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Mister_xD

Mister_xD

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Mister_xD
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  • @SasukeKun said:

    @Nickenzie said:
    Mister_xD said:

    only when you buff iron grasps stats to 50/75/100% decreased struggle effects too.

    iron grasp is ment to be the direct counterplay to boil over, so i dont see why the survivors perk should be superious to its direct counter from the killer side.

    if one of these two perks has to be stronger, it should be the killers perk, not the survivors.

    I agree with @Mister_xD , if this perk gets this buff then I would want to see Iron Grasp get the same treatment.

    That wouldn't mathematically make sense with how the game flows. Boil Over Buff would simply give a survivor more of a chance to wiggle a little longer. Iron grasp could still carry out the job

    the longer carrying is somethig entirely else. i am talking about the decreased struggle effect, as the two perks completely coiúnter each other out at that point. that said, both perks have their individual stats they can use, if the other side happens to run the counter perk: iron grasp adds 4 seconds to the wiggle bar and boil over makes hook auras in a certain range invisible to the killer.
    if boil over had higher wiggle bonuses than iron grasp decreases, the survivor perk would be superiour to its counter play from the killer, which should not be the case, due to the fact that the killer is the powerrole of the game and survivors should not, by any means, outclass him. not ingame (not alone) and not in the perk section.

  • i do agree that survivors have it hard sometimes, but on the other hand it really sucks when you as the killer dont even stand a fair chance.
    i personally dont have a problem with it, when im getting outskilled, but usually they just rush the gens and loop me on the huge amounts of save pallets / windows, which is just frustrating. an fitting example of that would be my previous doctor round at rank 1: we enter the tompson building and i spawn at the shack. i see my totem being next to the building somewhere, so i go there. on my way to it, ruin has been destroyed. im like half a minute in the game now. i find and down a survivor fairly fast, so i get my first hook in exchange for ruin. however, even though i almost instantly found another survivor, 2 gens popped in the time it took me to get my 2nd hook of the game. and it went on like that. we ended the round after 7 or 8 minutes and i got a total of 4 hooks, as it was really ard to catch a survivor, when the exits are powered but in the whole middle game only 3 pallets were destroyed, so they had massive amounts of these in the end game .-.
    on the other hand, when i play survivor it very rarely happens that i have a game where i have the feeling that i had literally no chance. usually i get my pip, even if i die, so its way less challenging than as killer (or at least thats how if feels for me), as literally all i need to do is the stealth game, and then loop around the pallets and windows in order to buy my team enough time to genrush the hell out of this killer.

  • they are working on it.
    the last patches a lot of very necessary killer buffs and QoL changes have been made. until this point, close your lobby when you see more than 1 flashlight and open a new one. this usually helps. also, you can check their steam profiles and their friendslist in order to spot SWF groups, so you can do the same.
    if you dont want to spend money on this game, this is fine. but maybe you are tempted to buy the killers with ingame currency? (9.000 Shards = 1 not licensed killer or survivor) you get the shards with leveling up your playerlevel.
    have a good game!

  • passive mori for every available killer:
    killer picks up survivor and places him on his feet, loocking directly at the killer. the killer then proceeds to t-bag the survivor, while the DC sound is heard and the survivor just drops to the side, dead.

    WE NEED THIS

  • i dislike maps with "infinites" on them, where the survivors can loop you for ages. examples for that being: suffocation pit, coal tower or springwood. there is obviously more, but i wont list them all here.
    honestla, im a big fan of smaller maps (non city maps), as the trapper is kinda good on these (wreckers yard)

  • considering on how hardcore they've nerfed NOED at this point, PLEASE GOD YES! trading in a useless perk to get rid of one of the most overpowered perks in the game seems great to me!

  • you will face this problem every time you are not playing as the nurse. the nurse is the only killer atm who is able of catching a survivor simply by outskilling them.
    any other killer suffers from the endless loops this game has.
    (also, better get used to your ruin getting ruined (haha) asap, as the survivors usually spawn right next to it)

  • i wouldnt mind not spawning on this map at all as killer.
    but since i spend literally 50% of my (killer) games on this map alone, i guess after some time ppl just know the spots?

