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SebaOutbreak

SebaOutbreak

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SebaOutbreak
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  • @Blueberry said:

    I really hate that you had to put those two together as I like Hawkins but don't like Lery's.

    I find it pretty crazy how many people are saying Autohaven, Red Forest, Haddonfield, or Ormand. Other than the corn maps those are some of THE worst designed and unbalanced maps.

    It's not crazy, just people's opinions.

  • Unless the hooked survivor was a total jerk to the team, I'll probably go for the save, specially if I have BT, which is basically a guaranteed rescue if played correctly. Winning feels rather bad if you leave behind someone who helped you throughout the game.

    Also, if I was the person on the hook, and the other 3 are coming to get me trying to evade a camping NOED killer, I'll probably just suicide to avoid a total massacre. If one gets saved and one dies because of it, then it's fair; if the whole team goes down because of one save, it's not worth it. It always depends on the situation.

  • I guess I can't go for any of these options, I rarely run into bugs or glitches (I've been playing for a bit less than a year). Heck, the overall bugs and glitches I've experienced in my -almost- 500 hours of play are probably less than 10. Yes, they were big ones, but again, a rare sight, at least for me. I don't count bs hitboxes, by the way.

    And what do you exactly mean by exploits? Something like that patched issue where you were able to not activate Sprint Burst by running if you were crouching beforehand so you could activate it at will later on? Or something along those lines.

  • Mother's Dwelling for me. Heck, any map with a nice landmark in the middle with some decent loops locations all around is good for me.

    Temple of Purgation is cool but the temple itself would benefit from some changes, specially in the lower floor.

  • Boldness, because people who run No Mither are likely to be targeted by the killer should they cross paths.

    It still is a perk that will hurt you more than it will help, so some bonus BP should help, but just on one category, otherwise if it was BP on all categories, I can imagine lots of people running No Mither just to get those points and potentially screwing up their team with easy downs.

  • A killer with a trenchcoat + hat combo is something this game needs.

  • No.

    Also it would make perks like Bond, Empathy or Aftercare useless while someone's on the hook. I'm not a fan of rework ideas or changes like this that "fix" one thing and screw up five more.

    And the 'SWF advantage over solo players issue' is something that goes way beyond than knowing or not knowing the location of your teammates while someone's on the hook.

  • This is the only one I actually liked. I'd probably run it often if it was in the game.

  • @Dr_Loomis said:

    It means different things to different people. Which is highly irritating.

    This, basically. Another reason on why Kindred is a great perk for solo payers.

    While in most of my games wiggling arms at the hook usually meant "Rescue me", I have seen my fair shares of "Don't rescue me because x", it's just that it's hard to know sometimes. I wish the community would just agree on one, I really don't mind if it's one or the other.

  • It's a perk the game needs. A fair punishment to campers and tunnelers, and also motivates the survivors to be altruistic in dire moments.

  • Not great but not bad either. Some of them hardly stand out though.

    But hey, more content is always welcome.

  • Playing survivor against the Demogorgon cause it's funny to try and dodge his Shred, also because those sounds he makes when traversing portals or attacking still take me by surprise every now and then.

    As for having fun playing one of those, I'd say Freddy. Nothing better than watching survivors avoiding all the pallet loops cause they're not sure if they're fake or not.

  • Survivors escaping the trial before their objectives are complete with the key is no different than the Killer using a Mori on someone's 2nd hook. Both provide a shortcut to victory in exchange of them being rare sights, specially keys. However, in comparison, a Mori is still more powerful than a key for multiple reasons.

    So yes, it's balanced because it's something that doesn't usually happen in every game. Most of the time people are afraid of losing their keys if they don't bring that purple add-on so they don't use them at all.

  • None for me. I tend to use Dead Hard, Borrowed Time, and sometimes Self-Care, lately DS too because of those dang tunnelers.

    However, none of them are a must have for me. I tend to flex between matches and change my strategy every now and then. It'd be boring for me to use the exact same loadout with every survivor in every game. So while there are some good ones that I really like to use (BT, DH), you'll usually find myself using other perks just as much, like Bond, Unbreakable, Small Game, Iron Will, Breakdown, etc.

  • I always get fair/fun matches in green ranks as survivor. With killer it's a mix of green/yellow, but I can never stay in yellow too long because of how easy it is to pip in lower ranks.

