Hanselpup
Hanselpup
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- Hanselpup
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Comments
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@Paldanari said:
He is too much like the Hillbilly and the Cannibal.
Would like to see him changed physically to not resemble them so much and maybe change his melee weapon somehow.
All killers are M1 killers. "Changing his melee weapon" won't make him better, and I disagree with your point.
- The Hillbilly is meant for fast travel.
- The Cannibal is meant for quickly downing survivors.
- The Trapper is meant for herding survivors into his territory.
Does Trapper relate to these killers at all? No. If he relates to anyone, it would be Hag with both of their play-styles being territorial.
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While I do agree he should be able to carry more traps without a bag, I believe he'll still be fun either way.
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If you know where to place your traps right, you can catch a lot of survivors off guard. I've placed traps in great locations that cut off loops, but they caught onto them. So... I started placing them in more "random" locations like around generators or common structures. You just have to know where to place his traps, and try to force survivors into your traps. Just being Trapper can make the survivors paranoid about using loops, and if you can predict where survivors will be and hide the traps, oooooh boy.
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@Wylesong said:
I have to say the main thing I am mad about with Switch players that I see WAAAAAY TO MUCH compared to watching players on any other system on youtube is the hatch huggers. It is like the new players on the switch don't have a clue how to play or even care to actually help their team so once the hatch shows up they just hug it and you might as well count it as game over. I have WAY to many games where no joke hand to god I will do 4 gens and be like wait where is my team and find 2 people hugging the hatch making out and praying while my fourth is either dead or actually trying with me. Then on occasion you have people like fellow Switch Player DaniPaint who brings a key in but won't do a gen and hides in lockers until the hatch shows up and then leaves. The best part was watching him hide in the basement while a teammate was hooked right there in front of him and he just kept walking between lockers and hiding and let the teammate die INSTEAD OF UNHOOKING HIM AND GOING TOGETHER TO THE HATCH!!! My tolerance level for the players on the switch is quickly going down because as a survivor main I have many times user Borrow time to save fellow teammates last minute only to get killed myself and heck I even had a game where I knew the hatch was the only way and I lead a teammate there hinting to stay and went and let the killer chase then kill me. On one occasion my teammate shocked me and had a key letting us both out. In the end it is called teamwork and the game is not a hide and seek game if you do not know how to play maybe check the tutorial again.
Just because you encounter bad players doesn't mean ALL Switch players are bad. I usually hang around rank 1 or 2 on both sides, and both sides put up quite a fight. There are a few moments where you may die due to a mistake your teammates made, but everyone makes mistakes. Even you. If you are truly getting horrible teammates in almost every game, do your best to carry them and keep pipping. If you don't get better players in the red ranks, I don't know what to tell you.
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Terrifying during Blood Fury, that's what makes him fun.
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I'm still open for feedback.
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It's necessary for killers like Trapper to force the game to slow down, but it's incredibly frustrating to deal with as a Survivor, and rewards the Killer even if they're bad.
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That would be cool, but it would be very hard to come up with ideas and even more time to animate.
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Being able to dash around the map constantly applying pressure and even having the ability to insta-down survivors is nice.
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Staying hidden takes WAY less time and resources than running around, but I know my limits. I'm also not just going to stand around behind a tree while my teammate is getting chased.
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Applying and maintaining pressure.
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As a survivor, I mainly determine victories by escaping, but I also feel really badly when I let my whole team die. For this reason, I usually try to get as many people out as possible and still escape.
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Claude- wait, where'd she go? She's too darn good at disappearing!
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@Yankus said:
Can you force people to do the tutorial and choose perks. I am rank 12 and just got matched with 3 rank 20s that didn't use a single perk. All 3 left as soon as they got downed and it was just a mess. Every single game seems to have at least 1 completely new or troll person. I'm tired of waiting 10 minutes to be queued with players like this.
New players usually don't have anything to start out with, so you can't get after them for not having perks. If you want to face more experienced players, do well in matches and climb up to the red ranks. They're much better at the game. (Usually...)
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1044199#Comment_1044199
I think you don't understand me quite well.
I know how to deal with NOED, I know its obvious flaws and weaknesses, and also don't be the kind of guy to only take two opposites for your example. Sometimes the killer is good but the survivor and him can still have a huge skillgap inbetween them. You can be sentient but not manage your red stain perfectly as killer for example. Does that automatically make you bad ? I don't think so.
I play around 40% killer/60% survivor, so I do understand what it is for killers, don't get me wrong, but I'm stuck on this game only because outplaying feels so satisfying on it. Getting hit by NOED isn't an outplay and that's why I hate this perk, and I'm pretty sure a lot of people do. Let's not even talk about the fact that I'm more often than not already maxed out in Boldness before I even touch my first totem so I feel like losing time more than anything.
