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Mister_xD

Mister_xD

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Mister_xD
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  • hmm...
    his power kinda reminds me of freddy...

    GOOD NEWS!
    there is some indirect killer buffs incoming!
    everyone, besides freddy, will move one place up in the killer ranking!
    ISNT THIS GREAT?
    :D

  • @ReneAensland said:
    I agree! But camping killers would still get more BP too =/

    how exactly would they get more?
    my change would only give these points to a killer when the survivor is suiciding, not when he is changing phases on the hook...
    so by my maths a camping killer would get:
    500 hooked points
    200 entity summonded points
    200 sacrificed points
    so 900 points for each survivor

    a killer with suiciding survivors would get:
    500 hooked points
    600 failed self unhook points
    200 entity summonded points
    500 failed struggle points
    200 sacrificed points
    so 2000 points for each survivor

    maybe i missed something, but a camper shouldnt get any more points than before...

  • @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:
    i love your descriptions on the killers!

    also, my list would look somewhat like this:
    Nurse
    Billy
    Myers
    Hag
    Huntress
    Spirit
    Clown
    Trapper
    Doctor
    Wraith
    Pig
    Leatherbilly
    Fredster

    Trapper is to high :P

    im a trapper main, so yeah...
    i cant place my boy at the bottom, can i?
    that would be heartless...

    I am a former trapper main.
    It hurts my feelings to say this, but he got weaker every patch and now he can't keep up with all the gen rush and voice com.
    To many direct or indirect nerfs.

    that is true.
    however, i believe that you can still make some good use out of him, when you play him right.
    he can shut down loops and end chases at once.

    Of course you can have good matches with himโ€ฆ but very inconsistend.
    And since the effective size of his beartraps got accidently reduced, he can't shut down loops anymore.
    Survivors can squeeze past the trap, but he himself gets caught.
    Devs admitted that the change was not intended, but also never fixed it.
    I am still waiting for them to "look into it".

    yes, i have noticed this BS multiple times now.
    as an example, if you trap a window and the survivor fastvaults it from the other side, chances are that he will just jump over the trap, while you still get trapped when trying to vault it.
    or just recently, yesterday, ive had a survivor escape through the hatch, while there was a tra right in front of him. he simply jumped over it.
    devs need to loock back into that.

    another thing would be, that he is very map depending. e.g. when playing on the farm, its almost certainly a GG. the mac millian estate though is the one location where he is actually good to play. something i really liked about the trapper was, that he was good on 2 out of 3 possible map locations, back in the old days, while killers like billy were only in their element when in the corn field or at a special map. sadly, none of the following DLC maps were good trapper maps...

    https://steamcommunity.com/app/381210/discussions/0/1354868867706403731/
    Take a look at this old steam thread. I made it in june last year. Since than nothing happend.
    Despite them answering my question on stream and since than a lot of trapper player confirmed the change.
    https://www.youtube.com/watch?v=8hGYcAXHuN8
    Time 27:19
    But by now there are so many new player that learned that this reduced size is the size they have to play with.
    Only old player remember it the original size.

    i have seen this one!
    had no idea this was you though...
    but i think they got reduced even further in later patches, as the window thing i mentiones is definitely not as old as your post / this stream...

  • the whole end game is a big problem and very survivor sided atm.
    the devs know this, but dont rly seem to do anything against it...

  • @ReneAensland said:

    @Mister_xD said:

    @MartiH said:
    DS has never really been a problem for me either and I'm currently rank 12 as killer (my highest was 8), and there is at least one DS every match. I don't really think it's OP, it's more "annoying" in my opinion, because it's one of the many "second chance perks" that the survivors have, but there are ways to counter it.

    sadly, ther eis no real way to counter it, which is the biggest problem in my opinion.
    all killers have is soft counters, like enduring to reduce the effects, or unnerving presence to make it harder to hit. yet, none of these actually nullify the effect of the perk itself.
    the survivor always gets a second chance, no matter what.
    the only thing that comes close to a counter is a bug called "dribbeling", ehich only works on very close range to a hook.

    I've done a lot of dribbling.

    still doesnt proof that this perk is fine.

