Mister_xD
Mister_xD
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- Mister_xD
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so, heres a little tutorial to Leatherface, alias Bubba.
Bubba himself is a very basic killer.
115% mms and 36 m Terrorradius.
he is also a killer from the "defender" cathegory, which means his big strength lies in defending his hooks.
hookrush a LF means certain death.
walking into the basement against LF is also VERY risky. always make sure there is only one survivor going to rescue, so Bubba cant get multiple ppl with his chainsaw.
now to his weaknesses: Bubba SUCKS at map pressure. it is literally non existant. also, his chainsaw is only good at defending. in chases, its mostly useless. however, if he manages to catch you in a open field, its over for you.
here is how you should play when facing him:
-do not stay in a group, always be solo
-make sure to have a window / pallet around you to escape and force him mto M1 you
-do not hookrush
-do not get downed near the basement
-genrush him. he cant get from A to B very fast
-if he starts using his chainsaw, keep running and dont use the pallet, otherwise its gonna be destroyed asap. however, bubbas chainsaw charge slows him down enough to give you a free loop.there you go ^^
i hope you can use some of these tipps to survive next time (: -
i doubt that can happen without replacing his entire power.
this is what i think is the problem:
for survivors its no fun to face him, as you can not get away from him. he will always run after you and cuntinuously catch up, due to the fact that he vaults stuff as fast as survivors do.
for the killer its no fun, as he takes 4 to 5 hits to even down a survivor.
the chase against legion is pointless and only stalling the inevitable: going down. however, due to the fact that a chase lasts as long as it does and also that you cant rly break it as survivor, this makes the whole thing just simply unfun. -
there are a cupple of bugs going on atm...
here's some i noticed:
-myers going through his whole hit animation while carrying a survivor
-hook bubble revealing all the trappers traps
-survivors escaping the trap when trapper presses space to pick them up
-tar bottle add on not working
-claudette screaming extremely long when hooked (i assume its a bug)- (Edit) and i almost forgot the good old slide survivors do after dropping a pallet
hope these get fixed soon...
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@PBlackII said:
@Mister_xD said:
honestly, nerfing killers in order to get more killer variety in this game is the wrong path.
buff the others instead.
as an example, you will see a lot more hags at rank 1, as she got really good with her buff.Already addressed this, learn to read.
oh i do read.
your title says you have suggestions for nurse and billy.
when i came, i saw a huge wall of text, read some of it and then jumped to the interesting parts:
your suggestions.
and you only suggested nerfs for billy and nurse, but no buffs for weaker killers, which would have been essential for a threat that aims for a balane between the killers that puts all of them in the same spot.besides that, its literally impossible to have every killer do something else while all being on the exact same power level. you will ALWAYS have a better and a worse killer, no matter what. and if it was just by design. someone might be darker, someone might be smaller, etc.
now, lets take a look at your suggestions:
the 12 meter thing for billy is something i do not like at all. it would be way too hard to actually hit a chainsaw now. with other words: the chainsaw would only be able to get used for map pressure and getting deviousness points with it would be very hard, almost impossibe.
you can avoid the chainsaw attack already, just by moving unpredictable in front of him, so he runs in a wrong direction. good billys might still hit though.
you would literally remove a huge aspect of billys power with this nerf and probaply make him one of the worst picks, especially with killers like spirit, huntress or myers around.the nurse one is one where i cant rly say much about, as im not a nurs eplayer myself. however, she does need a nerf. im just unsure how this would affect baby nurses. nurse is already a very hard character to play, making her even harder might scare newer players away, as the learning curve for nurse is extreme. you start as a joke, but end up as a god.
happy now?
i gave you a full feedback.PS: try to be less insulting next time (:
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could be fun.
however, i dont understand, why the pages would weaken the killer, when in the actual game the killer gets stronger when you collect the pages.
maybe his power should work like that:
110% mms killer
36 meter Terrorradius
he can tag survivors (maybe by walking straight up to them and grabbing them, pulling them in "his world") then the survivor gets a considerably decreased FoV (just like in the game "slender" and the killer can teleport to a survivor, as long as he is outside his FoV. the survivor can however escape "his world" by collecting the pages.
he can still use the power when they are utside "his world", but he can only teleport outside their FoV, so the power massively buffs his base ability.
i also think that it would be great to stall the game, by adding a 2nd objective and also not too broken, as the killer would have to walk up to the survivor to grab him with 110% mms.thoughts?
