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S0ckenSchuss

S0ckenSchuss

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S0ckenSchuss
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  • Look for swf, start with claudette or David King. Self Care and Were gonna live forever are most important perks. live forever gives more bloodpoints for unhooking and/or healing (?) So you need to be a healer. Claudette is great because of her invisible clothes/hair. you can hide well with her and slef care gives you lots of chances to be fit for point-bringing actions.

    With swf you can gain lots of bloodpoints and experience of course. first try to level all survs to lvl 40 to get all teachable perks. if you want to you can level all to 50, but no need atm. If you also play killer, level leatherface to 40 for BBQ & Chili Perk. Doctor is a good point farming machine with his shocks (an din combination with bbq gives you loads of blood points because you have the docotrs own perks too (overcharge) to control generators effective)

    look out for events like the (just ended) summer event and double bloodpoint events /weekends. Just try to play a little bit more often when events happen :chuffed:

    Just enjoy the game. Experince and hiding is more important then any perks btw. but they help alot of course =)

    If a killer camps a mate, just do gens/totems etc. No need to give that camper points with unhook trys. the stolen time hurts him more. you dont need to escape all. just sacrifice 1 mate for gaining points and an easy game for the other three. Sounds hard? Its not. Its part of the game :chuffed:

  • I hope the devs changed the slit mouth woman story to a father daughter story to write again that "her parents/fathers dead body was never found" in the Charackter Story Description xD

  • I dont understand why ppl think charackters own perks are (or should be) priorized. Itss a damn perk like any iother damn perk. If all your killers are lvl 50 and all teachable perks are out, the cance to get one special perks is really small. Thats the randomizier in bloodwebs. Deal with it. When you dont have much killers (leveld or even buyed) so your chance increases. What about the guys who have all killers prestige 3 lvl 50 and now want to p3 the clown too? (with all perks on all chars of course) - they DEAL WITH IT and just spend all their bloodpoints in that charackter. Thats the game. you earn points, you give them for something youw ant to reach. with every new bloodweb the cnace increases to get your perk. but nothing is for free, of course. Just.deal.with.it.

    Spoiler: That will repeat with chapter 9 Killer. Hope you are looking forward to. xD

  • So your bloodweb is full with other perks from other killers. Be happy about that. My clown is lvl 50 with all his own perks on 3 but i dont have lots of other perks like BBQ or Overcharge (what is great in combination with Pop goes the weazel). Its just a perk like any other perk. If you have tons of perks unlocked for other killers, the chance to get this one perk is lower of course. Deal with it. Nothing is broken here.

  • Permanent Dreamworld for survs is OP with actual wallhack and visioning skills of freddy. once in, they could not hide anymore. And it would be nothing special to be freddy anymore if the only thing to do is to put every surv to sleep once.

    I think he should get buffed otherwise. maybe instant dreamworld entry or that the survs cant do anything except running when they put to sleep. (no gen work or exitgate work in the max 7 seconds while enter dreamworld)

    If he could grabble awake survs from a gen or a exitgate-switch like he could grabble guys out of lockers, he would be too OP of course. But it would be great xD

  • Or if we stay at indoor maps, it should be an old bunker with prisons and stuff, where you never see the heaven, not even at the exitgates. Some kind of secret area where really bad things happend in the past.

  • I would like the indoorpart of the house from the "Until Dawn" Game - Maybe with some outdoor parts around it.

  • Oh my God pls dont lift this guy up to a Legend or something like that.

    "He who shall not be named" is and have to stay a Harry Potter Slogan ;)

  • Ok for me. I also would if it would already be unlocked on all my killers. Have to level alot of them.

  • In the situation on the screen, two guys are dead, you on a hook. If killer camps your teammate has 2 full minutes to look for the hatch when killer camps you. just be mate. steal the killer 2 minutes and spend them to your team. 2 Mins are three gens in a perfect situation (other three alive, everyone on a gen)

  • I think the Engine and the map-generator are not able to get moved while players are in game. Everything is placed while loading screen. even the hatch.

    but maybe he could change moveable/useable objects. like pallets. not really move them, but drop them by far or set them back up to pass. maybe he could be able to reset the exit gate switch to zero when a surv need to get off it before it was fully loaded and the gate opens.

    maybe he could block windows by far or open lockers while driving by.