  • @Orion said:

    @Mister_xD said:

    @MartiH said:
    DS has never really been a problem for me either and I'm currently rank 12 as killer (my highest was 8), and there is at least one DS every match. I don't really think it's OP, it's more "annoying" in my opinion, because it's one of the many "second chance perks" that the survivors have, but there are ways to counter it.

    sadly, ther eis no real way to counter it, which is the biggest problem in my opinion.
    all killers have is soft counters, like enduring to reduce the effects, or unnerving presence to make it harder to hit. yet, none of these actually nullify the effect of the perk itself.
    the survivor always gets a second chance, no matter what.
    the only thing that comes close to a counter is a bug called "dribbeling", ehich only works on very close range to a hook.

    Dribbling is not a bug, it's an actual, intended mechanic.

    like many stuff (e.g. gentapping) dribbling started as a bug, but, when acknowledged by the devs, was made an official strategy.
    the devs didnt intend dribbling to be a possibility to do. they didnt create DS and thought, hey! if the killer could simply drop and pickup the survivor repeatedly, they can reach a close by hook to avoid this perk!
    in my eyes, it will always stay an "exploid" or "bug", not an "intended mechanic".
    but as ive said in a different post, im okay with it as long as DS has not gotten nerfed.

  • @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:
    i love your descriptions on the killers!

    also, my list would look somewhat like this:
    Nurse
    Billy
    Myers
    Hag
    Huntress
    Spirit
    Clown
    Trapper
    Doctor
    Wraith
    Pig
    Leatherbilly
    Fredster

    Trapper is to high :P

    im a trapper main, so yeah...
    i cant place my boy at the bottom, can i?
    that would be heartless...

    I am a former trapper main.
    It hurts my feelings to say this, but he got weaker every patch and now he can't keep up with all the gen rush and voice com.
    To many direct or indirect nerfs.

    that is true.
    however, i believe that you can still make some good use out of him, when you play him right.
    he can shut down loops and end chases at once.

    Of course you can have good matches with himโ€ฆ but very inconsistend.
    And since the effective size of his beartraps got accidently reduced, he can't shut down loops anymore.
    Survivors can squeeze past the trap, but he himself gets caught.
    Devs admitted that the change was not intended, but also never fixed it.
    I am still waiting for them to "look into it".

    yes, i have noticed this BS multiple times now.
    as an example, if you trap a window and the survivor fastvaults it from the other side, chances are that he will just jump over the trap, while you still get trapped when trying to vault it.
    or just recently, yesterday, ive had a survivor escape through the hatch, while there was a tra right in front of him. he simply jumped over it.
    devs need to loock back into that.

    another thing would be, that he is very map depending. e.g. when playing on the farm, its almost certainly a GG. the mac millian estate though is the one location where he is actually good to play. something i really liked about the trapper was, that he was good on 2 out of 3 possible map locations, back in the old days, while killers like billy were only in their element when in the corn field or at a special map. sadly, none of the following DLC maps were good trapper maps...

  • @MartiH said:
    DS has never really been a problem for me either and I'm currently rank 12 as killer (my highest was 8), and there is at least one DS every match. I don't really think it's OP, it's more "annoying" in my opinion, because it's one of the many "second chance perks" that the survivors have, but there are ways to counter it.

    sadly, ther eis no real way to counter it, which is the biggest problem in my opinion.
    all killers have is soft counters, like enduring to reduce the effects, or unnerving presence to make it harder to hit. yet, none of these actually nullify the effect of the perk itself.
    the survivor always gets a second chance, no matter what.
    the only thing that comes close to a counter is a bug called "dribbeling", ehich only works on very close range to a hook.

  • so you think a perk that gives you a whole free life, at the cost of a perk slot is fine and balanced?

    okay.
    by that logic i think killers should have devour hope as a default ability without having to charge it first.

    cuz i dont see how this wouldnt be balanced. i mean, we would sacrifice a perk slot for it, right?

  • @Wolf74 said:

    @Mister_xD said:

    @Wolf74 said:

    @Mister_xD said:
    i love your descriptions on the killers!

    also, my list would look somewhat like this:
    Nurse
    Billy
    Myers
    Hag
    Huntress
    Spirit
    Clown
    Trapper
    Doctor
    Wraith
    Pig
    Leatherbilly
    Fredster

    Trapper is to high :P

    im a trapper main, so yeah...
    i cant place my boy at the bottom, can i?
    that would be heartless...

    I am a former trapper main.
    It hurts my feelings to say this, but he got weaker every patch and now he can't keep up with all the gen rush and voice com.
    To many direct or indirect nerfs.

    that is true.
    however, i believe that you can still make some good use out of him, when you play him right.
    he can shut down loops and end chases at once.

