Maelstrom10
Maelstrom10
About
- Username
- Maelstrom10
- Joined
- Visits
- 2,920
- Last Active
Comments
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/582143#Comment_582143
Well, if you're always running around trying to find more gasoline, then you'll have a higher chance of running into the killer. At the very least you'll be forced to stealth around the killer because you're visiting more areas of the map.
To be honest though we all know what happens when a survivor can't complete there objective. Think corrupt intervention, for the most part they'll just wait in the area until their gen is filled with gasoline by a fellow teammate, or if they do go to find it themselves, If the killers patrolling said area, they'll just leave until later. They won't hang around to be found or risk themselves to go get gasoline, hell you don't see survivors going for fresh gens with the killer around.
Like I said I'm not against a second objective, I just don't think searching for things to do gens is the right route anymore. If anything we need something to purposefully get the player to try and interact with the killer in order to escape, and gen speeds to be slightly increased perhaps. If it were any other game with a more "slow and deliberate" killer, I'd suggest having to sneak up on them and steal a key to unlock an exit gate, but we all know something like that wouldn't work in dbd. What we need is something that could force ourselves to be caught, currently gens are m1 machines that can lure a killer to our location. We need something to lure us to there location, or to something they can physically protect
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/581962#Comment_581962
Let's play Would You Rather Dead by Daylight Edition:
Would you rather...
Stay in on place for 80 seconds, then rinse and repeat that process until the Exit Gates are powered.
OR
Move around the map and interact with more things around you.
How about the third option.
I'd rather be chased/hide from the killer.
Doing gens and any kind of potential second objective will always bore me I've come to realize. The fun aspect of dbd comes from the player vs player "combat" if you will, the battle between players on the ability to escape and kill. Of course I realise that there needs to be some form of survivor based objective in order to delay the game and escape, but that's not and never really will be the fun part about playing survivor I guess.
That's not to say I'm against a second objective. Hell I've even suggested them in the past. I just fail to see the potential fun in them anymore.
-
its not really aim assist though. it just detects a hit and then connects the animations which makes it feel a lot like it was an aim assist. if you weren't going to hit anyways then you wouldn't of hit. That being said an option to turn it off would be nice as it does seem to screw with peoples accuracy having their frame of view shifted without there own input and has screwed with mine. i personally don't feel its a bad feature, and like it has impacted me much, and im not sure i'd even notice it if it were gone, but even still. Its expecially distracting when it trys to connect an animation through an object showing what its really doing, but in the devs own terms you still have to land the actual hit for the game to count it, it just connects the animations after the fact which can throw off aim and accuracy. Important distinction. Not that it really matters at all tbh but yeah.
theres an option on mobile for actual aim assist that shows what aim assist actually is, as the mobiles aim assist is incredibly intense maneuvering your camera to focus in on any survivor close by. i turned it on temporarily and had to immediately turn it off as it actually prevents you from moon walking or doing any actual tricks to hide your red light as your somewhat forced on the closest player.
TLDR it would be nice to be disable'able but it would lead to lots more hits looking like they shouldn't connect, and its not technically aim assist even if it gives the appearance of it. You still need to land the hit and therefore have the skill to do so.
-
@ReikoMori said:
Pls no. Flashlights may be the one thing in the game that needs absolutely no more changes up or down. Any time a flashlight change happens it turns into months of players trying to kill your eyesight.
The only definitive thing I asked for though is for better flashlight feedback.. ie getting the points when the blind occurs so the player knows the killer is blinded with bulb add-ons as they decrease the time to blind the killer?
Sure I want extra flashlight adjustments on top of that, but it's mostly to make add-ons that feel useless feel useful. People only use batteries on flashlights now. I want to be able to use other add-ons.
Also flashlights really aren't in any form op, and any buff to them will take away from people wanting to use toolboxes or medkits which I see as a win win. Even less gen rushing and healing. Plus as a killer I have so many counters avalible, ie franklins demise, turning around, facing a wall, baiting the flashlight save, downing the other survivor first. If I get caught out of position and blinded then I feel if anything it's my fault rather then feeling like the other player has any giant advantage over me
-
I mean considering I got a flashlight stun on * mobile you can do it on console too bud.
