Mister_xD
Mister_xD
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- Mister_xD
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i like how you were referring to my post there xD
and i agree.
BNP and Odd Bulb could really need a buff / be lowered in rarity, cuz right now, they dont really meet the standarts for Ultra Rares.
i think BNP could be reworked with secondary objectives, so that (IF the objective is to find sthg before your able to repair a gen) it would work around that and allow you to just straight up go for the gen (once per BNP).
the Odd Bulb is a difficult one... i cant really give you an idea right now.
maybe it could drastically cut the amount of power used by the flashlight while you are shining it, therefore reduce the brightness?
if there were more things for flashlights to do to give them some utility outside of blinding the killer, this would be amazing. ive always wanted a mechanic for survivors to trip and slow down a bit when running without a light, and flashlights would completely prevent that, but i doubt that would ever be a thing xD
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Spirit.
i hate unpredictable killers... xD
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7 seconds is quite a lot, isnt it?
i'd be okay with 4 or 5 (since you can combine it with lightweight), but 7 does seem a little bit too much...
or make it outside chases. that would also work.
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i dont wanna say Trappers chaser emblem is broken, but...
its broken. please fix it already!
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i think Mathieu Cote's favourite is the Hag.
correct me if im wrong though xD
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@ClogWench said:
BBQ was a reward for not camping but unfortunately survivors kicked up a fit about it until it got nerfed and now it has a lot of counter play that ends up encouraging camping.
that backfired at them pretty hard, didnt it? xD
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try trapper.
he gets even less of a chaser emblem, since traps dont count xD
its ridiculous... i 3k and depip.
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think rewards not punishment.
reward us for NOT camping.
that is the proper way to go.
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clown has the lowest kill rate on 2 of the 3 plattforms.
yet i find myself having a blast when playing him lately.
you dont need a top tier killer to have fun, the weaker, more unique killers usually are a lot more fun to play.
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add it to small game.
i wouldnt like it to be there for free.
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@OpenYoureyes said:
Ok.
Got a couple of history lessons - that i dont need since i am in the game before most of you - and the usual scared vulgar replies from killers who want to get the biggest advantage they can from devs.
ECG was introduced without touching distance between exits AND distance between exits and hatch AND the timer was reduced from the PTB probably because -> not enough pressure on surv = less mistakes and more scapes.
NOED is such an old topic it got boring 1 year ago - killers conveniently forget that NOED didnt use to be 1hit at level one and two of the perk, but with all these gifts is hard to keep track.
Nobody replied in topic, that BOTH activates when survs can only be in 2 places instead of 7, giving the start to freekill farm fest (1 player ECG is so unbalanced that is a joke i think even killers are ashamed of).
Mission failed, didnt change my mind.
P.s. am i the only one noticing that injuried survivors are now much more loud? Another little present for the killers? Why not :)
now im starting to believe your just trolling.
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<-- waits around 5 minutes
whistles innocently and slowly leaves
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hag for ruin. that massively helps you slow down the game.
other than that, try getting your hands on sloppy butcher. that also works great.
the only thing you then need is experience tbh... learn about safe and unsafe loops, mindgames, how survivors hide, etc.
its a long journey, but it sure pays off.
oh, and if you find yourself having too much trouble, run NOED. they wont like it, but if they dont cleanse those totems, you can turn the entire game by 180 degrees.
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that sounds more like a bugfix if you ask me xD
imo it should never just go through walls... that doesnt make any sense (unless there are big holes in that wall or the wall is not high - like the loops in autohaven)
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@Peanits said:
That's easy enough. If you know someone's using Spine Chill, look away from them as you approach. If you know they're using alert, don't break stuff as your approach. You can save yourself a perk slot just by using your noodle, even.
Spine Chill actually used to be meta back in the Wraith/Spine Chill meta of early 2016. There's definitely counterplay there.
maybe you could keep this post in mind when you finally rework insidious :D
maybe that could give you an resistance to survivor tracking perks?
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NOED punishes survivors for not doing totems. --> no free kills if survivors fullfilled their secondary objective. or when they just leave...
EGC was implemented to stop survivors or killers from holding the game hostage and force it to an end. again: no free kills if you leave before the VERY obvious timer runs out (that only starts once an exit is available btw - or the hatch was closed. in that case, yes. its a almost guaranteed kill, after the killer shut down the guaranteed escape for the survivor. thats only fair if you ask me.)