  • they just drastically reduced the amount of hooks to a solid 24 meter space between the single hooks. reducing this further, would mean that there would be spots on the map where the survivor would be able to just wiggle off and not get hooked, which would bring us back to the good old slugging meta.
    also, the hook is the killers primary objective. he should be rewarded for doing the hard part of his job, catching the survivor, instead of getting punished for the survivor running to a specific point on the map where there is no hook.

  • @Peanits said:
    RE: #1
    While you can die early, this also means you have the ability to requeue and start another match sooner. I wouldn't exactly count this, and there's not really a good way to fix this. If you do reward a decent amount of points for dying right away, people are going to intentionally do it to farm bloodpoints. With that said, the one thing I always wanted to see there was more points for struggling on the hook while the killer is close. That way people are encouraged to stall if the killer is camping and buy the other survivors more time, rather than just letting themselves die and rewarding the killer/hurting the other survivors.

    Couple things I've also wanted to see:

    • Lower escape points drastically. Down from 5k to ~1k. Distribute those points to other actions. This would mean you can still get a decent amount of points even if you have a good round and die just before escaping, but you wouldn't get as much if you barely did anything and just slipped out the gates.
    • Add survival points to other actions. Narrowly dodged a hillbilly chainsaw? Get a couple survival points.
    • Remove BP from WGLF and BBQ. Make them baseline. Give WGLF a new effect. BBQ is a perfectly good perk as is, putting bloodpoints on it just makes it super meta. This gives people the freedom to switch up their loadouts without sacrificing bloodpoints.

    i agree on the most parts, but heavily disagree with taking away BBQs BP bonus, as this would literally kill the perk. believe me when i tell you this: no one, besides billys and sometimes nurses, use BBQ for the aura reading. take away the BP bonus and 11 out of 13 killers will probaply never run this perk again. it would also not encourage me to go and kill the hook saviour anymore, as i wouldnt be gaining my +25% more BP token by attacking him instad of the unhooked, who would be the smarter choice to pick.

  • not to mention, that the killer usually has to stay the whole round, while a survivor can simply restart once he died.

  • ive said this so many times now, but i will say it again:
    the killer has way more action going on than a survivor. thats why he gets more points. the killer is always stressed, as the slightest missplay can cost you all 4 kills at the end. i dont see why survivors would need to et more points for pressing m1 and sometimes hitting space, while the killer works his ass off hor the points he earns.
    also, there are 4 survivors and 1 killer. obviuosly, as all 4 survivors are gaining points from the same point pool, they will get less points than a killer, who has no one to share his points with. another thing would be, that a lot of the times the lack of points for the survivors occures due to their own mistake. for example the objective points: since the current meta is genrush, you could easily get 3 gens done by having 3 ppl work on the gen and 1 getting chased. that means, 3 gens for 1250 BP for each survivor. now, if youd work together on the gens, not only would 3 ppl get the 1250 BP per gen, but the game also rewards ou with bonus points (the more ppl working together, the more points you get) for working together on a single gen. with other words, you could easily double the amount of points you get for each generator, just by playing differently.
    yet another reason for the killer getting more points would be that the survivors 4 objectives are widly spread around different topics: 1: doing the objective, 2: doing stuff crucial to your survival, 3: helping players who got caught by the killer and 4: go up against the killer. with that, you cant just fill multiple point cathegorys at the same time, as they all focus on something entirely else, while the killer has 3 out of 4 cathegorys tied around his first objective,, being the chase: 1: you get points for finding and hunting, 2: you get points for using your power in a chase, 3: you get points for attacking / breaking their defenses. the only cathegory, and btw the one the killers usually struggle to get on max the most, would be the one tied on their main task, to sacrifice. so while the survivor and the killer usually both get the same amount of points, there are 2 big reasons on why the killer has more than the individual survivor: 1: the killer gets points in 3 out of 4 cathegorys just by chasing you around the map, which means he can get up to 24.000 BP just for chasing, while the survivor can only gain 1 out of 4 point cathegorys, which means his points for the chase are capped by 8.000 BP. the same goes for any other action they are doing. and 2: the killer is always the one gaining points on the killer side, while the survivors have to split their points up by 4. example: killer chases the survivors. the killer gets a lot of points, while chasing all 4 survivors, but every individual survivor earns less points, as they were not in the chase this entire time.
    you see? the killer getting more points than the survivors is just logical.
    also, for many people the higher amount of points is the only reason top endure the killer side, as its still not balanced at all and killers usually suffer due to the survivors just being stronger than them.

