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Raptorrotas

Raptorrotas

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Raptorrotas
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  • You forgot that LF gets both slowed down stronger (87.5%) while revving and needs to rev longer than HB too.

  • @SpitfireOrMichina

    While charging his ability (holding M2 till the bar is full), Leatherface is slowed to 87.5% MS, there aren't any addons that change that. I think i wasn't clear enough because his ability is refered to as a "chainsaw charge" in its description.

    You are right that theres 2 kinds of Moveent speed modifying addons for his "chainsaw charge", but those don't work while hes still charging (holding M2) for his ability, only when he starts swinging it.

  • I guess every type of realm should first get up to 3-5 maps to match the Estate , Farm and Wreckers realms

    -Crotus could use some Graveyards or other abandoned creepy locations.
    -There could be a generalised"Suburban" realm that has town/village-like locations added, similiar to Haddonfield and Bedlam.
    -I'm not sure about japanese inspired stuff.
    -Lery's either could start a new hospital realm thats outdoor and indoor maps or focus on JUST INDOOR MAPS.
    -Warehouse realm, with generalised double floor fun for survivors.
    -The Game, Haddonfield and Bedlam will probably need to stay their own realms because of license.

  • @SpitfireOrMichina said:

    @only1biggs said:

    @SpitfireOrMichina said:
    All he need is:

    • Reduce the movement speed while charging his chainsaw.
    • Block the camera angle when running into an obstacle or reduce it a lot (Like the nurse when she is fatigued)

    I'm sorry, but you either don't know how to play against a Billy or you just don't want to learn. Don't be in the open and don't hide in corners, this will change your mind on him needing a movement speed reduction while charging. What you ask for will ENCOURAGE the use of his broken addon combo and EVERY Billy will HAVE to use instasaw.

    As for making him take longer to recover from bumping into things or obscuring his vision, this will only effect bad/new Billy players or those that make lots of mistakes when using the chainsaw, but still isn't needed. At all.

    Billy Is balanced.

    lol. Boi. 2.8K hours of DBD on record. I know how to play against billy :^)
    Make some changes could be nice to reduce the amount of billy per games. Btw, why dont we talk about leatherface who have addons to increase his movement speed while charging his chainsaw. He is actualy slow af without addons.

    Leatherface's marking addons do NOT increase his movement speed while he is charging his ability, only when he swings his chainsaw. I think it doesnt even give him much more ground covered in his "chainsaw charge"

    Other than that, I think HB is at the power level other killers should be. Leatherface especially could take good use of getting HB's charge time and charge movement speed.

  • Hillbilly is strong because back then they tried to make strong killers to play, not "fun" killers to play against.

  • @Delfador said:
    Borrowed time is fine. Don't camp, the problem is solved and hopefully, they will not change it.

    They think that 115% ms is too much for this killer yet a killer like nurse exists.

    I agree with you though. Everybody complains about everything and they always get overreaction from both survivors and killers. The community needs to grow up.

    I agree too. Tbh I thought that 115% would be a better Idea but after those changes, oh no fam. Just wait for those changes and let us see, if he still needs a buff or something like that. Cause I really feel like, that they try their best and I love supporting this game.

    They could also give frenzy a short charge time (plus 115%) so it wouldn't be a "free" hit on a survivor. Its still bullahit that normal attacks completely drain the meter.
  • powerbats said:

    @RotBb said:
    The hatch is the survivor NOED. “Oh NOED is a crutch, nerf it!” Why isn’t the hatch a crutch when it rewards a bad survivor for their poor performance? Can we at least get a rework? Add anything to balance this, please.

    Yes because it's the survivors fault they powered enough gens to spawn this and it's the survivors fault if they actually find it. It's also the survivors fault if they find it 1st and actually can get in without being grabbed.

    Also how is a survivor that worked on gens, did totems, unhooks etc being rewarded for bad performance again?

    The killers totem can be cleansed if all 5 totems are destroyed thus preventing NOED, the killer by comparison can sacrifice all 4 survivors thus preventing the hatch from coming into play. They can keep gens from being powered enough to spawn the hatch.

    The killer can watch for someone camping the hatch, they can hook someone near the hatch, they can actually hunt that last person down.