  • @Wolf74 said:

    @Mister_xD said:
    i love your descriptions on the killers!

    also, my list would look somewhat like this:
    Nurse
    Billy
    Myers
    Hag
    Huntress
    Spirit
    Clown
    Trapper
    Doctor
    Wraith
    Pig
    Leatherbilly
    Fredster

    Trapper is to high :P

    im a trapper main, so yeah...
    i cant place my boy at the bottom, can i?
    that would be heartless...

  • i love your descriptions on the killers!

    also, my list would look somewhat like this:
    Nurse
    Billy
    Myers
    Hag
    Huntress
    Spirit
    Clown
    Trapper
    Doctor
    Wraith
    Pig
    Leatherbilly
    Fredster

  • @tt_ivi_99 said:
    Mister_xD said:

    @tt_ivi_99 said:

    ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

    You serious?

    What is this post?

    Just no.

    this post is just trying to get some tension in the very, very survivor sided endgame we currently have. its a shame people like you dont seem to want that and only care for a free win.

    the killer should still be able to catch you, even when the gates are opened. there is no reason why he shouldnt. yet, killers cant, due to the 2 hit mechanic, as survivors, who are not on the other side of the map right when they get hit, can just go out whenever they want. NOED was actually a great way to get some tension back in the game, as survivors would just leave when the killer came close, out of pure fear to get hit by an oneshot and cocky survivors would be screwed and killed.

    and please dont act like this was not true, as its even said by the devs that one of the biggest design issues they have right now is the endgame.

    You say I want "free wins" but here is the thing: You havent killed anyone in the entire game and now you want to down them instantly and not give them any opportunity of helping the hooked guy or even escape, its allreadyย hard to get someone off the hook when the killer is camping. That sounds like you are the one who wants the easy win :/

    Also that change you are asking for would make perks like Blood Warden, Remember Me or NOED not have any purpose.

    So no, this post wasnt made "to add some tension to the end game". It was made so that killers who cant get a kill before the exit gates are open get rewarded for playing awful.

    i never said i want free wins.
    what i want is that survivors eigther leave when they have the opportunity to, or be at a high risk when staying, as the killer, especially stealth killers, could just ambush and then hook them, which right now is definitely not the case, as you could just walk out after a hit no problem.
    also, this scenario doesnt necessary apply when i havent killed anyone yet. this scenario can happen between 0 and 2 sarifices, so that whole point is invalid.
    besides that i dont rly understand why you, as a survivor, would complain about 2nd chance perks. your whole meta is build out of 2nd chance perks, but when a killer has one... PERK XYZ OP PLS NERF INSTANTLY!!!!!
    i also never said there was no way to help a hooked person, it would just be way more risky than it is during the game, therefore the reward would be much higher than during the normal game. and for your camping argument: why do you think killers camp in the end game? its because they cant catch a new survivor anymore and they know that, so they focus on killing one player. with this NOED change, they would at least have the opportunity to start new chases and down new players, which could lead to a lot less campy end games, who knows? a simple thing you survivor mains dont seem to understand is: killers will always try to play the most effective way. take away their options (in this case NOED) and they will find a different way, which currently means securing the last kill instead of having him escape => killer camps the hook.
    and no, i do not want easy wins i want a balanced game, but if you think the endgame is fine the way it is right now, you clearly dont want balance.

    i also dont rly think you completely understand the perks you've listet there:
    Remember me effects a completely different aspect of the end game than NOED does, so no. this would definitely not be useless.
    Bloodwarden also effects a different aspect, same argument there. but both of these perks work beautifully together with NOED, believe me.
    and by the way i am asking for a change for NOED, i dont see how this would render NOED useless then... re read my first comment.

    so yes. this was made to add some tension (and fairness) to the endgame, cuz there is currently none, unless you are injured and in a chase, far away from the exit gates. and please, do both of us a favor and stop complaining about 2nd chance perks. i havent seen you say anything negative about DS, SB, BT, Unbreakable, Adrenaline, Lithe, Balanced Landing, SC, etc. so please stop complaining about the ONE 2nd chance perks killers have. thank you.

    PS: dont forget that you can always leave when NOED activates. 16 seconds for a door isnt much and stealth works beautifully against NOED, id recommend you to try it out.