    I think the most weakness is, that survs can still work on the gen/exitgate/heal while they got put asleep, but dont entered dreamworld. that 7 seconds. i think it would be helpful if all actions would be stopped when freddys power hits a surv do get him into dreamworld.

  • When I see the Survs have no chance (6 hooks and 5 gens left maybe) I also waited on a hill to let the survs finish two or three event gens. after that i catched them and hooked them - everyone was happy.

    But I also catched a surv that sabotaged my event hook without any reason. at the beginning of the match. I did not camp gens, i just walked around. So he made that mistake. He couldnt realize how fast he was out of the game. His mates always unhooked him right behind me so i could tunnel him. I never tunnel, but in THAT case he deserved it. There were just 2 BBQ offerings dropped, he could sabotage any other hook for a daily or something, but he just wanted to disarm my bbq offering and my event points. so its an attack on the player, not on the charackter that is played imho. However, the game was over for that guy.

  • What about:

    Icy Touch:
    The killer can block the exit gate switches for 20/40/60 seconds once the exit gates are energized. Only one exit gate can be blocked at a time.

    Sound of Silence:
    Your senses are sharpened. Outside of a hunt you concentrate completely on the surrounding silence. You can clearly hear the movements of the Survivor even when they are crouching / walking and slowly climbing over windows / pallets and slowly entering and leaving the lockers. You will also be visually informed about climbing actions and locker actions. Sound of Silence becomes active after 15/10/5 seconds after a (failed) chase and has a range of 6/12/18 meters. It ends when starting a new chase or after 30 seconds without a surv got found. Screaming Survivors on a Sacrificial Hook disturb your concentration, so the ability will only work 30/30/30 seconds after a survivor got hooked and only outside a 30 meter radius to the hook. Get 50% more bloodpoints in the Hunt / Chase category.

    Cold Hands:
    Survivors within your terror radius get cold hands the closer you get to them. These make the work the survivors are currently doing inefficient. All actions taken are slowed by 20-40% / 20-60% / 20-80% the closer you get to the survivors. Skillchecks (if provided during the action) will also be more frequent in percentage, and the difficulty level of the skill check will also increase as the killer get closer to the working survivor.

    (We thought about an Ice-element Killer in a german Facebook Group. That Ideas were mine. They are just translated with google :chuffed: )

  • clown needs 3 bottles to make a shack raelly ugly for survs. every entrance to middle 1 bottle and wait which exit they will choose. xD

  • @Orion said:

    @S0ckenSchuss said:
    To use time for recharging the saw, it will push LFs to camp even more. why should they hunt when saw is discharged? so they have an argument for camping dont u think?

    LF needs something to make camping less attractive. Not more attractive.

    He has no chase potential and Survivors almost always hook camp or hook rush, so the only way to do that would be to turn him into the Hillbilly.

    Nah i dont think so. He gets a speedburst when he is wild-sawing around. that posibillity is, where the devs schould work on. Imagine his swinging wouldnt stop at breaking a pallet? easy changing and then he is maybe to OP immediately. If he just saw through the pallet and the surv who dropped it xD

  • To use time for recharging the saw, it will push LFs to camp even more. why should they hunt when saw is discharged? so they have an argument for camping dont u think?

    LF needs something to make camping less attractive. Not more attractive.

  • I prefer Clown too. With range-experience you can place impacts directly at gens from a good distance without Line of Sight. The heigth of the bottles can be used like some artillery-shots and you can throw over obstacles the huntress-hatches would stop on. Bad for clowns placed artillery throws are trees where the bottle can hit and break high over the map.