    PS: pls fix the "Survival" point cathegory, as its way too hard to gain points for that
    PPS: ######### is wrong will all your lobbies that you complain about not finding any survivors? i dont feel that much of a difference to before the event, its not asap full with survivors anymore, but 5 mins waitingtime is okay.

  • Dwight.
    He is ALWAYS in a locker.

  • @Acromio said:

    @Mister_xD said:
    besides freddy, i wouldnt be able to name any other killer who is worse than LF atm...

    Trapper, Doctor, Pig, Spirit, Wraith... Leatherface is bad, but there's plenty of killers who are far worse than he is.

    every single one of them is better than bubba. the only one i wasnt sure aboout was the wraith, but at least he is able to use his power in a chase now, so yeah. bubba is around #2 of the worst killers in DbD.

  • as trapper i enjoy playing with:
    1: Monitor And Abuse
    2: Sloppy Butcher
    3: Nurses Calling
    4: Bloodwarden

    no ruin, no noed and no bbq. still works pretty well though. (its always satisfying af when BW goes off xD)

  • wow... almost as ridicolous as a "Freddy OP" threat...
    if im correct, LF is currently #2 or #3 of the worst killers, right? besides freddy, i wouldnt be able to name any other killer who is worse than LF atm...

  • i dislike the whole idea of making a survivor invulnerability while getting unhooked, for many reasons.
    first off, its just BS that a survivor is literally immune to any sort of damage there is.
    also, they just gave them their exhaustion perks back after getting hooked, so after an hook invu they now also get their sprintburst invu? at this point they could also just made it so the unhooked survivor gets teleported away. i wouldnt see a big difference there. but the one thing that infuriates me the most is, that they just said they'd punish hook farmers by taking away many points and emblem progression, when the unhooked survivor is hit again within 10 seconds. but then they made the unhooked invulnerable to damage and give him his exhaustion back, so the killer will almost never be able to catch that guy within the said 10 seconds. with other words: they even encourage you to just go ahead and hookfarm, as you will almost never feel the consequences, cause even if the unhooked guy gets downed again, as long as they've had 1 pallet / window, the 10 seconds are over and you will get your points. that part just feels like a huge scam, if you ask me.
    imo they should not punish a killer for the survivors missplay, by forcing him to give up on the previous victim and take on the fully healed guy. instead, they should punish the survivors by giving me the ability to get 2 downs out of 1 hook, but that would be broken, right?
    cause why would a survivor need to use his brain once?
    i am so annoyed by this ;-;

  • i hope these killers are all prestige 3, or it will hurt you when you decide to get them to prestige and then lose the BBQ again x)

  • "BBQ Auras are broken" now thats something only a survivor main can say.
    the auras are perfectly fine, as there is only ONE out of 13 killers who actually is able to make good use ut of this information: the hillbilly with his 230% chainsaw dash movementspeed.
    also, there is counterplay to it instead of asking for nerfs, why dont you just go ahead and get good?
    thank you for your patience.

  • trapper.
    just because of the mask. OMFG IT LOOKS SO GREAT!!

  • @No_Cluie_Louis said:
    his profile isn't exactly pretty either

    well... im kinda sorry to be the one who tells you this, but i dont think you are allowed to show his profile, as this would be name shaming. this is actually a bannable offense, so pls dont do that again.
    i get it, you didnt mean anything bad with this pics, so i wont report you for it, but please dont do that again, okay?
    thank you c:

  • i dont know what all you guys are having problems with, since the event is over my lobbies work perfectly fine. i usually wait around 1 to 5 minutes and got my survivors.

