Avatar

HellDescent

HellDescent

About

Username
HellDescent
Joined
Visits
5,075
Last Active

Comments

  • @CallMeRusty420 said:

    @Wolf74 said:
    Is this a serious request???

    Well it is from a survivor. Survivor players request stuff like this all the time and in the past, they have actually received some of the ridiculous requests before.

    looks at Freddy's grave

    Soon they'll be asking for firearms to fight off the killers.

  • @Shadoureon said:
    Ive been playing this game since day 1 and it always bothered me why we cant heal to injured state ourselves. As a community we always talk about how camping, tunnelling and looping arent fun and all need to be adressed but how about slugging? I think we should be able to fully heal while in dying state. Its up to the killer to make the choice wether they want to hook you or chase someone else. I dont think the survivor in dieing state should be punished because another survivor shows him/herself allowing the killer to drop you for a chase. The time it takes to get from dying state to injured state should be doubled.

    Some perks could be changed to adjust to this new system.

    Unbreakable
    Past battles have taught you a thing or two about survival. When recovering from the dying state grants the ability to directly go from dying state to full health state once per trial. Increases dying recovery by 15/20/25 %.

    Deerstalker
    Unlocks potential in one's Aura reading ability. Reveals dying Survivors' Auras when standing within 12/24/36 metres. Survivors cannot heal themselves further than 95% of the dying injured state.

    Tenacity wont be changed.

    Use unbreakable and you can

  • Give her an ability to chloroform survivors from behind when exposed.

  • Took them 2 years to come up with some sort of solution...

  • @chemical_reject said:
    Premonition/spine chill ! Helps againts little miss oinker. 

    Yea but I'd rather have other perks. Not gonna run those perks just because I might run into her. She's not that hard to play against.

  • @Zinggy09 said:
    Just realized those links look super sketchy, here's an imgur link instead

    https://imgur.com/gallery/N7hFNa5

    That's nothing new to me, especially common from swf groups. After a while you become immune to that kind of bull and just start ignoring it. But in any case do report

  • It feels like takes me a lot longer to go up 1 level(i'm around mid 30's) then it would take to go from 1 to 8/9, where the reward would be better.

  • lvl 60 -9575 shards

  • Don't see how that would work.

  • @JammyJewels said:
    I'm sure we've all been there. A team of overly altruistic survivors is forcing you to stay near the hook. And at the end of the game... They call you a camper. Despite the fact that you point out their altruistic behaviour they still believe it's just camping. That you're a bad killer.

    I've received so much harassment from groups like these. Hell, allow me to give you one of the many exchanges I've had on PlayStation 4.

    "Chili BBQ and campe?"

    "You didn't give me much choice."

    "You campe because you're bad that all ^^"

    "No. I 'camped' because you guys wouldn't go away from the hook."

    Side not, I then followed this up with "But hey. If I'm bad you're worse, since I killed you ;) Keep crying bb ;)". Because it gets tiring hearing the same old accusations.

    So, Survivors, what's your thought process when a killer is staying by your hook? Do you assume they're camping and do you then proceed to go out of your way to message the Killer?

    And Killers, how many of you are actually guilty of 'camping' for no reason? And how many of you face these sorts of messages every time you play?

    At this point, it's very discouraging. I was having a lot of fun prior to this. But when you see someone accuse you of these things, insult you and belittle you... It disheartens you. Of all player groups in this game, Survivors are slowly becoming my least favourite.

    I don't mind camping at all when playing as survivor. I just hope that the others will realize what's happening and go do the gens. I won't try to unhook myself to kill myself faster and find a new game. I'd rather stay on the hook for as long as possible in order to punish the killer. The only time I'll camp is when I got 2 survivors hooked next to each other and the gates are open. But in general camping is just boring.

  • As said before since it's online only game it's all linked to your psn account so it saved to their servers. But here's downfall - some people have lost their saved data in the past because of that.

  • @Wolf74 said:

    @Peasant said:
    If you pair Hex Haunted Ground with Hex Thrill of the Hunt, you could use the pair to get a very fast down at the beginning of a match. It might prove useful when doing a hex build or a Hag game.

    And why should the survivor bother cleansing any hex totem if they don't see another hex effect in play?
    No Ruin, no Lullaby, but I see hexes… no thanks, I don't take the bait.
    Better pair it up with Devour Hope.

    it could be noed

  • I usually play killer but I don't see a problem with body blocking. You can use iron grasp. I find it useful since the survivors don't realize how much time you actually have and you move around a lot easier. So you'll have free hits.