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i feel you there.
however, i personally as a survivor stay at gens instead of running in for the rescues, as A: i dont want to get myself in danger by getting the killers attention, B: dont want to waste time on gens (to eigther a camper or by running over there to see you getting rescued by someone else) and C: i believe in my teams greed for points. 1.5k points is a lot, so i doubt many will leave these be and rather do a, much longer, 1.25k point action.
still sucks when all of the teams players think like that and your the one on the hook.
happens to me too, but i personally only get annoyed when i see my team doing literally NOTHING.
like, running around, crouching around or standing in a locker... -
honestly, nerfing killers in order to get more killer variety in this game is the wrong path.
buff the others instead.
as an example, you will see a lot more hags at rank 1, as she got really good with her buff. -
yeah, that always feels great ^^
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@SirPiggy said:
Why is everyone bitching about me having 1 post? this is the first time I made a thread and I will make more in the future, making suggestions and ideas. I also love how no one mentions my other point on how I think strikes should be more skill required and should be vertical to be more precisewell, due to the fact that you only have 2 posts, that makes them assume that you are very new to the game and the forums.
and after reading your post, it gets kinda obvious why.the lunge attack of killers is one of the few things that is not broken at all. it works perfectly fine.
you will learn the distance a killer can attack from simply by experience and that allows you to dodge these attacks by the clever use of pallets and windows. also ,you will most certainly change your opinion about that after playing killer for yourself.
without the lunge, its pretty much IMPOSSIBLE to catch survivors. -
i'd be okay with it, if the vigil user himself would still be effected by these effects.
like, it'd be very annoying when i use DH / NOED / EW 3 and the survivors are all unaffected by it, just because one had vigil and they happened to stay in a group. -
you really dont like the trapper, do you?
i mean, "Trapper - Pretty much trash at everything. - Moderate skill cap/Non existent reward." is a little extreme.
he himself is the most basic killer in the game.
he is just as good as wraith (ignoring the first hit out of invisibility) or M1 billy at chases, so he isnt trash at that. M1 legion would be trash at chases, but trapper is in a solid spot.
his map pressure is pretty bad, i'll admit that, due to the fact that he has the 115% mms and a 36m terror radius.
however, combine him with his power and he has the potential to become VERY strong.
thanks to his traps, his chase potential goes up by a lot. he is even above hag, maybe even above billy.
also, his map pressure gets up by a lot, as you never know weather he put a trap in the looping spot you want to go to next or not. in conclusion: his traps make him almost unloopable.now, this all sounds very strong, but there is one big problem:
he is great with a setup, however, without it, he is pretty bad. like, he is nothing special at chases and he has almost no map pressure.
the problem is, that the trappers setup can be used up / destroyed very easily and fast, leaving him with nothing to catch survivors and putting him in a bad spot. also, survivors caught outside a chase are most certainly not in the trap anymore when you arrive there. it does however give you a general direction to go and forces the survivor to heal back up.i'd say he is actually a high skill cap/ moderate reward killer. he has to put a lot of thoughts in his setups, he needs to predict his preys movement, even before he chases it. he also needs to handle his 6 (number can be increased with add ons) available traps in a way, where he doesnt waste any by putting them in a spot where no one walks by, while also hiding them in places where the survivors outside of chases wont expect them and dont see them, so they dont get disarmed.
his traps are a very powerful tool, as ive mentioned earlier. they oneshot the suvivor inside for a certain periode of time and allow the trapper to end chases instantly, while also cutting down the survivors most beloved looping spots. however, a trap can only be used once before the trapper has to reset it and also needs to switch places so it wont get disarmed asap.in conclusion: a good trapper can be a very scary enemy, while a bad trapper will be an easy task.
Trapper is certainly not at bottom tier, but somewhere in mid tier.
he does need some buffs to be a great killer though.
also, i might accept him in bottom tier when we take the ridiculous amount of bugs that are going on with him atm in consideration. like, i know of 3 bugs atm, which are completely breaking him.<-- is a trapper main (so he doesnt like to see his main boi at the bottom of the list)
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@Arroz said:
@Mister_xD said:
@grisstyl said:
@Malakir said:
For the first one I think might be too abusable if made like thatFor the second I'd like that too
@Mister_xD said:
only if it makes exhaustion recover 50% slower while running. i do not want to see 2 Sprint Bursts in one chase anymore.
this ######### was broken.The idea is that in order to potentially get two exhaustion usages in one chase/recover while running you would need to use two perk slots. It's a bit different than before where every exhaustion perk recovered while running.
