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Runiver

Runiver

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Runiver
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  • @TheDarkLycan

    I'm not sure about Bamboozled being better, since this perk does not force you to use the vault, and has a surprise factor, and also hinder teammates.

  • @TheDarkLycan
    About the 2nd perk : It's very different than Bamboozle, as a matter of fact. How many times have you been repairing with a teammate, that just runs by a windows as soon as he hear the terror radius ?

    About the 3rd perk : Blindness isn't that strong. A 3% slow isn't that huge. a heal reduction speed is a fair trade-off for not being injured imo.

  • @Claudette_Baguette said:
    While the curse abiity sounds interesting the rest isn't in my opinion. He is like a Freddy where you only hold down M2 and that's it. And hallucinations won't affect any good survvior either. But good concept.

    It could, actually, especially paired with the perks, bamboozle, and such.
    As stated, he's not made to be a good chaser anyway.

  • Don't get killed.
    Don't suicide on hook against campers.
    Don't disconnect for no reasons.
    Don't hesitate to drop pallets. Most of my hits, as killers, are due to people not daring to drop the pallet because they want to "optimize" the drop, which leads to an easy hit for me, 10 meters later.

  • Can confirm.
    Last year's streams were terrible and very boring, and very frustrating since there weren't many infos given. It seemed more like you guys were trying to fill a stream with whatever content you had (or didn't have...) while not revealing anything.
    It's just better now.

  • A similar feature has been tested, back then, on the PTB.
    It has been heavily abused by survivors, that were forcing the killer to stay around the hook for more than half the round with 0 punitions whatsoever.

    Camping is a necessary strategy, as hooks shouldn't be a survivor haven.

  • I made a lot of theoric killer concepts. I may post one today.

    I'd love a fanatic priest killer, that would have a Pyre mecanic instead of hooking. A church map, along with a creepy hooded priest would be ideal.

  • It's forbidden either way. Hack or not.

  • @Echelonia said:

    @Runiver said:

    • Not to spawn too close of each others

    And that's not working at all - on the Groaning Storehouse map I see nearly every game two to three totems in the main building^^

    As I said above, these rules, in some maps, cannot be respected due to the limited spots, which "forces" the generation at a random spot rather than not spawning at all.
    Obviously, this is an issue.

    @Ancheri said:

    @Runiver said:
    We asked devs why the totem spawns are so bad, and it's mostly due to some setups that forces totems to spawn in terrible locations (even tho the spots like the hill is just a terrible spot by itself)

    On Mother's Dwelling I kinda like the spawn on top of the hill to be honest. If they added several obstacles on hills on other maps as well, it might already fix it.

    The thing is, debris on top of the hills do fit in mother's dwelling. Not sure if they would in Auto-haven and such.

  • @Nosferatu
    If you refuse to camp, and don't play idealy, too, don't expect great results, is all I said.
    I can understand you want a chill game and some easier rounds and a better balance, but sadly, Killer is meant to be harder, and will be harder to play for a while.
    So I suggest you to either consider actually tryharding, use scummy tactics, perks, and actually go for the kills, rather than running around being a "gentle" and "not boring" killer. That is if you want actual results.

    If you do not want actual results, I don't get why you come here to complain about the balance then, since you clearly refuse to try to play accordingly to what you should, to get proper results. If you expect the game to fit your playstyle and reward you to do so while going easy on survivors, it's not gonna happen. You gotta crush them, and use every advantages you can get, because that's what survivors will do if they can.

  • He has the same lunge as all other fast moving killers. And he deserves to have such a lunge.

  • Don't let him get close to you with no objects around.
    You're not supposed to dodge killers once they reach melee range, you're supposed to prevent them to be able to reach melee range, especially leatherface.

  • Even tho I don't consider the game to be balanced, I still think you need a LOT more variations in your plays.