    I just wantvto point out that you're conparing 5 stationary objects in mostly predetermined locations to 4 moving players with uncertain positioning and probably no interest in getting "cleansed". Additionally totems are a secondary/optional objective while the survivors are the main objectives.
  • They could test a compromise of giving 2x hit points while still only giving 1x chase points for an instant down.

    Would be slightly better for killers and still fit their "teach killers to play "fun"" agenda
  • Identity v has such abilities and most u see are nurses (healing speed + fast selfcare)
    And gardeners ( permament normal speed sabotage without roolbox plus less hook progress speed) .

    It definitely would create a meta in dbd unless every survivor gets really bad weaknesses too.
  • Fibijean said:

    The concept is cool but I feel like it wouldn't be used well. As in, it would encourage illegal things like survivor/killer teaming, and also increase toxicity between survivors which, let's face it, is already ridiculously high.

    In a perfect world, this could be cool, but I feel like this community would ruin it.


    I think the concept would finally break the "we are all a team/bffs"- mentality.
    Let's be honest anyone would like a strong perk at the expense of randoms.

    But your argumentationnof teaming with the killer is a legit point of concern. The core of these perks HAS to be that theyre not helping zhe killer.
  • RBT shouldn't be such a survivor entertainment mechanism, i remember the rollercoaster metaphor for it.
    Thrilling, but not actually dangerous.
    Even Swfs who care for their mates dont care for activating them. Thats saying a lot
  • Trustworthy Patches says "look there's treasure down that cliff!".

    I like the concept but i think the first and second perks are too strong.
    It shouldnt be possible to spawn the hatch with all people alive, even if you only could sabotage if the generator is not at 0%.

    I think the "traitor"-perks should have negative effects once more than 1 person takes such a perk or shouldnt work as strong on other "traitors"
    Slap some more BP-% one one / all of those and let the lobby survivor mindgames begin.
  • And the stats dont say how much of those 60 which arent escapes are actually earned kills or disconnects, with survivor suiciding on hooks further muddying the stats.

    With the current general survivor behaviour any stats concerning kills and escapes aren't as helpful as they could be.

    And to The_Crusaders example solo round: 
    Just because multiple sandbags,  DC'ing and allegedly bad teammates, its somehow not the sirvivors fault?
  • I'd like to say Pyramid Head, but konami is being weird and i think the creator of silent hill himself isn't too fond of PH's overrepresentation as Silent Hill Mascot.
    A licenseless alternative would obviously a hooded executioner(hangman) or torture technician.

    @AshleyWB said:
    Do you know those frenzy big headed women from bloodborne, that would be freaky as a killer. Fast moving but can activate her power which opens her eyes and makes you scream and go into deep wound until the bar is depleted or you break line of sight.
    La la la lahh la la lahh lahh la lahhh
    Mori would be head exploding from "frenzy"

    Ahaha, they would be awesome as Killers, Bloodborne is full of potential Killers... those Snatchers with the bags would be good too

  • Survivors keep conditioning killers to camp because they are making camping work.

    Tbagging no matter the context of trial status will always be considered a rude gesture BECAUSE IT IS A RUDE GESTURE.
  • Well at least it's not identity v where hit do it Anything us a Insta slug
    I think that survivors cheating killers out of an grab by canceling animations instantly is not so much better.
  • The problem is exactly this very piece of information:
    "Is the killer chasing someone else?"

    Swf is partially game breaking just because of this.
    No (serious) survivor player would take it slow to do gens if he knows hes currently safe 
    Just this information will enable even the most casual beginner to sprint to a gen and rush the hell out of it.
  • @Orion said:

    @powerbats said:

    @DocOctober said:
    Unless you know the games shown on the videos are consecutive (like with the de-pip squad), I would disregard all numbers provided by anyone as YouTubers usually cherry-pick their good trials only for a video.

    Well the depip run was also against at times baby killers and this was also rank 20 to 1 since Marth was a rank 20 wasn't he? Also a 4 man Delta Force team isn't what i'd call a valid experiment.

    OP asked for the very best. I'd say the depip squad qualifies.