While running since that's how exhaustion works.
still, there is a good reason why they removed the ability to get 2 (or more) SBs during one chase, and that is because it was very, veery broken.
if your change for vigil would come through, this would instantly get new meta for every toxic player out there, as they would take the killer to a journey of infinite loops, while also sprinting away from them every 40 seconds, allowing them to keep their looping streak up by never having to enter an unsave location even once.
(Edit: the new meta i could easily think of: Sprintburst, Selfcare, Vigil, Decisive Strike)i totally agree on @Wolf74 here. during a chase this would be extremely broken.
there has to be downsides, e.g. 50% slower recovering, meaning that SB would take 60 seconds instead of 40 seconds.Sorry? 40 seconds? *80 Seconds..
uhm, no?
basic exhaustion recovery is 40 seconds.i really dont know where you take these 80 seconds from...
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to sum the all the coldwind farm maps up at once:
-insane amounts of pallets (like, seriously. these maps are supposed to be a big cornfield, why is there more pallets than corn?)
-save loops (you can see through wals, so the killer cant rly mindgame)
-at least 2 huge loops, mostly 3 (shack, cow tree, big building)
-invisible survivors inside the corn -
@Luc_ius said:
@Mister_xD said:
that bubba racism...
damn you rly dont like em, do you?
they just want to be loved!also: no i dont facecamp.
unless there are certain cenarios, like you being hooked right next to an exit gate, scratchmarks around your hook (or any other notification that there is a survivor around, e.g. no one seen with BBQ), you being a very toxic / annoying player or its just me meming (<-- happens rarely though).I am a Bubba racist because if I meet a camper, it's 95% Bubba
.
But on the other aide the sounds he makes while chainsawing are so funny, I mean that euhleueueu
.i just love it how you reproduced bubbas noises xDDD
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camping is okay whenever you want.
dont let these "play fair rules" get to you. they are all made up by the survivors and you wont get punished for not following them.
seriously, especially camping has been nerfed SO MANY TIMES NOW, it does not even pay off, as long as the survivors dont sit around the hook like idiots and be overaltruistic. and the reason why i marked that is, because its in the survivors hands, weather camping pays off or not, however they all love to act like they would stand o chance against that evil bubba protecting his new jake face.just camp them and see how it turns out for you.
is it fun? - no.
is it effective? - mostly yes.
is it forbidden / an exploid of the game mechanics? - no. if it were, then looping would also be, due to the fact that pallets and windows are supposed to break LoS with the killer and give you time to hide and not run around them until the exits are opened. -
that bubba racism...
damn you rly dont like em, do you?
they just want to be loved!also: no i dont facecamp.
unless there are certain cenarios, like you being hooked right next to an exit gate, scratchmarks around your hook (or any other notification that there is a survivor around, e.g. no one seen with BBQ), you being a very toxic / annoying player or its just me meming (<-- happens rarely though). -
WHY IS THE MUSIC AND WINTER THEME GONE ALREADY???
WHYYYY???
Dx
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it'll be buffed right after these changes:
-Freddy Buff
-Hatch Rework
-Decisive Strike Nerf / Reworkwith other words:
probaply never.
we can dream though... -
well, if you follow this path you will get to a little house, like a shack.
now enter the house, go down the stairs, turn left, go down these stairs too, then turn left again and you will see them hanging out right there C: -
the nurses calling nerf hit doc hard enough.
stop hurting his feelings.
he just wants to be loved. -
outside his terror radius freddy sees your aura.
the perk hides your aura and scratchmarks at the cost of 1 out of 3 tokens for a set periode of time.with other words:
the perk completely nullifys freddys power, as long as there is tokens, allowing you to get an escape from him and wake up.dont complpain, its working as intended.