@Nos37 said:
I'm addressing an edge case where I got the exit gate open and would have escaped if NOED hadn't activated from the hatch closing.
- "You should have cleansed all the totems before the endgame."
- The other survivors quit or suicided before I had time to cleanse all totems, even with Small Game equipped.
- "Just find and cleanse NOED."
- NOED was next to a gate switch, so it was in the killer's patrol path; wasn't going to happen.
- "Just use Wake Up to open the gate faster."
- I had Wake Up equipped.
- "If there were still 5 gens left, you don't deserve to escape because you didn't work for it."
- I strategically worked my ass off to get the gate open.
- I waited for the killer to check Exit A and then leave.
- I got 1 light on Exit A and then hid nearby.
- As the killer went to check Exit A, I snuck over to Exit B and started opening the gate, stopping just before the 1st light came on.
- I waited for the killer to check Exit B and then rush back over to Exit A.
- I was at 95% on Exit B when Spine Chill lit up, and I didn't have any Endgame time left to back off, so I committed.
- I got the gate open and was hit once in the endzone. I was punished for "gen-rushing" with 0 gens complete.
- I strategically worked my ass off to get the gate open.
Hmmm, I guess you both have a point. Then, maybe NOED should be changed to act like Rancor, where it only activates if all gens are done, not just if the gates are powered.
- "You should have cleansed all the totems before the endgame."
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1042719#Comment_1042719
I can never tell with how butthurt people get when you talk about their precious perk ! Sorry then.
https://forum.deadbydaylight.com/en/discussion/comment/1043746#Comment_1043746
I can kinda get it on Trapper or Clown, eventhough spending early game with trapper to set you up is a legit strat that rewards you mid to late game, especially on certain maps. I get that NOED is made to give you an extra moment of pressure and can help you secure another kill, especially if you are not so good, but I've seen a lot of people way better than the person using NOED die to it, or people tunneling into oblivion to make use of NOED with even more ease. If it wasn't so noobfriendly, I would gladly deal with it as a survivor.
If a newbie killer gets matched against pro survivors and uses NOED, that doesn't mean he's instantly guaranteed a kill. There are several countermeasures to ensure NOED can't be used. Here are several ways in priority order:
Game began.
Cleanse all 5 totems early/mid game, especially if the game is going in your favor.
I failed to cleanse all totems before end game.
Find the remaining totems and ignore all dull totems.
I don't know where/don't have time to cleanse the totem.
Don't get hit. Stay injured if it allows you to use perks like Dead Hard.
If the killer is greedy, make use of Borrowed Time or Decisive Strike to give your team more time.
Try to make teammates distract the killer to give yourself more time to act.
I can't deal with the killer.
If you feel you must save your teammate(s), take the safest possible route and avoid chases.
Leave the game ASAP.
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@inferjus said:
It punishes killers for doing their job and the punishment is too big. Not every killer chasing survivor for more than 30 seconds tunells, sometimes they just struggle to hit them because they are at the strong jungle gym, or eat pallets the whole time. Also you get too much information for very easy to fullfill condition and you can share this with other survivors. It's a "No" from me.
I'm not saying this needs to be in the game, and I'm still trying to balance it to seem fair. Although, thanks for your input.
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I believe having this perk in the game will greatly punish killers that tunnel, and motivate survivors to use their time more wisely. Nobody likes to get chased for 5 gens and both gates, right?
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1042676#Comment_1042676
So a perk slot should single handedly win you the game ? Weird flex but okay.
https://forum.deadbydaylight.com/en/discussion/comment/1042663#Comment_1042663
Devour is pretty good, it rewards you for being good AND not camping, that's the kind of playstyle we should promote. The fact that it remains a secret perk is kinda needed.
On the other hand NOED should be seen by everyone, not only if you played enough to spot the 4% movement speed increase, they are no prerequisite whatsoever, just gates being powered. "You failed at protecting gens, but here you are with a instadown on your M1 and a movespeed boost"
I mean, I RARELY use NOED when playing killer, unless I need a way to punish survivors for gen-rushing. (cough cough trapper cough) I only ever see NOED being used by killers who can't perform well during matches. If you're confident enough to think "I will win this game," you wouldn't need NOED.
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@Nos37 said:
No One Escapes Death is not performing as intended. This perk is meant to punish survivors for rushing gens if they don't also cleanse all available dull totems. However, if there are still 5 gens remaining and the killer closes the hatch, NOED still activates?? !!