    I think the bottles are not designed for a chase throw in the back of the surv, because the possible range doesnt fit with the time u need to reach the area you hit, until the effect (of 2 secs) is already passed. but its good to block windows, pallets and stuff. Most survs still run through the aoe because they still want that pallet. for that i think the effect of the aoe is to weak at all. if survs dont care to run through, something is wrong :chuffed:

  • Is really noone interested in that topic? Cant believe that.
  • Hm. Main weapon would be big sciccors of course, mori would be cut the mouth on both sides, than strikes the sciccors in an eye or something. But the Power? Good question. I will think about and Update in here :)
  • They belong to 2nd category. "I dont like" is implemented there =)
  • Hm. Main weapon would be big sciccors of course, mori would be cut the mouth on both sides, than strikes the sciccors in an eye or something. But the Power? Good question. I will think about and Update in here :)
  • Trapper an Hag are the only killers that can protect a hex totem really effective. That Hex cleansing is a thing that just needs a buff. because 4 survs are EEEEEEEEEEEZZZZZZZZZZZ able to disable one of 4 (maybe even 2 or 3 of 4) perks, a killer is using for the rest of the match. show me ONE surv(perk) that is be able to disarmed by the killer for the whole match without having an effect for the surv? Even the D-Strike is only usable once, but its a get-out-of-the-jail-card (from monopoly) to the surv who is using it. So the killer can be weakened in about 10 seconds (with some luck and totally crappy totemspawnpoints) after a match is started for the whole match.

    So pls dont cry about a trap in front of a totem. The killer just tries to protect one of his abilitys that would be out if he wouldnt protect it. and there are just that two killers who are even able to protect. thats not BS, thats sad i think. 2 out of 12 Killers.

  • If you are already on a hook you can push yourself into stage two and "forget" to spam SPACE-button. so your also out, without a DC and the killer dont need to camp anymore. So you dont even go out with 0 points. Tactically and to be mate to your Team, you can hang as long as you are possible to hang to let the camper look at you and the team is able to do gens. Doenst work if the other three waste gametime to hide around the hook to get THIS ONE MOMENT where you have a 33% chance to get the 1500 unhook points. but nothing else happens in that time.

    I really Appreciate the fact, that Devs wants to give ppl the possibility to leave a match if it isnt fun for them, but with the actual system, that fact is abused very very very hard, and doenst help ppl to avoid loosing fun, it ruin s the fun for all the other 3 survs (and the killer too) , that really want to complete this match. Thats the point!

    So the effect the devs want to reach/hold turns to the contrary, but with a 3x higher range of effected people. That cant be, what the devs want. It shouldnt be that, what the devs want. it MUST NOT be, what the devs want.

    Kind regards, S0ckenschuss

    P.S. @Peanits or other Devs/Mods. What do you think about the reworked version? Third Post below Peanits Post?
  • As a main killer i dont have a problem with the surv perks. if i expect a Strike, i plan the usage of it already in my tactics. so i hunt obsession first, lift her/him up and hope he waste the strike at the early game. so its done for the rest of the match. most times that strike just gives the surv 10 more seconds to run until i catch him again, maybe 15 if Dead hard is also active. Also i dont have a problem with any other perk that survs use. I also have perks to find them. So they can use perks to hide better or whatever. no problem.

    My main problems as killer are good jukers (dont missunderstand, i pay respect for everyone who is able to juke a killer for a long time) - but i dont like jukers that teabag, and run around the same obstacle over and over again. i like a great and long hunt if its diversified.

    And a main problem are the hex perks. that totem spawns are obvious almost every time and the hex totems dont live long. so i also got taken one perk away for the rest of the match. thats more bad then every perk a surv have.

  • I started to playing the hag. Level 1 hag with just ruin as a perk on killer rank 18. The totem got cleansed multiple times in the first 30 seconds of a game. so my hag was "naked" for the rest of the round. with tons of luck in spawnpoint-choice of the game, i could stack devour hope up to 5 in two games (out of many many more) - but in all other games the totem sometimes just lives 10 seconds. it was donw before i reached it to plant some traps. That whole hex-system needs a rework not only the ruin-hex

    If your mates got crushed by the nurse, they were just bad. not the hex overpowerd, just your mates too bad. thats as easy at it sounds. if they would hide more, they had a great chance to find that totem.

  • Ok as we now know, the actual System doesnt work correctly or it work "different" as we players think that it should work.

    I dont would feel sad If there is a "pay-to-disconnect system" and i think all that players that hate dc'ing would also be happy to see that. And it brings you money of course. So all are happy. At the Moment, you dont earn money and the players get pi**ed by DC'ers in almost every Match.