    • You systematically break the pallet while you shouldn't always, especially when survivors are clearly taking a run away from it before you started breaking it
    • You should DEFINITELY camp more. Chasing survivors one by one won't do yourself any good. Make yourself harder to read. At the moment, you just ran to the closest gen to patrol it everytime you hooked. You need to make it harder to read in order to actually catch rescuers in the open and try to snowball out of it.
    • When it comes to pallet and juking, you're playing way too straightforward in my opinion. Moonwalking, waiting, and such, are actually very efficient strategies to get some more hits, along with some chainsaw mindgames with pallets. You truly need some more stain manipulation, along with other things.
    • There's also some pallet spots where you can chainsaw due to the extended/straight distance it has.

    That being said I agree : considering how they actually performed (survivors really didn't pull off anything skilled and mostly failed), they got rewarded by a win way too easily.

    Honestly : you're not that skilled of a killer from what I've seen, but survivors were also VERY average, so it was a pretty even match in term of skills. The outcome, however, is very easily a 4man escape, which is definitely wrong.

    The supposed downsides for wasting pallets like they did is a weak lategame... The main issue is that there's no lategame because the game is going WAY TOO FAST, and survivors are super tedious to catch and kill, even without that many pallets, just with a few juking spots aka this window in the main building.

  • @DauodAli said:
    I think now every flashlight blinds at the same time, The addons just makes them more handy or acccurate, I saw a video in which uploader said that it takes 1.33 seconds to blind the killer and the killer's animation is total of 4.33 sec, so he said you can always countdown and strike him at the right time to get a perfect rescue or you can practice looking at gis animation and finding a suitable time when the animation is about to complete so you can blind him just in right time.

    ^ I confirm this.
    The 4,33 to 1,33 ratio is pretty accurate. Just count to 3 and start blinding, you'll usually have good results. Even I, that doesn't flashlight rescue often, as survivor, can pull out saves rather consistently doing this.

  • This is actually sort of the case.
    We asked devs why the totem spawns are so bad, and it's mostly due to some setups that forces totems to spawn in terrible locations (even tho the spots like the hill is just a terrible spot by itself)

    Basically, the rule for totem spawning are the following :

    • Not to spawn in the exterior side of the map (except for swamp/lyers for some reasons ?)
    • Not to spawn too close of each others
    • Spawn in specific scripted locations.

    Just with these few rules, some totems are bound to spawn in terrible spot, aka around survivor spawns, or around generators. They're kinda working on it tho. Opening the totem spawn to the exterior of the maps could actually be cool and a good way to make them way harder to find.

  • @StalwartXX said:
    For whatever reason, I've never had more abuse/anger/general toxicity aimed my direction than I have on DbD. It doesn't put me off, I feed on the salt, but I don't understand why there seems to be such a toxic minority. Almost every match or two there's someone mouthing off at me. 

    Is it just the type of players on DbD? Don't understand why there's so much of it. 

    The reasons are pretty simple. This game has been designed with some features intended to meme, which some people turned into toxicity.

    As another thread stated, the mecanics of this game is a lot about humiliating your opponents. Coming from that basis, you're just hitting on the emotions of the players, which results on immature reactions, especially since acting like that has very low consequences since we're on the internet, and this game pretty much became the land of assumed toxicity, where it's nearly normal and "expected" to be toxic.

  • Why would people want to ever rank up ?
    There's already no reasons for it, but standing for more than 2minutes in front of a generator surely won't help (and will make BNPs to be legion, too)

  • The main issue at the moment is the lack of consistence of rounds duration.
    A round can last between 4minutes to 15minutes, even if the killers/survivors, in both rounds, are roughly at the same skill level. It can be due to the map setup, or some bad luck from both sides and such.

    The main way to fix things would be to do map specific secondary objectives.

    Let me explain :

    • Let the current numbers to remain the same, about death on hook timer, and generator repair speed
    • Make it so in every maps, you need to do some secondary objectives to unlock some generators/areas (opening the abbatoir, activating a crane to push over some map elements, etc)
    • These generators would be safer to repair due to their positioning, while the initial generators would be in the open and way more vulnerable.

    What would it change ?
    It would still make camping not viable, because if you don't pressure survivors, they could repair generator without needing to do the secondary objectives due to your lack of pressure.
    If you actually put pressure and roam, however, you'd force them to have to unlock juking spots/generators in order to survive further.

    That could be a solution, but it would ask for a good chunk of work.