  • @Spaaaaaace_steam_ said:
    Is it ok to face camp or mori a really toxic survivor (t bags, flashlight spam, messing with the killers aim, 360)? Or should i just ignore them.

    It's mandatory, my friend. As long as he's being toxic.But it's not he's just constantly juking you and wasting your time

  • @Gandolphi69 said:
    it would be more terrifying if they put voice chat on the killer.
    or include voices to the Killer, which you would choose which one to use. As for example "you have nowhere to hide," "I'm going to kill you," "some demonic laughter during a chase."

    Leatherface has a voice after his mori...sorta

  • It could be good for Hag

  • @Rex_Huin said:
    I don't think this perk is that strong.

    Maybe they'll buff it to both totems.

  • In short it's just a mind game.

  • @Fengminni said:
    When they destroy one of the totems does not matter which of the two they are in exposed state for some time which means you can down them instantly

    I know that part. But it seems that this perk is useless unless you are taking another hex with you. Since even if you have noed most people wouldn't risk cleansing totems.

  • @AzazelAxios said:
    I propose a new mode with 2 Killers and 6-8 Survivors, with more gens obviously. It'll give the killer a partner to party with (if they so choose). 

    I also was thinking of some kind of free for all with survivors, where their goal is to gather resources but, there's a limited amount and when in the vicinity of others, everything is much slower (run speed, looting, ect), so it discourages trying to work together. The survivor needs to race against the others in order to exit through the hatch/portal...and only one can leave once they have gathered the materials in order to do so.

    All while there is a killer chasing them down of course.  I think this would appeal more to Killers and those survivors who play solo. 

    Just a thought anyway.

    What's the point? Once you are on the hook nobody's going to help you.

  • Haven't you guys realized? There will be no game without constantly attacking killers/survivors perks and buffs. The devs would get bored :) lol. And yes the killer and survivor are new and it's only ptb. Just take it easy and have fun with new characters.

  • They might as well give him a rubber mallet

    baby_leatherface_on_air_by_hippiesforever14.jpg
  • @Utna said:

    @Tizzle said:
    What a lot of you fail to understand is that there is no difference between 4 good solo Survivors and 4 SWF.

    Now you can't be serious ? With voice communication, SWF will know where the killer is about to go and always are at least 5 seconds ahead any of his moves. These 5 seconds makes all the difference between being caught off gard (repairing a gen, or oppening the gates) and not. Maybe you can't tel the difference, because solo survivors are ahead of you anyway, but you can at least understand that guessing something from experience and knowing something for sure, thanks to voice communication, are absolutly not the same.
    Guesses can be tricky, so killers might mind game their way around them. On the other hand, knowledge is knowledge, there's nothing killers can do, if the survivor knows exactly where they are.

    And that's the biggest issue with swf I don't mind the toxicity. But unhooking each other as soon they know they are safe, healing each other right away without empathy that's bull.

  • Thanks

  • @yeet said:
    pallet stuns and DS

    So nurse's billy's and leatherface's powers are unaffected?

  • @powerbats said:

    @HellDescent said:
    Killers don't play the game to amuse and entertain swf parties. Go play kyf.

    Most play this game to enjoy it as swf, so they have just as much right to have fun as the killer does. So who cares because you'll dc and or lobby dodge against 4 solos if you can't down someone. Don't get the map you wanted as killer, quit, don't like the offerings, quit.

    I've watched as 4 ppl all join singly repeatedly and the killer dodges because gasp the survivors dare bring 1 or more fl, tb, med kits. I've watched killers dodge the moment they see more than 1 P3. What quite a few of you complainers actually want are easy games, not a challenge.

    When I'm killer i could care less if it's a swf group with 4 fl or 4 DS. I'm going to try and kill everyone regardless of who you are or what you bring. I enjoy the challenge and quite often I get wrecked, but I also get 4ks occasionally as well. I use their strengths against them since I know how they'll play, someones hooked well someones coming to rescue.

    Because I know how they'll play I know which ways they'll take to go for that rescue and quite often the hooked person gets to stage 2 on the hook. While they might get rescued now they'll do everything they can to avoid my attention. If I find that person the others will quite often body block for them.

    That means between 1-4 people are now not on gens and I get free hits in thus making them stay off gens longer. There's the added benefit that taking on swf makes you a better killer over the long run since you sharpen your reflexes. Your bad habits as a killer get exposed, the mistakes you make and get away with you can't get away with anymore.