    But ok lets rework that idea a bit. No item in the Shop, first dc of the day for FREE. And beginning with 2nd dc a time delay like in the original idea with stage 1 and stage 2 delaytimes. And reset it with the daily amount of 300 XP at first Match at the day? So everyone can handle it. Errors and real time reasons are not treated too Hard, and stage 2 Dc'ers got some minutes of delay. Next day, next counting. So the numbers of DCs will be reduced massively, and noone is disadvantaged too much.

    I like the answer that ppl musst be able to leave when they dont have fun. But that Option is abused ATM every Single day and very very hard. I dont know If you officials really know HOW OFTEN the ppl really DC at the Moment. Its in almost every Match. Less in low ranks, but more at middle and high ranks .

    So the only safe way to leave a Match should be over a hook or an exit Gate or the hatch , i think. And im sure im not alone with that meaning.

    Kind regards
    S0ckenSchuss
  • @ Damnfastdead

    Ich kann dir in einigen Punkten zustimmen. Absolut. Der Weg über den instakill am haken ist völlig in Ordnung. Da musst du auch nicht im spectator mode bleiben sondern kannst gehen und die nächste lobby suchen. kein thema.

    Die angesprochenen Strafen hab ich bewusst so gewählt, das auch technische probleme oder das RL abgedeckt sind. (Wenn zb das tel klingelt, der Pizzabote kommt oder whatever)

    In der ersten stufe sind es 5 minunten. vlt reduziert man die gar auf 2 minuten, das lässt sich ja feintunen. wenn ich nun einen anruf bekomme, es an der tür klingelt oder ähnliches, bin ich diese 5 minunten locker beschäftigt. wenn mein spiel abstürzt, hab ich pech gehabt. (passiert mir selbst hin und wieder. aus heiterem himmel.) 

    ABER: ich habe gerade in einem englischen post gelesen (und so verstanden) das die devs in der lage sind nachzuvollziehen WIE der DC ausgelöst wurde. per pausemenü oder kabel ziehen etc. irgendwie so. 

    Wenn dem so ist, macht das die sache noch deutlich interessanter.

    Mir geht es primär darum, solche leute zu bestrafen die direkt quitten wenn sie sehen das der Doktor der killer ist, oder wenn sie eine jigsawbox auf der map sehen, wenn sie teabaggen und aus unerfindlichen gründen dann doch downgeschlagen werden (und dann DCen bzw freundlicherweise noch mit dem DC warten bis sie am haken hängen)

    Diese Rosinenpickerei sollte bzw MUSS bestraft werden. Wie du schon sagtest:  "Wir kommen zusammen, um gegeneinander zu spielen." - Warum dürfen dann manche Rosinenpicken? Besonders im Ranked Play. Wenn es einen nonranked modus gäbe (ausserhalb von kyf, halt mit randoms) dann sollen die das machen. aber beim rankend reiten sie noch andere rein.
  • That creeper is really interesting. But why He is to strong? Most maps just dont have much Walls to walk on, i think. Look al the swamp maps or the farm, the forest and so on.

    Ok, He is strong because on closed maps like the slaughterhouse je could avoid pallets just by walking them over at the net wall.

    I think its just Not possible to Balance a wallwalker with All maps. Really sad because this ability would be really interesting.
  • Good idea, but where to "hide" the parts? In itemchests or lockers maybe? How many parts spawn on the map? Can killer collect them also? And Drop them when he get stunned in any Kind? Lots of questions to answer, but to slow down the gen-rush, its a great idea.
  • Also ich würde die zeitsperre staffelnd machen. Erst 5 minuten lobbysperre, dann 10, dann 20 dann direkt 45 und danach 90 minuten usw. In der zeit müsste lobby gesperrt sein. Swf, kyf müsste man überlegen, aber vermutlich würde das nicht gesperrt werden. Natürlich müssten Hintertüren wie Zb in Gruppe eine randoms lobby suchen natürlich auch dicht gemacht werden. Die sperre kann ja in der höchsten Stufe 2h betragen und sich erst mit dem monatlichen Rang reset wieder aufheben. Alternativ könnte man ein item im Shop verkaufen, das die sperre runterdrückt. Stufe 1 kostet nur Scherben, damit Leute die versehentlich rausfliegen aufgrund von Internet Problemen sich entsperren können. Sollte die sperre aber Stufe vier erreicht haben(45min+) oder das item für Stufe 1-3 (5-20 min) schon einmal in den vergangenen 24h benutzt worden sein, dürfte es nur ein item für aura cells geben. Optional könnte man die disconnect Anzahl im steam Profil preisgeben obwohl das wieder zu rumgehate führen dürfte. Ist nur so ne Idee, die sicher gebalanced werden müsste, aber ich denke das es ein guter Kompromiss ist um exzessive quitter zu bestrafen und technisch bedingte DCs nicht zu sehr mit hineinzuziehen.

