HazeHound
HazeHound
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Comments
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Existance of hatch is ok. Standoffs are not.
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@projecteulogy i know it happened to me once aswell. But if someone dcs after fookin up pallet or when they hear Huntress and there was instadown it is very safe asumption :).
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Just for all dcing weak willed cants: many killers have steam id lists. Just saying.
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Stop translating stuff. It is not meant to mean anything. There are reasons none of dbd characters speak in game and first one to do so doing it in long dead language.
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I think this is good idea. They would not dc if they knew they help killer win match but get points too. They do it mostly to deny bbq stack or because killer took good addons. I think survivors should get some points if one of them dced during first minute too. Ofc dc guy should stay at 0. Or maybe even could get some penalty to already stored bps?
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People dcing just because of specific killer or addons are usually the ones that bring crutch stuff themselves.
Guess what, many killers have steam id lists of such players. Just saying.
@Bellers your idea and intentions are very good... but I am afraid its not possible. There is just no way to translate unfun match into code, no matter how hard you try. Guess what, good items cost a lot and are there to use, both for killers and survivors. If you bring nothing or weak stuff in its your choice. Survivors ofc have it easier with plunderers or ace in you hole.
Only thing i can agree on are penalties for dcing or just some points for survivors if one of them dcs during first minute.
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This tether is interesting concept and might work on many cases, but apllying pressure is just too complex to determine pip or depip on such a simple concept.
@survivor mains you guys do realize that every penalty to camping is basically against you? It can be easly exploited to play normally entire match and then camp one dude to stay at current rank or even depip. This way killers that play a lot can stay on low ranks. Even killers that would naturally come back to r1 after a week can stay on low ranks for eternity.
Lets be honest here, most of players are not regurarly r1 just because of time, we all have our lives and this is just a game. If you push all campers or even people that can barerly be clasified as campers to low ranks guess who its going to hurt? New players and those who play from time to time.
Above all of this - survivors are the ones that make camping work. If you didnt complete at least 3 gens and spread them nicely during this time guess whos fault it is...
Also if killer hooks someone and sees at least 2 people going back and forth not doing gens for as long as he stays near hook he is going to exploit this. It is really bad strategy but it works wonders on every rank. And its not killers fault that survivors refuse to complete the only objective they have in game.
Ps: I already can see a lot of people attacking me personally just for saying its their fault why most killers camp, how about you adress issues i pointed out instead?
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Survivors were overpowered since the very beggining. It is only recently better with no pallet vacuum, exhaustion fixed and no ds beeing able to destroy momentum. It is still easy to win as surv. Do gens. Trials take literally 5 minutes if survivors do gens. Even less if killer isnt very good.
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Theoretically there is a super secret way to escape Entity's realm but no details of it or those who managed to do so were released yet. Survivors also don't know this and such are here for ever.
Maybe Vigo escaped as he is big figure in hidden lore.
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Cheretic
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Red stain. Through desq of beast of prey we know that it is visible when Entity is watching through killer's perspective.
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I can remember this topic was already on general discussion or wishlist.
I liked special hooks idea. There are 2 special hooks. Hooking survivor on them grants addons up to 1 per hook. They have different colour aura, spawn on the outer parts of map and far from exits. They are also easier to kobe from. The better killer did emblemwise the better loot he has chance for, but its possible to get browns for double pip. This could be in every trial or for common offerings (but no downsides to hooks then).
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I disagree but dude has a point here. Can't even play survivor and literally take any items or offerings bcoz its a waste. Either not connected or 2 man trial. R1 killers playing with r13s does'nt help either. Matchmaking hasn't been this bad, ever.
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She is not bad or overpowered. Requires specific aproach from both sides to either be countered or very effective. Her power slows her down and is dodgeable, but very effective when used correctly. I find her fun to play as or against. Just wait for slugging nurses with her perk tho xD. Its going to be shitshow
Every killer will feel overpowered when played by someone who menages time efficiently and when survivors just refuse to do gens. Even Freddy is quite good when played smart.
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@Tylerz how about reading last comment before yours. This was discussed before ptb.
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This is "achievement". Achievements are meant to give satysfaction when achieved, not be things you can get just by casual playing.
The end.
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Excuse me what the fook. Multiple sprint bursts were very common at some maps. Vigil needs some kind of buff, but it can't allow mechanics that break the game.
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This kills entire idea of hexes beeing high risk high reward feature. Just don't use them if you dislike thunder sound.
Btw: your idea for Lullaby is broken, i can agree to half the penalty at best.
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Imo it fits really, really well.
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They should just make that you see bar beeing yellow when healed at faster rate.
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TheEntityLeftHand had games with rank 10-15s for entire stream yesterday. He is r1. They rarely did anye gens. This is what you will have to endure without ranking.
Also current matchmaking is a joke xD.
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You have his perks so stop whining. Survivors are all the same
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Perk doesnt need a buff. Just make it that only safe saves grant stack. And fix safe unhook point event...
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Never mind it is now 20% on 5 gens done.
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@Usui Enduring was not answer to DS. Of course it helped, but it is very overrated perk. Maybe on low ranks people are using it nilly willy but on normal play it meant you chave to start the chase all over again. Depends on map knowedgle and small bit of luck but when i was still fresh i could prolong first hook with ds for so long it was basically over. Well pallet vacuum was still a thing, game was very poorly balanced there. Combine it with kindred and any exhaustion perk and there you had it. Slug meta was a thing for reason.
Also, this topic is about DS beeing useless now. I agree it needs a change (just no obsession at start, simply not knowing if ds is there will be a big factor against tunnel), but for the game it is way healthier that it stays useless than to revert it back to its previous form. Use Urban and don't get caught.