    Didn't they only do "depip squad" when they were all rank 1? Im not sure but i remember Marth saying something along these lines multiple times.

    Not to warm up really old angry discussions but friends playing together in this game has been becoming the Norm oder the last few months.

  • Outside the realm of the entity the killers simply are only 'above' average in human strenght or about captain americas level, this cannot compare to the superheroes. Especially hulk since hes badly written to be an all curbstomper.

    Inside entity the avengers would be reduced to normal humans or slightly above. As with freddy or the battery addons, the entity can mess with supernatural stuff quite well enough.
  • I loce how these threads always ignore the actual amount of survivors in a trial. 
    Those "good rounds" in which a killer earns 20k... mostly have 2 - 3 survivors earn 18k- 22k

    As said before if you die early just hop into a new trial and hope that you dont mess up that fast again.

    Dont get darmed but farm them
  • I might make myself unpopular by mentioning Identity V , but a 'multiple bodies'-killer is that game's first killer.

    That killer gets 2 dolls he can place down (or throw) , which will reveal the aura of every survivor these dolls can see. Additionally he can swap positions with his dolls. (There are seperate cooldowns per doll and he cant swap  with dolls that are being disarmed).
    Additionally he has a rage gauge with which he can make the dolls follow and attack survivors until he swaps positions again.

    I guess this would be pretty much how people imagined "the legion" to be.

    Just swapping masks seems odd i guess.
  • Because you're not supposed to chase after the same person in Frenzy.

    That's why you have wallhacks once you hit the first person.

    Frenzy attacks already only reduce wound timer for " not tunnel. "
    The notifications also would still work even with scratchmarks.
  • Its because killers totally need weaknessses by design to compensate for "strong" abilities.
    /s
  • Horrendously unbalanced. Whatever the respawn conditons (delay /timer, location) would be, it still takes too long to down survivors.
  • Survivor looks like a younger alan moore.

    Or jesus from twd.
  • I think they could probablydo it like in Identity V. Purchase a chase music, activate it, use it.

    I guess that would be more popular than locking a music to a character. 
  • Fibijean said:

    I think it's too soon to be saying definitively whether a new killer is bad or not. It's been less than 24 hours since release. Obviously there are going to be balance issues, but in terms of basic mechanics, I think it's super cool that they've designed a killer who either heavily discourages or actively counters things that have been widespread problems for a long time - not only tunnelling, but bodyblocking and pallet looping as well. People just need more time to figure out how to play as Legion - it seems like this killer is pretty different and will take some getting used to, but that doesn't mean it's automatically bad or underpowered because it doesn't work with the playstyle that most people have grown accustomed to.

    How do you think this killer counters bodyblocking? Their perk has nothing to do with their kit.

    If anything the first survivor to get hit by a frenzy attacks can block the following frenzy attacks and instantly remove frenzy plus fatigue the killer to get away
  • Haha nice concept. I like that you gave him 2 abilities.

    Though i guess a blooddrunk hunter like gascoigne or random hunters might be better suited as a killer of the entity. Gehrmann seems very reluctant/tired of serving, but that could be even better in someone elses view.

    But getting chased by gehrmann in his pimped out ragged cape would look awesome

    Btw scythe throatslit mori is awesome, especially since he considers it a mercykill.
  • The new killer(s) are a "they" because its a group of cruel teens hiding behind mob mentality and anonymity.

    And yes the abilitiy sounds backwards.
    Apply a debuff that doesnt do anything in a chase and forbids you to randomly hit that target again.

    Deepwounded survivors can even bodyblock frenzy attacks like awake survs with frddy.

    But remember to stay calm and give constructive feedback for the ptb.
    (Offtopic :: im more concerned about the sound and lighting changes)
  • Fingergun Ace in the ugly sweater picture lol

  • Still no sign of the fabled free kill mechanic.
    Time for another round on the merrygoround.

    1. If a survivor finds the hatch, he can jump in. No one here ever had anything against that. The problem you happily ignore is that NOTHING happens if a killler happens to get there first.

    2. Fine, let's consider the hatch "not a free escape" , but rather a shortcut... still skipping possibly more than 50% of the objectives in the worst case.
    It's still possible to get a shortcut and escaping without ever touching a generator yourself. Afterall you are 4 survivors.