Mobile flashlight controls are as because you have to stand still, press the button then aim as moving with the flashlight disables it for some reason. Ie I had to be in position early, hit the button and aim it.
If I can do it on mobile anyone can do it.
-
I think all of them would be equally terrifiying to run from, like i really don't want to die or risk being injured. some injuries seem worse then others though ie trappers bear traps/amandas reverse bear traps both literally tear you apart. but at the same time, im not as scared of a big man with a machete/small lady with a blade. honestly i think the ones that would implement the most terror would be those shrouded in the supernatural, people like wraith, spirit, nurse, those who can catch you and hide out of sight. though then again a hillbilly screaming running through the forest would likely get my heart racing just the same. Myers however likely takes the cake. he's the only one to consistently scare me in the game (one of the reasons i love to play as and against him) and i think if anything i'd feel the most scared knowing im being watched, stalked even. the doctor might torture, and the trapper might rend my legs to shreds, but myers.. he's something else.
-
i like it
-
Your ideas are great!
i personally hate using moris. i don't like ending games early as i feel its unfair to the survivor, unless im using a key which doesn't technically end the game early for anyone else, and allows me to escape if im the last person.
eh maybe im to emphatic as a killer?
-
Here in nz it is a nightmare to play anything but survivor due to q times at the moment, which was exasperated due to ghost faces launch, Freddy rework, people wanting bp during the event etc. Waited over 3 hrs recently to get a killer game (rank 12 mind you as well I hadn't had the time to rank up this season, despite the fact I'm always red ranks
-
@prettyf said:
for me i don't conversation with other players and just get out from end screen
you can check your earned bp at any page so don't try it
theres many people want to taunt killer with any method they have
many people want to see how they did in the match though, so will wait for emblems. that gives enough time to also see what people have typed
-
@My_Farewell said:
Some people just can't handle losing, keep reporting and ignoring those kids.
sad thing is its not just kids saying horrid ######### like this.. i've had quite a few "adults" tell me to off myself, one in fact told me that i was an n word and to go shove it up my own self before offing myself (steam accounts say age around like 27 and up)
its just immaturity in all honesty. take the loss or win i don't care just like leave me alone
-
Tbh im slowly gaining the belief that night shroud, the pigs crouch and wraiths bell (ie all stealth abilites) Should gain stealth immunity within a certain range. ie they fool stealth perks when active in a certain range of a survivor, ie for an example lets just say for ghostface 36m. any distance outside of that you can see and track them and them you with object of obsession, but as soon as they enter that distance they become unpredictible and you can no longer watch them. same with pig and wraith, but with all stealth perks. spine chill might just give a flash of warning, rather then completely telling you a stealthy killers there, and premonition might only go off within a larger radius etc etc
it would grant killers subtle immunity to those perks whilst also allowing those perks to still be used against those killers. sole survivor could also increase the perspective range of viewing stealth killers within their abilities (only killer it wouldn't help with is myers) meaning you'd have to run two perks to possibly counter their stealth. do keep in mind thats two whole perk slots just to prevent being snuck up on, which is a fair trade all things considered.
-
@OinkGirlMain said:
https://forum.deadbydaylight.com/en/discussion/75567/lists-of-disaster-changes-shouldnt-done
The only bad changes ever was the Pig nerf.
And initial Freddy nerf (in the way of nerfing rather then buffing anything to really compensate)
And taking away Myers multi stalk I believe he once had
-
Ok bye. Don't understand posts like this.
-
Considering I main both... I feel it's really funny you want Sb nerfed considering it's the worst survivor exhaustion perk. You also mention using bloodlust to "catch up". The general consensus from high rank killers and survivors is that we all want blood lust to not exist.
Survivors and killers are allowed to have powerful game changing perks. Exhaustion perks already got a solid nerf that made them far more fair.
If your struggling to counter exhaustion perks here's a quick few tips to help with each of them.
SB - If someone's walking away from you despite having clearly seen you, wait for the sprint burst, wait for them to use it and chase them to the loop. Don't lunge as they'll gain even more distance and you won't hit them.