  • noed is weak enough already, you dont need to show the survivors how many more totems there are left.
    that would be just as dumb as showing them what hex affects them, as any survivor with a brain can figure that out for themselves too. but no! we can not expect survivors to actually use their brains and start counting to 5, this would be too much.

  • @Cetren said:
    Eh, very very toxic but not ban worthy. He didn't explicitly threaten you, and he didn't rub any particularly sensitive topics. I've had people spam me with full caps copy paste, racial slurs and swastika. That's ban worthy.

    he did call him a nazi, just because his name was German_Skeleton, so this should better be ban worthy. btw, i get stuff like that too from some a*sholes and i usually report the hell out of them.

  • @Damarus said:

    @Mister_xD said:
    WHY DOES EVERYONE WANT TO PUNISH A CAMPING KILLER?!?

    ffs no one in here ever got the idea of rewarding not camping killers .-. (ive seen 1 post suggesting rewards for non campers and about 20+ posts that want them to get punished)
    guys! punishing the killer is not a good idea!

    besides that, i have free movement. i can go wherever i want on the map, you cant forbid me to stay near a hooked survivor. lets be real here: survivors are like gens to the killer: when they are on the hook, the progress goes up. you wouldnt start a gen, get it to 33% and then leave and let the killer reset it to 0%, right? why should we killers do that then? at this point, the only difference between a survivor and a generator is, that the survivors are actual people, while the gens are just like npcs, they have no feelings.

    No one gets the idea of rewarding a no-camping killer for many reasons:

    • The chances you find one are close to non-existant;
    • Killers already get lots and lots of points, especially with BBQ;
    • You can't really reward someone for doing what he is supposed to do, which is the most important thing. You can't go to your job employer and ask him for money just because you presented yourself at work.

    If there are that many posts about punishing camping, and devs are also VERY SOFTLY trying to do so, it should make a question mark pop in your head.

    so many things wrong with this post...
    lets just focus on your arguments here:
    1. "The chances you find one are close to non-existant;" funny. i barely encounter real campers at all. and as killer i usually avoid caping. that said, i dont mind coming back to the hook when i feel like it or when i see someone arounf in that area. especially if ive seen / heard them before, i will stay close. seriously. at red ranks, camping killers are a rare thing to encounter, as this playstyle does not pay off. tunneling on the other hand does, so these guys are still there (including me, IF A: im a weak killer or B: you are literally on the nearest hook to an opened exit gate. sorry, but you will have to endure this camp)
    2. "Killers already get lots and lots of points, especially with BBQ;" your argument here, is that campers are bathing in points, which is simply not true. camping barely gives any points at all and a camper usually leaves the round with less points than the survivors (unless the one that got camped), if they were smart enough to do gens and not sitting around the hook until the person died. (btw, campers only get 1 BBQ stack, which means +25% more BP instead of 4 stacks when not camping, which equals +100% more BP)
    3. "You can't really reward someone for doing what he is supposed to do, which is the most important thing. You can't go to your job employer and ask him for money just because you presented yourself at work." oh, but you can punish me for doing my job? a camping killer is doing nothing more but his objective. and please remember these words: a killers job IS NOT to just leave the hook and let you get off. the killers job is to kill. and if that means, that he camps you, he did nothing but his job. he fullfilled it, you cant ######### at anything there. now, we have 2 options: 1: you live with the fact that killers are camping when they feel like it or 2: you give the killer something worthy of leaving the hook, so you can have some more fun as survivor and get your, so heavily desired, 2nd chance. BBQ is a good example here: give the killer bonus points and lead him away from the hook by showing potential other victims, so the hooked guy can be saved with no risk.
    i feel like a big thing this community has to learn is, that always punishing one side is the wrong way to do things. instead, reward said side for doing other things. an perfect example for the killerside is camping. lets say a hooked survivor dies twice as fast while 35 meters away from the killer. now the killer has a reason to leave, as its very well possible, that the survivor might hit struggle / dies on that hook, before the team can go to rescue him and that the team will be interrupted from the gens, cause they need to save the hooked person, if they dont want him to die asap. see? win win. killer gets a nice little bonus and survivors are not getting camped anymore.
    another example would be the genrush: give survivors a tasty secondary objective and the games will last waay longer than now, as the event showed. so instead of punishing survivors for doing gens, you reward them for not doing so. but im sure this is something entirely else and that i have no clue what im talking about, right? cause there is no problem with the survivor side, its aways the killer. always.

