Nos37
Nos37
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- Nos37
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What's wrong with The Game? That's one of my favorite maps, as an immersed Survivor, and as Killer with really good headphones.
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There is no fun when the Survivors loop everything. I want to play Nurse when I see them do this.
That said, they could try testing the Nurse's viability after adding a micro-blind effect when phasing through tall objects (objects that would normally break LOS).
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I don't like the Nurse's Plaid Flannel.
It's distracting during a chase, and too expensive/rare to use for practicing the Nurse with other add-ons. It would be nice to use the Plaid Flannel to see how other add-ons affect her Blink range, move-speed, charge rate, et cetra, if it weren't so rare and valuable to waste on such a thing.
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Flashlights, Boil Over, Decisive Strikes, body-blocking, Deliverance.
Survivors are just as bad.
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Killers shouldn't be buffed because some Killers are toxic??
Then why have Survivors ever been buffed if most of them are toxic?
No, it's not recall bias; it's math.
If 1 in 10 players are toxic and I play 10 matches on both sides:
As Killer, I will face 40 Survivors and play against 4 toxic Survivors;
As Survivor, I will face 10 killers and play against 1 toxic Killer. -
What if BBQ & Chili's aura-reading had a range limit that was "attached" to the hook?
The aura's duration would be better balanced, as it would then be based on each Killer's mobility.- Barbecue & Chili's aura-reading starts when the Killer is at the hook, obviously.
- If the Killer moves at 4.6 m/s, and the aura's duration is 4 seconds, then the Killer can move 18.5 meters before the auras disappear.
- However, the Nurse, Spirit, and Hillbilly can move faster than this, so I would suggest having the Survivors' auras disappear after these Killers have moved 18.5 meters from the hook.
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Then again, the wider the FOV, the more stuff needs to be displayed on-screen; this uses more RAM, or whatever, and just causes frames to drop.
Dropped frames make the 360's worse, so Killers would be no better off...
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By the time you down Survivor B, you're no longer chasing Survivor A. The perk is only actively applying to whoever is being chased for the duration of the chase. Pick-ups hapen after chases end.
Sometimes you could be carrying a survivor and turn a corner that has a pallet that you're unaware of and get stunned. The Fog isn't always fair.
The point of having all 4 Survivors look alike is to make a Shell Game out of it. If the shell with the ball under it is unique from the others, it defeats the purpose.
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Run Boil Over, and Streetwise to help other Survivors make better use of their flashlight rescue attempts.
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Unfair? You mean because you cannot dodge the flashlight seeing as how you're past the lobby ready-up stage?
The only time a flashlight matters is during the Survivor pick-up. If you're no longer chasing the twice-hooked Survivor with a medkit then you will see the Survivor wielding a flashlight.
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I was wondering what happened to all the periods between your sentences, but then I found them all in the end.
I have gone through more controllers playing DbD than any other game. Love the game; hate the players.
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My favorite's the Wraith's.
It's not worth watching, so I'm not distracted. I can keep an ear out during the animation for nearby Survivors.
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Would be nice if Deteriorate went up to 400% so that it could regress gens just as fast as a Survivor can repair it.
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Franklin's Demise is better than NOED for that last exit area hit
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Oh, that makes sense now.
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Ah, well my problem is that I take it too seriously. I just assume that the Survivors are at the exit gates just waiting to teabag, so I go put myself in a corner instead.
Problem with that is having to wait an additional 10-15 minutes for the match to end (the Survivors come looking for me, spend several minutes trying to get my attention, get bored and leave one at a time, and the last two fight over the hatch).
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Oh, yeah. Forgot.
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Even if implemented, this won't stop Survivors from teabagging at the exit. They'll just fall back on the excuse that they wanted to give the Killer some free points and get some in return.
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It depends on who the killer is currently chasing.
If two Survivors have been hooked twice and the killer's chasing one, all Survivors will look like that one Survivor.
If the Killer then starts to chase another Survivor who has also been hooked twice, all Survivors will look like that Survivor as soon as the previous Survivor gets the Escaped Chase award.