    The topic of this discussion is to have an option to opt-out from swf. If you wanna play swf I couldn't care less, it's up to you. A lot of people don't want survivors on comms and toxic games. So don't try to justify that swf is equally fare to everyone. A lot of people don't want to be put in those lobbys. So the only 3 choices to make here is to blacklist any kind of communications, which is impossible to do, give the killer a heads up before the game that he'll be going up against a bunch survivors on mics constantly communicating with each other about where the killer at and what he's doing, in order to create a different one if he wishes so or an option to opt-out from swf completely.

  • Killers don't play the game to amuse and entertain swf parties. Go play kyf.

  • @fcc2014 said:
    We have had like 6 posts this week about Leatherface getting buffed.

    His power is useless without addons unless you are camping the basement. chainsaw file add-on is a sick joke

  • I'm just gonna start dcing from lobbys if I see 4 people join at once.

  • One thing will never change: no matter what people will always complain about perks, survivor/killer buffs.

  • @Bravo0413 said:
    If they gave reward for going against SWF it would work... say double BP or something.. it could work.. it would give noobie killers the option of dodging a possible bully moment and reward the experienced killers at the same time.. because I do believe that the more experienced killers would still take up the challenge 

    I definitely wouldn't mind that

  • @ACEvHEARTS said:
    No killer would opt in. The game would quickly see a sharp decline in survivor players. KYF doesn’t appeal to people because you don’t earn anything and thus can’t level up. 

    Honestly, you just have to use your best judgment in the lobby and dodge if the team looks shady. That’s all you can really do. 

    There is a good reason why kyf doesn't grant you any rewards. So why should swf? When there is an unfair advantage.

  • @WhyYouBullyMe said:
    So I pushed with my friend to rank 4. But I want back to the good old rank 15.
    How do I derank fast without DCing.
    (Is killing yourself bannable? As in running to the killer and killing youself on the hook.)

    There's a rank reset on the 13th. If you are rank 10 or higher you will stay in 15+ rank range

  • If you are rank 11 or lower you will still be reset to 15 and 2 pips minimum on the 13th. But I think the old rank resets were better. Since you'll have mixed lobbys new players might pick up a thing or two and adds a bit of variety to the game. Plus if were a high rank it will not take you long to rank back up again. And then there's a thrill of grind too

  • Lag switch is when a person hits a button on their controller and the game pauses for everyone except that person. you can easily tell though if it's just laging or lags-switch it's common in fps games. I had a game vs a lag switcher/hacker on ps4 about a week ago he also had speed boost.

  • I just started playing a few weeks ago It is a grind. Even to level up and i"m glad that bloodpoints can't be purchased. You can't expect everything for free. Some people have been playing this game for years already so yes they will have better items. They already give us some dlc's for "free" which you can unlock by playing the game with shards so as the perks in the shrine if you don't want to level up a character to lvl 30/35/40. Cosmetic doesn't affect your performance in game. It's up to you if you want to spend money on it or not to look cool.

  • @shootaman777 said:

    @HellDescent said:

    @shootaman777 said:

    @HellDescent said:
    If you say that people use self > @shootaman777 said:

    Self-Care; In case you're new to DbD and don't know what this perk is:

    Self-Care is a perk that allows survivors to heal themselves infinitely with no item, at 50% of the normal healing speed. This means that, as opposed to the 10 second heal from fellow survivors or self-healing with medkits, Self-Care takes a survivor 20 seconds to heal themselves. It is a teachable Claudette Morel perk.

    Any DbD player can tell you that this is the single most powerful perk in a survivor's arsenal. This perk is a staple at every rank, and the difference in survivability and capability between having/not having this perk, is immensely large.

    Every player has access to this perk, as due to the 2.0 update, each character starts with a perk slot unlocked and all of the specific character's tier 1 perks unlocked. A brand new player has tier 1 Self-Care on their Claudette.

    Now that we've got that out the way, here's why it's broken, and what I would do to fix it:

    1) Self-Care makes relying on other survivors for heals less efficient than Self-Care healing, and as such makes healing other survivors a waste of time and irrelevant.

    -I posted this in DbD Alliance Discord's #dbd-discussions chat, and rather than editing it into a wall-of-text style analysis, I will be leaving it as-is, so that this post is somewhat more interactive.
    "
    So, just had a thought. Since Self-Care heals at 50% speed, it takes 2x time to heal? 20 seconds as opposed to 10?

    So, Self-Care'ing a single survivor takes the same time that it would take for 2 survivors to heal each other in one spot, to heal a single survivor? And that's why it's balanced, because of the healing speed reduction?