  • WHY DOES EVERYONE WANT TO PUNISH A CAMPING KILLER?!?

    ffs no one in here ever got the idea of rewarding not camping killers .-. (ive seen 1 post suggesting rewards for non campers and about 20+ posts that want them to get punished)
    guys! punishing the killer is not a good idea!

    besides that, i have free movement. i can go wherever i want on the map, you cant forbid me to stay near a hooked survivor. lets be real here: survivors are like gens to the killer: when they are on the hook, the progress goes up. you wouldnt start a gen, get it to 33% and then leave and let the killer reset it to 0%, right? why should we killers do that then? at this point, the only difference between a survivor and a generator is, that the survivors are actual people, while the gens are just like npcs, they have no feelings.

  • i think you are talking about killers from the tracker cathegory here. killers who have it easy to find survivors (usually stealthy killers).
    the strength of these killers is to find you, but hunting is their big weakness. when these killers are chasing you, they are usually the commen w+m1 killer, without any big strengths. just make sure that you have a pallet / window around you and when they start to chase you, use that in order to get away.
    do not try to be stealthy against these killers, as they will probaply still find you.

  • dude... noed got actually nerfed.
    they only evened out the seperate tiers by giving noed 1 and 2 the exposed effect, but overall the perk got nerfed in its stats.

  • again: you didnt waste these BP at all, since, if it hadnt been the event, you'd be stuck with 87 brown add-ons / offerings you would never use, so where's the problem?
    also you never know, the event might come back next year? the offerings are just disabled during the time where there is no event, so they will probaply be available again next year on halloween, similar to the event items.
    just stop complaining about this. no one asked you to buy these offerings, you could have letten the entitus eat them away and stick with other stuff or you could have used them (yes, i know. lobby waiting time, but why do you have 87 event offerings on your killer, when you couldnt play killer during the event?).
    they didnt give any refunds in the previous events (Howling Grounds & Scorching Summer BBQ), so they wont do that this time neigther.

  • why cant people suggest a buff to killers who are not camping, but instead ask for nerfs for the ones that do so? ;-;

    im soooo tired of posts like that .-.

  • sure. but only if they meve all 7 generators inside the basement.
    seems balanced, right?

  • @MrDardon said:

    @Mister_xD said:
    doc iridescent idea:
    iridescent electrode
    -allows you to mori every survivor while they are in madness 3
    -disables your shocktherapy

    i kinda like the idea of michael having insta mori add ons, so id like to see them on a different killer too c:

    I wouldn't give him the ability to Mori instantly but you could make it so, when Survivors are in Madness 3 they are Exposed.

    Iridescent Electrode

    • Survivors who are in Madness 3 suffer from the Exposed status effect
    • Considerably increases the amount of Madness required to reach Madness 3

    but that would completely negate my idea of other killers, besides michael, having the insta mori with add ons :c
    the whole exposed idea seems more balanced, thats true, but i want other killers to have that mori ability too!

  • only when you buff iron grasps stats to 50/75/100% decreased struggle effects too.
    iron grasp is ment to be the direct counterplay to boil over, so i dont see why the survivors perk should be superious to its direct counter from the killer side.
    if one of these two perks has to be stronger, it should be the killers perk, not the survivors.