    To me the worst are the purple ranks. I've met some of the most toxic killers/survivors over there.

  • I'm sorry, I don't think it's a fair/good rework.

    Ruin is a Hex. The Hex can be cleansed. That's the trade-off: A good advantage with high risk. And it's not even that powerful in high ranks, since survivors usually nail every great skill check. Progress is slower, yes, but they still can get the gens done somewhat fast.

    While it can be really annoying sometimes, I think the perk is fine as it is now.

  • It's just ok. It works better with some Killers, like the Doctor, and can be great combined with some other perks.

    • Demolishing at low ranks.
    • Decent at medium ranks
    • Weak at high ranks

    I only use it with the Doctor, Trapper, and with a particular build I have with Clown, which tends to have good results. Other than that, if I have to pick a perk to slow down the gens, I'll just go for Pop Goes the Weasel, Ruin, or both.

    With all that being said, I don't usually reach high ranks with Killer before a rank reset, so Overcharge is useful to me as of now. But only with a bunch of Killers.

  • If it's just one DC then I'll keep going, after all the other survivors could have the same mind-set as the person who DCed first.

    I may consider giving the hatch to the last one depending on the situation, but all in all I'll just keep playing as usual (no tunneling, no camping, and of course no disconnecting). As said above, 3 good survivors can still carry a good game, because I'm not either great or bad at Killer; just a very middle-grounded one.

    Now, if it's TWO early DCs, I'll prolly farm with the remaining ones if they want to. The match is already ruined anyway and it's a "sort of" win-win situation.

  • While I think it strictly depends on the person playing Killer, in my personal experience it's been like this:

    If you use Head On to somehow save yourself or save a teammate, you might get chased but not tunneled nor camped, because you acted in an altruistic or survivalist way, and the Killer probably gets this too. Probably.

    If you use it for the lols/to try and get into the Killer's nerves and they notice this, then yes, 100% tunneled and perhaps a bit of camping.

  • Legion. Not even his add-ons can save him as of now.

    However, Pig can be pretty useless too if she goes against a group with anti-stealth perks.

    I'd say add-ons save Wraith and Clown from being the worsts, though it's still hard for them to do somewhat good in a high rank match.

  • Pop Goes the Weasel is still better imo.

  • The monster from Jeepers Creepers. It's been a while since I've watched the movies, but the concept of a Killer who can fly (with some limitations of course, otherwise it probably would be broken) is something I'd like to see.

    Though I REALLY wanted to vote for Predator.

  • The only instance I can see someone as a noob because of NOED is when a Myers runs it. He already has the potential to insta-down survivors if you manage EW properly, and he's even one of the few killers that gets add-ons which allow you to mori people, if the situation requires it.

    A Myers running NOED doesn't trust his own abilities, therefore I see those players as noobs. But that's just my take on it.

  • I really like Ivory because you can kinda choose which survivor of the group gets it. I always save it either for the t-baggers, the ones who can do great jukes (Not like I hate them, just getting rid of the bigger threat early) or the ones who farm their teammates. Also, killing one survivor with the Mori gets the rest of the team nervous, thinking it may be an Ebony.

    Ebony is great too, but usually people D/C on me when I kill two. Sometimes killing one is enough for the whole team to D/C. And it makes me think "What a waste, I should've gone with the Ivory".

    I use Cypress for rituals. Usually it's the less salt inducing Mori, so I guess that's also a good thing for Survivors?

    Finally, doing mori's with perks is a rare sight for me. It may be a bit more frequent with Myers' add-ons.

  • Mindbreaker is extremely situational and relies on assuming the survivors have exhaustion perks (which they usually do at mid/high ranks). Not the best perk but I could see it screwing up some survivors every now and then, just not that very often.

    Monstrous Shrine is flat out garbage, unless you're Basement Bubba.

  • Claudettes most of the time.

    Tho when I play Killer, the ones who always screw up are the Jakes.

  • Trapper becomes somewhat solid if he has multiple traps at his disposal at the beginning of each trial. You can make a plan and place a good number of traps in the early game. However, with base Trapper having only one and having to go get the rest, well... it becomes a secondary objective that takes time, and by the time you placed a few good traps, you'll have probably already bumped into a survivor so you'll be in a chase, or 3 gens get popped in the meantime. Whatever the cause, it's time you lose as a Killer, but at the same time, it's time that you HAVE to lose, otherwise you're a M1 Killer.