Dead hard - if you suspect a survivor has dead hard, ie there charecters head is looking behind them, wait it out and hit them don't lunge you will miss. It is incredibly hard to dead hard a m1 tap however.
Balanced landing - try to lunge and hit them if your close enough before they hit the ground a la assassin's Creed style. If they hit the ground or have left the ledge before you they will gain the distance. Just chase them and know they won't have a dead hard.
Adrenaline - if you down them, and then they stand back up or you suspect they will have adrenaline (ie there a Meg or otherwise) wait. Don't let them get the adrenaline off, wait for the gen to pop and hit them if they pop back up. If they get adrenaline on your shoulder/hook you can't counter that but their team earned it by doing the objective. Noes also counters it somewhat lel, and forcing them to loop in an area that adrenaline won't help them in if you suspect gens will pop soon are both useful. Otherwise just don't chase them and go pressure gens.
Head on - do a hit at the locker if you suspect it. Or just bait it and walk out of the radius, either way they will waste it. If you predict right you can actually get a hit off when the use it just before the stun hits. Made someone DC doing this.
Lithe - just chase them tbh simple as that, just watch out for the dance with me/quick and quiet combo
-
Well someone watched scotts video :P
all in all its a good change that i wouldn't say rewards failing. i mean there are times were your going to miss a hatchet due to wonky collision or purely just the survivor beats you with a dodge (which is not a miss per say, its just you not hitting them) so a speed boost would be a good compensator
it would also make the pin more powerful expecially with lesser hatchets making it an actual worthwhile addon. on your final hatchet you'd basically be able to lunge foward with your hatchet and throw it
-
If they took away the pause and the hex status i would be uber happy on both sides.
i hate the pause so much its just not fun like it literally creates deadness on the gen and i usually just hop off and spin in a circle.
if it was just 5% regression upon normal skillchecks then i could deal with that, i'd just consistently hit greats (which i 99% normally do) and power through the gen as usual
-
@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/576370#Comment_576370
I think he meant Bloodlust @Maelstrom10 😅
Is that what you meant by BL @NMCKE ?
GODAMMIT... WELLL ALROGHTY THEN
But yeah blood lust as a mechanic should go at some point. I mean there are some outlier situations I feel it's useful but shouldn't need to exist ie a hag trying to chase the final person before hatch with no traps down sort of thing but like yeah blood lust is deffinately a mechanic that should be disabled globally (eventually)
@NMCKE terribly sorry for my misinterpretation though I do appreciate you touching up your post and making it more clear to people like me 😅
-
terrible, sorry to disagree so strongly but your negating a perk slot entirely based on a map. just because a maps strongly synergises with a perk doesn't mean it shouldn't be allowed, i mean what if we stopped ruin from spawning on the grim pantry? or pop goes the weasel from being used in the game/lerys as the gens are so close together? or an even better example disabling distressing on lery's/the game as it makes terror radius's "too big"? or for a survivor sided example it would be like disabling lithe on lerys, or head on within the basement.
badham is already being reworked and from the ptb seems to be amazing, theres like 3-4 possible bl spots off the top of my head now? i know the house is still there and you can leap down to the basement off the preschool. and there's also the basement which is on every map. honestly bl isn't as bad as it once was on that map.
If the perk synergies too strongly with the map, adjust the map not disable the perk. make blockers which halt the sprint burst and make it easier to catch up, or take out excessive leaps etc. haddonfield is an example of something that needs a rework against specifically the 4bl squads who will use every window loop and the stun reduction to gain too much distance and time. and that could be adjusted by limiting higher story window loops, and making them force the player into open areas with limited pallets etc, or even better leave window loops with open doors for the killer to chase through so they can more easily chase survivors and aren't "cucked" per say by a window vault.
-
@TheGameZpro3 said:
As a Doctor Main, I say he's perfectly fine. I get 4ks with him all the time! (but I'm rank 15... sooooooo…)
He just needs "moldy electrode" to be in his base kit, cause his shock alone with no add-ons goes as far as my puppy who ran into the street to get the ball...
the funeral will be at 9:00 PM at [undisclosed location]
This comment legit made be giggle like Herman himself.