  • since the event items didnt come on top of your blood web, but replaced other common items, you didnt spend any more bp than you would have without the event.
    also, isnt it your own fault that you didnt use them? you had the opportunity to. usually these items even paid back much more than you've spend on them too. besides that, the event might eturn, so you could use them next time or just keep them as a trophy of some sort (like me)

  • @Kurama_Cynder said:
    I see what you are trying to get at, and I agree with your general idea. However, I do believe this is a little overpowered. Imagine this: You have finally finished opening the exit gate, when one of your teammates have been downed. You immediately know that by the time they are placed onto the hook, the killer leaves the hook (Let's say it's Trapper placing traps, or the Hag) and they are then unhooked, the door will be closed. So at this point in the match you're thinking "Okay, I'll just open the other gate." Two things could happen here: either the other exit gate had opened the moment you opened yours, or that scenario would play out again. This would basically punish good survivors for being team players and rescuing their teammate, or even give bad killers easy kills when we would prefer them to get better at the game. As for the hatch, there are achievements you can get for having every survivor escape through it at once. I believe the hatch should stay the same, but perhaps try to discourage hatch stand offs (Since they're in the survivors favour) by having the survivors survival points slowly decrease the longer they are standing around an open hatch.

    well, i have writte na comment above further explaining some features, like the hatch, so i'd recommend you to read that too. besides that, i wanted to achieve exactly that feeling: i opened the door, the timer started. someone goes down on the other side of the map, will i save that guy and risk my own life or am i gonna leave, save myself and abandom him? that s a question survivors never really ask themselves with powered gates, as they know they are perfectly save, as the bodyblock + exhaustion perk combo will carry them to the next door and they will escape, but i want ppl to be afraid of going back, as it could very well lead to their death too. besides that, at this stage of the game, it is rare enough that a player is still alive on the hook (or at least it should be), so this question shouldnt come up too many times... the hatch achievement would also still be available, as the hatch would still spawn, but not open anymore when all 5 gens got repaired, so you could still escape with the key and get that achievement.
    and i said this before in different discussions and i will say it again: this is not a teamwork game, this is a survival game. it is not about your teams survival, it is all about your own survival (really. read the description of the game if you dont believe me), so you might just want to leave when someone gets caught once you have the opportunity to.

  • @starkiller1286 said:
    Kinda sounds like you got that from Last Year since once they get the gate open they must leave or they will automatically lose within 60 seconds. Although what about the hatch, NOED, Warden, and keys?
    Not to mention some maps spawn the doors right next to each other someone like nurse, hag or maybe Billy can easily guard those.

    actually, i had the idea from last year, since when i saw it first that mechanic seemed kind of balanced to me (besides the fact that the killer could just pick gigant and block the door for the set time, but thats why there are 2 doors in the first place). DbD has some issues and one of the biggest is the endgame, as its even more survivor sided than the actual game itself. that said, if we would limit this time, we would be able to put some pressure on the survivors and maybe, just maybe make them actually leave nstead of staying around, goofing around and trying to farm some points on the killer / taking the game hostage.
    about the hatch: when the exits are powered, it will just stay under lockdown, no matter how many survivors there are. i do think a key should be able to open it, but that wouldnt give me any reason for the game to go on once both doors have been shut, as it would just be a pointless round, where the survivor screwed up and now needs another 2nd chance in order to get his escape. it would just be the survivors giving up on their escape and farm some last points at the killer / hide until the killer DCs. i could see that phase be very unfun for both sides, so id like the game to end once the second door has been shut.
    now, i dont see any need for change on NOED, as it doesnt even effect the doors. Remember me seems fine too, the only need for a change i could see would be Bloodwarden, as it locks down already opened gates, which could lead to some trouble later on. i'd say bloodwarden should maybe work for a maximum of 30 to 40 seconds, so there would be still time left to get out. also, you could use the doors tactically, so bloodwarden wont shut both of them down and force you to stan in the game until they are closed. we could also say, that it just shuts the door that is nearest to getting shut. if both doors are not yet opened, one of them will be disabled randomly. just an idea, but this perk would need a serious rework.
    now, maplayout is something i considered too, but when both doors spawn right next to each other, thats just bad luck on your part, not my mistake. like, when that happens now, your screwed aswell against a billy or nurse, so i dont see where my mistake would be in that. maybe dont repair that last gen and get the hatch? or open the door while the killer is chasing someone else?

