Saint_Ukraine
Saint_Ukraine
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- Saint_Ukraine
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@redsopine01 said:
Reason I ask because i want to set myself the goal to beat bothI believe No0b3 holds the record of achieving 28 escapes in a row without a squad, on stream. Although, he did have 1 friend helping, so I guess a duo.
As for 4k streaks, I do not know who holds that record. -
I doubt that all 4 survivors will run Distortion. In fact, I think a lot of survivors would prefer to get into chases, as being hidden from the killer does not give you many bloodpoints and will give you a bronze at best.
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Well, now that you mention it, I suppose that it doesn't happen that often. And when it does (if the survivor team is competent), everyone else will survive. Still, it sucks to get camped.MrMyers said:@Saint_Ukraine said:
@MrMyers said:
@Croz said:
I think making struggle phase more rewarding while in the killer's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.
https://cdn.discordapp.com/attachments/511669206228533268/516304811411636224/brett.PNG
I disagree. Killers get less blood points for camping, therefore making it a less viable option.
I would assume most killers who camp do not care for their loss of blood points.
So then what exactly is the problem? The killer isn't benefiting, suck it up and move on.
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@Speshul_Kitten said:
Tbh it’s not replacing any perks I have in my top 4 not even interchangeablyI think it's more for average/below average players, like myself. (I won't lie, I'm not that good).
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@Orion said:
@Saint_Ukraine said:
@purebalance said:
Except you didn't? You're patting yourself on the back for being slightly close but acting like you were practically spot on. That's like saying if you said Spirit Fury was going to be that when a survivor drops their 2nd pallet it automatically breaks even if it doesn't hit the killer and the survivor's aura is revealed that you predicted Spirit Fury spot on when that's not even close to it.If you say so.
Your perk does the following:
- Your unhooking speed is increased by 9%.
- When rescuing a survivor from a hook, the hook will break.
- The rescuing survivor suffers from the Exhaustion effect for 60/50/40 seconds.
- Reckless cannot be activated while suffering from the Exhaustion effect.
- Reckless does not break Basement hooks.
Breakdown does the following:
- Any time you are removed from the hook (escaped or saved), the hook breaks.
- The Killer's aura will be shown to you for 4 seconds.
Differences:
- Breakdown is used by the person who was hooked, and not the person who did the unhooking.
- Breakdown does not increase unhooking speed.
- Breakdown activates even if you self-unhook.
- Breakdown does not give Exhaustion to the person being unhooked or the person unhooking.
- Breakdown activates no matter who's suffering from Exhaustion (primarily because Exhaustion is gone when you're hooked).
- Breakdown shows you the Killer's aura.
Similarities:
- Both result in a hook being broken after someone is unhooked.
That's six big differences and one tenuous similarity. So yeah, @purebalance does say so, as does everyone else who can look at it objectively.
I know the differences, but the big thing is the hook breaking after an unhook. That's all. I think this post is being taken a bit too seriously.
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@AlwaysInAGoodShape said:
@Saint_Ukraine said:
I CALLED IT!!Congrats xD they made it within a week of time too.
Yeah, it's cool that I had a pretty similar idea to the devs'. I like that they made it reveal the aura of the killer. It sucks when you get unhooked and stupidly run into the killer because you don't know where they are.
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@purebalance said:
@Saint_Ukraine said:
@purebalance said:
Except you didn't? You're patting yourself on the back for being slightly close but acting like you were practically spot on. That's like saying if you said Spirit Fury was going to be that when a survivor drops their 2nd pallet it automatically breaks even if it doesn't hit the killer and the survivor's aura is revealed that you predicted Spirit Fury spot on when that's not even close to it.If you say so.
Yeah I do and it's pretty much fact. What next you're going to say you called the election because you said a human won?
I do not think that's comparable to this, nor is it remotely relevant.
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@purebalance said:
Except you didn't? You're patting yourself on the back for being slightly close but acting like you were practically spot on. That's like saying if you said Spirit Fury was going to be that when a survivor drops their 2nd pallet it automatically breaks even if it doesn't hit the killer and the survivor's aura is revealed that you predicted Spirit Fury spot on when that's not even close to it.If you say so.
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@RotBb said:
I had the same idea for this perk, just slightly different, so I felt the same why when I saw that perk.That's awesome! See, my perk was activated when unhooking other survivors, whereas Breakdown is activated when being unhooked, or self unhooking. I think that's the main difference. How did yours work?
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I CALLED IT!!
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The first one is definitely my favorite. Nice photo editing.