If the Killer isn't chasing a twice-hooked Survivor then all Survivors appear as normal.
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Survivors will no longer have the excuse of sticking around because they're making sure the other Survivors are safe.
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The problem stems from the 30 Survivor Vials being 4x easier to complete than the Killer Vials.
There are 4 Survivor slots and 1 Killer slot in every lobby, so it should be the other way around; it should be 4x easier to complete 30 Killer Vials than Survivor Vials.
Let's say there are 5,000 players during this event.
4,000 Survivors and 1,000 Killers go about completing their 30 Vials.
Let's say they finished in the same amount of time (won't happen, since Survivor Vials takes less time/effort).
Now the Survivors and Killers swap roles.
There are now 4,000 Killers matchmaking with 1,000 Survivors.
Only 250 Killer lobbies will fill up. The other 3,750 Killers now have to wait for Survivors in the existing 250 matches to die or escape. -
Didn't the devs say that the lobby opens up to all ranks after a certain amount of time? How long is that?
Hmm, maybe they said regions and not ranks... Shucks-darn.
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It's not a bug or matchmaking issue.
There are 4 survivor spots and 1 killer spot in every lobby.
Let's say only 500 players are playing the game.
400 survivors and 100 killers have finished all 30 of their respective vials.
Now, they swap roles.
400 killers are match-making with 100 survivors.
Only 25 of those killer lobbies will fill. The other 375 killers will have to wait until survivors die off or escape from the 25 existing matches.Plus, if a lot of survivors just suicided on the hook to grind the survivor vials faster then a lot of killers will have been boosted to higher ranks while those same survivors will have dropped in ranks.
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I tried playing nice. Got looped around the whole map and the 360-jukes robbed me of several successful hits. I finally downed that survivor and decided that everyone can escape except for them. Their team did everything they could to save him/her, and pulled it off because of Stolen-- Borrowed Time. For that, I slugged them one at a time (Knockout) until they were all crawling in the dirt. Then hooked them one at a time and watched them enter struggle before hooking the next.
Stopped playing nice after that.
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The base game is Killer-sided during the event, sure, but the event itself is Survivor-sided.
Survivor: Spawn. Hunt for cankers. Extract as much as you can. No more cankers? Suicide on hook. Vial full? Suicide on hook.
It's easy to farm the event as the Survivor.
Killer: Spawn. Hunt for survivors. Chase the Survivors around half the map. Down the Survivor. Pray you get them to an event hook. No more hooks? Have to wait for gens to finish and everyone escape, or spend a lot more time and effort killing them. Vial full? Same thing.
Killers are stuck in a match for its entire duration and that duration is longer because gens don't get done until after all the cankers have been drained / vials have been filled.
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What if Hope gave all the benefits of Resilience at the end of the match, but without having to be injured?
Then you could run faster, vault faster, heal faster, and open exits faster.
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@B3tt33whit3 said:
Why was not gaining any BP on killer disconnect built in to the game? Why is it still like this on ps4?(This has been answered before. Implementing such a compensation would allow 1 player to boost 4 others. Meanwhile, if only 1 Survivor quits, only 1 player is boosted/compensated, so fewer Bloodpoints are handed out for free overall.)
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Can Survivors in the dying state be allowed to hold the Sprint button to crawl 50% faster at the expense of bleeding out faster? Maybe remove the bleed out cost for Survivors using Tenacity.
(This would also help against Killers who don't plan on hooking any Survivors, as the Survivor can speed up the 4-minute bleed out duration.)
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If you want an immediate fix for this event, then the best solution would be to allow Survivors whom already have 30 vials to interact with, and drain, cankers after the gens have been powered or the hatch is open.
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If this is just testing for a secondary objective, and that secondary objective is permanent instead of tied to an event, then there won't be an issue because you won't reach a hard limit and be stopped from interactions.
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Instead of having the Broken status effect, starting the match injured with the HUD icon, just have the Survivor start the match healthy with the Exposed status effect for the whole match. Hard mode; no Resilience buffs; no more injured music.