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@Kind_Lemon said:
@Mister_xD said:
sure.
but i want something in return!
what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
thanks....why would you want this? I mean, if you were a developer, I'd make the deal, but still. What is going on in your life to want that?
why i would want this?
simple.
you cant just nerf slugging into the ground and take away our hooks. if one is to be nerfed, the other one has to be buffed. for balance reasons.
and let me ask you this:
would you really make the deal? are you sure you would want that?
cuz honestly, as a survivor i wouldnt. have you ever been slugged? meaning 5 minutes on the ground until you bled out and died? its no fun.
take away a killers hooks and thats what he'll do. are you really gonna say yes to a deal that would make 80%+ of your matches end like that? -
i actually share that opinion.
however, what @Gay Myers (Luzi) said isnt wrong neigther.
however, and i have already talked about this exact same topic in an anti tunneling threat, i think a overall action speed debuff for each hook you got should be applied. it doesnt have to be a lot, ust enough to slow the game down enough, to encourage the killer to go for a different target instead of the already hooked Survivor, as he could apply the same debuff on another survivor aswell.
and im gonna be honest here, what OP said is true. it doesnt really feel rewarding to hook a survivor.
nothing changes.
the survivor does not feel any consequences for him screwing up, unless he gets camped. there is literally no difference between a survivor who has not been caught and a survivor who has been hooked once by now.
and i dont think it should be that way.
however, im kinda tired now (as you could probaply recognize due to my bad english xD), so i wont be talking about this anymore in this post.
have good day / night! -
i have seen a leatherface insidious camping just recently.
got like 1 kill, the others escaped. -
true.
just remove the savepip.
eigther you pip, or you depip. the end. -
the hooks have just been reworked, causing many of them to disappear.
right now, there is a dead area around each hook, with the size of 24 meters, where no other hook can spawn.
this rule CAN be overwritten though, when the game realyzes a too low number of hooks for a map, forcing the minimum number in, no matter what.also, no. escape should not always be possible. you've had your chance, you screwed up, now you get hooked. thats how it goes.
giving the survivors yet another second chance would completely break the high ranks. -
sure.
but i want something in return!
what about... survivors cant recover anymore when in dying state, plus slugging is now rewarded with pips.
thanks. -
balance the overall game,
THEN nerf nurse. -
and my wraith still has the most red moris out of all my killers (45)
even though he has 2 ultra rares... -
its like shes camping a hook, with the difference that you can actually walk around and do stuff. get the gens done, have your team leave and maybe even take the hatch.
in the end, she did nothing more but less effective camping. -
padded jaws, the beast and speed limiter are suposed to be weak, therefore give more BP.
they are fine.
maybe the speedlimiter could get buffed so it gives 100% more BP for the chainsaw. -

nothing more to add. -
im not really a fan of those tbh...
the first one is just not worth being an ultra rare, not by a long shot.
and the second one isnt really that strong neigther.however, ive had my own ideas about billy ultra rares, so feel free to take a look at them.
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sometimes i miss this... -
imo the right window (when looking at the room from the outside) is perfectly fine, as the killer can use a shortcut.
however, the other one is just annoying af. -
besides the magically floating shield in one of the door frames, i havent seen anything wrong wwith it
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i noticed that too!
thats some relly nice detil put into that!however, i still dont know what that hole under the Trappers right arm is...
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no matter how you die in the entitys world, as long as there is still hope in you, you will wake up at the campfire.
if there is no hope left the entity can deour, your going in the void.
and we know nothing of the void. -
@Boss said:
@Mister_xD said:
it doesnt really matter though.
like, i doubt your gonna use your power while carrying a survivor...It's weird that it happens.
well, i think thats due to the fact that you cant use your power while carrying a survivor. like, after you hook a survivor, the icon of your power actually gets bigger than before and then goes back to its normal size, while showing your add-ons again.
i think this is only there so you have a visual clue that you cant use a killers power while carrying.might aswell be a bug though.
its just nothing gamechanging, so i doubt this is high on their priorities list... -
i actually disagree with that.
the whole "trap in the face" thing has been suggested many times now, but there is always this one question: where does he take his beartrap from, if he already made his setup and is not currently carrying any? also, why cant he use that trap later on?
i personally love the current kill animation. like, it doesnt have to be super gory and brutal to fulfill its purpose. trapper, without traps is a very basic killer, so it only makes sense that his mori works together with his base power, the blade.however, i do think wraith and billy could get a new animation. wraith could, as an example rip out the survivors spine (devs could make the survivors heead extremely tiny and have a lot of blood shoot out of it (so you cant see it), while the wraith "spawns" a new prop in his hands which he removes then and puts under his robe - similar to the clowns cut off finger) and billy could pick them up and shove hs chainsaw in their stomach, sawing for a bit until he takes his hammer, puts it on their face and pushes them off his chainsaw. (the devs wouldnt have to create new "props" and models for this one, just an animation)
the thing is, killers cant rely on their power to use a mori, if they have a limited power. billy or bubba can easily use their power, as there are no limitations to them, so thats why they can easily use the chainsaw.