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i thought the Diamond Stone would immediately kill a survivor when they step into a Beartrap.
no, not downing, killing them.
that was quite some time ago... xD
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Happy Birthday!
<3
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survivor finds the hatch first: free escape
killer finds it first: almost guaranteed kill
look at it from this perspective. the mechanic actually favours survivors by giving them another second chance to escape, after the first one has been disabled.
you should be thankful that there even is a secondary chance for you in the first place. killers dont get that! if the survivor finds the hatch, the match is over. if the killer finds the hatch, the survivor can still take the gates.
yes thats harder than just pressing M1 and immediately escaping, but hey, its possible.
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@Carpemortum yes and no.
the big difference here is, that pig can get out of her stealth quickly and attack, by simply standing back up or by starting a quick dash attack, surprising survivors who lost track of her.
wraith does not have that choice, once he tries to leave his invisibility, he makes a directional sound, combined with a big slowdown and visual clues. he is very easy to spot and therefore can easily be avoided by the survivor just vaulting the pallet. all in all his uncloak just takes too long.
so yeah, he could potentially do that, but it wouldnt help him - at least not against decent survivors.
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here is a little guide to how pallets affect certain killers:
- Trapper: he can trap pallets, instantly downing you if you step into a trap. traps are visible on the ground.
- Wraith: has no tool around pallets. good wraiths however will try to bodyblock you from getting to the pallet while cloaked, using his faster speed to get in front of you.
- Hillbilly: he can destroy pallets very quick with his chainsaw.
- Nurse: she can teleport through anything, including pallets.
- Huntress: she can throw her hatchets over pallets, hitting you when you are behind them. very dangerous when you are in the pallet drop animation and she has her hatchet ready to be thrown.
- Shape: he cant do anything about them, but he can stalk you over them, increasing his power
- Hag: she can place traps that trigger a phantom to go off, to which she can teleport later. she can get you in tricky situations where, if you predict her next move wrong, you get hit. (if the hag is on one side of tha pallet and her phantom is on the other)
- Doctor: he can shock you, denying you the ability to throw down pallets for 2 .5 seconds. with add ons, he can reate fake pallets.
- Cannibal: he can destroy pallets quickly with hsi chainsaw
- Nightmare: he can place down traps that slow you down when you step on them. with add ons, he can create fake pallets.
- Pig: she can crouch, hiding herself from your view and then ambush you from one side of the pallet.
- Clown: he can throuw bottles that slow you down and make it easier for him to mindgame around the pallet ,due to the fcked up vision survivors get.
- Spirit: she can quickly phasewalk around pallets, she is invisible during that phasewalk, and then appear on the other side of the pallet.
- Legion: while in frenzy they can vaul over pallets quickly, but they can not down you.
- Plague: she can vomit over pallets, inflicting the sickness effects on you, when she hits. corrupt purge will injure you.
- Ghostface: he can stalk you over them, increasing his power and also duck away from your view, attacking from one side.
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we need more positivety on this forum.
posts like this are always highly appreciated! keep it up!
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how can anyone hate on this handsome, lockerlovin boi?
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@ReikoMori there are places killers can get onto that greatly shorten loops. i wont go into big detail here, but i know at least two. those are not restricted to billy btw, any killer can climb on top of those, if they know how.
basically, both let you compeltely ignore a pallet that is placed around them.
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@TAG i would agree on that for everything besides ultra rares. those items / add ons / offerings are supposed to be gamechanging, which is what earned them their title as ultra rare.
just take a look at them:
Ultra rare add ons allow the killer to use their power in completely different ways than usual. Trapper is able to just have undisarmable traps, since anyone touching them would get injured while they just reset themselves automatically shortly after. Wraith is able to gain exact knowedge of Survivors whereabouts while being able to easily ambush them with his silenced bell, etc.
survivors have ultra rare items that drastically change how the game is played. the key allows for an early escape, while also giving them various information on the trial / killer and the rainbowmap allows them to gain a lot of very good map knowledge - they even trump the killer's map knowledge with it.
ebony moris also cut down the time it takes to complete the trial, for the killer that is.
you wont see anything really gamechanging below the ultra rare rarity, so anything that has said quality, needs to also be meeting those standarts or drop in quality.
now for the last part, i have seen it aswell and its some funny coincidence xD. however, we do not know any of the context. he was complaining about ebony moris and getting camped a lot recently, so he might have played with his friends in a 4 man SWF. they might aswell have played toxic, having the killers switch to moris or camping them. or maybe they were just extremely unlucky - we cant tell for sure.
now, here is my context: i usually play solo Survivor as claudette, usually somehwere between purple and red ranks. i dont bring items into the trial, instead i try to collect new items during the trial ang get them out of it. i am not running any prestige clothes, instead i have dark clothing and try to be as stealthy as possible. like i said, i do not see many red moris in my surivor games - in the last couple of monthy i think i saw one pig running an ebony mori with ultra rare add ons aswell... thats it.
all i was saying was, that i personally rarely run into those.