  • this seems like a you issue.
    survivor is still the superiour role in this game.
    also, and this may sound harsh now, the guy who got downed first would actually deserve this treatment. he is the first one out of 4 to fail, so he should not even start compalining about the killer killing him first. all he should do is getting better and not being the one who gets downed first next time. period.
    besides that, what is your interpretation of "tunneling"? i mean, literally every time where a killer does not switch targets once he has hit one survivor would be tunneling this survivor down.
    i guess everyone is a tunneler then?

    apart from that, i have to make a confession: i am a tunneler too. i always tunnel the rescuer, instead of the rescued player. i am very sorry, and i will correct my mistake, by seeing both survivors as equal rivals, not giving a ######### of who i actually chase.

  • @akbays35 said:

    @Boss said:

    @Mister_xD said:

    @akbays35 said:
    you think that's bad

    oh god xD

    at least there was a door between them, right? xD

    It seems like Meg's in the sidedoor, which are either ALWAYS open or ALWAYS closed.
    And since Meg's IN the doorway, i dare to bet you can go from one to the other right there.

    yup it actually bugged the gate from opening what sucks is that this isn't the first time I've seen this.

    ooof...

    but wait! this is intended!
    the PrettyGoodJobGMBH would never ever screw up! there is just no possible way!

  • @tt_ivi_99 said:
    ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚
    You serious?
    What is this post?
    Just no.

    this post is just trying to get some tension in the very, very survivor sided endgame we currently have. its a shame people like you dont seem to want that and only care for a free win.
    the killer should still be able to catch you, even when the gates are opened. there is no reason why he shouldnt. yet, killers cant, due to the 2 hit mechanic, as survivors, who are not on the other side of the map right when they get hit, can just go out whenever they want. NOED was actually a great way to get some tension back in the game, as survivors would just leave when the killer came close, out of pure fear to get hit by an oneshot and cocky survivors would be screwed and killed.
    and please dont act like this was not true, as its even said by the devs that one of the biggest design issues they have right now is the endgame.

  • @MojoTheFabulous said:

    @Mister_xD said:
    evader counts the seconds you take the killer for loops and grants you with a higher quality the longer the chase was.
    you do lose some points when getting hit, but that doesnt rly matter that much.

    in my opinion, the biggest issue with the emblem Evader is, that it does not reward you for evading the killer, but actually wants you to go and be found and chased around.
    for an example: i played stealthy the whole round, have not been hooked, did 3 gens, lost the killer in 2 chases very quickly and only got hit once the entire round.
    now guess the quality of my emblem?

    bronze. F*CKING BRONZE! and not even close to silver! no, it was actually pretty close to not giving me any emblem! Why would the EVADER emblem punish me for EVADING the killer FFS?#

    that is the biggest issue with this emblem.
    and nothing else.

    That's because you've gotta be close to the Killer to get Evader. Being across the map in no danger at all isn't going to do anything for you.

    thats not my point. the point was, that i evaded the killer the whole round, played very stealthy, even lost the killer in 2 chases within seconds, by stealthing away once they were unfocussed and still only got a bronze emblem.
    this emblem does not reward you for evading the killer, it rewards you for being in his face the entire round, looping the ######### out of him, which may be a lot, but not evading the killer.
    this emblem needs a gigantic rework.

    also, the emblem only rewards me slightly forbeing right next to the killer while not being found (gl with that) PLUS the killer is not allowed to be in a chase, otherwise the emblem will not count, with other words: i gotta try to stay as near to the killer as possible with out being found for as long as i can, which, again, would not be evading the killer, but actually stalking him.
    if you asked me, this emblem should grant you points for not being in a chase, while taking away points for actually being the one who is being chased.
    devs said they wanted to reward stealth gameplay, but little have they done...

  • Michael Myers, alias The Shape is actually one of the best killers you can get with an DLC (if not the single best one). he has a powerful power, many different playstyles, great add ons and is all in all very unique.

    as a build i would recommend you always run Monito and Abuse (The Doctor teachable), as it reduces his Terror Radius by 8 meters, allowing him to have literally no terrorradius when in tier 1, a very small one in tier 2 and a hags terrorradius in tier 3.
    he is very fun to play and his 3 unique perks "play with your food", "save the best for last" and "dying light" are alyso very unique, introducing a whole new feature, the "obsession feature". 2 out of the 3 perks reward you for keeping your obsession alive, while one, dying light actually rewards you for killing the obsession early on, by giving huge debuffs to every survivor.

    my conclusion: go and get him.