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Noed is such a bad perk. Its good to punish genrush but if survivors break totems on sight breaking 5 prolongs game by 20 seconds. Not really worth it but survivors are dumb enough to not break them.
Just watch the salt and hurdurs of survivor mains coming in 3...2...1...
Edit: at least bring 8% cooldown back...
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Doesnt it work in terror radius only? I already like to play perma tier3 with dead rabbit on 3gen. Can be fine addition.
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You already have 3 antislug perks, 4th is coming soon. Get over yourself.
Any killer could say: Survivors just loop loop loop, remove pallets and windows already.
Pure nonsense. You truly are entitled to escape huh? Earn it, like all of us do.
Edit: You are salty now, can't wait until you see nurses with plague's perk and knockout on daily basis lmao.
@Hoodedfengm1n why going no mither + unbreakaBill while you can combine it with tenacity? unbreakaBill feels like waste of a slot...
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Well if you are good playing agresive is better, but only because most survivors are potatoes and will go down immediately. By chasing you - at least medium with loops and not wasting pallets - killer has to invest much time just for one hook.
If everyone played stealthy this would be much better tho. Killer not chasing is wasting time and not breaking pallets. Even Doc, pig hag and Meyrs are stealthable.
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@KillermainBTWm8 How anti tunnel perk is balanced when i as killer can literally tunnel all 4 users and not get stabbed once?
Don't get me wrong, I am guy who camped ds users just for having it and never actually used it myself just because it was broken. I am the most satysfied person to see it dumpstered. But making it literally useless is overkill.
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Guys you don't have to slug for 60s. It counts from unhook, not from getting downed. It is usually couple of seconds when borrowed time triggered. Or you can down this person, go for another and come back. All it takes to make this perk viable is to remove its ability to make you obsession at the start when there are no other obsession perks. This way killers are never sure if its in game or not. Legit players would ill still never be hit by it, even with 4 ds per trial.
It is still way healthier for game if it stays at it is now rather than reverting it back to oryginal form... but current state could use some work. The idea is brilliant - to punish only tunnellers, but execution is poor.
@HavelmomDaS1 Its good killer can't be stabbed after first chase (which was the strongest aspect of it) or when playing by hooking and going hunting... but perk literally has no use now.
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Adrenaline is fine, easly counterable in many cases. Very situational perk that looks crutch on montages but that gives you literally nothing in most games. It even uses up your exhaustion, if not in chase while popped this perk is actually a hinderance.
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Sloppy is simply way better. Effect lingering for couple of seconds could be an impactful change, would like to see it.
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If they don't use kindred they have no right to complain. Remember your job as survivor is to survive, not to sacrifice yourself for someone.
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Playing perkless make you better player overall. If you learn to manage playing perkless on r1 you will dominate once you equip them again. @projecteulogy
I like idea of setting prefferences but you reason for it aint the best
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If you don't want it you can just ignore it or leave asap as stated before.
Sometimes its nice to have aftergame chat with chill dudes
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@Milo Going to check this in kyf aswell. Interesting.
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Honestly i think point requirement is not good idea. Hatch spawning conditions are ok imo. It is just the standoff itself. @projecteulogy
And i can understand both sides here. Why would i try to jump and give you free kill? Why would i hit you and give you free escape? It kills anything what's left of imnersion in this game. Why fear killer who can't even hit you?
Edit: Another possible solution came to my head. Killers could have basic ability to kill last survivor in game that has crows on them. Its not perfect, but would force some running which gives small room for mistakes. What do you guys think? By kill i mean like Myers tombstone, not regural mori.
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Freddy can do things others can not, but he is still the worst.
Just like Leatherface, he is underrated. LF can do couple of neat tricks Billy can only dream about but overall has has harder times against survivors who actually know stuff.
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@projecteulogy i agree on wglf, but safe rescues need to be fixed. Survivor go down almost immediately yet it is often safe rescue. Also borrowed time need to be considered, it allows careless plays with no penalty even if entire team suffers.
Points for escape are fine now. You get 3k per gen if working with someone, don't be greedy.
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@BastardKing not at all. My solution lets survivor escape when he gets to hatch first while eliminating standoff completely. Now standoff doesnt favor any side, it is just waiting game for people who have time to waste.
You are actually wrong, patroling hatch lets survivor know where it is guaranteing stand of, what you want to do is find him away from it now.
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Yeah this is exactly what we need. Or just make animation entering the hatch take 4 seconds, no need to involve Entity into this. I have been talking about it for years now. There is nothing more antyimmersive than moments when you can teabag killer freerly.
Other possible fix is letting the killer close the hatch. If killer started animation first, survivor can't interact with hatch. Once closed tha hatch can be opened without the key, but it takes 5 seconds. Open hatch can be again closed or survivor can jump in. Standoff fixed, hatch is still viable escape option.
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I like the idea a lot, killers do not feel scary at all when you can tbag without any fear. Either go back for save or leave.
Devs please. It could be added to bloodwarden or just as change for every trial.
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The less is known about lore the better for game like DbD
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Refusing to loop is just stupid. Looping, stealthing, doing generators, flashlights and blocking hooks are things survivors must do to well... survive. Its ok as it all have counter plays. What's not ok is designing broken stuff like pre ptb decisive.
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And then they will complain about killers using the same perks over and over again... yeah maybe bcoz other even bad perks are getting nerfed?
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Thanathophobia is super weak even on Legion. It is survivors who just must heal instead of doing gens...