Moldy electrode range plus about 15% faster should be perfect for me tbh
-
@sorrowen said:
https://forum.deadbydaylight.com/en/discussion/comment/575738#Comment_575738
Survivor is boring and easy
You didn't answer the question
Spine chill is most deffinately not broken in any way. its an early alert that doesn't do much most of the time, but can tip you off to someone being near.
object of obsession isn't broken in any form and considering its a high skill tier perk, requiring high awareness and requiring facing away from where the killer may be to stop from giving away your own location i feel it has its fair trade offs
maybe actually play survivor. i play both heavily. neither of those two perks needs any form of changes. your rant is poor, and yes those maps need reworks (though lerys is actually pretty balanced imo, though i know many disagree.) if anything the only adjustment object and spinechill need is to not reveal ghostface when he's in stealth, maybe the same with pig and wraith.
-
@LSJeff said:
@Maelstrom10 if another surv has the perk too then I’d agree to it being quicker and to do a dual action (no more than two since two sides and all. but it’s not a situation you ideally want to be in two survs off gens but no problem why it can’t be done. I see the perk as a oh there’s a downed pallet whilst I’m on my way to a gen, guess I’ll pick it up.
I wouldn't mind that at all.
-
@LSJeff said:
@ClogWench love the name and the idea too. Would obvs be a different perk to my suggested but I like it too 🥳.
@Maelstrom10 exactly, it would exhaust you so good luck if you’ve got another perk like balanced or dead hard. Since it wouldn’t be common to find unbroken dropped pallets there’s no need for exhaustion to stop you or to have a cool down. Definitely think the action to pick it up should be 2-3 seconds similar to getting a surv out of a trap or something
Exactly! i also think a default action, perhaps requiring two survivors on either side of a pallet to be able to do so (whilst also giving exhaustion but perhaps for a lesser time, or none if you have the perk) should be implemented. ie you can do it solo or with someone else if you don't have the perk
Could call the perk something like "Strength" or "inner strength" being that it does the opposite of "brutal strength"
-
Honestly i didn't know a thing about this game, i initially only played in kyf for like 3-4 months and in all that time i barely learned to play. if you can imagine a bill acting like a rank 20 locker dwight that was me, deathly afraid of myers and freddy too.
then i started playing the actual game and got stuck at like rank 17 and couldn't rank up, decided to research what i was doing wrong and to actually experiment with playing killer...
suffice to say kyf left me with a ton of bad habits that were unlearned within a week.... don't run everywhere as an example, don't hop in lockers as soon as you hear heart beat and that you leave scratch marks and allll the things that alert a killer to your location
on the killers side of things i would constantly run loops wrong, or literally lose survivors in an open field, i was really blind, and i didn't have the best hearing tracking tbh (helps now that i have surround sound headset!) i also took a huge liking to unrelenting as i thought the only way to hit a person was to lunge...
and now all this time later i can consistently hit rank 1 survivor if i try, or even rank 1 killer (though i've only bothered to hit rank 2 because im too busy to play both these days even though i love both and consider myself maining both sides :)
Honestly my biggest mistake tbh was constantly saboing every hook with either sabotuer or a toolbox. i also think i got like 3-4 charecters teachables before i was even out of rank 16 survivor/18 killer..... i was hilariously bad looking back at it.
-
: a survivor can return a dropped pallet to a droppable pallet if a killer has decided to not break it.
honestly i've always wanted a perk like this.
Edit: if a perk like this was made it should cause exhaustion, but not be limited by it. ie you can keep rebuilding pallets but good luck in a chase bud.
-
@Hag.is.Dtier said:
All survivors height excluding Jane:
I'VE BEEN LIED TOO! ALL ALONG I THOUGHT IT WAS PAPA JESUS JEFF BUT IT WAS GOD TIER ADAM HE IS ASCENDED ABOVE US ALL!!!!
-
Happy birthday man :) thanks for spreading love on the forums <3
Also can i be real and just point out that i love how wholesome it is everyone here can come together and wish someone a happy bday <3
-
@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/575298#Comment_575298
The same as all the other characters. Kate is the same height as all the other females, and Jake is the same height as all the other males.
