the first year this game was out. I believe it was a PTB around October or November of 2016.
It didn't actually fix anything.
So now they're doing what myself and other old-school killers have been saying forever - incentive or reward the killer for leaving the hook. And they have done so firstly by rewarding more bloodpoints for the hook and less for progressing the sacirifice. They've done so by adding at least 3 perks I can think of off the top of my head that rewards the killer for immediately leaving the hook.
Let this idea go please. It's so simple, so surely it was already tried. Hell, just google it and I'm sure you'll see the hundreds of times we've already seen this idea brought up and shot down.
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@DasMurich said:
Also, I am struggling to understand why killers perks and addons seem to come at the cost of something else. Why are killers constantly penalized when they use any of these. Especially with addons and Hex perks.Gain X but tremendously increase time to Y.
Do survivors perks and addons come with risk, or at an expense? I've looked at addons and I don't see it.
Look up No Mither actually. That perk gives 3 perks at the expense of always being a 1 hit down.
And all insta-heal addins drastically reduce the number of charges medkits give you.
And I seem to remember there's a bulb that increases energy consumption
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If memory serves, that's what they wanted for Wraith when they first conceived of him, but they were never able to make it work. So sadly, this is likely not going to happen.
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It was shortly after The Pig was released and it had been a tough, but fun match.
There was this Dwight who had been particularly good at keeping me at bay and being a general nuisance of himself. The exits were open and he was the last one out... however I downed him just short of the "Trigger trap" line in the exit.
I had one trap I had been saving for just him. So I put it on him, then stepped back and said to myself "Make your choice, the hook or your head".
He choose to die by trap, and crawled across the trigger line. He complimented me for the mean trick in the end and we both got a laugh out of it.
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1) Doctor
2) Pig
3) Myers
4) Huntress
5) Leatherface -
Since docs are generally running Distressing, they usually get use out of Unnerving Presence and Overwhelming Presence (especially against a flashlight team)
I found MnA on the Hag is hilariously good. She already has a smaller terror radius to begin with (24 meters instead of the usual 32 meters from most killers) - and she's short so she's sometimes just not seen or mistaken for a survivor. Then suddenly TERROR RADIUS!
MnA is also very powerful on Freddy. He has the same terror radius as the Hag, but has the additional benefit that his wall hack is more effective with MnA in play
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If I respect the 4%, something happened in that game to put me in the mood to do so.
Otherwise, expect no mercy. Nobody is entitled to anything, myself included.
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I stopped playing for awhile as I had played for the chase but got sick of the chase devolving into a game of "ring around the rosy".
With pallet vacuum gone now, I've gotten some of my joy in the game back. I only play to stream it now though. If I'm not streaming, I'm not playing this thing... not till more things get changed.
I find what helps me is if I approach it the experiencing KNOWING I'm at a disadvantage and embrace that. That makes those moments where I come out on top seem absurd which amuses me to no end.
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@mistar_z said:
One of the only decent ways you can play Freddy is when you stack the dress addons together, because where it stands right now skill checks are triggering too often but the problem with that is that it would suck bawls for the survivors.Found your problem right here.
Most survivors aren't going to pull punches with you, why should you be pulling punches with them?
They're your adversaries, you should be approaching them with the attitude that your purpose is to utterly DESTROY them.
Personally, I wish there was more Freddy's out there. I find him an interesting challenge to go up against.
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@MikeLatin7 said:
@MikeLatin7 said:
you know > @FrenziedRoach said:@MikeLatin7 said:
@FrenziedRoach said:
All killers run at 115% speed. Only exceptions to this rule are Hag, Huntress, and Nurse. (And EW1 Myers)Jesus, your dreaming they don't, 1 trapper, 2 Michael Myers, Leatherface hillbilly without the chainsaw are the fastest without perks and with them they are like freight trains ready to run you down,
I get that English isn't your first language, so I'm going to give you a pass on this one.
