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Runiver

Runiver

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Runiver
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  • Sprint burst is way stronger.
    Always been, and probably always will.

  • what about everytime a killer hooks someone, 2 gens go up, and if the killer is close to the hook as the survivor dies, the survivor get teleported at the exit gates instead ?
    That's about as balanced as your suggestion.

  • @Raccoon said:
    Who is asking for bans?

    "I want to report an afk but don't want him to get banned", interesting.

  • Clown is definitely fine atm.
    The only thing he could use, is some tools to improve his map pressure. His bottles are already great for the chases.

  • Myself.
    Not because I'm good tho, mostly because I couldn't care less about others.

  • @weirdkid5 said:
    I'm not a Nurse player because she's really hard to learn and I think that's why a lot of people don't enjoy her.

    She requires the highest skill to play out of all the Killers, but she is also the most devastating when played correctly. Played incorrectly, she can be one of the worst Killers. It is all mechanical skill with Nurse and not many people who play this game have that.

    Survivors also dislike her because she essentially ignores the two biggest things in the game: windows and pallets. However, to say you cannot use these things against the Nurse isfoolhardy. You cannot use them in the traditional sense and it's pretty much all mindgames when it comes to escaping a Nurse.

    Î don't dislike Nurse because she's hard to play, I dislike her because it's both dull and tedious.
    Dull because you have basically 1 gameplan, that is mostly randomly roam and hook repeatedly with some slugging once they go full altruistic, and tedious because you keep watching at your own feet for half of the round.

  • Increasing the number of totems would make NOED too strong, as it would be way too time consuming to destroy all the dulls to prevent its spawning.

  • Worst mistake these devs did was to make the community to feel like reporting was the answer to everything, rather than making mecanics to prevent abuses (such as holding hostage for example)

    And now we're here, with people asking for bans for pretty much anything that displease them.

  • @Zavri said:

    @Runiver said:
    Make him visible at all times.
    Make him able to hit awake survivors.
    He would still be able to put survivors to sleep
    24 meter terror radius.
    Heartbeat sounds when not asleep.
    Lullaby when asleep, non directional, without sound increase if he's close to make it harder to read.
    Make Freddy to "Blink" and disappear sporadically from the survivor's prospective when in dream mode, especially if the survivor stays asleep for an extended period of time.
    Remove his Aura reading ability out of heartbeat.

    that's not freddy though. it's a ######### wraith.

    Yeah, similarly, the Doctor is pretty much a hillbilly without the chainsaw and with the zapping and madness mecanics. Very similar, not sure what devs though about that.

    Anyway, if you got another non-sense like that, feel free to post it. Especially since this rework has NO ressemblance whatsoever with the Wraith since :
    There's no invisibility.
    There's no uncloak.
    There is chase mecanics.
    There is a lullaby.
    There is a disappearing killer to help in chases.
    AMongst other stuff you probably didn't read/though.

    Whatever tho.

  • @thesuicidefox said:

    @Runiver said:
    Except no one picks Premonition solely to counter Freddy.
    Sure, it can be eventually useful. Will people want to pick premo for that tho? doubt it.

    But yeah, you're free to just want buff for him as you may be one of the few that enjoys playing against Freddy, and with him.
    Imo he just needs a full revamp, as his current state is just counter-productive, unfun and brings toxicity.

    You missed the point. I'm saying add more options like Premonition. Right now only Premonition works against Freddy, and you could say OoO does because it lights but that honestly doesn't mean squat if he can see your aura and you can't see his. Make more perks viable AGAINST him to counter his tactics, but like all other counterplay you have to be expecting it. Like if I think I might run into a Hag or Trapper I'll use Small Game to counter them, which also has the benefit of helping me find totems (which Prem helps you against literally every other killer and is also good against Myers and Wraith, also Billy/Nurse because it gives you a direction which can really make a difference in escaping those killers specifically).

    What makes perks counterproductive to Freddy is that anything having to do with skill checks makes them harder or more guaranteed, which is why I say you should have to succeed in doing the skill check. Something like Unnerving + Distressing could do really well on Freddy if you had to hit good skill checks as it would mean it would actually be HARDER to wake up, not EASIER.

    Not to mention the fact that when asleep Freddy is basically a Trapper without traps. But I feel like he's hard to get away from because it's so impossible to see in DW. I catch so many people just running into stuff that's basically pitch black and it's dumb when you can't see. If DW had less fog and greyscale EVERYONE could see better, which makes running from Freddy way less frustrating since you can you know, see what you are doing.

    relying on perks to counter a killer power is a bad idea in the first place.
    Especially for new players (which is the main trouble about Freddy), that do not have that much of a choice when it comes to perks.

    His power should simply be better, and making him visible, while making him stronger, would make him better to deal with and play with, overall.