  • Punishing dodging will simply do more harm than good. Especially since high ping lobbies do exist, along with blatant toxic players. Not to mention punishing dodging will make players to WANT to troll the killers even more by bringing a 4man flashlight squad just to make the killer to leave and be punished without even playing.
    If you played killer just a little bit, you'd definitely know this.

  • Increasing gen time will very likely force devs to increase the hook death timer, or camping could prove too strong.

  • The shard ratio is actually 3 to 5 times superior than the old one.

  • About 1/3 of the rounds, I used to get reported for Wallhacking.
    Some people even called me a speedhacker while I was playing trapper and acted like "it was obvious"

    https://www.youtube.com/watch?v=hxAGDGsn1wU&feature=youtu.be

    This is actually why devs cannot trust people's reports. People are dumb as ######### and aren't fair game when they lose, and blame it on reasons rather than on themselves.

  • @holywhitetrash said:
    i never understood the red stain , survivors already see in third person do they really need to be able to see what direction i am facing through walls for free?
    also on survivor it feels real inconsistent sometimes i can see that thing hella far away and sometimes i dont see it on me at all when they hit me (and i check after game they did not have beast of prey)

    It sorta depends on the general lighting of the area. It's very easy to spot over rocks and grey/white environments, while it's a lot harder to spot over some brownish ones.

  • The redstain also have mindgame potential.
    You can feint you go some way with the redstain, and don't go. Or just moonwalk, so people do not see the stain at all and do not expect you.

    The main issue with the red stain isn't that it exists, but it's the fact that most killers do not realize it exists because it's not visible from the killer's side. We did talk about this to the devs. High rank killers can manipulate their stain just fine, while low ranks aren't even aware it exists. That's why Beast of Prey, in the current state, is a terrible perk : it's a no use perk for everyone.

  • Pallet stun mid-blink is a stupid idea in the first place.

  • No. All flashlights do blind at the same speed.
    The accuracy allows for more range overall.
    You can also have a longer blind effect.
    You can also have a STRONGER blind effect (the screen becomes white quicker, but the full blind still happens at the same time)
    You can have a larger beam to make the blind easier to aim.
    And you can have more efficiency/batteries.

    That's pretty much it. The faster blinds have been removed because it used to be (HEAVILY) exploited.

  • @Nickenzie said:
    DocOctober said:

    • Up The Ante: buff the numbers to 2/4/6 %.

      @DocOctober Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up :) 78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.

    Adding a simple hard-cap could fix this issue tho.

  • Can confirm. Devs said it's a mistake and not intended.

  • @thesuicidefox said:
    Only OP thing about Clown IMO is how he is just absolutely terrifying to look at.

    I mean like I look at Billy and I feel sad more than scared. But Clown is just haunting.

    When you play against a Billy expert, it's actually very scary tho, especially when he manages to hit unusual chainsaw hits during loops.

  • It's latency, and the fact the hitboxes are extended while running.

  • Not sure why you want to nerf a perk that do not require a nerf in the first place.
    If the killer spots someone from afar, he's leaving the hook for the chase, leaving an opening for the rescue. Then it becomes a mindgame between survivors and the killer, because if everyone steps in for the rescue, the killer will be aware and camp. It just asks for understanding and comprehension, along with decent juking skills from the chased survivors if they eventually get found, if they chosed not to hide behind a RED AURA GENERATOR (a shadow nerf to BBQ that happened last patch)

  • Sprint burst is still superior atm.
    But Balanced Landing sure got great. I was already using it pre-patch, now it's a charm.

  • Probably not.
    At least it's not planned for the next 3 months or so.

    As a consolation price, you can buy pidgeon poop Wraith (Candle Wraith) and get shat on until they decide he needs some love.

  • TL;DR : camping is usually worth it because survivors do recover too quickly if you let them unchecked, and leaving the hook to POSSIBLY pressure a single (or, with some luck, 2 of them, for a few seconds) will not provide enough of a benefit to make camping not to be the most viable strategy.

    Not to mention catching the rescuer before he can unhook is the best way to snowball and end a game, as it forces everyone to commit to the saves.