    So I think the main problem with Trapper is that his base form is not good enough and you desperately need some add-ons to make him effective. Other base killers can do just fine with their power, and poor Trappy boi gets left behind. Take a look at Hag: She starts with 10 phantasm traps ready to set. Just make the base Trapper start with more traps so he doesn't have to go hunting for the remaining ones while praying the Exit Gates don't get powered in the meantime.

    The rest (setting time, hitboxes, base damage) seems fine to me... tho I'd like something like multiple skill-checks to replace the RNG luck when Survivors tries to free themselves.

  • Rainbow Map only.

    If not, then good-old Toolbox will do.

  • We all know the 3 first killers don't have moris that have aged well, so I won't count them (hopefully they get updated sometime in the future).

    Best one: For me it's a tie between Spirit and Bubba. Though the Huntress' mori feels extremely satisfactory when you do it against a survivor you really wanted dead.

    Worst one... I'd say the Pig.

  • Only occasions I can remember taking the hatch during the EGC is when the rest of the team already escaped through the doors and the killer tries to guard both of them, so instead of that I look for the hatch and try to make a sneaky escape. Sometimes because I'm wounded and I don't have the means (or the time) to heal or because the killer has NOED and I have no idea where the Hex could be. Otherwise, if there's no major risks involved (1 hit powers, mori, NOED, me being wounded, etc.) I just go for the door. Unless I know where the hatch is.

    All of this considering something prevented me from just going to the doors after the 5 gens in the first place.

  • @Saitamfed said:

    If there are no generators done I can think that there were someone who DC or potatoes who try to unhook themselves and die trying or if they are potatoes that they don't last more than two secs in a chase.

    Why, if you're good you should be punished for having bad teammates?

    I think the adept killer achievement should change as well. At least with a 3K instead of four.

    You can actually get the adept killer achievement with just 3K. I did it with the Nurse, killed three of them but the last one escaped through the gates. I think that reaching 9 hooks is enough to get it, or at least you can be a Merciless Killer without 4K if you have enough hooks and did good during the trial.

  • Both.

    If your teammates are hooked, dying, or in a chase, your progress on generators will be slowed down.

    However, if the whole team goes for altruism, no gens will get done and the killer will eventually get most, if not all of you. You may make some great rescues but they don't mean squat if no one is doing gens.

    You just have to know when to prioritize gens and when to go for a save or take a hit. If all 4 players are ready to flex between these two, their chances of surviving will be higher. It's all about balance.

  • As long as it can be verified without mistake they DCed on purpose (ragequit, trolling, etc.) then yeah, the progressive ban is an excellent idea. However, if said system also bans people who lose their internet connection or experiment a game freeze/crash, then no.

    Faulty ban systems like these already screw up players in other competitive games, not always of course, but it would be dumb to not be able to play the game for a few days because the Unreal Engine stopped working, no?

  • What Yung Slug said. It'd also be a nice change of pace of the "meta" perks, both for Survivors and Killer.

  • I only did it like 5 times in my 400+ hours of game, but I'll keep doing it at my own pace and only with survivors/killers I really like to use. If I have the perfect build and some really good items, add-ons and offerings, I see no need to prestige until I give that character some good use in a fair amount of matches.

  • A weak strategy indeed, unless three survivors are on the exit gates and you just managed to hook one, then it's to be expected. Otherwise, it's proof that the killer is probably not as good as the survivor team.

    That being said, it's not and shouldn't ever be bannable and, as said above, it's a strategy, even if it can ruin someone's experience. And to be fair, it's not something that happens in every single match, just like the moris. You just move on.

  • Variety and new content is what keeps me hooked up with DbD. You just can't see all about this game until you spend a considerable amount of time playing both sides. This is an aspect that I really enjoy, and so I 50/50 between survivors and killers.

  • Sometimes I have those wonderful sessions where everything works out just fine and I have fun, even if I die as a survivor or can't get 4k as killer.

    Then there's those other times with toxic people from both sides ruining the overall experience. So it's mixed for now. But hey, this is bound to happen in any game that has competitive elements.