  • @thesuicidefox said:

    @Runiver said:
    @thesuicidefox

    Several facts :
    Hillbilly chainsaw doesn't prove to be an issue. Freddy power does.
    Also, it's not comparable, since I do not ask for a removal of his power, since he can still put people to sleep.

    Being invisible is one of the reason he has that many issues. It turns the game into an action game since stealthing becomes really hard, it empathizes looping, bold rescues (since he's invisible), tunneling, sandbagging, amongst other stuff. That's why it needs to go.
    That's also why I call it a "rework", not a simple "buff".

    Tho, a buff is more likely to happen, since devs like doing half-assed stuff rather than commit entirely, which never truly fix issues, but band-aim them.
    Freddy will be no exception. They'll slightly change him, but in essence, he'll remain flawed and poorly though/made.

    If you have Premonition and Lightweight you can stealth Freddy all game. I've done it. I've had it done to me. That's why I'm saying make the other perks that reveal killer aura just work so there are more options against him. Also the directional lullaby at 20-24m and flashlight reveal thing. Both of which will help survivors to locate Freddy a bit better without completely gutting him and turning him into a Trapper clone with the ability to make you do gens slower, which BTW doesn't make a difference in the grand scheme of things anyway because it's very difficult to keep multiple survivors slept at the same time for it to mean anything. Being invisible in the real world is Freddy's real power. Sleeping people is just a way to move them from the real world to the dream world so he can attack them, and slowed action speed is just to discourage them from doing anything but trying to escape dream world. They aren't the crux of what his playstyle is about.

    I don't want a rework. I like playing with and against Freddy as he is, I just want to be able to stop people from doing stuff in my face, and some QoL changes for both sides that make it less frustrating for everyone playing. That's all he needs to become viable, outside of universal changes that benefit killers (ie. nerfing survivor perks).

    Except no one picks Premonition solely to counter Freddy.
    Sure, it can be eventually useful. Will people want to pick premo for that tho? doubt it.

    But yeah, you're free to just want buff for him as you may be one of the few that enjoys playing against Freddy, and with him.
    Imo he just needs a full revamp, as his current state is just counter-productive, unfun and brings toxicity.

  • @thesuicidefox

    Several facts :
    Hillbilly chainsaw doesn't prove to be an issue. Freddy power does.
    Also, it's not comparable, since I do not ask for a removal of his power, since he can still put people to sleep.

    Being invisible is one of the reason he has that many issues. It turns the game into an action game since stealthing becomes really hard, it empathizes looping, bold rescues (since he's invisible), tunneling, sandbagging, amongst other stuff. That's why it needs to go.
    That's also why I call it a "rework", not a simple "buff".

    Tho, a buff is more likely to happen, since devs like doing half-assed stuff rather than commit entirely, which never truly fix issues, but band-aim them.
    Freddy will be no exception. They'll slightly change him, but in essence, he'll remain flawed and poorly though/made.

  • Just let go and don't waste your time on it. Get a chainsaw hit on the guy waiting at the hatch and live with it.

  • People started rushing for one reason :
    ######### around could actually be risky since you cannot run around in circles and press space at the last second to teleport anymore, which forces people to early drop pallets in a lot of situations and make them unconfortable if the round last for too long.
    So people do what they were supposed to do since day 1 : repair gens, rather than ######### around and toy with the killer (and eventually die for the sake of dying just because they wanted to had fun)

    It means we're getting closer to proper balance and survival rates. And yes, the gens are too fast atm, but at least now it's WAY MORE VISIBLE than it used to be, mostly because people are FORCED to do gens now.

  • That's a nice way to call for a BP action nerf :D just saying.

  • @Tsulan said:

    @Runiver said:

    @Tsulan said:

    @Runiver said:
    Gatekeeper : why not.
    Malicious : I believe we already talked about that, but what you lose in malicious, you gain in chase.
    Chaser : not a real problem except for MM

    Lightbringer : I heavily disagree. Points should being split up. Grouping up shouldn't generator more points, as a solo survivor actually doing more work than 2 people would actually get penalized with less points even tho he spent more time repairing, which is stupid.
    Unbroken : Fine as it is considering most rounds are super short anyway
    Evader : Fine as it is considering the genrush meta going on. It makes people to want to take risks and evaluate, which is a good thing. Unless you want even more gen rushing that is.

    Malicious: Switching one emblem for another makes no sense. Since a perfect play requires 3 emblems to be iridiscent and the last one gold. All emblems should be equally easy or hard to obtain.
    Right now the easiest way to pip is to tunnel and to camp. Both things are considered unfun.

    Lightbringer: right now working together on a gen gives bonus BPs but fewer Emblem points. That´s not intuitive at all. Since the additional points suggest that the players are doing the right thing to get the emblem, while they do the exact opposite

    Evader: what has being rewarded for playing stealthy to do with gen rush?
    The only way to have even more gen rushing, would be to bring 4 toolboxes + BNP.
    But the time it takes right now to do all 5 gens is simply to short.