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Fine. Remove the aura blindness, and up the blind duration. The Killer can keep their BBQ auras, but they'll have to stumble blindly toward them.
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@TigerKirby215 said:
If the intent was to nerf Self Care well... you didn't.
Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?The patch notes said "To give Killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased."
Match length is the "tree," not Self Carry.
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@PhantomMask20763 said:
Sounds nice. Maybe reduce the time for it a little. Just by one or two seconds though. I dont wanna hear a survivor scream really annoyingly tho. It's already bad enough when I hook them XDThe 10 seconds is only for the aura blindness, not the flashlight blind effect.
After hooking a Survivor and waiting for 2 seconds for the blind to wear off, the Killer can start heading in the rough direction of a gen / hex / trap (if they had good map awareness and memory) before the aura blindness wears off 8 seconds later. If the duration is too short then the Killer is able to make a slight adjustment to get back on course. If the duration remains long then the Killer may have to make a moderate correction, which gives that part of the perk more value.
Maybe it could have a range limit instead of reducing the duration.
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@Orion said:
So you want Killers to camp because they can't see anything for 10 seconds? Or do you want to be slugged because you're gonna be a pain in the ass after hooking?Boil Over is a pain while transporting Survivors; doesn't stop Killers.
The flashlight blind is meant to be short enough to disorient the killer if they try to turn and move immediately after hooking. They can counter this by staying motionless for the 2 or 3 seconds it takes to wear off. (It may not even have to be a full flashlight blind; just enough to get the veiny membrane to appear on-screen for half a second.)
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@Mrrgle_the_Mediocre said:
Not bad, though I wanted to note that the aura blindness is simply known as the status effect called Blindness. Being flashlight blinded for 10 seconds though does not sound fun, it would encourage hooking and then facecamping for a full 10 seconds to make sure that they don't unhook while you can't see, so as much as that's a fun idea on paper, I would suggest removing that flashlight blind or at the least decreasing it's duration by 7 seconds or so.There is a Wraith add-on ("Blind Warrior" - Mud) that says "surprise attacks inflict aura blindness on Survivors," so I was going off that.
The flashlight-blind doesn't last 10 seconds; just the aura blindness. The flashlight blind would immediately start to wear off after. I just thought that the new vfx for the blind would fit well with this perk because of the disorienting part. Without it, the Killer still has their bearing, even if they don't know exactly where the gens are for another 10 seconds.
Basically, I wanted a way to counter BBQ to help teammates out, similar to Kindred. The perk seemed too strong at first, so I added in the noise penalty. Survivors could just run Iron Will to cancel that penalty, but would require an extra perk slot in the process, so maybe Wake the Dead shouldn't override Iron WIll.
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My matches (as killer) this evening were fine when just a few event offerings were burnt (actually, the majority of matches had at least 1 no-show survivor at the start).
However, the first match that had all 5 event offerings burnt never loaded; I got the infinite Loading Elipsis before closing the game after 30 minutes. The recorded clip I have is useless, as one can simply imagine a black screen with three white dots.
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I know that the perk icon for Object of Obsession will still light up when looking at Freddy (if in range), even if you cannot see his aura, but I thought that EW1 Myers cannot see your aura because you cannot see his (Object of Obsession doesn't light up).
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Plus, the recent mid-chapter patch now has Sole Survivor light up whenever the perk is actively blocking your aura from being seen by the Killer.
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Stop kicking gens. Problem solved.
Why kick a gen anyway if it takes 4x longer to regress than progress?
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Not sure what the fuss is about.
I just Sabo'd 4 hooks to 99%; went to work on a gen; heard the killer's terror radius; broke all 4 hooks; ran to the edge of the map; and still got hooked on a 5th one elsewhere, and that's with Boil Over and without Iron Grasp or Agitation.
There are hooks everywhere...
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I agree that Survive With Friends kills the idea of a Killer who shape-shifts into a Survivor.
The way to pull off a shape-shifting Killer, in my opinion, is to have it shape-shift into other Killers ("The Mimic?"). The transformation could be RNG-based (letting the game choose a random Killer for them to turn into), or it can be skill-based (the player(s) can memorize the order and switch to the appropriate Killer for the job).