    3. Yet again claiming strategies and gameflow to be mechanics.

    4. Hatch standoffs: there actually is a radius around the hatch in which the survivor simply becomes untouchable.

    5. So completing 4/4 of the killers objective is now a mechanic to negate the shortcut condition survivors get at 2/6, which is easily possible less than 2min into the game.

    EDIT: didnt see your last post and agree that this thread should be closed.
  • I heard its a 110% ms killer when not using the ability.
    On paper the ability sounds weak. Its kinda how survivor extremists want the hillbilly nerfed to.

    I think the deep wound effect is weird.
    It should help shorten a chase but it doesnt work in a chase. Healing also stops the timer... i think this combination maked it quite weak... bit since i didnt have the chance to test it myself or find reliable numbers... 

    Even if lockers now block auras, IRONMAIDEN isnt gonna be used much simply because no ones using them anyways.
    That generator perk... meta is to do gens solo...

    That carry perk is the only "good" one.
  • Most people seem to be treating the ptb like some normal patch. Sadly i also belong to the group of people to quickly bash the changes.
  • I like the basic bloodpoint based ruleset with the bonuses and penalties depending on K/D.
    He also has anti hatch rules, nice.

    Though those tarot rules might screw some people over .
  • She needs addons like the doc. One random effect plus those RBT effects.
  • There is no such thing like a "free kill" as there is no mechanic that kills the survivor without the killer first finding, chasing and hooking them.
    (Unless you count suiciding survivors who just gave up and ran to the killer)


    There simply is NO mechanic like that for killers.
    --"Killing them all before they reach 2/6 of their objectives" is neither a plannable strategy nor in any way a mechanic. Heck if this was abviable "strategy" survivors would storm BHVR with pitchforks and torches.

    ---"not killing the 3rd"... really? Your "mechanic"... is surprisingly enough not a mechanic agains... who wouldve guessed.


    The hatch is a free escape because it becomes a shortcut that instantly makes it possible to skip up to 4 objectives needed to reach the survivors' goal. The objectives are 1-3 gens plus the exit gate, the goal is escaping alive.

    Even hatch standoffs are the survivors fault because they think themselves entitled to taking the shortcut. Any standoff scenario happens that way, no matter who finds it first. Im not gonna further comment the standoff problem.

    Please enlighten me, as i simpy cannot seem to find it myself which the fabled "free kill"-mechanic is. 
    Theres no button to press or hatch to jump in for the killer to instantly sacrifice the last survivor regardless of progress once three other sirvivors are dead.
  • For a mobile game its qite nice. I wouldn't say its better, but slightly different.
    There's also a real (no emulator) pc port of identity v. Although the button config looks oberehelming at first.

    https://www.reddit.com/r/IdentityV/comments/9xijbg/step_by_step_guide_on_installing_global_version/


    8. It got a 2v8 mode
    9. Ranked mode and quickmatches.

    I hope the global version gets patched to the strong hunters soon.

  • You're trying to 1v1 in a game that is balanced about a 4v1 design.

    Its not designed to be fair in the scenario you're describing. Heck even in default gameplay it shouldn't be fair to the last survivor when they fail to do 2 gens.
  • When the last 3 generators are too close for the last survivor... its your fault for doing them last.

    Just go for the easy hatch out. *sigh*
  • Dreamworld should loon like whimsyshire or pyroland
  • Milo said:
    You see this is the option even now
     Repair gens if killer is there and doesnt see you
    Didn't want to use the triggering words but sadly survivors don't consider doing the risky route but consider themselves entitled to the shortcut that is the hatch.

    The hatch skips up to 4 (1-3 gens plus 1 door) objectives they'd need to get before achieving their goal of escaping.

    I dont even wanna get started on the standoff which is 100% avoidable by survivors and yet still favors them.


    I like the concept the OP presents.
  • To balance out too strong bonuses, add some weakness to each survivor too.
    Less sprint after hit or less vaulting speed.

    Other than that, behavior currently wants survivors to just be skins.
  • Gameplay wise the devs probably didn't consider changing mechanics but just tweaking numbers.

