GhostEuant
GhostEuant
About
- Username
- GhostEuant
- Joined
- Visits
- 377
- Last Active
Comments
-
Probably but Behavior likely doesn’t even have that answer at this time.
-
May as well be in the wiki.SqrunkTrep said:Teabagging is something that increases hope of the survivors, the more they do it they feel better with themselfes.
Killers are feeling more and more angry with every time survivor teabags which makes them angier and his urge to kill is growing, it could also explain bloodlust -
There are perks that encourage not camping and perks that encourage camping but killers still do what they want. We can’t rely on perks to change behaviors on either side.Paddy4583 said:There are specific perks that encourage the killer to tunnel too, making hens take longer should be implemented but it won’t discourage tunneling -
I wish killers had overcharge level skillchecks to hook survivors.
But seriously, how would you skill check holding down a lever, or taking apart a little bone statue, or moving things in a box? Like really, how could a normal human mess that up? It doesn’t make sense to me whereas properly closing wounds, getting a machine with wiring to work, and dismantling a large hook without it making noise (while more of a stretch than the other two) does.
-
Favorite Map as Survivor: The Grim Pantry
Favorite Map Aesthetically: Red Forest (I LOVE the rain effect)
Least Favorite: Shelter Woods -
Instead of trying to assume I haven’t faced other skilled killers, let’s focus on the suggestion.
Just saying the doctor is a mid-tier killer doesn’t mean he, or any killer, doesn’t need adjustment. If balancing is only done based on the top tiers of the current meta then the meta will begin/continue to exclude from it the killers/survivors who don’t have every perk/killer unlocked or the knowledge of what that meta is.
I’m open to the Doctor receiving a buff in another category to compensate BUT I feel that every killer’s mechanic should have a counter play. The stealth killers are countered by paying attention to your surroundings, for example. Right now unless you are close to a locker as he approaches there is nothing you can do while in the Doctor’s terror radius. And making the counter play exclusively “oh well there wasn’t a locker nearby now I’m found” or “okay there was a locker nearby I’m safe” isn’t good enough because no one can control locker position.
-
I think one thing that needs to be acknowledged is that many (not all, true) of the cosmetics can be bought with game time and do not need to be paid for with real money. In the current industry that is RARE. The majority of in-game cash shops are focused on everything costing real money or loot boxes or a comination of both. Additionally, many of the outfits allow you to buy parts and pieces instead of having to buy the whole thing.
So for DBD I’m firmly in the “Just don’t buy them if you don’t like them” camp because the majority can be “free” (not including game purchase price and devoted game time). -
This is the thing that upsets me the most when playing survivor (mostly solo queue). Seeing people, either with aura reading or being on the hook myself, just staring at a camping killer and doing nothing.Tsulan said:I wonder how many survivors complained about the camper, while they were sitting in the grass, next to the hook. Waiting for the killer to leave.
-
Edited for slightly better wording/formatting.
What I really like about this killer is that s/he could be a normal stealth killer while also still using stealth in a chase. One can use Shadow Step to sneak up on survivors, play mind-games during a chase, or just to close the last bit of distance needed to get a hit in.
My biggest concern is the passive fog cloud around them and that would probably need the most balancing. How much fog thickness/loss of vision is too much? Would survivors be able to notice the changes in fog density to determine the exact location of The Ripper? Maybe instead of increasing the fog density the closer to the killer one is, the fog density is a uniform thickness (like how Freddy’s song doesn’t get louder/quieter with proximity) and The Ripper is just harder to see in it until they’re in a chase. -
I like it but feel the 1/2 survivor times shouldn’t be that low with them still having access to toolboxes and perks.
On the killer side, it allows them more breathing room in the beginning to actually find and chase but it still keeps the importance on protecting generators because stopping an almost completed one early on will be more rewarding.
For survivors in solo queue, they are more free to rely on their own skill and not necessarily suffer because one other survivor kept unhooking people right in front of the killer or just not good at escaping chases. SWF would still be coordinated at all points of the game and probably wouldn’t be affected by this much. -
Shows the aura of the unhooked survivor to the remaining survivors for X seconds?
-
I do.