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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Except BBQ is a bandaid fix on the devs part the KILLER has to equip to fix SURVIVOR "ISSUES".

    The aura reading is to stop "camping" while the bp boost bribes killers to stop "tunneling" by rewarding going after different targets.

    Other argumentations might include that survivors can run a bp only perk because there are 3 other people to compensate.

  • @[Deleted User] said:

    Sigh ... killers just want the game to be too easy ... If survivors didn't stand even the slightest chance, there would be no survivors to vs, and this game would slowly die.

    Sigh ... survivors just want the game to be too easy ... If killers didn't stand even the slightest chance, there would be no killers to vs, and this game would slowly fast

    God this argumentation sucks. Especially because it can be mirrored line that.

    Except that the killer is supposedly the "power" vs the "numbers" of survivors, which simply might not be true in the current games state.

    The game would by the way "die" about four times faster if killers stopped playing.

  • I think it showed the devs' position on the perk when they tweaked Enduring but didnt bother to lower DS' duration back down.

    (Stun duration was extended because enduring made the former stun "too short", geez what a shocker for the anti stun perk to reduce stuns)

  • Oh boy, those 3 generators finished in the time it takes DL to gain one stack sure care for DL's or Thanas existance.

  • Any survivors letting thana stack werent goung to heal anyways. Thus showing they dont care for that perk.

    To get the whole benefit of dying light, the killer has to keep managing hooks and keep survivors alive for maximum stacks. Not to mention the obsession getting that buff and being immune to DL. (One of those boni for obsession wouldve been enough).

    Keeping that line of thought, DL actually is detrimental to thanatophobia as the obsession buffs destroy any synergy.

    Edit: how many generators might be done before a single stack of dl/ thana is aquired? Im hearing 2-3 during the first chase quite odten.

  • I wonder why killers wouldnt be sympathic when survivors lose the ability to hear something...

    Oh right, killer hearing being bugged or barely audible is accepted as "intended and balanced" . Cant wait for the next update to bug it and the fix lowering it again.

  • @JawsIsTheNextKiller said:

    I'd hate this against Hillbilly but I'd love it playing as Leatherface. I'd rather it stay as it was to avoid giving Hillbilly another buff and just accept that I can't make good use of it on Bubba.

    Nothing against you personally, but this is complete hyphocrisy.

    "We shouldnt buff killer perks because of strong killers" BUT "Survivors need kindred, bond, BT, ping tools and VC basekit to buff solo to swf", except swf would make way more use out of it than solo.

  • I think more killers should have such kind of ability-environment interactions.

  • Iths funny they rememberef to gibe durge the bloodpoints for "kicking" the gens

  • The problem with flat out speed boosts definitely is that movement speed is one of the most gamechanging variables in this game.

  • Well, most SCP arent made to be "not broken" as playable characters in a game.

    For SCP-173, the problem isnt that "weeping angel ripoff" (although some claim 173 was posted on 4chan during "blink"'s production) controversy, but that there are 4 survivors. A killer you arent supposed to look at would work better, lul.

    Theres only a few of those who'd make sense in dbd and fit our killer criterias.


    Ageee on the chucky part. "Mainstream"-chucky could be punted around by feng min. Not to mention ego-perspective. (That kid killer in IDV works because of 3rd person view)

  • The best complete addon overhaul would be to remove all addons that change a variable (charge speed, cooldown, etc) and replace them by addons in the line of myers mirror or tombstones. (This example actually would better if tombstone and mirror were abilities to swap out instead of addons)

    Obviously buff the base variables (stats) on killers to compensate.

    If debuffs didnt suck most of the time, and stacked, these addons might be better too. Also we dont need addons just for debuffs, those effects could be applied to other addons as a bonus.

  • "Its a bad idea because its a rework with nee content instead of irrelevant number tweaks"

    It would work as a trapper rework, if he had multiple types of traps to choose from. (Tf2 engineer for example).

    • You have 8 beartraps and 100 "resource" which you can use to
    • Place wire traps which create a loud noise and trip sirvivors (ministun similiar to failed skillchecks
    • Nail window frames for slowdown or damage
    • Place down small barricades (can be broken)
    • "Resource can be found lying around or in chests

    Or something like that.

    Its simply just unlikely to happen as it is a rework instead a buff/nerf.

    Edit: though it'd be finny to see the killers getting the "overwatch"-treatment for mulitple abilities.

  • You're assuming dbd melee weapons have actual hitboxes on their shapes.

    Theres a conical area in front of the killer, if the collision cylinder of a survivor is overlapping with that conical area, the survivor gets hit by the attack.

    It doesnt matter how hunched over or leaning forward your characters model looks, the shape of the hit-cylinder doesnt change.

