ShrimpTwiggs
ShrimpTwiggs
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- ShrimpTwiggs
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I understand that there are balance issues right now, but the devs are already taking steps to balance things out for killers. I don't think a strike is necessary.
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I'm pretty sure that insulting the devs won't do you any favors.
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Tunneling is a reasonable tactic to lessen the survivor's numbers as fast as possible.
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Make it happen, Developers!
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Yes, there is supposed to be a balance. If you were to put the killer on one side of the scale and four survivors on the other, the survivor side would be heavier, which is imbalance due to how this game is supposed to be. It needs to be balanced to a point where one killer holds about the same weight of four survivors. So in a sense, this game can be balanced, but at the moment, it's not.
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Deleting SWF isn't the way to go since doing so could very well kill the game. As someone who plays mostly survivor, it's true that the survivor role is too strong at the moment, but some people want them nerfed into oblivion. We should all be trying to encourage balance for both survivors and killers. We need both for this game to work, so I don't get why there's this us-vs-them mentality.
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People complain about SWF because voice comms provide a massive advantage and, if the survivors play smart, will most likely curb-stomp a killer that isn't the Nurse. The only time a killer does well against a coordinated SWF team is when they make mistakes or they're being overly altruistic.
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There's no rule against tunneling or getting a 4k. Those survivors are just salty. As for letting someone go, it depends on the context. Were you farming? If that was the case, then it is technically reportable, but I don't think anyone reports for farming unless it's at their expense. None of these will get you banned.
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This is actually a pretty good idea! Up! Up with you until the devs see this!
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Isn't it ironic that a post calling for the community to get along has devolved into arguments?
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@switch said:
No. just easier
x2 swf players = x2 perks disable (random)
x3 swf players = x3 perks disable (random)
x4 swf players = x4 perks disableI'm not sure if this will completely fix the issue. Because of voice comms, SWF groups still have access to perks like Bond, Empathy, and Kindred. They just don't need perks spots to use them.
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Thank you! Yes, there are people on both sides that can be obnoxious, but it seems like some people in these forums just blindly hate the other side. Both killers and survivors are necessary for the game to work. It doesn't have to be 'us-vs-them.'
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Happy Birthday! -
I always find myself staring at this stud for hours

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For the killer, Hillbilly. Not once in his life was he ever shown any kind of love. He's probable never even been hugged.
For the survivor, Meg. She and her mother were abandoned by her father, and when Meg had the chance to get a scholarship, she gave it away to take care of her mother, only for her to be captured by the entity. -
I completely agree. SB is still a get-out-of-jail free card for bad positioning, it still counters ambush killers too hard, and this nerf punishes perks that aren't anywhere near as meta. I think adding a charge time to it would be a way better nerf than the one the devs are considering.
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I like the idea of having a charge time as well, where you have to run a certain amount if time before it kicks off.
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1.) Balance is number one. Nerf the survivor's biggest meta perks to a more reasonable level, adjust the maps (i.e. less looping spots, pallets more spread apart), address genrushing (i.e. possibly add other objectives for survivors to complete) and tweak some of the weaker killers.
2.) Improved report system. The current one is completely unusable and does absolutely nothing.
3.) A bigger penalty for disconnecting. There's no real punishment for it besides losing bloodpoints. Perhaps add a time penalty that builds every time they disconnect. For instance, the first time you DC, it's five minutes, then ten, then fifteen, and so forth until eventually you're banned until the next rank reset. This would punish people who DC without being too debilitating to someone who's internet might've cut out during a game.
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Yes, it needed a nerf. Sure, one survivor can only use it once, but since it's a meta perk, chances are all four survivors are going to use it. Chases already last long enough without DS due to other factors like bad map design, so giving survivors another chance to extend the chase even longer is far too strong.
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Nothing he did would've mattered. As it stands, the balance is jarred so bad, that chances are, he would've lost no matter what he did. There are simply to many second chances for survivors. This coupled with bad map design and flashlights just makes everything that much worse for anyone but the nurse.
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@Tizzle said:
@ShrimpTwiggs said:
This is ridiculous. It's already a 4v1 and there are four killer perks against sixteen survivor perks. Killers can't afford to waste perk slots, so they need the advantage of knowing when to alter their build. Killers should know when they're going into a game with four flashlights so they can equip lightborn and not get blinded whenever they break a pallet.Most Killers do not use this information to alter their perks/addons/offerings, they use it to dodge.
Thats the problem.
This problem stems a lot from the fact that a group of survivors with fashlights are, chances are, going to blind you wherever you go. And if they bring toolboxes, then chances are, you're going to get genrushed. Making the killer not see what they're bringing might stop dodging, but once the killer sees they're in a game full of flashlights or toolboxes, they'll probably just quit, which is even worse. The way to fix lobbydodging isn't by taking away an intended advantage of the killer, but by looking at main issues of the game, like genrushing.