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@CheersTC that would completely defeat the purpose of moris in the first place.
that addition could just be in a killers basekit aswell, there woudl be no point in using ebony moris anymore, since you would gain no benefit from them - besides a cool kill animation instead of the lame sacrifice animation.
honestly, what is with you guys and mori nerfs? ebony moris are ultra rare offerings - they get used once and then they are gone, no matter weather the killer used them or not. and lets be honest, how often do you see ebony moris games? i honestly cant remember the last time played against one, thats how often i personally run into them.
those offerings are ultra rare for a reason, they greatly impact the game, just like keys do. yet, they are way more restricted to use than keys. the current version of the ebony mori is fine imo. killers can kill you fast, but honestly, why would they? if they were trying to tryhard, ebony moris arent the best way to go, you get emblem penalities and a lot less BP from them. the only reason why i personally use them would be for fun / if i want to teach that obvious 4 man SWF team with flashlights / toolboxes a lesson.
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depends on which objects we're talking about.
if said object can be used to greatly shorten a chase with no counterplay to it, i think you can be banned for it, if survivors record you doing it.
if its a random object with no big meaning or use behind it, i doubt anyone would care about that.
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yeah, sure.
and while we're at it, i'd like to add a 10 second timer to killers that will immediately blind them after the 10 seconds ran out.
oh, and pallet stun times should be trippled.
yes, this is sarcasm. i do hope you noticed that by now.
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whats the point of using ebony moris then?
whats the point of them being ultra rare then?
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yeah, i dont know why they still didnt add that...
it would make him a lot bette!
it wouldnt fix all his problems of course, but it would definitely fix some of his time problems!
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Leatherface is in the need of an overhaul
Legion is in the need of an rework.
thats my opinion, those two should be top priority
well, after looking at the poll results, i see im not the only one with this opinion xD
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@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?)
@Ember_Hunter because it is a cheap tactic. its despised for the same reasons as survivors despise camping. both are cheap tactics to secure a part of your objective without having to have any real skill.
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i usually try to power through the gens, but if i find myself not being able to hit those hex skillchecks (e.g. first game of the day / tired) i go and search for it.
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im just gonna leave this here...
https://www.twitch.tv/wolfskihd/clip/SparklyBetterMangoSmoocherZ
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they were talking about adding secondary objectives in the future.
im pretty excited for it! lets see what they will do and how it will affect the game!
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its only fair:
survivor finds the hatch first --> free escape
killer finds the hatch first --> almost guaranteed kill
if you look at it that way, the mechanic actually favours survivors. yes, its hard to escape after the killer shut the hatch, but its not impossible. imo it should stay that way.
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it is!
and the survivor is Claudette ^^ (you can see the head sticking out of the pig)
the best part is, that this has not been setup. that was an actual match, the Doc just timed it perfectly xD
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a killer gains 500 BP for an EGC sacrifice.
by hooking a Survivor he would get 250 Late Hook points, 200 points for each hook state the survivor goes through and 500 points for the sacrifice itself. with other words, a killer actually loses points (potential points he could have gotten) for not hooking a Survivor during the EGC.
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yes and no.
survivor is a lot harder in low ranks, while it gets a lot easier in high ranks.
low rank survivors dont know how to play properly yet, so they get killed a lot easier. in high ranks, the more optimal a survivor plays the easier escape becomes for them. also important is the skill level of your team. it doesnt matter how good you are, you will lose a 1v1 against the killer.
that also works the other way around: killer is a lot easier in low ranks, while it gets a LOT harder in high ranks.
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this truly is the most beautiful mori in the game (pun intended)...
can you see whats going on?