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@AlwaysInAGoodShape said:
I was thinking about totems and how certain survivors would find my dull totems and slowly dismantle my NOED > how I would scare them away > how they would just come back without me having any tools to prevent that.So here's my idea:
PERK
Protective ShamanYou highly value your Totems.
Whenever you disrupt a survivor from doing a Dull Totem or a Hex Totem, that totem's aura get's revealed to you for 16 seconds. The white aura disappears when someone starts working on that totem.
Can only be applied to 1/2/3 Totems at a time.Thanks.
So you want Surveillance, but with totems?
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@MrMyers said:
@Croz said:
I think making struggle phase more rewarding while in the killer's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.
https://cdn.discordapp.com/attachments/511669206228533268/516304811411636224/brett.PNG
I disagree. Killers get less blood points for camping, therefore making it a less viable option.
I would assume most killers who camp do not care for their loss of blood points.
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I think this is a great idea, and it would definitely strengthen perks like Devour Hope and Huntress Lullaby, which require tokens in order to be used to their full potential.
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Hey, a pirate might be interesting. I can already think of a few pop culture references to use as perk names. Walk the Plank, Swashbuckler, Dead Men Tell No Tales. I have no idea, what these might do, but they sure do sound interesting, huh? The killer would wield a pirate sword, most likely. And his power..? Well.. he could have a parrot that flew around to find survivors. This power would have a cool down, like the Spirit. Maybe I'm getting too ahead of myself?
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A consumable Adrenaline? Not a bad idea, but I'm sure someone could find a way to argue that it would be OP.
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The reason we are paired up with bad Survivors is so that when we get good Survivors, we appreciate it more.anonymous456 said:Why is it that we have to put up with many bad players? i know i'm not the only one who gets annoyed when terrible survivors are put into my team as it only makes it more work for the people who actually do the game. there needs to be a resolution to being put in a team with bad players. i'm on board with any ideas that anyone comes up with as long as it solves this problem.
Has anyone got any ideas for this as i'm not happy to be doing all the work or being chased for so long so they can mess about leaving me to die on hook with no gens done or for them all to die too quick leaving me to do two generators so i can get the hatch as it is way to hard for just me.One idea that may be helpful would be that we can rate each player when playing with them so that when we are in the lobby waiting to join it can tell us their ratings out of 100% or something so we know if they are going to be terrible or not, but that is just a suggestion.
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We have offerings. That's the best we're going to get.HuN7r3sS said:I think DBD should take after C.O.D and let the survivors and the killer vote between three randomized maps in each lobby, the map with the most votes being the one that we go to. What do you guys think? -
Well, obviously if the Exit Gates are open, you'd want to secure a kill, but most of the time, I feel like I'm getting face camped for no reason.bendermac said:@Saint_Ukraine said:
360's a killer once
FacecampPallet slams a killer in an attempt to escape
Facecamp5 generators left
FacecampExists
FacecampThese are no reasons to facecamp for 1-3. Except maybe the last one. If the gates are open, leave. Killers want that kill and you get facecamped. This should be taken personally.
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I was referring to the fact that Don't Be Alone is basically a more powerful Prove Thyself.AlwaysInAGoodShape said:@Saint_Ukraine said:
Is this bait?No?
"Don't Be Alone" is a perk that will never be active when being used by Solo-players. Thus, the only valid use for this perk is when playing with SWF's, in which case it's EXTREMELY strong.
SWF's can communicate to come to the same Gen/use the offering to spawn together. They let the killer pass and once the killer has passed each of them does that 1 gen Gen at a (80*1.3 = 62) 62 second individual speed per generator. Thus they will complete a generator within (62/4/0.7) 22.1 second.The killer will not be able to patrol the whole map within that duration, making it so that SWF survivors can start a 1 versus 4 off with 4 Gens by the time anyone has even been caught by the killer.
If anyone would go with the strategy in which "Don't Be Alone" will ever even activate, then they'd probably also run Leader and perhaps, Prove Thyself (with POSSIBLY toolboxes and addons on top of that.)
SWF teams would be able to finish Gens within 10-15 seconds when all grouped.
Also, Defend Yourself sounds like they want to be able to shoot the killer. And I assume this means they want to be able to stun the killer whenever they want, which would be OP.
And Help Together is just a more powerful Botany Knowledge that is activated after fully healing another survivor. -
Don't forget Unnerving Presence, which makes the skill check feel nearly impossibleDominickBane said:While I could see the potential and allure of such a thing, I have to agree with Doc Holliday.