    Malicious : Hard to tell, some killers are better at chasing than others, so that statement is weird to begin with.

    Lightbringer : I don't mind if it's not intuitive. You shouldn't penalize people that repair solo over ppl that repair as a group.

    Evader : it's pretty simple, it will allow super quick rounds (aka BNPs, and strong toolboxes) to borderline double pip with 0 efforts, which is the opposite of what devs actually wanted doing this emblem, since they want to reward interactions with the killer, where the actual skill matters (and you can stealth while interacting with the killer, and that's why it rewards points to be in the TR), not to give Iri emblems to that guy that did stand at the opposite of the map the whole round because one guy of his team is able to loop for 5mins, and will very likely depip from that, which would make 0 sense.

    Chaser: With the current system. A chase is considered over, even if the killer sees the survivor and is running in the direction of the survivor. Slower killers, or those that rely on traps or stalk are penalized. A survivor who steps into a beartrap doesn´t get the killer chase points.

    Lightbringer: it´s not penalizing. Right now, survivors which work together on a gen are penalized. This makes no sense. Working as a team is penalized. It shouldn´t be like this.

    Evader: but that´s exactly what the name implies. The survivor avoided all contact with the killer. He evaded him. Right now the emblem should be renamed to "looper" because that playstyle gets the most points in this emblem. The guy who looped the killer for 5 minutes gets way more points than the guy who evaded the killer. Maybe increase the radius to make it count, or increase the numbers. But i don´t want to run behind the killer, in the hope to get some evader points. Because then i´m searching the confrontation instead of evading.

    Chaser : this is simply not true, for a simple reason : if you down someone after "losing him" and "finding him again", you get more chaser points than if you get a consistent chase of "90s" since you do not mecanically "drop the chase".
    A chase less than 15s is 90 points, which is way more than a chase of 45s+, so this part is actually beneficial to killers. I agree with traps tho.

    Lightbringer : atm, survivors which work together do have a 10% malus in repair speed, which is negigible (and compensated by the BP), if you make the double repair to give bonuses, you'll penalize solo player over a 80+% ratio, which is definitely unfair since they do the exact same work.

    Evader : it's simply not what devs want. You can either survive and hide and not take the risk, and in this case, you get higher survival but less emblems, or take actual risks and try to do stuff related to the killer, which can provide more BP and more emblems, especially, which is fine to me.

    in Emblems Comment by Runiver
  • @Tsulan said:

    @Runiver said:
    Gatekeeper : why not.
    Malicious : I believe we already talked about that, but what you lose in malicious, you gain in chase.
    Chaser : not a real problem except for MM

    Lightbringer : I heavily disagree. Points should being split up. Grouping up shouldn't generator more points, as a solo survivor actually doing more work than 2 people would actually get penalized with less points even tho he spent more time repairing, which is stupid.
    Unbroken : Fine as it is considering most rounds are super short anyway
    Evader : Fine as it is considering the genrush meta going on. It makes people to want to take risks and evaluate, which is a good thing. Unless you want even more gen rushing that is.

    Malicious: Switching one emblem for another makes no sense. Since a perfect play requires 3 emblems to be iridiscent and the last one gold. All emblems should be equally easy or hard to obtain.
    Right now the easiest way to pip is to tunnel and to camp. Both things are considered unfun.

    Lightbringer: right now working together on a gen gives bonus BPs but fewer Emblem points. That´s not intuitive at all. Since the additional points suggest that the players are doing the right thing to get the emblem, while they do the exact opposite

    Evader: what has being rewarded for playing stealthy to do with gen rush?
    The only way to have even more gen rushing, would be to bring 4 toolboxes + BNP.
    But the time it takes right now to do all 5 gens is simply to short.

    Malicious : Hard to tell, some killers are better at chasing than others, so that statement is weird to begin with.

    Lightbringer : I don't mind if it's not intuitive. You shouldn't penalize people that repair solo over ppl that repair as a group.

    Evader : it's pretty simple, it will allow super quick rounds (aka BNPs, and strong toolboxes) to borderline double pip with 0 efforts, which is the opposite of what devs actually wanted doing this emblem, since they want to reward interactions with the killer, where the actual skill matters (and you can stealth while interacting with the killer, and that's why it rewards points to be in the TR), not to give Iri emblems to that guy that did stand at the opposite of the map the whole round because one guy of his team is able to loop for 5mins, and will very likely depip from that, which would make 0 sense.

    in Emblems Comment by Runiver
  • @angietjolie said:
    pour sur le forum je parle, en jeu on joue entre nous et ne communique pas avec le tueur
    For on the forum I speak, in the game we play between us and does not communicate with the killer

    Il y a déjà une section FR dans la section "internationale"

  • Since you cannot talk to your teammates/The killer, I don't see why a french server would be a good thing. And I'm french myself.