Rework the perk's trigger condition so that it behaves like Bitter Murmur and only activates when the last gen is completed instead of when the exit gates are powered.
Assume there are 3 survivors remaining, 1 gen to do. One of the survivors opens the hatch with a key, and you close it. Closing the hatch powers the exit gates, even though there was still 1 gen left. If NOED didn't activate when you closed the hatch, there would be 2 survivors remaining with the exit gates powered. Wouldn't you feel a bit powerless?
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@ZoneDymo said:
Removing traps benefits the trapper because now he is will spend less time setting the traps.... because their simply are less to work with...
Heck we should give him just 1 trap, place it and m1 the world!
more seriously, the trapper is potentially really strong and potentially really weak, the fact that survivors have a chance to get out right away or have to attempt it 20 times is a bit of an issue, like the Pig, its partly up to RNG wether you do well or not which imo is not perse a bad option to have, but it most def is hard to argue balance there.
also if you are against a SWF team you can be super f'd right from the start as one of them will just follow you around undoing trap after trap after trap leaving you just wasting your time completely.
And yes the placing traps takes time you dont have, Ruin is a real game changer to use on the trapper (I dont run ruin ever, but did so for the 6 traps in one match challenge and boy does that help tremendously...)
I dont mind the trapper though, personally I only feel he should have 2 traps to start with and thus able to pick up as basekit to balance it a slightly bit better. (I never run add ons because they are inherently bs)
I don't feel like the Trapper needs a buff or a nerf in his current state. Maybe some tweaks, but nothing big. His traps are not only supposed to cut off survivors options, but to catch them by surprise. You can play Trapper a lot better if you can predict where survivors will go. Analyze how the survivors play, where they run, which generator(s) they are committing to, and place traps accordingly. If you see the same survivor run the same path twice, place a trap there when they can't see you. They will most likely take that same path again thinking it's safe. Try placing some traps in tall grass in some contested areas. I'm not saying you should place a trap in the corner of the map simply because there's grass there, but think like a survivor and plan ahead. That's how you'll get the most out of the Trapper.
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@ZoneDymo said:
Removing traps benefits the trapper because now he is will spend less time setting the traps.... because their simply are less to work with...
Heck we should give him just 1 trap, place it and m1 the world!
more seriously, the trapper is potentially really strong and potentially really weak, the fact that survivors have a chance to get out right away or have to attempt it 20 times is a bit of an issue, like the Pig, its partly up to RNG wether you do well or not which imo is not perse a bad option to have, but it most def is hard to argue balance there.
also if you are against a SWF team you can be super f'd right from the start as one of them will just follow you around undoing trap after trap after trap leaving you just wasting your time completely.
And yes the placing traps takes time you dont have, Ruin is a real game changer to use on the trapper (I dont run ruin ever, but did so for the 6 traps in one match challenge and boy does that help tremendously...)
I dont mind the trapper though, personally I only feel he should have 2 traps to start with and thus able to pick up as basekit to balance it a slightly bit better. (I never run add ons because they are inherently bs)
I believe you are guaranteed to escape the trap on your 5th struggle attempt, unless the killer is using certain add-ons.
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I've recommended this too. I think it should allow you to watch your previous match(es) and spectate all players. That would be able to help you understand what people did to escape your sight, or how the killer found you...
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/951510#Comment_951510
The only way a Killer can end a game in 2 minutes is if they disconnect 2 minutes into the match. Even with an Ebony Mori you're dependent on the other Survivors to come save each other off the hook and who knows how long that could take.
Then again, if they kill themselves on hook it doesn't matter. You just got a free kill 2 minutes in.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/936644#Comment_936644
The issue I have is with how the game is setup. You have four regular people trapped in some Killers asylum who must repair generators to escape. The odds are not and should not be in their favor. It's not like a game like Evolve where it's a monster going against 4 people in like power armor with guns and their own traps. An average of 2 Survivors escaping is ridiculous but I understand they don't want to discourage people from playing the Survivor side. It should feel like an accomplishment to have one person escape yet alone 2 and I don't think they're at that point just yet.
And The Game map just happens to be my favorite map (besides The Doctor's map) and the only map with multiple levels that I like. It's only trash if you're a Survivor on that map which I can only assume sucks hard.
The Meat Plant is too small, it's too easy for a killer to apply pressure. Lery's Memorial is too crowded. Too many walls and windows, too many extremely narrow hallways. Very hard to path as Survivor, and annoying as Hillbilly and Huntress.
(I play on the Nintendo Switch, so Huntress is frustrating anyway... but from a PC standpoint, it's worse than Autohaven with extra trees.)
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@limierr said:
Personnaly i see only one valid change :
=> Nerf : mori can only be use in the last hook stage.