    In diesem Sinne, man sieht sich am Haken.
  • Great idea, but why should a surv open a locker? If noone is around a surv never need to open a locker. Thats the only point to discuss in this idea. Or no... Theres one more thing. How could it be secured, that a Dummy is/spawns in a locker that isnt toooooooo far away of the Action? Sure, you can walk to a tactically important locker (near gen/exit/hatch and then tanke Control of another Dummy. But If you walk outside and a parked Dummy is triggered and the moving one jumps into IT to tanke Control of it , where should the New Dummy spawn? If killer need to much time to place his dummys, all Gens are done at a rush. A lot of balancing is needed. But the idea is really great.

    Maybe the killer just can change his Dummy if He
    runs into a locker himself. So he can place dummys and move over the map very quickly. Ever time He is in a locker, there is no Terror radius. But when he warps between lockers, there is a Phone Ring to hear...
  • I would Start with "Until Dawn". Its like the Single Player Game of DBD. A brunch of teenagers and a killer. In a house up on a hill. Ohne night.

    There you have survs and a killer and a map. A whole DLC of you want. 

    Would be great.
  • The house/hill/tower and garden of the "until dawn" Game. That would be fantastic.
  • I think it would bei great to have a "Tank" perk. (or medikit addon maybe) So the surv who has it, can be get hit a third time until He falls down to the ground. Or it can be activated to catch a Hit from killer that is for a mate next to you. Maybe If the Tank unhooks a mate and the killer will appear when both of them are still together. So the Tank can jump into Killers Hit. Its a nice possibility to counter tunneling. Just an idea.

    So long, See you below the hatch.
  • Ideal is New but its still a good one. Bigger maps is the biggest Problem of course. Two more survs need also two or three more Gens i think. And of course a third exit. Because two killers can definitively Camp two exits 😁

    Also it is MAYBE required, that one surv can hang at least 4 Times until he/she will be sacrificed. More pallets, more totems more cupboards (is it cupboard in english Version? The things to hide in, where Annas hatchets can be refueld)

    How will this Mode be named? Not swf, Not kyf, maybe sadists Meeting (what is fortunately shorted with the Letters "SM").

    Should killers can Group up like swf survs? With TS/Discord a Team of two killers can Do tactical hunting like noone can escape from. (one killer in Front of the Window, the other outside the same Window. The surv between them = no chance.
    A lot of things to think about.

    So long, See you below the hatch.

  • Hm.. Hard to Do i think. If killer would be able to choose between solo players and pre-mades, of course ever killer will choose solos.its easier for the killer of course.

    So If there would bei that choice IT could only bei made by survs OOOOOOOR the bloodpoint rewards for Killers is about 50-100% higher with pre-mades allowed. So Baby Killers can go the easy way with solos and Pro Killers can choose to accept that challenge with more rewards at the end.


    If there is no difference, the killers would be only choose solos and that ruins the teamplay ability of DBD of course. But i think its possible with more killer rewards for those killers, which are looking for challenge.

    Maybe its possible to add steps.
    Choose solo: 0% extra rewards

    Choose swf lite (max two pre-mades and two solos OR two other pre-mades) : extra reward 25%

    Choose swf medium: (Max three pre-mades and one solo) : extra rewards 50%

    Choise swf Hard (full Group pre-mades of 4)
    Extra rewards 100%


    But i dont think its usable because its Hard enough to find a lobby actually. How long will we wait until the criteria of chosen swf steps fits?

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