  • Gatekeeper : why not.
    Malicious : I believe we already talked about that, but what you lose in malicious, you gain in chase.
    Chaser : not a real problem except for MM

    Lightbringer : I heavily disagree. Points should being split up. Grouping up shouldn't generator more points, as a solo survivor actually doing more work than 2 people would actually get penalized with less points even tho he spent more time repairing, which is stupid.
    Unbroken : Fine as it is considering most rounds are super short anyway
    Evader : Fine as it is considering the genrush meta going on. It makes people to want to take risks and evaluate, which is a good thing. Unless you want even more gen rushing that is.

    in Emblems Comment by Runiver
  • Billy. The most fun killer in the game.

  • @MinusTheBillie said:
    Thanks, but it just lists the same details as in game. Example below. Adds 15 charges. Hoping to find out what a charge equates to in seconds of usage. 

    1 charge = 1 second.
    As simple as that.
    A few details are also listed here https://deadbydaylight.gamepedia.com/Numbers_&_Statistics

    in Charges Comment by Runiver
  • You have two solutions :
    either fully play for fun, or just find the sweet spot to camp and tryhard like hell.

    You just gotta find the timing to punish the rescues and actually snowball out of it, as it's the most efficient way to win a round, if you truly want to win. Trying to run away and catch people one by one will never do you any good unless you play against very average players.
    Don't "play fair", don't even consider it.

  • Also, make the totem not to spawn at the opposite of the map of where you spawn as a killer, simply because it makes it to usually spawn in a survivor spawn area, which leads to it being broken under 30s in the match. Sometimes before you can even reach it.

  • Make him visible at all times.
    Make him able to hit awake survivors.
    He would still be able to put survivors to sleep
    24 meter terror radius.
    Heartbeat sounds when not asleep.
    Lullaby when asleep, non directional, without sound increase if he's close to make it harder to read.
    Make Freddy to "Blink" and disappear sporadically from the survivor's prospective when in dream mode, especially if the survivor stays asleep for an extended period of time.
    Remove his Aura reading ability out of heartbeat.

  • Thanks for considering my request about posting new horrible videos.

  • @EpicFailTryHard said:
    gosh, that feels like...a personal insult.  i wonder if the mods will help me out?  oh, wait...i don't need to have help like 90% of the population here.

    i will keep them coming and you're welcome.

    Saying to someone he's terrible at the game isn't an insult.
    Everyone is allowed to be bad. And you're exceptional in that regard.
    Sorry, not sorry.

  • @Brady said:

    @Runiver said:

    @Brady said:

    @Runiver said:

    @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

    Hold up hold up hold up.

    No, because not every killer has the exact same lunge and size.

    Simply putting an opinion out there with being opened to being proven wrong. Not spreading myths, but being open to a discussion. There's a difference mate.

    That being said, due to the cone, if positioned properly through a window, it can hit the survivor regardless of the Killer. That's cleared up.

    And it's facts that some Killers weapons don't even touch a survivor but register as a hit. Because of the cone. So yes, it's present, and seems to just raise brows as to how a hit registers when you aren't touched by the weapon. It's called crappy coding if you ask me.

    Edit: Yeah, because hit boxes were so broken they implemented a cone instead.

    It's not crappy coding, it's just game mecanics.
    The lunge range is directly tied to the base movement speed of the killer.
    Pig/Trapper/Freddy/Billy/LF/Doctor/Wraith/MM EW2 do share the exact same lunge. It's just facts, and has been stated countless times by devs now, and is easily verified in game. Just get used to the usual range of the killers, rather than your perceptions. And yes, being small in this game is deceptive, which is a good advantage to have as a killer such as pig or Freddy.
    Tho you can keep spreading myths such as "Pig has longer lunge" or "Freddy has more range and a bigger cone" as much as you want, it won't change the facts.

    Now you're changing subject and adding "you can get hit through windows", which no one denied, since windows are... windows, and no walls. So yeah, you can get hit through them. It's not ######### up, it's a... window, you know ?

    I'll just give the details about how a hit works just to stop the myth spreading, as explained countless times by devs :
    When you start hitting with a killer, there's a detection cone, that detects survivor in the area of effect. If it finds a target, it locks the camera on that person, and 0,3s later, if the target is still there, the hit do connect (which is why you can miss a chainsaw rush on a sprint-bursting survivor).
    The cone is the same width for every killers, and the exact same length.
    That being said, the LUNGE RANGE is different depending on the killer, and the distance you perform by lunging is directly tied to your DEFAULT movement speed.
    Myers EW1 do have a very poor lunge, then Nurse, then Hag/Huntress have slightly lower lunge distance due to their lower base movement speed, and then, all the other killers do have the same lunge range and cone (with EW3 myers having slightly more reach)

    Not sure how it can be clearer than this.

