Avatar

SnakeSound222

SnakeSound222

About

Username
SnakeSound222
Joined
Visits
9,301
Last Active

Comments

  • @Tills said:

    @SnakeSound222 said:

    @Tills said:
    Doc is an okay killer but he gets a bad reputation due to all the people who run the disgusting 3 gen build on him and drag out games for ages.

    It won't be so bad if you watch your gen placement. I've had multiple 0k or 1k games turn into a 4k because the Survivors gen rushed and didn't watch their gen placement. Try to have two gens on one side and one on the other. That way, the Doc has to run all the way to the other side of the map to continue his patrol. Now, if you're talking about players taking three gens that are close together and choosing to guard them all game instead of chasing down the Survivors and checking the other gens, then I can understand your complaint. Not only is that really boring, but it can also be classified as taking the game hostage, which is a bannable offense.

    Yeah that's what I'm referring to, it isn't the killers fault if the survivors have bad gen placement, just the annoying docs who will hit you once then run back towards the generators when you run away.

    If the chase is taking too long, then I'll go back and check on the gens to make sure they aren't close to completion before resuming the chase. I'm not going to just let you guys repair the last gen and escape. I always put the Survivor in Madness 3 so I have an easier finding them again. If the gens haven't been touched or have barely progressed, then I'll just quickly check the surrounding area or use Overcharge on the gens before leaving to continue chasing the other Survivors. If the gens have some progression on them, then I'll kick them and check the area more carefully before leaving. I didn't pay $30 to look at three machines. I want to kill some Survivors!

  • @Tills said:
    Doc is an okay killer but he gets a bad reputation due to all the people who run the disgusting 3 gen build on him and drag out games for ages.

    It won't be so bad if you watch your gen placement. I've had multiple 0k or 1k games turn into a 4k because the Survivors gen rushed and didn't watch their gen placement. Try to have two gens on one side and one on the other. That way, the Doc has to run all the way to the other side of the map to continue his patrol. Now, if you're talking about players taking three gens that are close together and choosing to guard them all game instead of chasing down the Survivors and checking the other gens, then I can understand your complaint. Not only is that really boring, but it can also be classified as taking the game hostage, which is a bannable offense.

  • @The_Crusader said:
    Some surviors just want every killer to be able to be looped for 5 gens. God forbid we get killers where survivors dont feel safe on the other side of a pallet.

    They also don't want any challenges while looping the Killer. They just want to be able to run around and drop pallets/vault windows.

  • I'm not really sure if the new phase walk vision is harmful. I think I need to play some more games with her to decide. I'm on PS4 BTW.

  • The devs had two good ideas for Surveillance, but they got used for other things (Wraith's All-Seeing Spirit add-on and Legion's perk Discordance). I like the camera and failed skill checks ideas though.

    The Insidious buff sounds pretty good.

  • If this happens, then she needs the ability to see Survivors during her phase walk. However, this change is probably not happening, so you just need to get good at mindgames. Stop standing still at pallets and move away from any unsafe loop.

  • Doctor's a mid tier Killer. He has decent map pressure, decent chase potential, and great tracking. However, his shock therapy is too weak without add-ons currently and it needs some buffs. I would give him at least a 25% increase to his shock range (it is way too small currently), a movement speed increase while charging his shock (it would be at least 100%), and remove or shorten the shock delay. His illusion could use a small change as well (not sure if this would be a QoL change or a buff). When on maps with multiple floors like The Game, the illusion will appear on the same floor that the Survivor is on. If they are on the bottom floor, then the illusion will appear on the bottom floor, not the top (it's really confusing especially when they don't scream because I'm thinking they're on the same floor as me when they aren't and the illusion keeps spawning on the top floor instead of the bottom for some reason). After these changes are implemented, then I think Doc will be at the level of Billy, Hag, Spirit, and Huntress.

  • Legion isn't OP. You just need to get better. They're really easy to loop.