Even if it's just a once-per-game mechanic, there are other ways of dealing with decisive strike that don't involve punishing the Survivors for carrying it (for example, the Obsession system). Other options that Killers can use to mitigate the negative effects of D-Strike, namely Enduring to reduce the amount of time stunned.
Other things to help punish Decisive Strike would be to run things like Moris or Huntress' Lullaby, that could make skill checks harder to make/detect (I may need someone to source me though; not sure if Lullaby affects D-Strike or not)
Hope this helps out!
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I would guess no to Jason, seeing as there is a Friday the 13th game.
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So that we can have someone weaker than Fred boi.Countfunkular said:I'm sorry but can someone please explain to me why it is some people still want shape-shifting killers. Seriously, I don't get it why would you want a particular killer that's main Power is useless if they're dealing with a group of Survive with friends.
No I won't lie the concept is pretty cool but the execution is flawed in more ways than one.
1. You have to have another power on top of already being able to shape-shift.
2. How in God's name would you control your power to change into another Survivor of your choice.
3. Surprise won't mean much once they figure out what you are.
I'm sorry but I don't get it...care to explain
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"Be excellent to each other.." Is that a Bill and Ted reference?Ryuhi said:Before we start, no, I'm not talking about OH YOU HIT ME MORE THAN ONCE IN A ROW THATS TUNNELLING or other juvenile bullshit. I'm talking about taking a single player and expressly forbidding them from being able to do anything in the game outside of a chase and eventual hook. I feel like this is most often brought on by survivors who play like #########, in SWFs teabagging, flashlighting, and spewing every ounce of disrespect they can muster. fine. But what about when its that player who literally spawns right next to you, and does nothing to show an ounce of disrespect? Do they not deserve a chance to play the game?
You get far more points for hooking all players twice than you do for a single kill while everyone else gen rushes. BBQ and chilli, the arguably most important perk for any killer, grants ABSURDLY more BP for NOT tunneling a single player. So why do so many players do it? Its often said that only low rank killers rely on it, yet I see it in high ranks all the time, and they then go on to say they do it on purpose to try to depip. What kind of [BAD WORD] up system rewards that kind of behavior (no pun intended.)
Its bad enough when your teammates just hook farm you like idiots, but slugging them and then outright ignoring them to cross half the map to secure that kill is beyond a dick move. Its the kind of play that makes survivors whine and complain about how killers are op (when they're really not) and then form into SWFs (Which actually are op) just to avoid being subjected to that kind of situation.
Yes, I know being a 0K game hurts, especially when survivors are taunting jerks about it. Maybe thats part of why a lot of killers have zero empathy for it: if they get outlooped by someone and cant handle it, they're effectively being held hostage for the rest of the game, and tend to take it out on other players. Thats just repeating the cycle though, and creating more necessity for it.
TL;DR Be the change in the community you want to see. survivors who act like shitheels deserve everything coming to them, but fishing for salty survivor tears out of solo queue survivors is the exact reason why so many of them become game breakingly cancerous SWFs. All we have to do is not play like asshats and be excellent to one another. It will be impossible to correctly balance the game until this human condition is treated.
also dont worry i already got my Rx for gitting gud from the good doctor.
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@LightsOut88 said:
It might just be me, I am hoping it isnt, but does anyone else constantly forget that they brought a mori to the match? I have had way too many games where I go through the whole match, like my last one, sweating, struggling, slugging and being 3 man swfd, lol flashlight saves out the ass! When the whole time I could have just killed most of them near the middle of the game had i remembered i had a mori!I have so many bad memories of having really hard games, and finishing the match and seeing my effing ebony mori grinning at me in mocking amusement. Hell sometimes i still do really well and forget and it still pisses me off when I see it post game lol! Please, fellow killers! Tell me I am not the only one who does this lol
Sometimes I'll finish off matches as survivor and after, I see that the killer has brought an Ebony Mori and didn't use it! Their loss, I guess.
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Is this bait?
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@Master said:
Attackfrog said:
Master said:@Croz said:
I think making struggle phase more rewarding while in the killer's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.
This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.
I think making looping phase more rewarding while being within a certain radius from the survivor should fix looping. If youre been looped and you follow the survivor, then you get enough emblem points as if the survivor didnt loop.
This will encourage killers who are being looped to stay and waste the survivors time. Being looped is not fun and in most cases killers just camp after being looped when they realize that they have been looped for several gens and just wiat till the game is over and proceed with the next game.
Btw, killers camp because survivors reward them for doing it and throwing each other at the hook instead of simply doing their objective, and yes thats an easy win if the survivors are stupid enough

Jeez..sometimes I read your comments and I feel like our brains think the same! I know that is probably an insult to you and a compliment to me....but...are you my long lost brother? Or....