  • Nurse adjustment confirmed, time to move to the next killer on the list.

    "Hidden" conspiracy to drag down average killer potential is in full effect, while lobbying to increase "solo" survivor potential. (dont take this snark too seriously)


    "No feedback" for spirit actions isnt a point. Contrary to what those "why dont you have 200€ headphones"-guys are saying, the most information a killer gets is visual, audio gets bugged and fixed to 80% of its former state every 3rd patch. Spirit has to guess nearly as much as the survivors. Not knowing what she is doing is her whole ability, or am i wrong?

    Killers being " unfun" to face is also kinda the point. Realistically a "fun" to play against enemy means he's too weak to pose a real threat.

  • After pig's and gf's release i still wonder why the swap between punishment and treatment has that charge meter and isnt as quick as them crouching.

    I think the stance swapping could be streamlined to work like with those other killers. Although, i havent played in a while and dont own the crouchers, so that might not be a good idea for doc....🤔

  • The anti stun changes are solid and lightburn sucks anyways.

    Strangely whenever i suggest the invisibility radius its 24-32m,probably because "16m tOo oP"

    Thematically, faster vaulting makes sense (you are sped up while invisible) but breaking pallets/kicking gens turns you briefly visible.

    I'm not too sure about the bell. I probably would prefer just increasing the minimum of his uncloack speed curve. Survivors already might have it harder to see him coming with the proposed vision radius, the bell change might be overkill.

  • Herrmophage should not be the focus of an addon, but rather a secondary bonus. Or a completely new game mechanic (bleeding effects get stronger the more often you're injured or something like that)

    • Traps seriously need to stop adjusting their position to survivors. After a survivor walks into or gets freed from a trap, it gets moved around. In some cases back then even into walls. This makes one of his UR addons borderline useless.
    • Survivors can borderline walk through traps, the aoe needs to be slightly tweaked.
    • I wholeheartedly support the "Reset trap" button, be it as new button or changing his M2 when he's looking at a trap on the floor (when the "trap aura" overlaps with the trap on the floor)
    • Maybe default traps should be slightly darker and be "highlighted" (freddy/ stalking etc) in direct line of sight?
  • I dont think he should get a speed bonus in his base kit.

    The reload idea is solid though. I always thought it slows too much and too long. Alternatively one could turn it into a channeled ability that restores 1ammo per second instead of a cast with 4 ammo for 4 seconds.

    The effect of the gas on survivors can always be improved i guess, or the gas behavior (aoe, spread, linger duration)

  • I was pretty sure the finger isnt really cut of but spawns there. Well i dont own clown so i cant really verify :) cant look at mori vids atm either.

  • I'd like a realm centered around a prison, be ith medieval dungeon with a gaoler, or something more modern, with a warden. (I have a vague idea of a killer concept for this lol)

    Stolen right out of Salt and Sanctuary: the Red Hall of Cages, red ambient lighting, torture cages or other tools of the trade lying around, some broken cells etc. Pyramid head shoutout/expy as killer.

    For a more modern approach, I'd choose a derelict prison yard as normal map, like asylum but with more greenish or pale gray lighting and mosscovered ruins. The killer would go more in the direction of the doctor.

    I think this kinda prison real could host both outdoor map (the yard) and indoor types, a mashup of prison faculties similiar to lery's or a cell-block focused map nore like the game.

  • While not terrible, ther IS room for improvement

    Just tweaking the minimum speed of the uncloack speed curve would do wonders.

    "Complete invisibility to targets outside X metres" would probably feel more like a QoL than a real buff, but it'd still be a welcomed change. (I think it'd be 24 <X <32)

  • Wow. When multiple stomach wounds, countles face lacerations and a friggin' snapped neck arent enough.

    Might be a faceful of alien wingwong too.


    Also dbd models arent structured or textured for dismemberment.

  • Why is it that everyone arguing that being able to close the hatch might be too much ALWAYS forgets that the hatch lost its spawning requisites.

    Also: Survivor finds the hatch first: game over

    Killer finds hatch first: game skips all unfinished generators and grants another chance for the survivor.

    The Endgame/hatch solution is still more survivor-sided than killer-sided.

  • Anyone else seeing no merit in such interactions except wasting kilker time?

  • I'm not too sure, but after losing distance while revving, I think his actual chainsaw attack doesnt cover as much distance as normal walking too.

    That means that its rather hard to hit survivors you didnt touch when you started revving your saw.

    Additionally, he gets slowed more than HB, has a longer charge time AND a clunkier charge mechanic. (Those 99.5% fails).

  • "Dont do the 80% generator in front of you, look for another one!"

    "Dont do more than 30% of a henarator in one sitting. Swap gens!"