  • Doesn’t Stridor already counter Iron Will? 
  • Redd said:

    If I remember correctly, one of the devs posted on here that they had extensively tried it with 115% movement speed. They decided it was too easy and too fast to catch a survivor after manually canceling your power right on top of them. I think? they also tried it without the stun and without the Deep Wounds effect too.

    You mean the rank 20 testers?
  • Entità said:

    @SnakeSound222 I rewrote the opening post, so you and not only you won't pretend anymore BBQ is the only problem: it's the last of a long list, indeed.

    Lol these aren't problems at all. They just seem like you want to hide without having to use any counters. 

    Removing the auras from Freddy's Dream World without changing something else is a stupid change and only him worse. 

    Bitter Murmur only reveals your auras for five seconds (10 if the gates are powered). You can still move away from the area or try to fake the Killer out. If you get found, then oh well. You're not always going to be able to hide from the Killer. 

    Nurse's Calling is supposed to work well with stealthy Killers. You're not supposed to know they're coming. Even then, you can just use your eyes to spot them before they get to you. I don't know why Survivors don't like using their eyes to look for the Killer. I'm guessing it's the same reason they ignored BBQ's multiple counters before Distortion.

    Rancor reveals your location, not aura. All it says is that a Survivor was there. 

    Deerstalker isn't really a problem because slugging is a viable strategy. Sounds like you just want to get more free escapes through the Hatch.

    Losing an add-on could easily cripple Killers. The aura reading is the most important part about Amanda's Letter, Amanda's Secret, and the Mirror add-ons. It also wouldn't be fun at all to spend BP on a cool add-on only to have it rendered nearly useless because of bad Survivors.
  • Troman said:

    It was about time to nerf this wall-hack perk.

    You’re absolutely right. This way, you don’t have to learn any counters. Just equip a perk to everything for you.
  • You seriously think that it's okay for Killers to be punished for a mistake they didn't make? That wasn't a QoL change at all, unless you're one of those Survivors who just wants to bully the Killer and whines whenever Killers get buffed.

  • Yeah, how about no. Distortion isn't even needed. It's just a product of endless whining from Survivors who refuse to counter BBQ.

  • I had the same thing happen to me. Billy's weapon and Huntress's mask had switched to their defaults. I thought I was experiencing the glitch where the event items disappear from your inventory.

  • This seems like it'd be pretty good. It'd make the perk work even better with Doctor. I run BBQ, Distressing, Unnerving, and Overcharge, so I'm getting excited just thinking about a change like this.

    @Delfador said:
    I have discussed this in another thread long time ago and it made sense.

    Some perks are just for newbies. Unrelenting, overcharge etc. If you look at unrelenting, it is a terrible perk since all it does is to reduce the consequences of your mistake. You don't need that in high ranks but it is quite useful in low ranks just like overcharge.

    Pop goes the weasel is your only alternative. You need to put a lot of effort before that but the result is nice.

    I've seen Tru3 use Unrelenting with the purpose of messing with loops, which makes me think it can do good, but I haven't tried it at all yet.

    Overcharge can take Survivors by surprise, but this gets harder to do as you climb the ranks. The only way to keep it effective at higher ranks to use it with Doctor and Unnerving. The Unnerving+Overcharge skill check is extremely difficult to hit and Doctor's Madness only makes it harder. On console, Overcharge is better because of the frames (Unnerving+Overcharge is supposedly impossible to hit on consoles).

    Pop Goes The Weasel is too situational on any Killer that doesn't have high mobility (so basically Nurse, Billy, and Spirit). You have to hope that you can find a gen nearby that hasn't been kicked or has been worked on. If you can't, then PGTW becomes useless.

  • It makes me think that they don’t really care. Is it really that hard to put in some pictures? 
  • It does unless the Survivor makes a mistake and gets downed before the ten seconds are up.
  • What am I supposed to be looking at? All I see is a Ruin skillcheck.