I'm talking about their default walking speed, not their lunge or p
I going to give you a pass on being a moron, my people have been here for hundreds of years your forefathers came on a boat your the real wetbacks we are true Americans, so there it is there
Um.... dude, I'm partially Native American. And I was assuming we were fighting a language barrier and you were getting lunge distances and run speed mixed up. But if you want to be an #########, you can continue to wallow in your ignorance as I did my best to inform you.
You can lead a horse to water, but you can't force him to drink it.
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It doesn't prevent it, but it does make quite a few of the loops that were previously not game-able viable to mind game now.
Having played the clown a bit more more, I'm starting to think I underestimated his strength.
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Months ago it was suggested that there should be a trap totem hex (and the devs seemed to like this idea). and what would happen if a totem was destroyed with this in play, it would not only remove the affected Hex, but REMOVE ONE PERK FROM ALL THE SURVIVORS in the backlash of power. I wish they'd revisit that idea - I though it was cool as hell.
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I'm not sure if he's still using it, but my favorite Streamer (theentitylefthand) used to keep Devour Hope as part of his build. And what I've learned is that this perk can be a real game changer, even if it never gets to full power.
At 3 tokens, you get the ability to one shot. And even if you down one person from it and they find the hex and take it out, you've cut down one of your chases drastically with that instant down. To me, that makes the perk worth using. If you can get 1 or 2 insta-downs with that perk, it's served it's purpose well.
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I don't facecamp as it was patched out of the game. I will, however, hard-camp in some situations. Things like this will cause a camp from me.
- Gates are powered. I have no generators to pressure at this point.
- The hook is in a spot that lets me easily monitor the remaining generators
- The person in question was a thorn in my side and I'm confident the rest of his team is too stupid to do generators.
- I don't get a chance to leave the hook because I turn to find two people already there.
If I don't detect anybody in the area and the team is pressuring me on gens, I will almost always leave the hook.
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@blenderman said:
"We came to take your souls" from Powerwolf is extremely fitting for Killers in my opinion
If you like (Power-)Metal ofc.Synthwave and similar Genres are also nice (Carpenter Brut, Gost, Perturbator... those classic artists).
I must commend you for your impeccable taste in music my good sir. I'm especially fond of "We Drink Your Blood" from the myself from the "Blood Of The Saints" Album and am hyped as hell for their upcoming "Sacriment of Sin"
As for the OP.... I typically don't put music up when I play as I need the sound to detect them. But typically things from Korn, Disturbed, or Drowning Pool are usually on my mind. if I'm playing Doc, Queen's "I'm Going Slightly Mad" is my theme.
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@EpicFailTryHard said:
1.5? this is 2.0 coming.
it's still relevant as no further changes were adjusted to the rarity of the bloodweb since that date. And as the link stated, it was to address an issue that was preventing certain tier 3 perks from ever appearing in the web in a reasonable amount of time.
We haven't had pinks in the perks for a very long time now.
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Me when I'm playing Doctor
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Brutal Strength hasn't been S tier for months now. I'd say it was A tier until the last patch.
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I suspect it will only take while your in the dream world, but that's just me. Not sure i'd use it with Freddy though.
I've found anything that reduces his terror radius is better as it makes his wallhack more effective. That doesn't mesh well with any perk that only works within a terror radius.
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@MikeLatin7 said:
@FrenziedRoach said:
All killers run at 115% speed. Only exceptions to this rule are Hag, Huntress, and Nurse. (And EW1 Myers)Jesus, your dreaming they don't, 1 trapper, 2 Michael Myers, Leatherface hillbilly without the chainsaw are the fastest without perks and with them they are like freight trains ready to run you down,
I get that English isn't your first language, so I'm going to give you a pass on this one.
I'm talking about their default walking speed, not their lunge or power speeds.
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You also started the trapper slightly before before the clown in the haddingfield video, they aren't in sync
It's in your head man.