    If that sounds stupid, welcome to what killers think about all those tunnel and camping claims.

    ---

    Sad that apparantly killers arent allowed to play smart.

  • Balance is quite weird.

    Most often i hear people wanting to bring solo up to swf potential, which is easier said than done as each mechanical impemented info (aura, hud, ping tool) also applies to swf. Strangely (well not really) those people also want to bring down the stronger killers.

    "Swf is normal, randoms are potatoes, but nurse and spirit have to get gutted" sigh

    The difference between solo and swf isnt mechanical, but in the mentality.

    • Solos play to win themselves, nice if others can do so too, but its not required.
    • Swf would play to win as a team, but dont get judged on their performance, they still get treated as 4 randoms by the game.
    • People who "play to mess around" shouldnt be taken into account for the balance of the game. If theyre not playing to get stuff done, the devs shouldnt enable them.

    Swf shouldnt get ingame penalties, but different bloodpoint (or emblem) penalties. Only example i can come up with right now would be bloodpoint penalties for every friend that didnt escape. Obviously this would only apply to members of "your own" swf group, in 2/1/1, 2/2 3/1 cases.

  • Do yourself a favor and stop caring about survivors' "fun". They dont care about yours either.

    If they get angry, just point put they were worse than the [expletive language] they just lost against.

  • Adding those as a second objective phase after the gens would work. Your idea is quite solid.

    But it Might be too much for our pampered survivors if both fuses and boxes are randomly spawned. Especially if they spawn after the gens are completed.

    while not sure where the fuses could spawn. I guess the boxes could either randomly pop out the ground or have certain walls they could spawn:

    • next to the doors (opposite side of the switch)
    • Inside the map-specific "big building"
    • The killer shack might be suitable
    • "The empty space where a basement could spawn, bit didnt
    • Backside of the basement or on the corner of the basement-stairs.
    • I know there are some maps with only 1 basement Spot or no shack, and that 2 fuseboxes might spawn in the shack, but these are just suggestions.


    These fuses might also work as secondary objective while powering the gens, but not dure if that still would extend game length.

  • Why are claudettes allowed to loop, theyre already stealthy.

    Why are survivors allowed to finish 100% of a gen in one sitting. Theyre camping those gens. Gens should block progress every 20% for 20 seconds.

    Also all gens should block for 30 seconds after a gen finishes to stop gen tunneling.

    Sounds stupid? Welcome to what every killer thinks about your tunnel/camp complaints.

  • Its sad that certain people unsarcastically have that opinion

  • Monstrous shrine (just to get rid of the useless perk)

    Shadowborn - default fov sucks

    Deerstalker, up to ~10 metres i guess.

    At some point i think brutal strenght might be considered, i mean a basic-effect&perk rebalance already happened once.

  • @Star99er said:

    https://us.v-cdn.net/6030815/uploads/629/4TVQWVGTG7ZX.jpeg

    Wendigo Please :3 would make a great humanoid killer. That and/or a Lycan.

    That demogorgons shred ability would fit a lycanthrope quite well. (Not to mention the whole body animations)

    You chose a great picture btw as its not just that cliche "dog on 2 legs" halloween monster.

  • German guy here.

    As impersonation seems to be a rather popular killer concept, the "Doppelgänger" might fit. Although i dont really see whats scary about seeing yourself, as i am a twin lol. Sadly pragmatically/realistically, any type of impersonator/shapeshifter type wouldnt work too well in this game for obvious reasons.

    Apparently we got sirens in the rhine, another popular concept.

    Alps as in "Alptraum" are some fairy folk responsible for bad dreams. I dont say nightmare for this as those are some sort of spirit horses ("night-mare"). Could be wrong but alp might be used as a name for dark elves like drow sometimes in modern literature.


    ----

    That dude with the giant scissors from the "thumbsucker" short story (damn those "dont do that"-stories for kids are dark ), atleast clown would get someone to compare collections to.

  • Doesnt help that the killer ability to hear survivors gets ... diminished every time they tweak the sound or engine.

    First time i played survivor i was overwheöled how loud a claudette is, for the survivor player atleast.

    When they tweaked sound occlusion the first time, i think you couldnt hear gens on the other side.

    It's even worse with buildings, especially haddonfield. Not helping they mess up generator auras too.

  • @Weck

    Freddy isnt exactly one of the "oldest" killers and was considered by most the bottom of the barrel. (Although some miss his old kit)

    And even his new kit isnt as optimal as it could be. He has to stop to plant his snares, although visually it looks like he could keep running. It looks useable like "shock treatment" but is still a "set trap"

    Im more talking about Trapper, Hb, wraith, nurse and huntress.

    Look at all those hoops legion or sprit have to put up with, do you really want a nurse who cant blink 10seconds after a hit and cant see survivors while blinking?