    Well, if that's the case, then wouldn't 2 survivors Self-Care'ing simultaneously also take 20 seconds for them both to be healed?
    Meaning that the supposed downside of Self-Care, the slower healing speed, is not actually a downside (since the Self-Care and regular healing times are the exact same)?
    Because on top of not being bound to a fellow survivor/having to search for a fellow survivor/both survivors stuck in the same location during the heals, at least one of the two Self-Care users is completely safe from the killer during this healing, since it is physically impossible for the killer to be in multiple places at the same time.

    And now, if we consider that 3 or 4 survivors are injured, the same holds true as above (in terms of inconveniences and lack thereof of the context of SC vs not having SC), and the normal 40 seconds of healing time for each survivor to heal the other, gets reduced to 20 seconds if they all simultaneously heal with Self-Care, twice as fast.

    So, isn't Self-Care actually a universal buff to healing speed and efficiency?
    "

    -How I would solve this problem, is by nerfing the healing speed of Self-Care down to 25% of healing speed, so that Self-Care'ing takes 40 seconds, and as such Self-Care'ing will never be more efficient than finding a fellow survivor to heal oneself. The people who played DbD before Self-Care's recent buff will know exactly how long this will take to heal, since this is more or less the former healing speed of tier 1 Self-Care. The current 20 second heal would become a 40 second heal, effectively making Self-Care a perk for emergency situations, but not something to be abused the hell out of, like it is now.

    2) It is as powerful as 4x We'll Make It. 4 survivors healing each other in 5 seconds each, takes 20 seconds. 4 survivors healing themselves with Self-Care at the same time, takes exactly as long.

    -If Self-Care is more powerful than 4x We'll Make It, when We'll Make It provides the largest healing speed bonus possible, just imagine by what margin it blows all other healing perks out of the water. Figured I'd mention that.

    3) It completely negates a killer power - Freddy's/The Nightmare's

    Back when Small Game was an absolute counter to the Trapper because it highlighted his traps with an orange aura within 6 meters (I believe it was 6 meters, but it was so long ago that I'm not entirely certain), it got gutted because of its potential to bully the hell out of the Trapper since Small Game/Saboteur was meta at the time (as well as for the devs to be able to say that there's a perk that finds totems, since totems were new at the time).

    How I'd nerf Self-Care in this regard, is to change it so that in a match against Freddy/The Nightmare, Self-Care does NOT give skill checks. At all.

    So, what do y'all think?

    @jiyeonlee
    @yeet
    @fuzzyhobo
    @Sarief
    Apparently, editing proper spacing into the OP got the thread removed, so I'm reposting it here as-was before the edit that removed it. I'm relatively new to these forums, but now I know what NOT to do, at least. Figured I'd @ the people who originally commented on the thread, in case they're still interested.

    If you say that people use self-care all the time and its op use nurse's calling//sloppy butcher/coulrophobia - problem solved.

    @HellDescent said:
    If you say that people use self > @shootaman777 said:

    Self-Care; In case you're new to DbD and don't know what this perk is:

    Self-Care is a perk that allows survivors to heal themselves infinitely with no item, at 50% of the normal healing speed. This means that, as opposed to the 10 second heal from fellow survivors or self-healing with medkits, Self-Care takes a survivor 20 seconds to heal themselves. It is a teachable Claudette Morel perk.

    Any DbD player can tell you that this is the single most powerful perk in a survivor's arsenal. This perk is a staple at every rank, and the difference in survivability and capability between having/not having this perk, is immensely large.

    Every player has access to this perk, as due to the 2.0 update, each character starts with a perk slot unlocked and all of the specific character's tier 1 perks unlocked. A brand new player has tier 1 Self-Care on their Claudette.

    Now that we've got that out the way, here's why it's broken, and what I would do to fix it:

    1) Self-Care makes relying on other survivors for heals less efficient than Self-Care healing, and as such makes healing other survivors a waste of time and irrelevant.

    -I posted this in DbD Alliance Discord's #dbd-discussions chat, and rather than editing it into a wall-of-text style analysis, I will be leaving it as-is, so that this post is somewhat more interactive.
    "
    So, just had a thought. Since Self-Care heals at 50% speed, it takes 2x time to heal? 20 seconds as opposed to 10?

    So, Self-Care'ing a single survivor takes the same time that it would take for 2 survivors to heal each other in one spot, to heal a single survivor? And that's why it's balanced, because of the healing speed reduction?

    Well, if that's the case, then wouldn't 2 survivors Self-Care'ing simultaneously also take 20 seconds for them both to be healed?
    Meaning that the supposed downside of Self-Care, the slower healing speed, is not actually a downside (since the Self-Care and regular healing times are the exact same)?
    Because on top of not being bound to a fellow survivor/having to search for a fellow survivor/both survivors stuck in the same location during the heals, at least one of the two Self-Care users is completely safe from the killer during this healing, since it is physically impossible for the killer to be in multiple places at the same time.