    Nobody is disagreeing with you. Not once did anybody say you're wrong...

    I'm simply stating what was an opinionated subjective statement, nobody is spreading myths in this thread period.

    Also, it is frustrating when you're decently over the window and get a lucky down because the killer managed to hit properly because they timed the cone-hit right.

    Jeez, this is a discussion. People are just discussing things, nobody spreading anything but stating what they think. Glad you're there to clear it all up with your very poor attitude.

    I.e Hag's cone would be then smaller due to her lunge. Her cone wouldn't hit as far as it would for The Pig/Trapper/etc because of her movement speed. How is it the same length if her lunge is smaller? That means her cone would hit outside of her given lunge and the same range as the base movement speed. That's mathematically incorrect.

    The cone size is unrelated to the range of the lunge, simply.
    Hag has a shorter lunge, but the same cone.
    Basically, she cannot reach as far as some other killers, but the width of the cone and its length once the hit happens are the same. It's just that she doesn't dash as far as others while holding M1, basically.

    This is why a Hag can hit you as far as other killers when behind a windows, but cannot perform a long enough lunge if you're in movement, in some cases

  • @GT_Legend2 said:
    @Runiver I think that monstours shrine should strictly deal with basement hooks though, just because I fell that it was designed like that from the start. Interesting idea, though

    It was designed back then when the sacrifice time were 45s, the gen time were faster, and Iron Grasp was WAY more efficient and didn't need Agitation paired with it to reach the basement.
    Now, the time gain isn't enough to be significant, and you need agitation to consistently get basement, as stated above.

    Tho if you truly feel like a triple perk setup solely to use a slightly faster sacrifice with a slight tweak is good, well, I guess everyone is free to have an opinion, but I'll have to disagree with it.

  • Hag 120% speed would be hilarious. I'd give you that.
    Tho, I'm not sure you realize how strong it is to run 5% faster in this game to suggest such things.

  • My though is that in any decent round, Lullaby will be useless and won't reach any decent level of utility before getting destroyed. Overcharge is also consistently hit at high ranks. Pop the weasel isn't bad on any killer, but is better on roaming killers, which clown isn't that much since he doesn't have that much mobility. Still a decent perk. Same for BBQ & Chili, it's nice for the BP output, but not quite useful for the aura reading, especially since survs can hide behind gens now, and as stated above, you're not a roaming killer that much.

    I'd personally use :
    Ruin
    Brutal Strength (because tons of people early pallet drop)
    Enduring (For more pallet play, and to eventually use it to reduce the impact of DS, paired with a bottle at your feet before grabbing a surv, even tho it's not that solid and efficient)
    NOED

    Basically, perks to make his chasing even more effective with NOED to punish gen rushers that just want to get out before clearing the dulls.

  • I'd prefer it not to be basement only, simply, since being a basement perk usually forces you to bring at least Agitation + Iron Grasp with it to get people in the basement.

    I'd prefer Monstruous shrine to simply allow hooks that are outside the basement to either injure rescuers if the killer is far enough from the hook, or not to allow healing/reducing healing speed for X amount of time for the unhooked, eventually.

  • Nice skin indeed.

  • Details are usually showed on the wiki, on each specific items, example :
    https://deadbydaylight.gamepedia.com/Carburetor_Tuning_Guide

    in Charges Comment by Runiver
  • Some people say it's due to exhaustion perk while crossing the exit gates.
    Not sure about that.

  • It would be supposedly possible if the survivor would heavily outskill the killer.
    Tho it's not even a requirement atm. You just have to know the pallet positioning and run for it properly.

    As long as you're aware about what the killer is able to do, you should be able to juke for enough time for your teammates to be able to repair all the gens, which is just faulty mecanics overall, since that extensive juking is supposed to make you waste too many pallets too quickly, and atm, it just doesn't considering the power of some vaults especailly, that can be very time consuming, doubled by the fact that gens can be cleared in 4-5 mins even with Ruin up.

  • @Brady said:

    @Runiver said:

    @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

    Hold up hold up hold up.

    No, because not every killer has the exact same lunge and size.

    Simply putting an opinion out there with being opened to being proven wrong. Not spreading myths, but being open to a discussion. There's a difference mate.

    That being said, due to the cone, if positioned properly through a window, it can hit the survivor regardless of the Killer. That's cleared up.

    And it's facts that some Killers weapons don't even touch a survivor but register as a hit. Because of the cone. So yes, it's present, and seems to just raise brows as to how a hit registers when you aren't touched by the weapon. It's called crappy coding if you ask me.

    Edit: Yeah, because hit boxes were so broken they implemented a cone instead.

