Milkymalk
Milkymalk
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- Milkymalk
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Basically it depends on your own playstyle? Competitive or casual/fun?
A little of both. I consider a game successful if I have at least 15k points (personal game progress) and didn't depip (game acknowledges that I did not bad), or at least I got enough points that I can ignore my depip. But I don't want to wander around a labyrinth following scratch marks that lead me in circles for 10 minutes without ever seeing a survivor. I play for fun, not for rank.
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It doesn't really matter if it's 4 or 20 seconds with all these swf around. "I'm almost done with the last generator, get to the gate and be ready!" As soon as the alarm sounds, somebody is already at the lever and 20 seconds later the gate is open. Even if you arrive in time to hit the player opening it, they just run out during your attack cooldown. In the meantime, somebody realized which gate you are going to and opens the other one.
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@Visionmaker said:
If they can't catch any survivors, then they're really under qualified for the rank they're at.Find, yes.
Catch, that's a different story. They still run, loop and juke as always. -
Another difference is that a bad survivor player still gets juice while a bad killer player gets nothing.
And believe it or not, in the first few minutes most killers depend on walking from generator to generator in search of survivors. They don't see the cankers' auras so they can't selectively check those, and unless it has been sucked dry they can't tell someone has been on it either. So you can farm your juice pretty undisturbed if you are smart about it.
On topic: My games take about 5 minutes to start on rank 10 or 11, that's okay.
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My problem isn't even collision, but the fact that even looking behind the next corner takes so much time. If I walk I never catch up, if I blink my exhaustion period makes them gain three more corners on my. Because I can't see their tracks except right in front of me makes it that I can't know where to blink to "cut corners". Playing there is like darkest moonlight + thickest fog combined.
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There was indeed a time when NOED was considered cheap and killers were encouraged to try and win the game before the gates are powered. However, since then Decisive Strike, Dead Hard, Balanced Landing, Lithe, We're gonna Live Forever and Borrowed Time have come into play and players had time to unlock Self Care on whatever character they favor.
If anyone complains about it, just ignore those self-entitled memebaggers. -
Well they have to manage a game that has 30k-60k players all the time. They have to make sure that they don't just listen to the loudest, but to the majority, and that it helps the game go in a direction they had intended.
They reverted the Huntress hit box changes after all, after the whole community complained about them.
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Of course the devs won't change the game just because someone posts an idea. But this is their forum so they obviously read it (or parts of it, at least), and if enough people voice their opinion on this subject they might be inclined to direct the development of the game more in this direction.
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The looping idea isn't going to do anything but punish those that don't care and want to depip anyways.
I'm not talking about pip points. I'm talking about blood points.
Stridor is a great perk because it is really atmospheric and doesn't point an arrow towards the survivor. Spies is possible to counter by paying attention to crows and sneaking, something I am seeking to encourage anyway, and Whispers only shows you that someone is near - something you know anyway if you come across a started generator, you still have to find them. Predator would have to be changed slightly, but it is also only useful if the survivor is running. And I can't count the times I laid false tracks with scratch marks, went into a locker and waited for the killer to leave.
There are so many "dead" perks that should be revived by encouraging different playstyles. Stridor is one of them.
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@projecteulogy said:
BBQ and Chili,Bitter Murmur, Territorial Imperative(even tho it sucks), Deerstalker, Nurses Calling, Rancor, Blood Warden... then you have addons like Shape's Scratched Mirror and Wraith's All Seeing Spirit... Most of these don't require the Killer to do anything but lack map presence. But its not how we think they work lol ok.
Rancor: You don't have to do anything except fall behind, is that what you mean? I can see survivors' auras for a grand total of five times during the game, and every single time it means I am closer to losing.
BBQ&Chili shows you auras that are FAR away. It basically only gives you a hint in which direction you should walk if you at least want to meaningfully allow the unhook for free. I play BBQ for the bonus points and barely ever for the aura.
Bitter Murmur activates when a gen pops and shows me that there was somebody at that gen. Woohoo. Unless it was right next to you this perk is useless.
Deerstalker: Ehm... Deerstalker is in no way a counter to stealth play. I'll let you figure out why.
Back to topic: The problem is that looping is a survivor's best choice. If the killer follows, you get a sh*ton of points and waste his time so the other survivors can do gens. If he doesn't, you get out of jail free and can go back to doing whatever he caught you doing. Still points for winning the chase.
The devs should not make looping harder, but give survivors a reason to not loop at all. For example, don't reward them for long chases but penalize them like killers get penalized for camping soon. Give them a pool of blood points and have them lose points during chases. Whatever is left, they get if they survive. In fact, I like this idea so much that I'm going to post it in suggestions right now. -
Killing only the Obsession is pretty meh, since the Obsession usually has DS and has long outlived its usefulness by the time you are ready to hook it the second time.
Being able to kill one survivor after the gates are powered solves a lot of problems: For example, Freddy being unable to kill a survivor at that point, or the general hook camping that occurs after the gates are open.
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I'll leave this here. Have fun!

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You do know that Silent Hill 4 had nothing to do with Silent Hill at all during production and they only slapped the name and some dialogue references to the town on for marketing reasons? Silent Hill 4 was the worst of the first four and the last one I played.
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For it to be survival horror, it would neet two things: a) The odds have to be against you, and b) you can't know the exact game mechanics and have to face an unknown factor X.
a) can't be done because the killer is also a player. The whole game balance would have to be reworked in order to make 4-kills the norm and surviving an outstanding accomplishment, while still rewarding good plays even if the survivor dies and rewarding the killer for something else than kills. This is not going to happen for a game with a 2-years-old community and so much DLC content.
b) does wear off in any game if you play for long enough. The only unknown factor in DbD is which killer you face and which perks he plays. Freddy, Michael and Pig games feel a little more horror-ish because you can be in great danger without hearing a heartbeat, having to look around all the time. But other than that, not really.
So, DbD is not more "Horror" than League of Legends is "Fantasy".
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@powerbats said:
Well technically speaking no, but in a sense it does counter it since if the survivor is stupid enough to heal in your terror radius you can stop it and down them.Unless he is doing it in plain sight anyway by dragging you from pallet to pallet until he is finished and the hunt begins from zero.
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Who tf is Eileen Galvin? Any Silent Hill themed survivor has to be either Harry Mason or James Sunderland. Especially if the killer is Pyramid Head it has to be James.
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@BigBlackMori said:
2. The longer it takes to catch you, the longer i camp you. Every gen that pops during the chase gets you a hook phase of one-on-one time. Two going off means i stay til you're dead.That's a little harsh considering they probably started the generators right after the match started. It's probably inevitable that a gen goes off while you hunt someone.
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My only rule: If you are a wangrod towards me, I am a wangrod towards you.
Permaloopers get camped, players who actually try to escape from a hunt by hiding might get the hatch if I had a good game.