    And now, if we consider that 3 or 4 survivors are injured, the same holds true as above (in terms of inconveniences and lack thereof of the context of SC vs not having SC), and the normal 40 seconds of healing time for each survivor to heal the other, gets reduced to 20 seconds if they all simultaneously heal with Self-Care, twice as fast.

    So, isn't Self-Care actually a universal buff to healing speed and efficiency?
    "

    -How I would solve this problem, is by nerfing the healing speed of Self-Care down to 25% of healing speed, so that Self-Care'ing takes 40 seconds, and as such Self-Care'ing will never be more efficient than finding a fellow survivor to heal oneself. The people who played DbD before Self-Care's recent buff will know exactly how long this will take to heal, since this is more or less the former healing speed of tier 1 Self-Care. The current 20 second heal would become a 40 second heal, effectively making Self-Care a perk for emergency situations, but not something to be abused the hell out of, like it is now.

    2) It is as powerful as 4x We'll Make It. 4 survivors healing each other in 5 seconds each, takes 20 seconds. 4 survivors healing themselves with Self-Care at the same time, takes exactly as long.

    -If Self-Care is more powerful than 4x We'll Make It, when We'll Make It provides the largest healing speed bonus possible, just imagine by what margin it blows all other healing perks out of the water. Figured I'd mention that.

    3) It completely negates a killer power - Freddy's/The Nightmare's

    Back when Small Game was an absolute counter to the Trapper because it highlighted his traps with an orange aura within 6 meters (I believe it was 6 meters, but it was so long ago that I'm not entirely certain), it got gutted because of its potential to bully the hell out of the Trapper since Small Game/Saboteur was meta at the time (as well as for the devs to be able to say that there's a perk that finds totems, since totems were new at the time).

    How I'd nerf Self-Care in this regard, is to change it so that in a match against Freddy/The Nightmare, Self-Care does NOT give skill checks. At all.

    So, what do y'all think?

    @jiyeonlee
    @yeet
    @fuzzyhobo
    @Sarief
    Apparently, editing proper spacing into the OP got the thread removed, so I'm reposting it here as-was before the edit that removed it. I'm relatively new to these forums, but now I know what NOT to do, at least. Figured I'd @ the people who originally commented on the thread, in case they're still interested.

    If you say that people use self-care all the time and its op use nurse's calling//sloppy butcher/coulrophobia - problem solved.

    A Nurse's Calling is a useless and worthless perk if survivors have half a brain and don't heal near the killer. It doesn't counter Self-Care in any way unless the survivor using Self-Care is playing stupidly. In which case, you could use your ears and eyes to tell you that that survivor is healing, and didn't need a perk to do it for you.

    Sloppy Butcher gives a 25% healing speed penalty. 25% of the 50% speed that Self-Care has, is 12.5%. So, with Sloppy Butcher survivors Self-Care at 37.5% of the normal healing speed, healing in 26 and 2/3 seconds ((100/37.5)*10=26+2/3). You're telling me that those 6 seconds will entirely counter Self-Care? That's a funny joke.

    Coulrophobia gives a 50% healing speed penalty within terror radius. Which is only useful on two maps, since they can be nearly covered in the killer's terror radius - The Game and Haddonmemes. On every other map, it's 100% useless if the survivors have half a brain between them. And on top of that, survivors with the other half of their brain won't be healing within the killer's terror radius in the first place because of A Nurse's Calling.

    The mere idea that you'd suggest that a killer has to use 3 perks to counter a single survivor perk, is ludicrous. Doesn't that tell you how insanely powerful Self-Care is, when you suggested having to dedicate 3 perk slots to even slightly start at a counter to it? Because you're forgetting that survivors also have 15 other perks that the killer has to plan accordingly for with that last perk slot you've left them. Every killer perk, since they only have 4, has to be as strong as 4 survivor perks for that killer perk to be balanced and therefore worth using. So, if anything, you're only proving the argument that killer perks are trash, as well as that Self-Care is beyond ridiculously broken.

    If you loose a survivor and let him get away and heal that's your own fault. No need to blame it on a perk

    So, you're saying that tunneling is the only counter to Self-Care? Duly noted. That's material for r/wowthanksimcured, right there.

    Plus, aren't you saying the opposite of what survivors want you to do? Isn't that kind of counterproductive to what you're trying to accomplish here?