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it doesnt really matter though.
like, i doubt your gonna use your power while carrying a survivor... -
honestly, i think reworking DS would be a huge step in the right direction. however, i dont think the game would be balanced then. id be happy though when they rework the gens, so games no longer last max. 10 mins without ruin.
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@Vietfox said:
Mister_xD said:actually sounds good.
however, it would still be much more rewarding to get rid of one survivor, as that tremendously slows down the game.
id say you should give the rescued survivor a decreased action speed for each hook he got, like 5% after one hook and 10% after 2 hooks (numbers can be altered), so the killer has a reason to go after the other person, as the first is gonna slow the game down too.
@Mister_xD
Depends. If by getting rid of a survivor you mean camping them since the very beginning and the other ones are smart enough you are not gonna get more than 15k bps, probably even 10k.
Btw, the decrease speed should be for seconds or even a minute, otherwise would be quite op.oh, by getting rid i dont necessary mean camping.
just break your current chase once someone got unhooked and focus said person down, until he's dead.
and the reason why i wouldnt want the action speed decrease to be for a set time is, because then it would still be more beneficial to just tunnel the rescued survivor and take him out od the game entirely, instead of having 4 normal survivors after a certain periode of time.
this is an overal problem i have with the game: hooks mean nothing. there is no consequence to it, unless its your 3rd hook. with inntroducing this, you could actually have them feel some consequences for failing their objective, which would be avoiding to be killed / sacrificed.
however, this was only a suggestion, nothing i thought through entirely. maybe a completely different solution turns out to be better, who knows? or maybe the problem will solve itself when the devs get rid of the genrush. its just that the current reason for tunneling is, that removing one of the game is much more rewarding than playing nice. and we all want to win, dont we? so its only natural, that the killer chooses the best strategy to win, while the survivors do the same. -
i still like them.
they are an event item, so they wont be around for long, dont worry.
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play killer for an extended periode of time and you'll understand why.
its a rarity that killer matches are actually fun. its usually just pure annoyance wile circling the pallet / window spots trying to catch up / mindgame them.
the thing is: survivors feel great when the killer cant hit them, however, the killer doesnt really feel that great when hooking someone, as that usually means pretty much nothing for the future of the game. the only way a killer actually achieves that feeling is after he hooked someone the 3rd time, as he now sees the results.its just no fun.
and maybe continuous buffs arent the way to go, however a change in the playstyle would work wonders too. -
@Jake_Parks_prince said:
@Mister_xD said:
@Jake_Parks_prince said:
@Mister_xD said:
NO!
this diffthere is a HUGE difference between "Deep Wound" and "Mangled".
this difference would be, that "Mangled" is a great effect, that really helps slowing down the game, while "Deep Wound" has little to no effect AT ALL to the game.
its such a bad effect, i dont get why people want to see it more often...because you can literally use a perk for mangled so add-ons that have it for however many seconds are useless when you have a perk that doesn't have to be made teach able do it for free forever. It doesn't even stack which adds to it being useless on add-ons. Plus deep wound DOES slow the game down quite a bit and is deadly if used right.
by using the add ons, you can clear one perk slot any use sthg different then.
i dont see a problem with having an additional perk to choose.also by "if used right" you mean turning around and follow the blood until they bleed out, right?
yeah that strategy is BS. you can literally hunt them down with M1, which takes less long, or if it lasts longer, it gets rid of many palltes that could turn the table later on.@Mister_xD said:
@Jake_Parks_prince said:
@Mister_xD said:
NO!
this diffthere is a HUGE difference between "Deep Wound" and "Mangled".
this difference would be, that "Mangled" is a great effect, that really helps slowing down the game, while "Deep Wound" has little to no effect AT ALL to the game.
its such a bad effect, i dont get why people want to see it more often...because you can literally use a perk for mangled so add-ons that have it for however many seconds are useless when you have a perk that doesn't have to be made teach able do it for free forever. It doesn't even stack which adds to it being useless on add-ons. Plus deep wound DOES slow the game down quite a bit and is deadly if used right.
by using the add ons, you can clear one perk slot any use sthg different then.
i dont see a problem with having an additional perk to choose.also by "if used right" you mean turning around and follow the blood until they bleed out, right?