  • Cause I "mained" Bill in Left 4 Dead, so I naturally picked him as my main survivor. I always run Borrowed Time and Unbreakable with him to make his playstyle lean more to what he was intended to be with his perks.

  • Pigs, then Clowns. And also, as I manage to climb up ranks, I'm hardly seeing Wraiths.

  • Iron Maiden is somewhat decent now that people have started to use Head On and Inner Strength. Not the best one but definitely doesn't need a rework, at least for now.

    Hex: The Third Seal is great against non-SWF players. Use killers who can get first hits easily, guard your totem and they'll be going nuts.

    Deerstalker is good for slugging and decent in some situations. It's fine as it is imo.

    Overwhelming Presence works wonders against those full-flashlights team. And even better with Distressing.

    Distressing, as said above, can be a good combo with other perks. Also the bonus bloodpoints are nice.

    Lightborn is extremely situational, but hey, same as Overwhelming Presence: You see them flashlights, you equip these. Nothing better than negating those annoying flashes in your face.

    Shadowborn is ok. I don't use it but I can see why others do.

    Finally, Monstruous Shrine is considered one of the worst perks and with good reason. Only good with... Basement Bubba? And nothing else. Way too situational outside that. So yes, a rework for that would be nice.

  • Having the power to kill every single survivor in a match is something the game should have, but with a little more balance.

    My idea: You can mori as much survivors as gens have been completed, and of course with at least one hook. So, if 1 gen finished = 1 mori available, 2 gens - 2 moris... you get the idea. That's the best I can think of right now, sorry if it seems dumb haha.

    I had another idea of a 120 seconds cooldown between moris, but I dunno, didn't seem to change much. So I stick with my first idea.

  • I never do long sessions of games with competitive elements for obvious reasons. You can play an awesome match and then you play the worst game of your life. However as long as that balance exists, I'll keep coming back for a few hours of fun.

  • Clown is a great killer, however people hardly use him and disregard him as "not good enough". A good Clown can be scary, once he finds you, you fall into his web of tonics. You're even more doomed if he has the exhaustion add-on for them. He's also one of the few killer that can more or less counter DS: Throw a bottle to the floor and pick up the survivor. If they DS you, they'll be affected by the gas and you'll be able to catch up quickly, specially if you have Enduring. You'll catch up so quick, they'll probably DC in rage.

    Of course I'm not claiming he's high tier, but to me he's a solid mid tier, with potential to be a mid-to-high if played properly. Negating jukes is what can make or break a Killer in a chase.

  • Buffed. I don't think it's a bad perk but not a great one either.

    The only thing I'd add is a way to regain tokens, something like Stake Out. I dunno, "for every 45 seconds you are in the killer's terror radius, you regain one token". As said above, there are some perks or add-ons that can eat up your tokens extremely fast. And just giving more tokens from the start could make it a bit broken. Regaining them slowly but safely would be my best bet in regards of a buff.

  • A mix of Wait Times and DCers (I ended up voting DCers), because you wait a really long time as a Killer to get a match just for a survivor to DC as soon as they get downed, then the rest of the team follows and DC as well. Fun!

    Same thing with Killers ragequitting after being juked for 3 gens, the difference being is that it's not as annoying imo, some people even consider a victory to make a killer ragequit. Not by being toxic, but by being actually good at juking.

    I haven't experienced any major glitches or bugs. I only experienced 2 in my 400 hours of game, and one of them was beneficial.

    Finally, I don't mind farming as long as there's a BP event or at least some offerings to boost the BP gain rocket high. However if that's not the case, it's a waste of time for both sides.

  • The idea is ok, but what makes the add-on seems op is that not all of the killer's red add-ons give huge advantages, in this case being able to insta-down a survivor. Some killers don't even need add-ons to be extremely dangerous, but they require a little of skill to succesfully down someone, like Billy.

    I don't think the add-on itself needs a nerf, more like the red add-ons need to appear less frequently in the bloodweb. That way, if you come across someone using Iri or some other "broken" red add-on, you'll know it's a rare sight. I swear after level 30/35 red add-ons appear at least once in every single web, at least in my case. I have a lot of Iri on my Huntress, alongside the belts.

    Speaking of which, Prayer Beads should be of red rarity, not purple.

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