Not true. some survivors (male female, it doesn't matter) are taller then others.
feng is the smallest in the game and i believe jeff is the largest in the game :) its an incredibly small decrease, and yes they use the same skeletons (for rigging and animation) but there is a small scalar at play. hitboxes are global though
-
@Peanits said:
I wouldn't mind someone playing for themselves (e.g. leaving when the gates are open instead of going back for the save), but I would definitely not want to see incentives for hurting other people's chances. Solo can be a challenge as is, I can't imagine what it would be like when you have to worry about someone stealing your stuff. You wouldn't have to worry about it in SWF either, so that would widen the gap.
Stealing each others stuff might be a bit much, but how about a chance to knock people over with exhaustion perks? with perhaps a detriment making you now exposed for 30ish seconds? Just kind of spitballing ideas here, but it would possibly give the killer a chance to go after the traitor to punish "evil" non team players, or to play into the role of the killer and go after the victim? idk i just feel this kind of playstyle If done right could be fun (if it either didn't hurt the victims to much, or was more of a "meme" style of playing)
-
@Raptorrotas said:
Such traitorous perks should have good effects or bloodpoint boosts to tempt our naive little "teamplayers" into egoism. (Well hatch exists but we cant turn it into a perk, sadly)
Also, i'd like to see a traitor-status implemented, similiar to the obsession.
Now the important part. Those perks should weaken themselves or outright not work against other traitors.
" I gain 50% more BP, but 20% less for every other traitor" - a rather crazy example.
"Increase my action speed when cooping, but reduce theirs." this would essentially STEAL bloodpoints and lightbringer from other survivors.
"I can dash/sprint by catapulting from walls or other survivors. If used against a survivor, my next incoming damage is redirected to them for x seconds. If used against a traitor, both get stunned in place.
Obviously those kinda perks would instantly become rather polarizing and topic to balance-threads.
"You can believe me, your trusty Patches, there's treasure down that pit."
Ooooh i like the idea of a traitor status. killer perks should affect it too!
even just gaining the ability to knock over other survivors as bait with a sprint burst could be a simple addition yet powerful. if you exhaustion perk into someone who isin't in a form of no collision (ie coming out of a locker etc, you knock them on their ass for 1.5 seconds, and are granted the traitor status which debuffs you towards the killer, or even buffs you?
hell i think an even simpler addition would be the ability to blind survivors with torches, granting the traitor effect. (party starters don't count as their aoe) if you do so your granted the traitor effect, making you perhaps one shotable whilst hiding your aura from the killer for the time it has on you? idk im just spitballing ideas. traitor effect should be immediately transfered to the latest traitor though, there shouldn't be more then one
-
@BadMrFrosty said:
If the current team at BVHR touches the doctor, they're going to make him worse. I will apologize the second their record of utterly destroying or survivafying (I know it's not a word, fight me) killers stops.
Umm - take a look at trapper, freddy, wraith, hag? Ghostface if you want to count new killers?
Hag being top tier now? Freddy being possibly top tier if they don't touch him? Trapper being made viable (although hard to play and master)? Wraith having made (mid tier only really) viable instead of below leatherface
And ghost face being made fair for both sides? An actually decent stalker for rank 1? Like coming from an ex Myers main his nerfs weren't bad at all.
If you want to point to any of the bad changes to killers the only two I can point to are plague and legion, and legion tbh as a concept is incredibly hard to work with so I can see why there having a hard time "fixing him". Plague however does need some love
-
@Peanits said:
Doctor is definitely on the list and we do plan on revisiting him at some point.
Thanks man, I really appreciate hearing that!
-
@MarksmanSpecal said:
Add something for every devotion, and u r done. Good ideas, probs
Devotion just needs an incentive to want to go back to lvl 1 because otherwise it just needs output
But yeah this is a great idea!
-
@se05239 said:
Buffing the Doctor would make the game less fun for survivors and that's not something Behavior's going to risk. He's already considered one of the most annoying killers for survivors to face, especially if you're going for the three-gen strat.
I mean I legit mentioned making him more acceptable for newer players whilst making him red rank viable. I just want mr Carter to get buff haha
-
@blue4zion said:
Yes, he didn't effect the skillchecks at all, its possible that it's just unfinished.