    It's not crappy coding, it's just game mecanics.
    The lunge range is directly tied to the base movement speed of the killer.
    Pig/Trapper/Freddy/Billy/LF/Doctor/Wraith/MM EW2 do share the exact same lunge. It's just facts, and has been stated countless times by devs now, and is easily verified in game. Just get used to the usual range of the killers, rather than your perceptions. And yes, being small in this game is deceptive, which is a good advantage to have as a killer such as pig or Freddy.
    Tho you can keep spreading myths such as "Pig has longer lunge" or "Freddy has more range and a bigger cone" as much as you want, it won't change the facts.

    Now you're changing subject and adding "you can get hit through windows", which no one denied, since windows are... windows, and no walls. So yeah, you can get hit through them. It's not ######### up, it's a... window, you know ?

    I'll just give the details about how a hit works just to stop the myth spreading, as explained countless times by devs :
    When you start hitting with a killer, there's a detection cone, that detects survivor in the area of effect. If it finds a target, it locks the camera on that person, and 0,3s later, if the target is still there, the hit do connect (which is why you can miss a chainsaw rush on a sprint-bursting survivor).
    The cone is the same width for every killers, and the exact same length.
    That being said, the LUNGE RANGE is different depending on the killer, and the distance you perform by lunging is directly tied to your DEFAULT movement speed.
    Myers EW1 do have a very poor lunge, then Nurse, then Hag/Huntress have slightly lower lunge distance due to their lower base movement speed, and then, all the other killers do have the same lunge range and cone (with EW3 myers having slightly more reach)

    Not sure how it can be clearer than this.

  • Always get Monitor and Abuse and Ruin.
    Rest is up to playstyle.
    Bamboozle can be great.
    Nurse's calling due to low TR.
    Deerstalker for slugging builds.
    Brutal strength/Enduring for more chasing capacities.

    You can also run Distressing/Bamboozle/Ruin and Deerstalker for a nice slugging build with infinite EW3 add-on.

  • #########, am I a virgin ?

  • @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @MojoTheFabulous said:
    People still can't accept that camping is still a thing and literally intended by the Devs? It's really not a big deal in the slightest.

    Its not intended.
    They talk it good, because they cant balance the game properly, because of the survivor tears.

    Camping is intended.
    You have to give the killer a reason to leave the hook, not expect him to go on a fool's errand and hope he doesn't come back in time. Someone getting caught is now a bait for other players, and a bait, in several scenarios, do have pretty low survival chances.

    If you have a problem with that, you have 2 solutions :
    Do not save against campers.
    Do not get caught.

    And yes, at times, you'll get caught and camped. ######### happens.

    It's not intended.
    They never intended a killer watching a player 120 seconds die.
    If so, they wouldn't do so much about it. (+40 hook time, 3 perks against it, test builds to fix camping etc.)

    It is used because killers are weaker as survivors, forcing them to watch a player die, slowly...

    It's totally boring for a killer to watch a player die 120 seconds.
    But the majority of killers does it. Including me. BECAUSE YOU CAN'T WIN OTHERWISE, when not playing one of the 2 clearly overpowered killers.

    They have to fix it and not call it "strategy".
    It is not, strategy needs to be thought of.
    This is over and over the same standing in front of a dying player or a few feet away. No real strategy involved.

    With camping I mean not patrouling the hook to catch other survivors.

    It's intended.
    The only reason they added 30s (it's not 40), is because they also added 10s to the gen, and 5s to the gates, so to balance it out so killers do not win exclusively by camping, they did increase the hook time.
    If there's 3 perks against it, it's EXACTLY to be able to deal with this kind of scenarios. It's more of a proof it's intended than the opposite.

    Standing in front of a player and waiting for him to die is exactly like repairing gen while someone is camping, it's a strategy. A basic one, but still one.
    Not to mention it's necessary for it to stay to be able to use a 3 gens strategy efficiently, allowing you to camp your target while close patrolling your gen, which is a very common STRATEGY used by several killers.

    It's cheap and not fun for anyone.
    It was never intended from the devs, that a killer MAINLY camps. It was intended the killer is around making it dangerous, but not impossible to hook save.
    They never intended a survivor dying on the first hook. They wouldnt have added 3 hook stages if it wasn't intended for the survivor to get in the game again.

    The impossible hook save is totally intended. Devs stated several times in the stream that you shouldn't save when the killer is around, and even nerfed BT so you couldn't easily counter a camper.
    Dying on the first hook can happen to anyone depending on the situations. Saying it's not intended is just pushing the excuses.

    They nerfed BT because they INSTANT SAVED each other, not because they want to encourage camping, holy moly, where do you get all the wrong informations from?

    That's just not true. It was simply too advantageous for the rescuer that could just tank hits too easily, and allowing both players to get away and leave unchecked.
    Not sure where YOU got your infos.