    That being said, Dbd is a casual game, meant to be ezpz with low efforts for survivors while providing a few bandaids on an open wound to try to make it feel better.
    Spoiler alert : it doesn't. But since survivors do not have to truly get good to pip, they "adapted" their style of play, and are usually pretty bad at the game, which allows killers to get consistent kills even tho they shouldn't.

    If, some day, they actually force survivors to step up their game and become decent, it would be a nightmare to play killer. Tho, they don't seem to go that way, since any complaint about things being "too hard" (aka the emblem system rework for survivors) is just being made easier in a matter of days/weeks.

  • I agree with pretty much everything except for Bond, that is good enough in the current state.
    The best balancing thread I've seen in a while. Too bad it will never happen, as perk changes, especially for killers, are VERY exceptional (You can basically count the relevant killer perk buffs on a single hand, since the release)

  • As a killer main, I think only SB deserved a nerf. And not this nerf.
    Being able to get your exhaustion back in a chase was a nice reward for the survivor for doing well in the chase, and usually allowed him to get away, which was fine.

    SB needs something along the line of : if you start running, it takes X seconds to trigger the sprinting bonus, or something similar, eventually only while in a chase, similarly to Lithe.

  • Don't forget to slightly look up as you teleport, or you may very likely get stuck rather oftenly.

  • I run Brutal Strength on Clown, because a lot of people just wait at pallets not to have to deal with the gas.
    On a lot of killers, I also run BS + Enduring, simply. Aka Myers/Wraith and eventually Trapper.
    I also used to use Brutal Strength on Doctor, because people preventively throw pallets down when about to get shocked. Tho I don't play Doctor much anymore, it's probably not necessary anymore due to the vacuum removal.
    I use Enduring on Billy, with no BS.
    On other killers (Hag/Huntress), I don't use either of them.

  • @Jack11803 said:

    @Runiver said:
    You want a cis white male in the game ? How dare you.
    We need more minorities.

    What about disabled people ? We need a disabled dude! Eventually in wheelchairs. Give him a motorized one, he'll be the best looper ever, and it would be actually hilarious to see it, for once. Just make him faster, but to go SPLAT when vaulting.

    Did you just make fun of a handicapable person?!? Oh you are so gonna be on my tumblr post!

    What's the hardest thing to mix amongst vegetables ?
    The wheelchair.

    I actually got most of these jokes from handicapped people when I studied at college, we called them the tanks, because they had huge ass wheelchairs, and it was hilarious.

  • You want a cis white male in the game ? How dare you.
    We need more minorities.

    What about disabled people ? We need a disabled dude! Eventually in wheelchairs. Give him a motorized one, he'll be the best looper ever, and it would be actually hilarious to see it, for once. Just make him faster, but to go SPLAT when vaulting.

  • The best thing is simply to get as many hits as possible.
    If 3 people comes around you to block, getting wounded, it means they'll have to heal, and they're not repairing in the meantime, which is a good thing.

    If they do that consistently, make sure to look around before picking up, eventually, and try to get hits BEFORE picking up. Do not overdo it tho.
    Don't forget that bodyblocking teams are usually very altruistic as well. Which means they're very weak against camping, and tunneling, and will very likely make your job to be easy by getting consistently in your way and allowing you to get free hits to protect the unhooked guy.

    Don't forget not to overdo it tho. You want to keep people to be overly altruist. If you force it too much, they'll just spread out, give up and gen rush. The ideal way is usually to tunnel just enough to make people to want to protect, but also to come back for the next target.

  • Sweaterboi looks great.

  • @Nickenzie
    @Runiver Apparently it's that simple but certain people don't realize how straight forward it can be. It's a hex totem for crying out loud, I just don't understand why nerf something that can be counted before it can even have a chance to be activated. Ugh... :(

    As a Small game user, I very rarely see it even activating, except in some maps such as The Game where it can be very tricky to find them due to the different floors and the weird detection.

  • Just break the totem.
    (It's the killer's version of "Just break the pallet")

  • One day, Myers surprised me and grabbed me, and I screamed.
    That was scary.

    Did I do it good ?

  • THe skin store isn't going. The current skins are gonna stay.
    They are gonna add more skins in the future.

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