    Do tell me how I'm supposed to tunnel 4 survivors at the exact same time. I'd love to hear how I've been going about tunneling 4 survivors to death and chasing them all at the same time the wrong way! /s

    Or even just more than 1 injured survivor. I can't chase them both, so one can Self-Care while I chase the other.

    Would you like them also be hand-cuffed to each other?

  • Ok here is the solution: all survivors start injured with auras revealed to the killer, remove pallets from the game, the entity will block a window permanently after a vault, bbq and chili no longer has a range, no ds. Will that help?

  • @shootaman777 said:

    @HellDescent said:
    If you say that people use self > @shootaman777 said:

    Self-Care; In case you're new to DbD and don't know what this perk is:

    Self-Care is a perk that allows survivors to heal themselves infinitely with no item, at 50% of the normal healing speed. This means that, as opposed to the 10 second heal from fellow survivors or self-healing with medkits, Self-Care takes a survivor 20 seconds to heal themselves. It is a teachable Claudette Morel perk.

    Any DbD player can tell you that this is the single most powerful perk in a survivor's arsenal. This perk is a staple at every rank, and the difference in survivability and capability between having/not having this perk, is immensely large.

    Every player has access to this perk, as due to the 2.0 update, each character starts with a perk slot unlocked and all of the specific character's tier 1 perks unlocked. A brand new player has tier 1 Self-Care on their Claudette.

    Now that we've got that out the way, here's why it's broken, and what I would do to fix it:

    1) Self-Care makes relying on other survivors for heals less efficient than Self-Care healing, and as such makes healing other survivors a waste of time and irrelevant.

    -I posted this in DbD Alliance Discord's #dbd-discussions chat, and rather than editing it into a wall-of-text style analysis, I will be leaving it as-is, so that this post is somewhat more interactive.
    "
    So, just had a thought. Since Self-Care heals at 50% speed, it takes 2x time to heal? 20 seconds as opposed to 10?

    So, Self-Care'ing a single survivor takes the same time that it would take for 2 survivors to heal each other in one spot, to heal a single survivor? And that's why it's balanced, because of the healing speed reduction?

    Well, if that's the case, then wouldn't 2 survivors Self-Care'ing simultaneously also take 20 seconds for them both to be healed?
    Meaning that the supposed downside of Self-Care, the slower healing speed, is not actually a downside (since the Self-Care and regular healing times are the exact same)?
    Because on top of not being bound to a fellow survivor/having to search for a fellow survivor/both survivors stuck in the same location during the heals, at least one of the two Self-Care users is completely safe from the killer during this healing, since it is physically impossible for the killer to be in multiple places at the same time.

    And now, if we consider that 3 or 4 survivors are injured, the same holds true as above (in terms of inconveniences and lack thereof of the context of SC vs not having SC), and the normal 40 seconds of healing time for each survivor to heal the other, gets reduced to 20 seconds if they all simultaneously heal with Self-Care, twice as fast.

    So, isn't Self-Care actually a universal buff to healing speed and efficiency?
    "

    -How I would solve this problem, is by nerfing the healing speed of Self-Care down to 25% of healing speed, so that Self-Care'ing takes 40 seconds, and as such Self-Care'ing will never be more efficient than finding a fellow survivor to heal oneself. The people who played DbD before Self-Care's recent buff will know exactly how long this will take to heal, since this is more or less the former healing speed of tier 1 Self-Care. The current 20 second heal would become a 40 second heal, effectively making Self-Care a perk for emergency situations, but not something to be abused the hell out of, like it is now.

    2) It is as powerful as 4x We'll Make It. 4 survivors healing each other in 5 seconds each, takes 20 seconds. 4 survivors healing themselves with Self-Care at the same time, takes exactly as long.

    -If Self-Care is more powerful than 4x We'll Make It, when We'll Make It provides the largest healing speed bonus possible, just imagine by what margin it blows all other healing perks out of the water. Figured I'd mention that.

    3) It completely negates a killer power - Freddy's/The Nightmare's

    Back when Small Game was an absolute counter to the Trapper because it highlighted his traps with an orange aura within 6 meters (I believe it was 6 meters, but it was so long ago that I'm not entirely certain), it got gutted because of its potential to bully the hell out of the Trapper since Small Game/Saboteur was meta at the time (as well as for the devs to be able to say that there's a perk that finds totems, since totems were new at the time).

    How I'd nerf Self-Care in this regard, is to change it so that in a match against Freddy/The Nightmare, Self-Care does NOT give skill checks. At all.

    So, what do y'all think?