    What I know is : I'm talking to devs on discord on a regular basis, you might as well ask them if you want to make sure. The discord is opened to everyone.

    I was assuming they nerfed it, because it was a safe unhook for both players, but if they removed it to allow killers to even camp harder, they clearly don't know how to design a game, I am sorry.

    I am a killer main and I am camping, because I am forced to nearly every round.
    I want to play different, but the game doesn't allow me to. If I do, I loose.

    That's not the intention of the game and if the intention really was camping down everyone you get, then I rather play civilization 5 or survivor.

    I have thousands of ideas to balance the game properly and they all would work, if the devs would listen 1 time to their customers, but they are not.

    The game is flawed by thousands of bugs and design issues promoting slugging, camping, window abuse and pallet looping, while this game claims to be an horror game which it truly isn't.
    I really hoped the new 2.0 update would change things, I really hoped for that. But it didn't.

    Like I said, I already agree about the first part : camping or not camping should be a mindgame. At the moment, if you step away more than 15 meters from the hook, the survivor gets rescued instantly, and the recovery for that is way too quick if you let it unchecked, which leaves camping to be one of the only viable option.

    They nerfed BT to prevent bumrushing hooks and sandbagging, because the main issue with BT was : it would still make the killer go for the rescued, since both survivors were protected. So it was an "anti tunnel" feature, along with a camping favored feature, to make the killer able to punish bold rescues, which, in the end, favors camping, and force the rescuer to AT LEAST not take a hit before unhooking if he doesn't want to get downed and hooked for free.

    Not sure what you hoped tho, 2.0 is just a very few changes, as these devs do very few updates and changes per patches because they do not want to scare their community.

    Their job is to scare people with a horror game, they just aren't able to perform so.

    LIke I kept saying on other thread : they transformed that horror game into a team game. The original spirit of the game was to make everyone to survivor for his own and leave others to die. They forgot that concept and made it a scoobydoo fest, trying to allow survivors to rescue while the killer is around and such.

    It slowly killed the intidimating factor of the killer, and pushed it to the point where mocking wasn't even enough anymore, but it transformed into discrimination and blame for using X or X strategy aka Camping (even when it's deserved)

  • Nurse is nothing more than a survivor in disguise.
    She allows the same abuse.
    Instead of allowing both side skill to be relevant, it mostly empathizes one side.
    If you play against Nurse, you're mostly reliant on HER skill (or more like, her LACK of skill) to be able to survive.
    If you don't play Nurse, you mostly rely on the SURVIVOR lack of skill to be able to catch them.

    And people just give too much credit to the "skill" you need to play Nurse. Skill should be rewarded, but still keep things balanced. It's not because a character is harder to play that it means she has to be stronger than other killers.

  • @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @MojoTheFabulous said:
    People still can't accept that camping is still a thing and literally intended by the Devs? It's really not a big deal in the slightest.

    Its not intended.
    They talk it good, because they cant balance the game properly, because of the survivor tears.

    Camping is intended.
    You have to give the killer a reason to leave the hook, not expect him to go on a fool's errand and hope he doesn't come back in time. Someone getting caught is now a bait for other players, and a bait, in several scenarios, do have pretty low survival chances.

    If you have a problem with that, you have 2 solutions :
    Do not save against campers.
    Do not get caught.

    And yes, at times, you'll get caught and camped. ######### happens.

    It's not intended.
    They never intended a killer watching a player 120 seconds die.
    If so, they wouldn't do so much about it. (+40 hook time, 3 perks against it, test builds to fix camping etc.)

    It is used because killers are weaker as survivors, forcing them to watch a player die, slowly...

    It's totally boring for a killer to watch a player die 120 seconds.
    But the majority of killers does it. Including me. BECAUSE YOU CAN'T WIN OTHERWISE, when not playing one of the 2 clearly overpowered killers.

    They have to fix it and not call it "strategy".
    It is not, strategy needs to be thought of.
    This is over and over the same standing in front of a dying player or a few feet away. No real strategy involved.

    With camping I mean not patrouling the hook to catch other survivors.

    It's intended.
    The only reason they added 30s (it's not 40), is because they also added 10s to the gen, and 5s to the gates, so to balance it out so killers do not win exclusively by camping, they did increase the hook time.
    If there's 3 perks against it, it's EXACTLY to be able to deal with this kind of scenarios. It's more of a proof it's intended than the opposite.

    Standing in front of a player and waiting for him to die is exactly like repairing gen while someone is camping, it's a strategy. A basic one, but still one.
    Not to mention it's necessary for it to stay to be able to use a 3 gens strategy efficiently, allowing you to camp your target while close patrolling your gen, which is a very common STRATEGY used by several killers.