However, if a player had the option to play all Killers during a single trial, why would they ever play a single Killer stand-alone? That, and which button do they push to transform? For these reasons, I think that the transformation should be out of their control. Maybe it happens once every 60 seconds, or maybe after each generator is completed.
Hmm...
* What happens if they are the Nurse and are charging a blink as the transformation happens?
* Can they teleport as the Wraith if traps they placed as the Hag are triggered?
* If they transform into the Shape, do they start out at Evil Within Tier 2 to make up for the lack of stalking time?Anyway, as far as spooking Survivors into not trusting their fellow Survivors, just have a perk that makes Survivors appear to be the Killer (or they have the Killer's terror radius attached to them). Other Survivors would have to witness them working on a generator or dropping a pallet before they could know for sure if they're trustworthy, (oh: or have voice chat. RIP -_-).
It could affect the last survivor hit; it could be a hex perk that affects all survivors who have been hit until the hex totem is cleansed; or it could be a much-needed buff to Hex: The Third Seal.
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Happened to me twice as Killer and once as Survivor this week.
I remember thinking "I better camp this last guy in case he Kobe's because an open exit gate is just right there. He better not get that 4% Kobe. It's only 4%; he won't Kobe. [Bad Word], of course he Kobe'd! Okay, he has immunity. Wait until he starts running before swinging. Wait for it... Now! Why is he still alive? Why did he get away? He got out the exit!"
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@Mister_xD That "free green toolbox" will cost them a perk slot.
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@Mister_xD said:
I'm so tired of my hex totem spawning on the other side of the map and being cleansed before I can reach it. ;-;I always found that confusing...
"I'm going to use Hex: Ruin to buy myself more game time, and then I will waste game time at the start of the match checking the hex totem to make sure a Survivor hasn't spawned next to it (leading all the other survivors right to it in the process, if they're paying attention)!"
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@Wolf74 said:
Big NONO.
People would use Sabo to gen rush.
2 in lobby use toolboxes, 2 go blank, so the killer isn't warned and dodges 4 toolboxes, but the survivor just pick their extra toolboxes from chests and rush the gens, never saboing anything.and which of their meta perks would they give up for Saboteur, if only to use it for the toolbox?
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Why both sides? Why not have the Entity create an opening for the killer as long as they are carrying a Survivor?
Survivors cannot turn it into one big loop that way.
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@Justicar said:
Oh no, there's one very specific instance where Boil Over is actually useful. Better band-aid it while we figure out how to nerf it.There's also the sub level of Badham Preschool. A Survivor downed next to the chest can wiggle free with Boil Over if the basement's not just around the corner.
There's also the sub level of the house in Haddonfield. A Survivor downed in the back room next to all the lockers can wiggle free with Boil Over if there isn't a hook just outside.
I know this, not because I've been the Killer, the victim, but because I love Boil Over, hate how it doesn't guarantee a free wiggle escape, and went looking for such places to better guarantee it.
I've been called out by Killers calling it exploitative. I responded to them saying that if it was an exploit then it would have been "band-aided" by now. I'm trying to bring this to attention so that if it is an exploit it can be fixed. Otherwise, if it's not an exploit, I will keep using these to my advantage, even if all it does is waste the Killer's time and get other Survivors killed for trying to help me.
I don't do it to guarantee my escape or get loads of points. What I enjoy about Boil Over is seeing the Killer wobble around drunkingly and fail over and over, trying the same thing and expecting different results.
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@George_Soros said:
Slug time.Less points for bleed outs,
and I have to guard the house so they don't get rescued,
which means everyone else escapes for free... -
@Wolf74 How would adding one hook break it for the killer? It's only one map, so it's not like a SWF Squad's going to all run Boil Over and burn Coldwind Farm Offerings, knowing that the killer can only hook one of them up there and not all four.
The killer can hook one person up there before the hook breaks (unless they have Hangman's Trick). It'll be up to them to use it wisely, and one hook's better than no hooks.