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@AlexAnarchy said:
@Jack11803 said:
@FrenziedRoach said:
BBQ and Chili encourages killers to leave the hook and encourages non-tunneling behavior by rotating hooking survivors.Why on earth would you want to nerf something that creates what many survivors "claim" they want us to do?
This is one of the best perks to encourage desired behavior in the killer community, don't you dare touch it!
Especially since it's so easily counterable, it's pathetic.
It's not the perk's fault you lack the game awareness to position yourself in such a way to not be a target. In the words of Mr Cote ... "Get Good"
Like I said before, the perks perfectly fine except on hillbilly it’s too strong, whether they do something to bbq or billy I don’t know, but that combo should not be as ridiculous as it is now. Also, BBQ didn’t stop camping, killers always say hide behind a gen so no aura is seen, but then claim if no aura is seen they must be hook diving.
takes 1-2 seconds to look fully around after hooking...takes 2.3 seconds to rev chainsaw without addons...already 4 seconds is up.
^^^ This guy gets it.
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@LatexT said:
@FrenziedRoach said:
it does make hooking faster, it's just such a tiny amount you barely notice.It helps Vaults, Pallet breaks, picking up, and hooking.
It does? I never noticed it. Still... Wouldn't this buff be good enough to make it viable?
They will never buff the numbers since it would make BS uselessHave a look for yourself, it's all here
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@Jack11803 said:
@FrenziedRoach said:
@Jack11803 said:
If they have knock out on rotten fields, and is billy, you shouldn’t forfeit your life just because “well normally that doesn’t happen; what about when it isn’t OP?” It should NEVER be that strong.
Then talk about the map, not the perk. Which is something both survivors and killers should be able to agree on.
You’re right, that map is #########. But I still think maybe; perhaps; make billy slower. Would prevent BBQ cheese, while actually making his speed add ons relevant.
I'm going to have to disagree. Yes, Billy is scary, but he's very manageable if you're map aware. If you choose to get on a gen with no cover with a lane between you and the hook that billy just hooked on, that ######### is on you - not the perk.
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I have 2 builds. One is "for funsies"
Main build is pretty standard. Pressure and annoy them into making mistakes, maintain that pressure
Distressing
Unnerving Presence
BBQ n Chili
Nurses CallingThen there's the "for funsies" which is when I decide to go "Railgun Doc". Must be run with the addins "Interview Tape" and the green electrode to get a 35 meter shock. Combined with the below perks, this long range lets you surprise them from outside your heartbeat range and make self-heal almost impossible to accomplish as you stay on them. Not saying it's the best build, but it's funny as hell to use. (especially when you surprise them by probing generator auras)
Monitor and Abuse
Nurses Calling
Overcharge/NOED/Franklins (depends on mood/group)
BBQ N Chili -
@Jack11803 said:
If they have knock out on rotten fields, and is billy, you shouldn’t forfeit your life just because “well normally that doesn’t happen; what about when it isn’t OP?” It should NEVER be that strong.
Then talk about the map, not the perk. Which is something both survivors and killers should be able to agree on.
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@PigNRun said:
FrenziedRoach said:Not saying she's the greatest thing since bacon...
I really hope this pun was intended.
I was worried nobody noticed :chuffed:
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He has some interesting tools to use against DS I like though
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Trying to pick up people around a window has become a bit of a nightmare now ><
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it does make hooking faster, it's just such a tiny amount you barely notice.
It helps Vaults, Pallet breaks, picking up, and hooking.
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Good to hear Janick! I figured your teams were more focused on the general health and balance of the game first anyway. Does no good to fix a killer to work in the current looping meta if your looking to address that anyway.
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What you are experiencing is both by her shorter stature and her shorter weapon. This is something I've had to explain to a co-worker again and again regarding The Pig.
If she and Freddy's weapons were actually longer and they weren't so short, we wouldn't be having this discussion.
Only way I can think of that they could fix this would be to lower their cones but increase their lunge range so it "looks" right. but I'm not sure anybody is keen on that idea.