Damn :/ hopefully Its just unfinished as that's kind of a huge part of his kit
-
Damn he looks cool, where'd you get that screenshot from? And I'd honestly just love bill cosmetics whether it's that or a casual bill skin from a realm where he finally could live happy and free
-
@Flipkick661 said:
They won't be allowing the transfer of progress. The mobile game is built as a free to play microtransaction based game. You get 2 killers and 2 survivors, and you'll have to spend money to unlock the rest, unless you want to grind for months on end. Transfering progress and/or characters from the base game would take away their opportunity to milk players for cash. Also, transferring unlocked perks and addons won't work, due to the way you individually level and learn perks per character.
As it currently stands, it'll cost 10200 Auric cells (300 are given for free) to access all characters, not including any cosmetics. I'll let you all do the maths in your local currency of how much that'll cost you. This is also just for 12 out of the 16 killers, and 14 out of 17 survivors. The full roster, once added, would be equal to a grand total of 13700 Auric Cells. Again, you do the math.
In summary, the mobile game is just another mobile free to play game designed to milk players of money through microtransactions.
3* 3 free survivors 😛
Honestly just suprised they didn't include wraith and Jake in that mix as they all came with the original release of dbd and are sort of the original charecters many people identify with/main 😢
-
@Visionmaker said:
Agreed. It's really clunky and obnoxious to use in a chase.
IMO, it's one of the biggest reasons why Dream Pallets are way stronger. They're effortless.
Bingo, if they worked as suggested they'd make dream pallets a great alternative which is what there supposed to be :)
-
@Ember_Hunter said:
Just work through it, not your fault if you die, it's your team's fault.
(Actual question, why do people despise gen tapping?)
Because it's slower then just consistently hitting greats or even just hitting a few ruin skillchecks
-
@Dustin said:
What if you could place totems but the totem locations were in pre-determined locations similar to pallets? Would that be an issue?
What I always figures these suggestions were meaning is that there would be more totem spawns out In the world by default, but that you could pick any single one of those spawns that a totem would usually pick. But if killers are allowed to pick totem spawns I want it to be *before the game* otherwise it would be useless tbh.
-
If they went with something like this I honestly wouldn't mind that much, but every killer should have set up period if there running - certain perks (is hex or corrupt intervention, things map related), though I also would want more of an objective then just "practice jungle gyms" as that honestly would get boring after a while. I'd shorten the time to 30s/45s and give trapper (not hag as she has this and also doesn't need any buffs truly) access to all his traps, and any not placed get placed in default random spawn spots. The problem with this idea however is that it would be a dead giveaway of the killer. Being able to select totem spots would be cool though.
Another idea that could work with it being attached to perhaps a map editior (for trap related killers though mainly trapper) is giving him the ability to set up maps exactly how he wants prior to entering them in a "map loadout maker." He picks the loops out of select tiles that spawn, whilst also having the ability to have his traps auto spawn in loops and locations he selects. Also give him an addon to have all his traps open at the start of the match. He gains the ability to elect the loops he wants to run. Your in his trap, his world now.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/569566#Comment_569566
@se05239 Dude! Only now am i truly thinking of the possibilities.
I can just imagine a Scratched Mirror being slapped onto a Shape while in Evil Within 3.
Or a Huntress suddenly 1-shotting.
I mean if we're talking fantasy ideas what about a perk that slaps random add-ons on you every 30s, rerolling them over and over. One minute you could be incredibly powerful, the next completely worthless
-
@Flipkick661 said:
I've tried both the Steelseries Nimbus and Rotor Riot controllers, and all the buttons work like they do on console, except for the right stick, which makes using a controller quite useless at the moment. Hopefully this will be fixed soon.
Also @preetygoodforumsofar, if you are using iOS, the new iOS13 coming out this fall will allow you to pair the PS4 and Xbox controllers to your phone, in case you don't want to invest in 3rd party MFI controllers.