    Thelretically they could make it work similiar piggy's ambush.

    I think it'd be considered too strong if he could simply swipe out of invis and then turn visible.
  • No killer can geht a kill withou finding, chasing, and hooking a survivor.
    For hatch, you can just hope your Team does 2 gens and then dies, you find the hatch and escape with  possibly just 7k bloodpoints. So yes, hatch can possibly be free.
  • -Some (invisible?) debuff that makes Evers survivor See every other survivor as random survivor.
    (Ofc survivor shouldn't be able to notice it easily theyre not themselves)
    -Immunity to detection stuft while in disguise, vor decoys to trick those detections
    -something that hurts survivor after successful ambushes from disguises (debuffs, "paranoia/madness")
    (Killer group repair generators explode into tentacles for damage as an op example)
    - some other kind of debuff/etc that forces survivor interaction, so that killer disguise doesnt geht useless.

    That'd be some conditions a shapeshifter needs to be partially viable. 
  • Wouldnt an increase in skillcheck frequency that high  enable skilled survivors to rush through gens with lots of greats skillchecks?

    Im reminded of those 25 seconds bnp.
  • Wolf74 said:

    My suggestion:

    -The hatch should not open if ANY survivor already escaped.
    No more greedy survivor wasting time searching the hatch, if others already escaped through the gate.
    We don't need the excuse "but the killer was at the gate". Of course he is, but there are TWO gates and he can't be at both.
    Also, no hatch for the last survivor if another survivor already escaped by using a key.

    I would go a bit strcter and make it so that the hatch closes once a gate is OPENED.
    OGlilSPOOK20 said:
    Killer gets 3 kills and 1 escapes... Who cares just move onto the next game. 3 kills mean you did a great job.

     1 Survivor escaping every now and then is fine and getting that 4th kill is like a bonus. I'm getting tired of seeing these how to fix hatch standoffs post.

    Killer shouldn't be expecting a 4K every damn game. Stop having these ridiculous standoffs that waste time for both of you... Just let that survivor have the hatch and say gg and [BAD WORD] start another game. At the end of the day you're still gonna rank up.
    Killers dont get anything for not getting a 4k, as do survivors for not escaping.
    Both get a payment in Bp for doing their jobs.

    The hatch spits on that part by granting the last one a shortcut iut of the trial AND giving not just the (in my opinion undeserved) reward for escaping but another 2000bp bonus just because.

  • I think they should add dual effects to her addons, similiar to doc

    One effect for the RBT, another for ambush or etc...

    Refilling rbt after x seconds of them being applied or removed/triggered
  • Aside from the masks i think he sure looks likke the bland hobo/drugdealer whos gonna stab you in a dark alley.
    The design probably feels bland because we compare him to the other rather unrealistically designed killers without context of his new ability.

    I hope its not an impersonator/shapeshifter killer,  those would only work with something like madness to make every survivor look random for everyone else..... or maybe the same.

    If its the 'multiple bodies' killer, i guess the hell ember from Identity V might be a good example....

    Probably its some killer no one in the comunity expected.
  • benzos said:

    the real objective is to escape with what the devs put in the game, and the devs put the hatch in because they want to give hope to a bad situation that doesn't even always result in escape. how can you say escaping with a game mechanic that the devs put in game themselves is entitlement by survivors? lol.

    Yet Killers arent allowed to camp, slug, certain killers or certain perks
    You just proved some points about entitlement.

    Other than that i was explaining that the entirity of the hazch standoff happens because survivors don't want to risk the normal objective of doing generators.
    As far i know survivors commonly already stop doing gens once the 3rd is hooked.

    Because durrvivors have the choice between generators and the hatch, theyre at fault for any standoff. They couldve gone do gens if they see the "darn hatchcamper", but they choose the shortcut. 

    Once killers find the survivor, his objective, he has absolutely no reason to go somewhere else. And like with hooks, survivors make camping work.

    You know,  once the third survivor is sacrificed and the killer is in the basement or let's say at the hatch, the last survivor totes should be automatically sacrificed while giving the killer 2k bp bonus additionally to his 'No one escape'-bonus. 
    (In case you didn't notice, that is how the hatch currently works)
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