  • i use the secret techniques of the tunnel and campers, to overcome this great challenge.

    usually these guys think they are waaaay better than they actually are, so it is easy to lure them out and usually to outplay them too.
    and as long as no one in their team has BT, they will die.

  • this is called "Hex: No One Escapes Death" and has been nerfed into the ground multiple times now, due to survivors complaining.

    my opinion: yes, they should be oneshot when bringing noed. yes, this should be permanent. no, this should NOT be removable by the survivors.
    at least it brought some tension to the end game. now its just the suvivors trying to farm as many BP as they can before the killer hits them once and they just leave.

  • the funny part is, that this is very well known by literally anyone who has ever used this perk even once / faced it once.
    even the devs know this too well, yet they dont do ######### in order to prevent it.
    sure, they come up with ideas, but thats it. they dont change anything. just ideas.

    i think they are too afraid of the survivor players reactions to this and another review bomb (as they have prooven, they can and will do this.), so i doubt this perk will ever be changed.

    i mean, look at it: they have promised changes for years now. they also did change it once, making it a lot better to play against, but still not good / balanced. now they keep promising for years, but they only came up with a "solution" like half a year ago, yet this has never even hit the PTB.
    i guess this game will be long dead by the time they actually bring the DS nerf out.

  • @akbays35 said:
    you think that's bad

    oh god xD

    at least there was a door between them, right? xD

  • evader counts the seconds you take the killer for loops and grants you with a higher quality the longer the chase was.
    you do lose some points when getting hit, but that doesnt rly matter that much.

    in my opinion, the biggest issue with the emblem Evader is, that it does not reward you for evading the killer, but actually wants you to go and be found and chased around.
    for an example: i played stealthy the whole round, have not been hooked, did 3 gens, lost the killer in 2 chases very quickly and only got hit once the entire round.
    now guess the quality of my emblem?

    bronze. F*CKING BRONZE! and not even close to silver! no, it was actually pretty close to not giving me any emblem! Why would the EVADER emblem punish me for EVADING the killer FFS?#

    that is the biggest issue with this emblem.
    and nothing else.

  • @grisstyl said:

    @Malakir said:
    For the first one I think might be too abusable if made like that

    For 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.

    @Wolf74 said:

    @grisstyl said:
    Perhaps Vigil could be tweaked so that you also recover Exhaustion while running? It might be a good tradeoff since the survivor will have one less perk slot.

    Are we talking about "while running" or "during a chase"?

    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.

  • oh!
    there is a use for this perk!

    it will be removed after the PTB, im almost sure about that...

  • 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.

  • if it takes them as long as the DS nerf, i doubt this game will still be alive the time it drops...

  • @Poweas said:

    @Poweas said:

    @Mister_xD said:

    @Poweas said:
    Holy sh!t these need major nerfs or this game will get destroyed. Bad mans last breath and Jenners last breath. Pls nerf these are so broken.

    heh. you havent seen my post suggesting ultra rare nurse offerings yet, have you?

    Er they're actually trash, they remove ur blinks lol.

    I was joking about them being broken lol.

    too bad.
    devs already heared you and are currently nerfing them.

  • @Poweas said:
    Holy sh!t these need major nerfs or this game will get destroyed. Bad mans last breath and Jenners last breath. Pls nerf these are so broken.

    heh. you havent seen my post suggesting ultra rare nurse offerings yet, have you?

  • lets be honest here:
    doc is pretty much the only killer who can make use out of this perk by eliminating one of his counter plays.

    like, as soon as you leave a locker once you are notified that the killer runs it by giving you the exposed status effect, so you will probaply never go in a locker ever again in this trial. if you are in a SWF group, no one will go in a locker anymore.
    this perk is too weak to even be a threat, so you will see literally no one use this perk in competetive and serious rounds.
    i can see this perk being used in troll builds though...

  • simple solution:
    if i cant see anyone with BBQ, i will stay near the hook.

    dont they dare to complain about camping then!

  • oh my god...
    this theory is perfect

    I SEE NO FLAWS WITH THAT!

  • as @Orion said earlier, inside the entitys realm, the killers are immortal and cannot be injured / killed.
    however, they do feel pain, so if you pallet stun them they actually feel it, even though it does them no real harm.

    RIP Avengers...

  • @Orion said:

    @Mister_xD said:

    i had to.
    forgive me.

    So you're saying Frodo should've hid behind generators on his way to Mordor?

    yes.
    sauron can not see through their auras.
    gens too strong pls nerf!!