Maybe.....
Daddy!?
Anyway, I was about to type something very similar to your comment and saw this. Nuff said.
It's funny because you can do that in almost any camping/tunneling thread.
Just exchange a few words and there we go, voila
Sadly, the majority of the community thinks that there are only problems on their side and that is what prevents a lot of potential fixesWe all need to find common ground. Killers and survivors alike.
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Thanks for the feedback, and the perk description idea. If Reckless were put into the game, I think it'd definitely mix things up. Hangman's Trick may become a more popular pick for killers. As of right now, it is kind of useless and situational.AlwaysInAGoodShape said:The Reckless perk sounds really fun and there is not perk that tackles that subject yet.
Making it so that in cases of camping, the survivors Could sabotage nearby hooks and then go for the save with Reckless really adds to the theme of this "organised and planned save".PERK
When rescuing a survivor from a hook, the hook will break and you suffer from exhaustion for 60/50/40 seconds.
Your unhooking speed is increased by 9 %.You basically nailed it. Love the idea. Upvoted.
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Fair enough.Orion said:@Saint_Ukraine said:
I was not, until I just now looked it up. I see your point; however, I would hope that you do not generalize Americans as bigots?Of course not, but if an American says something bigoted, unless I know them, I will likely assume it to be serious.
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Were the shards refunded, or no?AMOLUDUS said:quentin smith> @Davide said:
Maybe you are using a different character? Do you know you have to unlock it in the bloodweb for any char you use (just buy it in the shrine is not enough)?
dude , I paid 2000 fragments in the quentin smith VIGIL skill , it was available to for all the other survivors in the blood web , but now is blocked =(
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I was not, until I just now looked it up. I see your point; however, I would hope that you do not generalize Americans as bigots?Orion said:@Saint_Ukraine said:
I'm only jokin'. Is it not obvious? 😕Given what I've heard from Americans, no, not really. EDIT: Are you familiar with Poe's Law?
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I'm only jokin'. Is it not obvious? 😕Orion said:@Saint_Ukraine said:
Precisely. Survival of the fittest, or rather, most advanced.Spoken like someone who's completely oblivious to history.
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Listen, if it comes to the point where you've killed all, but one survivor, I think they need the hatch as a way to give them some sort of chance. Besides, if you don't want the survivor to get the hatch, leave another one alive. Slug that sucker. Buys you plenty of time, I guarantee it.M2Fream said:All of these ideas together would be op but one or maybe even two would be good
1) (Entrance Conditions)
Survivors can no longer enter the hatch if they
- Have a Reverse Bear Trap
- Are in madness 3
- Are intoxicated
-Have 3 or more status effects
2) (Spawn Push Back)
The hatch spawns after 4 gens are completed, not 2
3) (Hatch Close)
The killer can close the hatch if they find it before the survivor. As compensation (because survivors seem to think there always must be a way for them to escape some way, ) Both exit gates will instantly be open by 30%
Need feedback. -
Precisely. Survival of the fittest, or rather, most advanced.George_Soros said:@Saint_Ukraine said:
George_Soros said:Like Freudentrauma said: I'm from Eastern Europe, and I have no clue what Thanksgiving is about either, other than turkeys. I'm guessing... some Christian stuff?
It's in celebration of when we took the land from those pathetic natives way back when. >:D
Ah, those glorious days. So basically you're celebrating Darwin?

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New killer has the power to do gens and escape. Ez wins ez life.
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It's in celebration of when we took the land from those pathetic natives way back when. >:DGeorge_Soros said:Like Freudentrauma said: I'm from Eastern Europe, and I have no clue what Thanksgiving is about either, other than turkeys. I'm guessing... some Christian stuff?
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I agree. Let's take DS, make the skill check take up the entire circle, and it kills the killer, and the survivor becomes the killer.Global said:Or just make decisive strike kill the killer. SiMpLe Ez
pz leMONe SquEEzY. -
2 fat de-pips, my friend. Loss of any items and offerings, as well as any and all blood points acquired during the match.bendermac said:When I play Killer it doesn't happen that often that a play DC.
But I'd like to know what their punishment is when they do? -
I've been thinking the same as well. It ought to have a noise reduction. It only makes sense.No_Mither_No_Problem said:Lightweight
Your running is light and soft, making your tracks harder to follow. Scratch Marks stay visible 1/2/3 seconds less than normal.
The noises caused by your footsteps when running and their hearing distances are reduced by 30/40/50%.
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I actually had an idea for a perk that might help counter face camps.Croz said:I think making struggle phase more rewarding while in the killer's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.