    @jiyeonlee
    @yeet
    @fuzzyhobo
    @Sarief
    Apparently, editing proper spacing into the OP got the thread removed, so I'm reposting it here as-was before the edit that removed it. I'm relatively new to these forums, but now I know what NOT to do, at least. Figured I'd @ the people who originally commented on the thread, in case they're still interested.

    If you say that people use self-care all the time and its op use nurse's calling//sloppy butcher/coulrophobia - problem solved.

    @HellDescent said:
    If you say that people use self > @shootaman777 said:

    Self-Care; In case you're new to DbD and don't know what this perk is:

    Self-Care is a perk that allows survivors to heal themselves infinitely with no item, at 50% of the normal healing speed. This means that, as opposed to the 10 second heal from fellow survivors or self-healing with medkits, Self-Care takes a survivor 20 seconds to heal themselves. It is a teachable Claudette Morel perk.

    Any DbD player can tell you that this is the single most powerful perk in a survivor's arsenal. This perk is a staple at every rank, and the difference in survivability and capability between having/not having this perk, is immensely large.

    Every player has access to this perk, as due to the 2.0 update, each character starts with a perk slot unlocked and all of the specific character's tier 1 perks unlocked. A brand new player has tier 1 Self-Care on their Claudette.

    Now that we've got that out the way, here's why it's broken, and what I would do to fix it:

    1) Self-Care makes relying on other survivors for heals less efficient than Self-Care healing, and as such makes healing other survivors a waste of time and irrelevant.

    -I posted this in DbD Alliance Discord's #dbd-discussions chat, and rather than editing it into a wall-of-text style analysis, I will be leaving it as-is, so that this post is somewhat more interactive.
    "
    So, just had a thought. Since Self-Care heals at 50% speed, it takes 2x time to heal? 20 seconds as opposed to 10?

    So, Self-Care'ing a single survivor takes the same time that it would take for 2 survivors to heal each other in one spot, to heal a single survivor? And that's why it's balanced, because of the healing speed reduction?

    Well, if that's the case, then wouldn't 2 survivors Self-Care'ing simultaneously also take 20 seconds for them both to be healed?
    Meaning that the supposed downside of Self-Care, the slower healing speed, is not actually a downside (since the Self-Care and regular healing times are the exact same)?
    Because on top of not being bound to a fellow survivor/having to search for a fellow survivor/both survivors stuck in the same location during the heals, at least one of the two Self-Care users is completely safe from the killer during this healing, since it is physically impossible for the killer to be in multiple places at the same time.

    And now, if we consider that 3 or 4 survivors are injured, the same holds true as above (in terms of inconveniences and lack thereof of the context of SC vs not having SC), and the normal 40 seconds of healing time for each survivor to heal the other, gets reduced to 20 seconds if they all simultaneously heal with Self-Care, twice as fast.

    So, isn't Self-Care actually a universal buff to healing speed and efficiency?
    "

    -How I would solve this problem, is by nerfing the healing speed of Self-Care down to 25% of healing speed, so that Self-Care'ing takes 40 seconds, and as such Self-Care'ing will never be more efficient than finding a fellow survivor to heal oneself. The people who played DbD before Self-Care's recent buff will know exactly how long this will take to heal, since this is more or less the former healing speed of tier 1 Self-Care. The current 20 second heal would become a 40 second heal, effectively making Self-Care a perk for emergency situations, but not something to be abused the hell out of, like it is now.

    2) It is as powerful as 4x We'll Make It. 4 survivors healing each other in 5 seconds each, takes 20 seconds. 4 survivors healing themselves with Self-Care at the same time, takes exactly as long.

    -If Self-Care is more powerful than 4x We'll Make It, when We'll Make It provides the largest healing speed bonus possible, just imagine by what margin it blows all other healing perks out of the water. Figured I'd mention that.

    3) It completely negates a killer power - Freddy's/The Nightmare's

    Back when Small Game was an absolute counter to the Trapper because it highlighted his traps with an orange aura within 6 meters (I believe it was 6 meters, but it was so long ago that I'm not entirely certain), it got gutted because of its potential to bully the hell out of the Trapper since Small Game/Saboteur was meta at the time (as well as for the devs to be able to say that there's a perk that finds totems, since totems were new at the time).

    How I'd nerf Self-Care in this regard, is to change it so that in a match against Freddy/The Nightmare, Self-Care does NOT give skill checks. At all.

    So, what do y'all think?

    @jiyeonlee
    @yeet
    @fuzzyhobo
    @Sarief
    Apparently, editing proper spacing into the OP got the thread removed, so I'm reposting it here as-was before the edit that removed it. I'm relatively new to these forums, but now I know what NOT to do, at least. Figured I'd @ the people who originally commented on the thread, in case they're still interested.