  • funny. i got to rank 1 as solo survivor during this event.
    wasnt too hard

  • mine arrived 2 days ago c:
    it looks really well done! also, the poster looks really nice too ^^ (i still search for mathieus signature though xD)

  • @Wolf74 said:
    Every survivor main:
    Camping and tunneling is unfair... mimimi.
    This translates as: I want free unhooks and extra chances upon extra chances. I want to heal up uninterrupted. I want my 3 <3 like in Super Mario.

    But:
    Gen rush is "doing the survivors only objective".
    Looping is "needed to survive"
    And Noed is unfair, because "survivor shouldn't be forced to do totems".

    survivor logic...

  • you know, this is supposed to be a hide and seek game, so why should we build the rank up system around a game of tag?
    lets face it: pallets were never ment to be a tool to loop and waste the killers time. they were supposed to break the direct LoS and give you the ability to hide again. same goes for windows.
    besides that, the chaser emblem is pretty #########. ike, i end the round with a 4k, but barely get a chaser emblem due to the fact that i played billy and ended my chases twice as fast as a simple w+m1 killer like wraith would. or i trap them all with trapper and get no chaser emblem at all, even though i just made a 4k. or they screwed up really hard, so i downed them all 4 at the same time, hooked them and 4ked, ut got like a bronze chaser emblem, due to the game not being long enough and not having enough chases.
    another point why i wouldnt like to see that is, that the survivors, if they do it right, are literally untouchable for you as the killer, as they always get a window / pallet in time to escape your grasp. sometimes, you just have to ignore one player for the whole round and attack the others, just because this one guy has his superloops ready anytime you see him (e.g. coaltower)...
    so: i dont like the idea.

  • agreed. they should put this on a certain time limit or completely remove the survivors ability to free himself. trapper deserves some buffs & CoL changes!

  • the only buffs it needs would be QoL changes that allow you to mori survivors on the ground too (so they cant just hop inside a locker and dodge the insta kill)

  • @iamzammm said:
    Then how are they registered? Because I'm taking hits left, right and center at the moment that are all miles away from me. I can see the killer swinging one way after I've moved the other direction, but I get hit or there'll be a swing from the killer from a fair distance away but it'll still hit me - this can't purely be latency issues because it's happening in games where the connection is good as well as in games where it's average. See, I thought the same thing about potential lag but the same things happen to the entire group that I play with, in more or less every game. I have a wired connection and run nothing but party chat at the same time as the game on my Xbox One X. There's definitely something wrong with the game at the moment that needs fixing because trying to play as a survivor main right now is impossible.

    when the killer swings his weapon, the game marks an area of effect in front of him. when a survivor hitbox is within this area, he'll get hit. if the killer turns, the area also turns, so its always in front of him. thats how he is able to 180° hit you.

  • @troyf0922 said:
    I heard the holders are fine with new cosmetics. So I guess they're working on it

    i hope so c:

  • that depends on the license holders completely. the dbd devs can not do anything if they say no. also, that would 100% cost real money too, as the dbd dev team would have to pay for new myers cosmetics aswell.

  • pallets are broken.

    got it?
    broken?
    no?
    ok, there is the door, im leaving...
    :c

  • i dont think so...
    when you look at the description text of the serum closer, you will notice a sentence saying, that the serum will be disabled shortly after the event ended.

  • @Master said:

    @Mister_xD said:
    i literally run nothing else but common / uncommon add ons on my killers, as they are cheap and effective. and i also have no problem with the current prestige rewards (every 3rd bloodweb has NO red mori inside, every 5th or so has no red stuff)

    Wait, in 2 out of 3 bloodwebs you get an ebony?
    Send me your hacks pls :wink:

    okay, its www.superdbdredmorihacksoyougetonealmosteverybloodweb.com ;)

  • you should rename it, since we dont even know weather the entity has hands or not. also, the touch of the entitus leaves glowing red burning marks on your body, how exactly do you expect this to work? activate the perk once, then start screaming and get full legacy clothing? xD

    besides that little flaw, i kinda like the idea, but 20 seconds seems too short, as this could really confuse the killer.

  • most of them dont play that stealthy though... i usually catch them running around, trying to leave the area. besides that, i'd rather see a stealth meta than looping meta, so i dont think you should nerf stealth anymore. this will just lead to tons of loops and such.

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