yeah that strategy is BS. you can literally hunt them down with M1, which takes less long, or if it lasts longer, it gets rid of many palltes that could turn the table later on.Okay one free perk slot for an add on that only lasts 2 minutes and gets taken away when hooked? It only works if you have lost the survivor in the chase but at least with deep wound it'll take an extra 10 seconds compared to an extra 5.
i dont think the hook takes away magled effects from you...
i might be wrong though.
if it does, this NEEDS to get changed.i still dont get why so many people think deep wound would be good.
it is literally the worst status effect this game can offer atm, even blindness is better! MUCH better! -
@Jake_Parks_prince said:
@Mister_xD said:
@Jake_Parks_prince said:
@Mister_xD said:
@Jake_Parks_prince said:
@BeanieEnthusiast said:
How about a penalty for someone using DS? If you successfully hit the skill check you get sacrificed immediately.Someone: Yeah I'd like to not get an instant death which is imposs> @Mister_xD said:
no.
reward not camping killers instead.gosh, is it so hard to think of something else but a punishment for killers??
ffs camping got nerfed INTO THE GROUND!
the only reason why killers camp is because the survivors make it worth it. do the gens, have 3 or 4 dont in the time the killer camps one and he will at max get a 2k, which would eigther force him to blackpip ir to depip, while you pip, due to good lightbringer and unbroken scores.I mean ive gotten a 4k with one gen left in rank 2 I hate to say this but why are ypu punishing survivors for doing the objective?
im not punishing you for doing your objective.
not at all. by camping i just encourage you to do it instead of going for altruistic plays.
camping usually means, that the person who gets camped failed at their own objective: staying alive. by that they allowed me to gain one step in my objective, which is: sacrifice you.
with other words, camping just lets you feel the consequences of f*cking up, while getting saved and healed make the whole hook meaingless in the first place.
i know its no fun, but that goes for both sides. the killer also has no fun while camping.
besides that, i just wanted to point out that camping has been nerfed multiple times to a point where it doesnt take a lot to beat a camper, forcing him to depip.and again, the fact that you got a 4k with camping on rank 2 only shows, that survivors still dont understand how to beat a camper.
maybe I should've mentioned this. I didn't camp at all for the 4k. Also I remember the best time I was face camped was against peek-a-boo Myers in the hospital. He just came from behind a wall and pulled me off a gen no way to know he was there at all. So in cases like that how is that punishing a survivor for doing bad? I don't play survivor often anymore because all most people do is face camp and tunnel.
well... if you didnt get the 4k with camping, then why did you bring it up in the first place?
however, a jumpscare myers in one of the very few things that would actually fall under the "had no other chance" list. that would also occure to a doctor who spawned so close to you, that you literally scream as soon as the round started.
however, you can prevent these scenarios.
usually, when i play survivor i just always expect a myers popping out of nowhere, so im always on the look out, until im proven wrong and its not a myers.
and once you've spotted the killer, its all about the chase. you can escape a chase, its not impossible, but when you go down, that means you failed twice in the chase, which results in your hook.
and i still stick with what i said earlier: camping only shows you the consequence of fcking up. getting rescued renders the whole part of you fcking up the first time meaningless, as there is no consequence at all.How does it render the whole consequence meaningless? You only have two more hooks and how was I supposed to see a Myers behind a wall? If I don't get enough time to react to a no terror radius killer why do I get punished for something beyond my control? And I brought up the kills to say just outplay and counter play survivors learn what each one does, how they do it, and when to strike.
it renders it useless, as you, after being unhoojed and healed, are just as strong as before the hook, you repair as good as before, you can run the killer aorund just as good as before and you are overall just as big of a threat to the killer than before your hook.
getting hooked once or twice doe not change anything on your gameplay, while being camped actually makes you feel the consequences for f*cking up several times, by being taken out of the game.and again, i did admit that you didnt really have a big chance against this myers, but this is a 1 out of 100 game! usually, you do have that chance to avoid being oneshot and hooked. also, you can always look around you and when you spot a movement towards your location, stop pressing M1. that would force the killer to hit you instead of grabbing you off the gen.
and finally, if you didnt achieve the 4k with camping, there is no need to even mention it in this post, as this is all around camping. i know you are better off without it, i almost never camp a survivor myself. did i ever bring this up before? no. because it does not fit into this discussion.