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@ChraizE said:
Been plenty of talk and suggestive feedback from devs but nothing definitive so what IS definitive about the "upcoming nerf" or is it purely speculation? Seems to be a few different versions floating around.I'm sure that some time or another, they're going to nerf it, they're just not entirely sure how. The idea at the moment is that, instead of making the killer drop the survivor, hitting the skillcheck stuns them for a few seconds to buy the survivor extra wiggle time.
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And here I was trying to grind shards for the clown, when I could be saving them for these masterpieces!
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A bit of both. Survivors should have the option to be stealthy, but it shouldn't be so strong that the killer is unable to ever find them. I like to play stealthy, but for the game as a whole, it's probably better to lean to the tag side.
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The standoff isn't worth the time. If you're a survivor, get a gen done. If you're the killer, whack them and move on to the next game.
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I've thought about this idea as well, where no survivor could perform perks better then the survivor associated with them. Many say that it kills diversity because most would choose Claudette or Meg, but I think there's already no diversity due to the fact that every survivor is just a skin.
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Every Doctor and Nurse would choose the Game, every Trapper would choose Haddonfield, every Hillbilly would choose Coldwind or the Asylum. You would most likely just end up seeing the same killers on the same maps over and over. You would probably be able to tell who the killer was, just by the map they chose.
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I can understand the fixed view since it gives survivors the opportunity to break line of sight and lose the killer. It's an intended mechanic so survivors can have a window to get away and I don't think it needs a change.
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The best perk against it right now is Ruin. If you aren't playing any of the viable killers, it's your best option, but it's incredibly unreliable. Overcharge helps keep tabs on the gens but it's not the best early game when there's so many generators to keep an eye on. Thanatophobia slows things down a little bit, but it's barely a difference so it's not worth the perk slot. Dying Light doesn't take affect until after the obsession is sacrificed so unless you take them out quick, it's not much help. At the moment, there's no solid counterplay to it besides playing Nurse or Hillbilly. As for what the devs have said about it, I don't think they've said much on the subject. But with the coming nerfs to survivors, I think they're working on fixing chases since one of the biggest factors of genrushing is chases lasting too long.
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@RemoveSWF said:
Do both.Nerf solo players and remove SWF.
I don't think SWF is going anywhere, man. If they got rid of it, it could very well kill the game.
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As a survivor I either consider it a win if I escape, or if die and pip anyway. As a killer, I consider a 2k and a pip a win. But as long as I had a fun match, then it doesn't matter all that much, win or lose.
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Happy travels. -
This is ridiculous. It's already a 4v1 and there are four killer perks against sixteen survivor perks. Killers can't afford to waste perk slots, so they need the advantage of knowing when to alter their build. Killers should know when they're going into a game with four flashlights so they can equip lightborn and not get blinded whenever they break a pallet.
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This would be really easy to abuse.
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I agree that looping is a part of the game, but my main issue with it is that it's not as punishable as camping. If a killer camps, it's up to the survivors to either take the bait or do the gens. If you're being looped then you kinda have to suck it up and deal with it. Either that or branch off to find another survivor, who'll just end up doing the same thing. There's not much counterplay to it besides playing nurse or huntress.
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Yes, the nerf was needed. The ability to get a gen done seconds after the match begins, that coupled with SWF groups possibly bringing in four, was way too strong. Was it nerfed to hard? Maybe. I think we should see how it plays out first before deciding if it needs a bit of a buff or if it's still viable.
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I've never seen anybody talking trash on solo players. Is this common?
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@Khroalthemadbomber said:
ShrimpTwiggs said:I think you have to post it on the dev's twitter.
Specifically the DeadbyVHR one?
I'm not completely sure, but I believe their official twitter is the best place to post it.
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@Doc_W__HOLLIDAY said:
What in the hell did I just spend 10 minutes reading and laughing at?Art.
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I think you have to post it on the dev's twitter.
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I don't mind when survivors hang around to do stuff like cleanse totems or loot chests, but when they deliberately stay for no other reason other then to be a jerk, that's when there's a problem.
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@guest602 said:
What the [BAD WORD] is going on hereJust your average day in the DBD forums.
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I agree. Camping will always be a thing. Whether the killer uses it as bait to lure other survivors in, or to secure a kill when the exit gates are powered, it's part of the game and the best thing for survivors to do is punish it by leaving the one on the hook and doing gens.
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I think it would be better to get a time ban for every instance you DC and it would increase every time withing a certain limit. Like, for example, if you disconnect once, it's a five minute ban, twice, ten minutes, and so on until you're banned until the next rank reset or something along those lines.
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I don't think the devs have ever addressed this clearly. I believe the rules stated that any unauthorized 3rd party system was cheating, but they haven't taken any action against comms. I think everyone would really appreciate some clarity at the moment.
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Come get it while it's hot! -

He's here @Lowbei -
Honestly, losing your stuff if the killer quits is something that should never have been on the game in the first place.