  • i think it could be very usefull on doc...
    nurse would be situational though. it would put some pressure on their lockerjukes, thats for sure.

  • the problem with the balancing is a different one:
    killers are, right now, very strong in lower ranks, but they immensely lacking power in high ranks. it is hard to buff them, without completely breaking the low ranks, which would scare away new players from the game.

    we are currently in a pretty bad situation, as the devs need to buff killers in higher ranks, but also keep an eye on the lower ranks.

    honestly, just do it like me and main billy in the red ranks. with enough practise, you will (chain)saw through pretty much everyone. or go and learn nurse, in order to stand a chance against even the strongest SWF groups. she does take longer to learn though...

  • oh wow... i was expecting something else, but you are actually right with this. if the deep wound status effect was more threatening, the legion would be way better immediately.

    just make the timer tick down during a chase too, its not that hard... .-.


  • i had to.
    forgive me.

  • i agree on pretty much everything, but point 2), as this would literally make him a 110% movementspeed onestot killer, due to the fact that he would just attack normally and then instantly switch off to Frenzy mode, which is very hard to dodge btw, and outright down you without giving you any chance for a counterplay at this point. i would be okay with this change, if an injured survivor who gets hit with frenzy actually instantly looses 50% of their deep wound timer, instead of having the full 100%. this way, your 2nd attack, which comes right away, would put them on a 20% meter, allowing you to eigther charge your ability back up and frenzy them down or just m1 them regulary.

    this would be a better solution imo, as it wouldnt just make him into a walking oneshot.

  • i voted for laurie and ace.
    laurie is obvious: the typical tryhard toxic survivor, trying her hardest to beat and loop you as much as they can. almost always runs DS and often uses flashlights. these guys will try everything they can in order to make the game as unfun for you as possible.

    ace is a different story though... ace players are usually meming / trolling around, yet they appear to be some very good players and take you on no problem. it happens a lot that you meet an ace who will just completely mess with you and in the end waving goodbye when he finally leaves the match, alive. or they die within 5 mins.

    PS: these are stereotypes. they do not apply on every player, but there is a reason for these stereotypes.

  • @SmokePotion said:

    @Mister_xD said:

    @SmokePotion said:

    @Mister_xD said:

    @SmokePotion said:
    I am kinda ok with the changes to pick-up. AKA, reverting it. Let's be honest, even with insta flashlights, we killers were dodging far more blinds then we should have, without lightborn. As long as they leave the hooking animation alone, I wont be angry.

    The Borrowed Time change was super ass backwards. They changed it to be in line with a new mechanic they just made up, and hadn't play tested. This was bad on so many levels.
    Firstly: No one asked for the change, the perk was working wonderfully in the first place.
    secondly: They changed something without testing what they are changing it to. (seriously, we learned not to do this in highschool coding, #########?)
    Thirdly: The mechanic should have been very obvious it was going to be an OP change. it's now a free life.

    there's more, but the rule of 3 says you're bored of reading by now :)

    actually, they are testing it atm.
    you are playing the "Public Test Build", this change is not in the game yet.
    and considering all the negative feedback on this, i am pretty sure this wont make it into the game.

    Common sense would have been to PTB the new mechanic,and if it worked as intended, then test the change on the existing perk.

    dude... thats exactly what they are doing right now.
    nothing you see in the PTB is in the game yet, this is all just gettig tested.
    give them feedback on what you think about the changes they made and they will most certainly take them in consideration for the upcomming change.

    if the majority of the playerbase is against the current "Deep Wound" status effect, you can almost be certain that they will not release it without some major changes.

    I'm not talking about the deep wound effect, by itself. I understand testing that.

    I'm talking about changing the existing effect to be in line with the new one. I think that was backwards.

    oh, but the "Deep Wound" status effect is exactly the same as borrowed time has pun on you before. they have just taken this bleed out mechanic, reworked it and then out it on a killer, not the other way around.

    with other words: if you disagree with the borrowed time changes, you disagree on the Deep Wound status effect in the long run, as they didnt invent the status effect and then put it on the perk, but actually took the perks status effect, changed it and put it on the killer.
    this only makes sense, as they are both the same effect, just that the PTB one is a weaker version of the previous one.