=> Buff : mori can be use any time as the last gen can complete.
Change ? Mori won't be anymore a tunnel tool but it would become a "scare" tool for endgame mainly or a finisher.
Your nerf changed nothing. When I say "only useable when unhooked during struggle", that means on the last hook stage, when they're basically already dead. Your buff? I can't understand what you said. If you're recommending it can only be used during the |End Game Collapse/All Gens Completed|, it would be too similar to No One Escapes Death, and it would be a nerf, not a buff.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/933751#Comment_933751
There's no contradiction. I never said EVERY game is over in 5 minutes. The Survivors can, if they so choose, equip themselves and end finish a game in 5 minutes. The issue is the Killers don't have that luxury unless they bring in an Ebony Mori. The game should be Killer sided and it's not.
That being said most of my games are 15-20 minutes.
Killer sided? The developers have said they want to balance the game such that 2 survivors will escape on average, and they're fixing the issue with generators being done too fast. You want killer sided? Play on The Gideon Meat Plant. That map is trash.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/933660#Comment_933660
There's also Identity V which is literally Dead by Daylight Mobile except the Survivors are unique and every Killer has a unique game mechanic. Also you don't have to be bad to have the Survivors win in that little time. They can all bring in toolboxes and focus the gens hard.
https://forum.deadbydaylight.com/en/discussion/comment/933560#Comment_933560
I assume you were aiming that at me. I don't know when I'm playing against a group nor do I care. The only time I bring in a Mori is when I've been playing for a couple of hours and I want to play one more but don't feel like it being a 20 minute game. So the Ebony Mori comes in and we're out in 10 or less.
Hmm... Don't want to be in a 20 minute game...?
@LordEmrich said:
They don't need to be changed AT ALL! Heaven forbid the Killers can end a game in 5 minutes like the Survivors can.
How about you enjoy the game and if every aspect of the game bothers you so much then go play another game?
HMMMMM... SURVIVORS CAN END THE GAME IN 5 MINUTES...?
I see contradiction here.
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It would be a mistake not to. There have been problems where Rank 1 players would be matched against lower rank players, causing a serious imbalance in skill. The new change would keep this from happening as much.
Low-level killers getting to high ranks is not a problem. If they can climb the ladder to Rank 1 with a bad killer, they deserve to be Rank 1. Plus, the excuse of "getting stuck in a high rank" is invalid. One who plays well deserves a high rank. One who plays badly deserves a low rank. That's how this works. It's never been any different.
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@KillermainBTWm8 said:
Camping is fine, run BT use DS. Rush gens if the killer is camping if anything. Easy victory. It's annoying but still a strategy that usually only occurs in ranks 11-20 from my experience.
Having to sacrifice perk slots for an issue that shouldn't exist in the first place is baloney. The whole "just run this perk" idea is a problem for a lot of issues in the games, like slugging. (It's not anywhere near as bad as camping, but it can still be pretty annoying.) "Oh yeah, just run Unbreakable!" except most of the time, it's useless.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/107727/perk-idea-keep-it-moving
It's not a bad idea but it should be built in NOT a perk. Stats show a 4 man SWF has a 50% survival rate--perfectly balanced, as all things should be.
So all the devs need to do is buff solos with built in help like this until solos reach 50% survival rate and the game will be balanced.
True, but the same could be said with other perks like Decisive Strike. It's a go-to perk that you can only get by buying DLC, and that's lame.
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I think of this as a very good counter to tunneling. In a sense, it's supposed to tell all other survivors to get stuff done while the killer is distracted.
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/871368#Comment_871368
I specifically thought of this perk as a counter to franklin's, which might not be a great idea since perks that counter specific perks usually don't work (hangsman trick). It could also be used by people who want to complete a escape with a new item challenge to secure an item or to grab it from a dead survivor mid-chase
If a survivor wants to escape with a new item, they'll search chests in their downtime. Sacrificing a perk slot so they can grab an item mid-chase isn't worth it.
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It would be a very situational perk. No-one will simply leave an item on the ground during normal play, and chests are only searched by people with no (or bad) items. It would be an okay counter to Franklin's Demise, but getting hit multiple times will break your item if you have it constantly.
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I don't think crossplay for PC/console should ever be a thing. The technical standards and hardware differences make it different for both sides. This means that a PC survivor could EASILY 360 an Xbox killer, and a PC Huntress/Nurse/Clown can do much better than console killers.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/868953#Comment_868953
Survivors can leave the game without incurring a penalty, so why can't Killers?
"Why can't killers?" is not the problem. It's the "Survivors can leave the game without incurring a penalty," part.