Still good to see support hopefully on the way atleast! I'll try finding my old controller and test it on that, maybe the right stick issue is controller dependant. (Though it's a beta so I won't lie I'm not expecting it to work)
-
Doesn't seem like useful though like directly getting add-ons yes, woo useful, but unless you have a way to swap them in and out, etc there's be no use. I still think killers should have the ability to destroy chests for rare add-ons (and maybe as an addition to your idea have it happen only when someone is hooked in the basement, but they see chest auras globally?)
-
@preetygoodforumsofar said:
how do you use a controllers on a mobile game?
Bluetooth
also they make mobile controllers, i have one it has a dock for my phone
-
@Beets said:
Yes, it is available in Sweden, Denmark, Finland and other countries in the area.
Or if your just willing to change your apple store location to that place / VPN/download it off the internet on Android 😁 not really any limitations on the internet these days.
It's really good and everyone should try it as that just gives them more data to work with
-
@Gcarrara said:
I'm not sure how balanced that would end up being, but it's definitely an original idea that could switch things up! 😀
Thank you! I really appreciate this kind of feedback ☺️
-
@BigBubs said:
The terror radius doesn't have directional sound already , what are you talking about?
Sorry i mean it doesn't increase/decrease in intensity as you get closer to the killer*
-
@Sleephartha said:
Survivor main. Forgive me if I call bulls* on some of this exaggeration. I'm just about to hit devotion 8 and am a level 3 survivor on PS4. Most games have a survivor caught in the first 30 seconds or so which then results in 1-3 survivors stopping to save and 1 new survivor getting chased. Ruin is found quickly in maybe 1/4 to 1/3 of the games, and found late or never another 1/3 to 1/4. The most frequent outcome to games is probably 1 survivor or no survivors. Killers generally run ruin then patrol the hook and tunnel while using very rares and ultra rares. Gens do not get done "in a couple seconds". I have NEVER seen a whole team run green/purple toolboxes with spare part. Pretty sure most survivors think spare part is garbage. OP had a run of bad luck with his ruin and gens getting done quickly. I have runs of bad luck getting tunnelled and/or sandbagged or judiths mirrored or coxcomb clappered or prayer beads'd lol... or dc'ing teammates, yada yada. This game is frustrating. Get over it and figure out new ways to win and /or at least have fun.
Being someone who plays both sides I can certainly say gen rushing is a problem. I play killer rank 1 and survivor rank 1. I get gens done quick as survivor. If I don't apply enough pressure with the lower tier killers I usually play (Myers, doctor ghost face and huntress) I usually have gens pop within the first 40s, and usually multiple. I have run ruin and corrupt intervention AND still seen gens pop in 40s, not due to any real fault of my own, but playing slower killers on large maps really harm's you you know? I don't want survivors to be nerfed though, there in the perfect spot or even need buffs (not around speedy gens though.) Killers simply need the ability to apply pressure easier, and universally. A global whispers or sight mechanic could be useful for this perhaps (though it could also be horrendously broken if done poorly) just something to ease the killer into finding the first survivor at the very least or the ability to travel the map faster when not in a chase. A 5% movement buff at the start of the match for 30s could be the buff we all need, because let's face it gen rushing is mostly due to the Inability to locate where you need to apply pressure before it's to late, rather then any fault of the survivors (there doing there objective, it just takes time to actually find yours)
-
@razaluna said:
the environment hit box for the hatchet is actually pretty small, the problem comes with from the maps that are filled with hit boxes that extend way past where the object s are .
https://us.v-cdn.net/6030815/uploads/417/0RU0JXZYJ937.png
yellow lines is the hurt box, and the red lines in the center is the environment hit box.
I remember that q and a! I really don't remember the box being that small though... And yeah I deffinately agree with objects extending far past their actual model, but I was suggesting this as more of a like quick fix then anything
@Mister_Holdout I know the hotboxes are generous, that's why I want to shrink them. Still eventually want the actual hatchet hitbox to be more akin to it's actual model but as with how we previously found out from that being in the game, that's currently a huge nerf to huntress. When they eventually (hopefully) rework models to have lower hitboxes I'd like that kind of a precision rework for huntress. Make her more precise and therefore require higher skill, and perhaps in turn buff her base kit slightly or alter her add-ons to change her differently etc