  • this is a asymetrical multiplayer slasher game.
    if you have any problems with brutality in a slasher, i'd recommend you to go and play something else.
    this mori has what was lacking in all the previous chapters: gore. it is a great animation and by far the best thing from this chapter.

    please be aware that there will be a lot of people disagreeing with your opinion and that the devs will probaply never change that animation for being "too gory".

  • @SmokePotion said:

    @Mister_xD said:

    @SmokePotion said:
    I am kinda ok with the changes to pick-up. AKA, reverting it. Let's be honest, even with insta flashlights, we killers were dodging far more blinds then we should have, without lightborn. As long as they leave the hooking animation alone, I wont be angry.

    The Borrowed Time change was super ass backwards. They changed it to be in line with a new mechanic they just made up, and hadn't play tested. This was bad on so many levels.
    Firstly: No one asked for the change, the perk was working wonderfully in the first place.
    secondly: They changed something without testing what they are changing it to. (seriously, we learned not to do this in highschool coding, #########?)
    Thirdly: The mechanic should have been very obvious it was going to be an OP change. it's now a free life.

    there's more, but the rule of 3 says you're bored of reading by now :)

    actually, they are testing it atm.
    you are playing the "Public Test Build", this change is not in the game yet.
    and considering all the negative feedback on this, i am pretty sure this wont make it into the game.

    Common sense would have been to PTB the new mechanic,and if it worked as intended, then test the change on the existing perk.

    dude... thats exactly what they are doing right now.
    nothing you see in the PTB is in the game yet, this is all just gettig tested.
    give them feedback on what you think about the changes they made and they will most certainly take them in consideration for the upcomming change.

    if the majority of the playerbase is against the current "Deep Wound" status effect, you can almost be certain that they will not release it without some major changes.

  • yes. also bring back the old pallet kicking time and spawn.
    and the vacuum. survivors are sooo underpowered right now, they need these small QoL changes ^^

  • @Ihatelife said:
    Maybe just wait? You already can prevent the DS by unnerving presence and enduring

    yeah! lets run 2 perks just to counter the chance that a single perk might be in the game. then we gotta use ruin against the genrush and already 3/4 perks are used.
    the last one is probaply going to noed or another anti looping perk, making the perk choices as killer veery limited.

  • @Maelstrom1313 said:
    Oki so I used to be a Freddy main and had 3 perfect builds for him an found him very easy to use, NOW the PTB is out they have the new updated Freddy. My main issue with this is how they have changed everything when a survivor is in the dream world to make it as easy as possible for them to see everything with a little big of fog an pretty much exactly the same for Freddy. Tbh to me that has ruined Freddy he's a dark character that was burnt alive, and personally just missing a few screws, everything should be dark around him and in the dream world with thick fog.

    agreed. i think the dreamworls should be even darker and foggier than usual for survivors, making it very hard to see, so freddy can sneak up on them.

  • unless they teabag me at the exitgate, they die.
    thats my solution.
    and it works.

  • you just watched a "Last Year: The Nightmare" video, didnt you?

    this would go against all the gameplay that differs DbD from LY:TN and make both of these games pretty much the same.
    i wouldnt like this idea tbh...

  • @SmokePotion said:
    I am kinda ok with the changes to pick-up. AKA, reverting it. Let's be honest, even with insta flashlights, we killers were dodging far more blinds then we should have, without lightborn. As long as they leave the hooking animation alone, I wont be angry.

    The Borrowed Time change was super ass backwards. They changed it to be in line with a new mechanic they just made up, and hadn't play tested. This was bad on so many levels.
    Firstly: No one asked for the change, the perk was working wonderfully in the first place.
    secondly: They changed something without testing what they are changing it to. (seriously, we learned not to do this in highschool coding, #########?)
    Thirdly: The mechanic should have been very obvious it was going to be an OP change. it's now a free life.

    there's more, but the rule of 3 says you're bored of reading by now :)

    actually, they are testing it atm.
    you are playing the "Public Test Build", this change is not in the game yet.
    and considering all the negative feedback on this, i am pretty sure this wont make it into the game.

  • @Carpemortum said:
    Wouldnt deep wounds ticking down during a chase eliminate like, half of the complaints about legion if not more? Seems like hed be able to effectively chase and down during frenzy, or at the very least have people slipping during his self stun. Just seems odd to put so much hate towards legion when most of their complaints come down to "I cant down anyone with his power bc it takes 4 hits".

    yes, but making the timer tick down during chases would be "OP".
    i doubt this killer will ever get that. and i doubt this killer will ever be stronger than mid tier.

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