This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.
Reckless
Your eagerness to help others makes you reckless. Your unhooking speed is increased by 3/6/9 %.When rescuing a survivor from a hook, the hook will break. Inflicts the Exhaustion effect onto the rescuing survivor for 60 seconds. Reckless is not active when the survivor suffers from the Exhaustion effect.
"They're not gonna be happy when they see this mess!"
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Yes.iceman2kx said:Am I the only one that likes de-pipping?
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Don't needa pick him up when you got that mori, boiiiakbays35 said:@Croz said:
I think making struggle phase more rewarding while in the killeir's terror radius should fix camping. As in if you're being camped and you get to the struggle phase you get enough point to black pip or if you had enough objective at some point it might be enough to pip.This will encourage survivors who are being camped to stay and waste the killer's time. Being camped is not fun and in most cases players just suicide on hook when they realize they're being camped to just go to the next game and that in my opinion is why some killers still do it looking for the one hook kills and easy wins.
easiest way to fix camping tunneling is a cooldown on when you can pick up a survivor that was just hooked. If you had to wait 30 seconds to pick up that downed survivor you might want to just go do something else really quick or chase the guy who unhooked him.
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I would get rid of Pharmacy and replace it with Self Care. That way, I can still heal myself AND I get a chance at something other than a medkit.WarStRiKeR117 said:Best build for distracting
-adrenaline
-boil over
-decisive strike (careful with this one, only put it on if you can hit it amd you can take a lot of the killer mains crying amd calling you toxic)
-sprint burst
If your good at distracting and the killer is dumb and doesn't leave you alone, with this build you can distract all game
Or
Treasure hunter
-ace in the hole
-plunderers instinct
-pharmacy
-up the ante -
Look at it this way. As a Survivor, you know that behind that killer is just another person playing a game. Not exactly frightening, is it?Wolf74 said:@Zarathos said:
Wolf74 said:@Zarathos said:
Honestly if the killer is chasing me all of my game that sounds fun to me. I'm not big on saves and gens. Ill do it for my team and i will be the gen jockey if i have to. But I find the chase to be most enjoyable aspect of the game.
And here we have the core problem of the game.
Survivor find it "enjoyable" to get chased.
They do not "fear" the killer at all.
The killer is no real threat to them, but just a toy to play with, because it is "fun".
I mean stealth is kinda boring on both sides. As killer and survivour stealth is kinda dull. Some survivours love it but i can tell you as killer i hate it when i go against a stealth team. Do you enjoy hunting camoflaged urban evasion claudettes. Because i don't. Dont get me wrong I still get frightened espicially around a good killer. Its jist gameplay wise this game is built for the chase why else is bbq, whispers and doc a thing.
The way you want killers to be feared promotes a dull boring game that a large portion of the community is not interested in. Dbd started out intended as a stealth focus game but the minute players started playing they found something more exciting. A game of wits and map knowledge which both sides can now largely both game.
That is YOUR PoV. I hate playing ring around the rosie or pig in the middle.
I want the survivor to be afraid of getting chased.
Instead they are following me.Perks like BBQ, Whispers, etc. exist, because the killer is on a tight time schedule and can't afford wasting his time searching empty areas. Getting an idea on where to even search is needed, because the game goes to fast (gen rush).
Make the game slower and we could get rid of those things. -
*360's a killer once*
Facecamp
*Pallet slams a killer in an attempt to escape*
Facecamp
*5 generators left*
Facecamp
*Exists*
Facecamp
*all other survivors escape*
Killer: "Being a killer is so hard. Survivors are so overpowered."
*Camped survivor complains about getting forced to de-pip and not getting to do anything for that game*
Killer: "Toxic crybaby survivor. Gg ez." *Laughs in hypocrite*
And you wonder why survivors taunt you. It's really our only way to get back at you -
James BondDwight_Fairfield said:Bond
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While I'll admit that I use Self Care more than anything else, I'd have to say my favorite perk is We're Gonna Live Forever. Gotta get them blood points, my guy.
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I'm gonna be real with you. I never noticed there was any music that played when injured to begin with.
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I would like Quentin more if he wasn't so damn ugly. LolSuperboyPrime said:Tapp is my boy. Laurie is a close second, then Bill, then Quentin. I would like Quentin more if his clothes didn't look so weird on him. Those skinny jeans are way too tight.
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@TheMadDoctor said:
@Saint_Ukraine said:
I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.
There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.
Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.
I agree, they ought to at least make a new game mode. Generators are quite boring after a while. OG players must be bored out of their minds.