    It's cheap and not fun for anyone.
    It was never intended from the devs, that a killer MAINLY camps. It was intended the killer is around making it dangerous, but not impossible to hook save.
    They never intended a survivor dying on the first hook. They wouldnt have added 3 hook stages if it wasn't intended for the survivor to get in the game again.

    The impossible hook save is totally intended. Devs stated several times in the stream that you shouldn't save when the killer is around, and even nerfed BT so you couldn't easily counter a camper.
    Dying on the first hook can happen to anyone depending on the situations. Saying it's not intended is just pushing the excuses.

    They nerfed BT because they INSTANT SAVED each other, not because they want to encourage camping, holy moly, where do you get all the wrong informations from?

    That's just not true. It was simply too advantageous for the rescuer that could just tank hits too easily, and allowing both players to get away and leave unchecked.
    Not sure where YOU got your infos.

    What I know is : I'm talking to devs on discord on a regular basis, you might as well ask them if you want to make sure. The discord is opened to everyone.

    I was assuming they nerfed it, because it was a safe unhook for both players, but if they removed it to allow killers to even camp harder, they clearly don't know how to design a game, I am sorry.

    I am a killer main and I am camping, because I am forced to nearly every round.
    I want to play different, but the game doesn't allow me to. If I do, I loose.

    That's not the intention of the game and if the intention really was camping down everyone you get, then I rather play civilization 5 or survivor.

    I have thousands of ideas to balance the game properly and they all would work, if the devs would listen 1 time to their customers, but they are not.

    The game is flawed by thousands of bugs and design issues promoting slugging, camping, window abuse and pallet looping, while this game claims to be an horror game which it truly isn't.
    I really hoped the new 2.0 update would change things, I really hoped for that. But it didn't.

    Like I said, I already agree about the first part : camping or not camping should be a mindgame. At the moment, if you step away more than 15 meters from the hook, the survivor gets rescued instantly, and the recovery for that is way too quick if you let it unchecked, which leaves camping to be one of the only viable option.

    They nerfed BT to prevent bumrushing hooks and sandbagging, because the main issue with BT was : it would still make the killer go for the rescued, since both survivors were protected. So it was an "anti tunnel" feature, along with a camping favored feature, to make the killer able to punish bold rescues, which, in the end, favors camping, and force the rescuer to AT LEAST not take a hit before unhooking if he doesn't want to get downed and hooked for free.

    Not sure what you hoped tho, 2.0 is just a very few changes, as these devs do very few updates and changes per patches because they do not want to scare their community.

  • @SasukeKun said:

    @Runiver said:

    @SasukeKun said:

    @Runiver said:

    @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

    Guess some of us just need to start posting footage then if you really think we'd waste time like that

    Go on.
    I go all these killers P3, and play since day 1. I play mostly Billy, and I played Pig extensively these last months.
    There's not a single difference between the two lunges.
    But sure, prove me wrong if you can, I'll watch it.

    I wish i had the footage of yesterday watching her finish the swing animation and then it hits anyway ??? like what? It's not 100% on The Pig either, Killers now have the luxury of taking many stuns but still getting the hit. I've watched Amanda/Lface swing as i throw it down and teleport to the other side then teleport back. Sure i'll start filming for the future it would be fun to reminisce if i catch something spicy

    It has always been the case. If you drop too late, you get hit.
    It was also like that pre-vacuum, except the vacuum made the survivors to "snap".
    Also, this is a completely different topic than the "different lunge of Pig/Freddy", taht suddendly turned into "Leatherface" and added him in the list for some reasons.
    All killers do have the same lunge except for slower ones. Learn to deal with it, that's just basic game mecanics.

  • @βLAKE said:
    A good quality of life update to Make Your Choice would be that when the killer downs the survivor affected by the perk, then that survivor has the Exposed status removed. This issue became apparent to me when I saved someone and the exposed status was placed onto me and then when I got downed and hooked. One of the survivors in the trial picked me up and used his instant heal on me, but the exposed state was still in effect which countered it and gave the tunneling and campy killer a free two downs. Of course you could say that maybe stealth it after you get saved, but in my case I had no way to stealth it since the killer was tight patrolling the hook.

    You're not asking for a QOL change. You're asking for a NERF.
    And I disagree with that nerf.

  • I like the part where you can cancel the pallet breaking, for the sake of mindgame.
    Not sure about the breakable pallet in case of vaulting suggestion tho.

  • Just go in the french one, no one goes there anyway.

  • @SasukeKun said:

    @Runiver said:

    @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

    Guess some of us just need to start posting footage then if you really think we'd waste time like that

    Go on.
    I go all these killers P3, and play since day 1. I play mostly Billy, and I played Pig extensively these last months.
    There's not a single difference between the two lunges.
    But sure, prove me wrong if you can, I'll watch it.

  • Nope. And survivors do not need more time on the hook.

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