    HB with gas meter, having to refill like plague? And DW instead of double damage?

  • With the direction the design of the most recent killers has been going, i think most killer "modernisations" would result in blatantly nerfed killers.

    Which for obvious reasons wouldnt fit well with the killer community.

  • @Sheldor said:

    It's as idiotic as the end game collapse. Just a free win for killers without any skill involved

    Except killer has to find chase and hook the survivor, in which case the survivor failed to escape.

    The same applies to any death during both versions of EGC, the survivor failed to run through / jump into an already open exit.

  • It doesnt matter if you lasted longer than the others if you dail to escape.

    The last hook is sped up to save everyones time. The game is over, there is no rescue coming for the last survivor.

  • @altruistic 's sheet is nice.

    Too bad there isnt an absolute designation for wins in this game.

    What equals a solo survivors escape in the killers role?

    (Solo survivor escapes = win)

    An absolute win for a killer would be to get 4 kills, which will trigger me some pitchfork mob for stating this.

    In his sheet the killers performed that condition for about the same percentage as he as a solo survived. Shouldnt that be the case? Each player having the same chance ro reach the goal?

    Yeah, this whole concept is biased depending what equals a win in your perception.

    But a 50% escape chance isnt exactly fair either. Try tosssing 4 coins for escape/sacrifice.


    Aaaand i just noticed this all is off topic lol.

  • wow, the disagreement is real here.

    just give her a " -- -- " in the center of the screen. it doesnt have to be something fancy.

    theres still a variable throwing arc with different projectile speeds to calculate, i guess knowing where the center of the screen is TOO OPRESSIVE for those poor survivors,

    WHY ARENT WE THINKING OF THOSE POOR SURVIVORS.

    sigh

    Do they think we want a visible throwing arc? might they be that dumb?

    1. Touhou chapter: Reimu beating the snot out of the entity.
    2. Joke aside, Silent hill sounds nice even if the most likely candidate Lampshadeheadman doesnt have much of abilitties except hitting hard. While there are alternate world mechanics in the game and would fit the Silent hill thematic, i doubt we need that many of such killers. Alternatively, the "forced into a confined space" stuff might work with entityblocker like walls or cages (huge circular walls)
    3. Jack the ripper original chapter. We need a sharply dressed killer. Doesnt matter if they mix in other designs like lycanthropy or vampirism for example.
    • Arguably we could reduce the action speed penalty but make skillchecks appear more often, but with ("slightly") higher difficulty and less progress bonus.
    • Another thing that might be testworthy would be to make action time penalties 1.5times more effective on the obsession. (20% healing penalty would become 30% etc) instead of adding a flat penalty. Obviously this multiplier doesnt have to be 1.5 but could be 1.33 or whatever.
    • Both options could b applied if the numbers are balanced accordingly, but might confuse some players.

    Personally I dont think being the obsession should give any positive effects at all. It's already annoying enough on the obsession perks. But it might just be my perception of the status of obsession being a "negative effect".

    dont get me wrong, I wholeheartedly support making the obsession status having an impact without perks, but as just mentioned, I perceive this status as something undesireable, something survivors should actually try avoiding unless theyre equipped with perks that make it a strategic choice.

    "Who cares that theyre obsession after a d-strike?" shouldnt be a thing.

    And for the hit sprint bonus, isnt that a nice idea for an exhaustion perk? (Sorry, couldnt resist the snark as that sounds kinda like all those bandaid-fix-perk ideas being tossed around)

  • Well, for frisk/chara they couldve reused some of the already existing kid's rigs.

    We'd need undyne the undying for more swordfighters in super sword bros. We cant habe enough swordfighters

  • A) not neveryrthing needs mk levels of gore

    B) dbd survivor models are not made ith limb displacement in mind

    C) that definitely breaks then survivor's neck

  • too low numbers, obsession unaffected, obsession still gets that unique bonus (which other killer perks do buff a survivor anyways?)

  • tunneling is choosing to do a generator with progress instead of searching for a fresh one.

    If anyone thinks this sounds dumb, welcome to how killers think about being accused of tunneling.

  • @Kabu said:

    Why is there so much of an issue with giving the camped survivor extra blood points for being camped? OP is not asking for anyone to be punished or anything to be nerfed. It should give distraction points.

    It was not the survivors choice to get camped so how would it be abused? The killer gets his 1k and the survivor get a few extra points for staying on the hook. The only thing wrong with OP's arguement is survivors dcing for being camped. Dcing shouldn't be a part of this.

    What should be argued is survivors should get distraction points for not killing themselves on hook if they are camped.

    giving a survivor points for being hooked is the same as giving the killer bloodpoints for generator progress.

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