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FFS, somebody just do the test on the Haddingfield street from concrete barrier to concrete barrier and end this myth already.
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@Jack11803 said:
Like I said before, the perks perfectly fine except on hillbilly it’s too strong, whether they do something to bbq or billy I don’t know, but that combo should not be as ridiculous as it is now. Also, BBQ didn’t stop camping, killers always say hide behind a gen so no aura is seen, but then claim if no aura is seen they must be hook diving.
Which is why you should be mindful of where the killer is and the objects you can put between you and the killer. I realize that might always be possible on maps like rotten fields, but that cuts both ways when you get maps like the Chapel or Blood Lodge. Billy needs unobstructed lanes to utilize his map pressure. If you can't figure out how to avoid those lanes, the problem is not the perk....
I said it DISCOURAGES camping, I didn't say it stopped it. Also, keep in mind anybody within 40 meters DOESN'T SHOW. To give you some perspective, 40 meters is LARGER than the terror radius. Indeed, it's at the edge of the Huntress's singing range if memory serves. That a huge area to hide in from a killer who might be afraid of a hook rush.
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All killers run at 115% speed. Only exceptions to this rule are Hag, Huntress, and Nurse. (And EW1 Myers)
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It's a power play. When they are taunting you, they are trying to gain power over you by getting a reaction from you. If they are salty, they're giving you power as you clearly pissed them off.
Either way, it just shows how weak they are.
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@Brady said:
Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.
What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.
Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.
It's probably more likely it has to do with their swing animation. Every other killer more or less swings straight down. Freddy and Amanda swing diagonal or sideways. I'm not certain if that plays into hit detection through windows, but it's an interesting difference to note.
I'm a Doc main myself, and I've noticed I don't have issues hitting through windows. From what I can tell, it has more to do with when you start your lunge. Lunge too close or too far to the right or left, you hit the window. Hit the window straight at the middle with the right distance, you'll get the survivor at ridiculous differences that make even the killer blink.
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BBQ and Chili encourages killers to leave the hook and encourages non-tunneling behavior by rotating hooking survivors.
Why on earth would you want to nerf something that creates what many survivors "claim" they want us to do?
This is one of the best perks to encourage desired behavior in the killer community, don't you dare touch it!
Especially since it's so easily counterable, it's pathetic.
It's not the perk's fault you lack the game awareness to position yourself in such a way to not be a target. In the words of Mr Cote ... "Get Good"
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You must be new here. TydeTyme has always camped when it was appropriate to do so, or he felt like. Indeed, he more or less got famous from this rant regarding it right here.
https://www.youtube.com/watch?v=-c3kz80t-CcThen there's these
https://www.youtube.com/watch?v=jpISAiIZobc&t=16sPlease consider these videos your homework. I expect a 2 page essay explaining how camping is a survivor behavior issue.
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Oh, I've gotten the usual as doc when people are dumb enough to leave a 3 gen nest. It's like they expect us to turn off our brain and let them lead them to the 50 pallets that are on the opposite side of the map instead of guarding their objective... a situation that's totally preventable if people would actually pay attention to the gens they are doing (co'mon kids, the gens have gigantic lights in the sky for a reason... use it)
But nothing is like the old-school hate we used to get. And when I talk old-school - I mean the days when sabotage used to take down hooks permanently. So what did you do to counter it? You slugged them. And if you were feeling particularly spiteful, you'd stand on the back of the Jake who was hitting your hooks until he bled out. And back then? it took longer to get a survivor on their feet again... and they couldn't partially heal themselves - and Unbroken didn't exist. The crap we used to get back then for punishing the survivors that made our game hell.
I remember shortly after the Doc was released and hadn't been buffed yet, I was using his shock not for chases, but to probe hiding spots. I had one guy talk about how much I sucked because "I could only find them by shocking them". Okay.... I'm bad for using the killer as intended I guess?
And finally, this old classidc. Who wouldn't camp here? You bet I got crap for it too....
https://steamcommunity.com/sharedfiles/filedetails/?id=814232724 -
Just change 1 thing.