    If you say that people use self-care all the time and its op use nurse's calling//sloppy butcher/coulrophobia - problem solved.

    A Nurse's Calling is a useless and worthless perk if survivors have half a brain and don't heal near the killer. It doesn't counter Self-Care in any way unless the survivor using Self-Care is playing stupidly. In which case, you could use your ears and eyes to tell you that that survivor is healing, and didn't need a perk to do it for you.

    Sloppy Butcher gives a 25% healing speed penalty. 25% of the 50% speed that Self-Care has, is 12.5%. So, with Sloppy Butcher survivors Self-Care at 37.5% of the normal healing speed, healing in 26 and 2/3 seconds ((100/37.5)*10=26+2/3). You're telling me that those 6 seconds will entirely counter Self-Care? That's a funny joke.

    Coulrophobia gives a 50% healing speed penalty within terror radius. Which is only useful on two maps, since they can be nearly covered in the killer's terror radius - The Game and Haddonmemes. On every other map, it's 100% useless if the survivors have half a brain between them. And on top of that, survivors with the other half of their brain won't be healing within the killer's terror radius in the first place because of A Nurse's Calling.

    The mere idea that you'd suggest that a killer has to use 3 perks to counter a single survivor perk, is ludicrous. Doesn't that tell you how insanely powerful Self-Care is, when you suggested having to dedicate 3 perk slots to even slightly start at a counter to it? Because you're forgetting that survivors also have 15 other perks that the killer has to plan accordingly for with that last perk slot you've left them. Every killer perk, since they only have 4, has to be as strong as 4 survivor perks for that killer perk to be balanced and therefore worth using. So, if anything, you're only proving the argument that killer perks are trash, as well as that Self-Care is beyond ridiculously broken.

    If you loose a survivor and let him get away and heal that's your own fault. No need to blame it on a perk

  • @ShowMeUrBirb said:
    Maybe perks changing FOV? M&A or Shadowborn?

    No it's probably due to constant loops and long chases. Plus his treatment is broken survivors still can interact with windows and pallets for about 0.5 seconds after being shocked.

  • I guess its just me due to playing on lery's memorial institute for 3 hours last night

  • @ShowMeUrBirb said:
    He is a little slower in treatment mode, but in punishment it's normal 115% speed.

    I know he's 110. I'm talking about punishment.

  • @Tzeentchling9 said:
    I don't think you were close enough in the video.

    It's just one of many tries. Standing on top of it to left/right yields the same results. Its a hit or nothing.

  • Makes you want to go and slug people at the end of the game.

  • Balance is the key. But there always be complaints no matter what they do. Good survivors can outplay the killer so is the other way around. It all depends on perks you have unlocked too. Going up against a doctor with bbq and chili, nurse's calling, distressing, unnerving presence and a few add-ons would be a nightmare.

  • @MoondyneMC said:
    Been playing for about a week, pretty much Survivor only, and I’m getting the hang of most things but I seriously have no idea how to defend myself from the Pig. She has no terror radius, so if they’re good at sneaking I’ve got no indication that they’re anywhere near me, and any time I get an RBT it takes 4-5 tries to I assume successfuly remove it. I say that because in the time it takes me to run around the entire map looking for the damn machines I’ll get seen and caught at some point along the way, so I’ve literally never managed to remove one. Couple all this with the fact that she seems to have a larger hit box on her lunge than most killers I basically resign myself to defeat as soon as I realise I’m facing her.

    Premonition/spine chill perks also when doing the gens position your camera where you can see the killer is most likely be coming from. If you already know it's pig crouch behind cover as much as possible and look around before exiting. A lot of of the pig players will camp hooked survivors so make sure to check around the corners in the area before going for the save. And obviously you'll know it's pig once you see jigsaw boxes on the map.

  • @DocOctober said:

    @HellDescent said:

    @DocOctober said:
    I suggest you actually have a look at when the Perks that never appeared so far were released: they are all exclusive to the last two Chapters.

    In fact I did. Take at look at tenacity/hangman's trick/surveillance.

    That is my entire point, they are from the newest DLCs. It'll be a while until they make it into the Shrine, that's nothing new.

    Saw is not the latest chapter it was released in january over 7 months ago. The newest one was curtain call.

  • @DocOctober said:
    I suggest you actually have a look at when the Perks that never appeared so far were released: they are all exclusive to the last two Chapters.

    In fact I did. Take at look at tenacity/hangman's trick/surveillance.

1 … 77 78 79 80 81