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@Jake_Parks_prince said:
@Mister_xD said:
NO!
this diffthere is a HUGE difference between "Deep Wound" and "Mangled".
this difference would be, that "Mangled" is a great effect, that really helps slowing down the game, while "Deep Wound" has little to no effect AT ALL to the game.
its such a bad effect, i dont get why people want to see it more often...because you can literally use a perk for mangled so add-ons that have it for however many seconds are useless when you have a perk that doesn't have to be made teach able do it for free forever. It doesn't even stack which adds to it being useless on add-ons. Plus deep wound DOES slow the game down quite a bit and is deadly if used right.
by using the add ons, you can clear one perk slot any use sthg different then.
i dont see a problem with having an additional perk to choose.also by "if used right" you mean turning around and follow the blood until they bleed out, right?
yeah that strategy is BS. you can literally hunt them down with M1, which takes less long, or if it lasts longer, it gets rid of many palltes that could turn the table later on. -
@Jake_Parks_prince said:
@Mister_xD said:
@Jake_Parks_prince said:
@BeanieEnthusiast said:
How about a penalty for someone using DS? If you successfully hit the skill check you get sacrificed immediately.Someone: Yeah I'd like to not get an instant death which is imposs> @Mister_xD said:
no.
reward not camping killers instead.gosh, is it so hard to think of something else but a punishment for killers??
ffs camping got nerfed INTO THE GROUND!
the only reason why killers camp is because the survivors make it worth it. do the gens, have 3 or 4 dont in the time the killer camps one and he will at max get a 2k, which would eigther force him to blackpip ir to depip, while you pip, due to good lightbringer and unbroken scores.I mean ive gotten a 4k with one gen left in rank 2 I hate to say this but why are ypu punishing survivors for doing the objective?
im not punishing you for doing your objective.
not at all. by camping i just encourage you to do it instead of going for altruistic plays.
camping usually means, that the person who gets camped failed at their own objective: staying alive. by that they allowed me to gain one step in my objective, which is: sacrifice you.
with other words, camping just lets you feel the consequences of f*cking up, while getting saved and healed make the whole hook meaingless in the first place.
i know its no fun, but that goes for both sides. the killer also has no fun while camping.
besides that, i just wanted to point out that camping has been nerfed multiple times to a point where it doesnt take a lot to beat a camper, forcing him to depip.and again, the fact that you got a 4k with camping on rank 2 only shows, that survivors still dont understand how to beat a camper.
maybe I should've mentioned this. I didn't camp at all for the 4k. Also I remember the best time I was face camped was against peek-a-boo Myers in the hospital. He just came from behind a wall and pulled me off a gen no way to know he was there at all. So in cases like that how is that punishing a survivor for doing bad? I don't play survivor often anymore because all most people do is face camp and tunnel.
well... if you didnt get the 4k with camping, then why did you bring it up in the first place?
however, a jumpscare myers in one of the very few things that would actually fall under the "had no other chance" list. that would also occure to a doctor who spawned so close to you, that you literally scream as soon as the round started.
however, you can prevent these scenarios.
usually, when i play survivor i just always expect a myers popping out of nowhere, so im always on the look out, until im proven wrong and its not a myers.
and once you've spotted the killer, its all about the chase. you can escape a chase, its not impossible, but when you go down, that means you failed twice in the chase, which results in your hook.
and i still stick with what i said earlier: camping only shows you the consequence of fcking up. getting rescued renders the whole part of you fcking up the first time meaningless, as there is no consequence at all. -
@HatCreature said:
@Mister_xD said:
i literally just thought of that, but what IF, Iron Maiden actually reversed the latest locker buff?
it could look like this:
When a Survivor enters a Locker, their Aura is revealed to you for as long as they stay inside of it.
Also, this Perks allows any detection Perk or Ability to spot Survivors hiding in Lockers.
that way, it would counter out the latest locker buff, not give itself away instantly AND be worth using when combined with other aura reading perks like BBQ.
any thoughts on this?
(i might repost this as its own discussion, lets see how it works out)I thought this perk did that at first when it came out but was suprised to see what it actually did. If this perk worked like that then it would be too powerful, you could just grab people from lockers, no chase, basically an insta kill every time someone enters a locker. Yeah Exposed is like that but at least they can run away. With this idea they wouldn't know you can see them.
well, this was just a very quick thought of mine, but people would probaply still realyze very quick that you got the perk once you just walk across half the map and straight towards their locker.
besides that, you wouldnt be notified if anyone entered a locker, so youd have to be on an continuous lookout.
but yeah, maybe a limited aura reading time or revealed location everytime they enter and leave would be good too.