One.... simple.... thing.
Set up the dream transition so that survivors cannot interact while transitioning. No generators, no pallets, no unhooking, no healing, no chests... they can only run if they choose.
Suddenly, he can defend totems, hooks, and get people off generators upon using his power. Additionally, addin's that actually increase the time it takes to transition gain additional utility.
Run him like that for awhile and see how he plays. That's what I'd do.
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Oh god.... it didn't occur to me that Clouphobia might affect Snap Out of It. if they fix that to work as we expect, I'm gonna have to rethink my build to include it ><
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The long timer is the result of them including maps like the Pale Rose and Asylum which are so enormous, any timer shorter would pretty much bone any survivor who had to search for a 4th box. I think it would benefit many of us if they would just size down both of those maps a not only because of that timer, but I'm sure most of us agree those maps are waaaaay to large. (they should at least set up the timer time to be map dependent IMO)
I'm kinda surprised anybody is complaining about the ambush to be honest. Walking around crouched is terrible for your area awareness and hampers your mobility to the point it nullifies your map pressure. Not to mention that Sprint Burst more or less counters the ambush unless you are completely asleep at the wheel.
The true purpose of the traps is just to keep them off gens for a period of time - to buy you more time to get things done. The 30 seconds they spend on that box is 30 seconds a gen isn't done. assuming they all get the first guess right, that's 2 minutes you've taken people off a gen. If you do the math, you've effectively given yourself more than 1 extra gen if you manage to use all 4 of your traps (and it's often longer given travel time or bad guesses)
Not saying she's the greatest thing since bacon, but she's a solid mid-tier pick that's no-where near OP and not suffering nearly as bad as the worst killers.
I find her to be one of the least annoying killers to go up against. And as a killer main that uses her as my main secondary pick, I do not feel she makes me tunnel any more or any less than usual.
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I dealt with Boil Over in the PTB - and I can tell you without a doubt that it has a noticeable effect on how easily I can navigate to a hook. It DOES make a difference. I'd say if they buffed either your way or any further than the way it is, it would make Iron Grip meta again. I'm not sure anybody wants to see a return of the IG meta again...
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You only help the killer by ragequitting. You aren't really teaching him a lesson.
Only people you screwed over was your team.
But you've evidently demonstrated here you lack the maturity to make such an unselfish connection.
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@Leatherbilly said:
The Trapper
Evan MacMillan wastes time collecting traps, setting traps, re-setting traps, getting looped, moving traps, ad nauseam. Furthermore, he's a relatively weak killer, though capable of punishing stupidity and poorly chosen looping spots. Traps can be disarmed, destroyed or even ignored due to hitboxes if found.
Gonna have to disagree. Trapper is actually a good mid-tier killer and destroys in the hands of a master. I'd actually put him above Bubba due to his ability to close loops.
His power takes set up time, this much is true. And he certainly isn't as brainless to play as Bubba. However, he's a good thinking man's killer. Besides, you'll at least want to grab his perks as while they aren't super meta, are still strong in certain builds.
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If the killer get's penalized after the lockin, all it does is switch the last-minute swap out to the 30 second mark. Nothing really changes IMO other than being able to prepare the right perks.
Step in the right direction, but I can't get behind it. IN the state this game is currently in, the host should have the option to bow out for a few seconds after the items are locked in.
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Only one potential true infinite I'm aware can be fixed by just switching directions (denies the survivor a fast vault on the window in the loop). Other than that, there are just long loops, no actual infinite.
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I'm inclined to say I may go ahead and buy it.
- I liked the previous chapter a lot. I know Amanda is not for everybody, but I enjoy the hell out of her. She's my second favorite killer.
- What I saw in the PTB was encouraging, although a part of me is holding my breath that I may get disappointed in the end.
We'll see how it goes
https://www.youtube.com/watch?v=Od6hY_50Dh0
https://www.youtube.com/watch?v=F73meABVYQc