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thats why i turned my steam profile comments to "friends only" ages ago ^^
somethimes they try to insult me with commenting on my screenshots, but that happens rarely. (and ends up being pretty hilarious most of the time xD)
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now, ive read read through the big wall of text at the beginning of your post by now and i already spot a huge flaw in your post:
Doc, despite what you are saying, was NOT designed to fight pallet looping. his design was ment to break the game to some extent, which he is still very good at.
He messes with Survivors Skillchecks, Audio, Vision and disables their ability to interact with things, which no other killer can do to that extend.
Your assumption that Doc was designed to fight pallet looping comes from the 2.5 second stun a Survivor receives uppon being hit with the Shock Therapy. now, i believe its important to know that this was not part of his basekit when he got released back in the day. in fact, this has been added later on when the community voted for a Doc change. With the same buff he received the fake pallets add on aswell btw.
Another thing is, that Doc is clearly a "Tracker" (a killer whose strength is to find survivors). this becomes very clear uppon taking a look at his power "Carthers Spark", which will have Survivors scream, revealing their location, and also allowing you to read the auras of Doctor illusions, staring directly at the Survivors location (once they entered tier 3).
now here is the main problem with your argument that Doc gets looped too easily:
looking at the different cathegories of killers, we can see 3 main cathegories: 1. Hunters (Killers with the ability to end chases quickly. weakness: stealth) 2. Trackers (Killers with the ability to find Survivors easily. weakness: chases) and 3. Defenders (Killers with the power to easily defend one area against Survivors. weakness: tracking and hunting outside of that area). looking at the Docs build, like i said earlier, clearly makes him a Killer from the Tracker cathegory (probaply the strongest out of all of them, due to his Shock Therapy allowing him to gain the upper hand in chases), which means that his natural counterplay should be looping. However, with making him a Hunter aswell, you would create a new very very strong killer that would also be little to no fun to go up against, since there is literally no counterplay to him. Any other Killer that dominates during chases can be avoided with stealth rather easily, while any Killer that can find you easily has a hard time during chases. giving a Killer both strengths would just create a Legion 2.0, since, if you remember, Legion (pre nerf) used to completely dominate in chases (you could literally not get away from them) while also easily tracking you down with their Killerinstinct - and we both know who the most hated Killer in DbD used to be.
now im sorry for that wall of text, but i just felt the need to correct you there, since i feel like you got the wrong impression of Herman...
oh, and a little heads up: if a Survivor decides to dodge your Shock Therapy by running towards you, just switch to punishment mode and collect your free hit they just gave you. next time, they would rather get shocked instead of getting hit again.
PS: Doc is my 2nd favourite Killer in this game, ive spent a lot of time playing him and personally i feel like he is not in the need of any serious buffs. the only thing id personally like to see would be survivors being forced out of animations uppon getting shocked, so that they cant just continue their fast vault animation (which is not just the fast vault, but also a short sprint towards the window) and continue the loop, even though it looked like you shocked them before they reached the window.
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the fact that Trapper is still utterly broken.
Trap hitboxes are a JOKE
Trap locations are restricted (really unnecessary, especially with the multidirectional unhook. or that you can only place a trap at least 5m away from another trap..)
Emblem gain is BS
etc.
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oh, who said it was only a gamble on the killers side?
it is also a gamble on the survivors side aswell: shall i cleanse the totems in case there is NOED? chances are, that you spent quite some time off the gens for nothing, yet if the killer had NOED, you get a big reward for cleansing. you can also decide to not cleanse at all, which would allow you to repair gens faster, therefore you are endangered by a potential NOED activation.
now, since you called it the "safest Hex Perk", its also the only perk in this entire game that can literally be 100% useless. also, you cant defend it properly, since you, unless you run TOTH, have no way of telling how many totems you have left. any other Hex perk starts with a burning totem that allows you to defend it against the survivors.
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i dont really know weather i would like that or not tbh...
it would certainly add something to her scare factor, but you would also lose some audio you could use to track survivors after a missed phase walk...
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this perk has been present in the game since release.
Shadowborn used to make your game considerably brighter, increase your FoV a little but also have you blinded by Flashlights a lot faster.
Lightborn was the exact opposite: make your game darker but therefore allow you to avoid flashlights easier.
however, there have been lighting bugs on many maps, therefore they removed / reworked all aspects that would affect the brightness ingame (Shadowborn, Lightborn, Moonbouquets)
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https://www.twitch.tv/milkshake296/clip/AggressiveAdorableRamenWoofer
that just happened to me xD