  • NOED is balanced. It helps slow the game down because you have to cleanse all five totems in order to prevent it from activating. It is really annoying when you have a team who gen rushes and lets the perk activate though.

  • No, it’s already too powerful and needs some nerfs. 
  • I would have the Mii Channel theme play when a Survivor is on the hook.
  • It’s because the patches are tested for probably 2-3 hours at most. 
  • @Rebel_Raven said:
    I haven't ran into one, but based on what I know, the guy has a perk on par with decisive strike with Breakdown. He gets rescued, there is one less hook, and a zone where survivors are harder to hook.

    They may just want to save him for last to avoid those zones being made.

    Oh ######### the hook breaks when he's rescued? I thought it broke when he made the save. You're right, saving him for last instead of killing him first is good.

  • I prioritize killing Jeff first because of dumb perks like Breakdown and Distortion.

  • @altruistic said:
    I love it.  Along with Distortion (S Tier Imo).  It’s so nice not having your position revealed because another survivor was caught.

    I always loved playing stealthy, I don’t like being chased.  Every Survivor should be running Distortion and utilizing lockers.  

    Nah, I'm good. I'd rather not rely on a perk to counter aura reading, even if it means that I end up dying.

    @altruistic said:
    These mechanics give me faith they actually care about the stealth player’s quality of life.  

    Wow this is hilarious. You're only calling them QoL changes because they make countering aura reading perks braindead. I really hope more Survivors start getting camped and slugged to death so the devs will realize just how stupid Distortion, Breakdown (why I included slugging), and the locker changes are.

  • It's because the devs are afraid of the massive Survivor backlash. Making the Hatch not a free escape would almost certainly result in a massive review bombing of the game.

  • Good. What's the point of stealth if baby killers can just see you behind walls anyway?
    Radiant is that you?
  • The BT from patch 1.9.0 was balanced. All of the other versions (1.4.0, 1.7.0, and 2.4.0) were not.

    The timer for 1.4.0's version was just too long (it was 30/35/40 seconds) and both Survivors received the effect.

    1.7.0 had the timer nerfed to 15/20/25 seconds, but still had both Survivors receiving the BT effect.

    2.4.0 added the Deep Wound effect to the perk, which basically acts like a third health state for Survivors.

  • It was added in because the devs want Survivor mains to have an easy game with no problems at all. Look at what they did for farming and camping. Unhook i-frames and Breakdown both solve those problems, but they punish the Killer instead of punishing the farmer/giving the Killer an incentive to not camp (they even had kobe i-frames, basically encouraging Survivors to kobe in the Killer's face for the memes). BBQ also had multiple ways to counter it and it was an incentive for Killers to not camp, but the devs gave in to all the whining and nerfed the perk by buffing lockers and adding Distortion. I honestly hope that the locker buff, Breakdown, and Distortion backfire so bad that patch 2.5.0 contains major nerfs for those things.

  • Delfador said:

    Camp and tunnel --> Killers don't need to think about survivors' fun, it is the most efficient strategy, what should I do, go after the fully healed person?

    Survivors using the best and most efficient strategy for themselves --> Bad game design, crutch, unskilled survivors, boring etc. etc.

    Please guys at least be a little bit consistent.

    Just bodyblock for the unhooked Survivor or don’t unhook when the Killer is nearby.
  • It really should. It, along with Breakdown and Distortion, are just the result of BHVR once again giving in to the whiny Scrubvivors and proving to us that they don't give two ######### about Killers. I would not be surprised if it was hard for them to implement the healing nerfs in 2.3.0 and the Legion buffs for 2.4.0.

  • @altruistic said:
    If only Surviors ran in a straight line for me.. Darn.. It’s almost like they’re called.. Survivors 🧐.  Why are they trying to stay in the game as long as possible?  What a bunch of scummy players.  

    So in order to survive, you're just going to intentionally abuse bad game design? You do know there are other loops that aren't as long but can still be effective, right?

  • Lol imagine thinking that five games is enough to determine balance.

    Situation A is situational and can probably happen with any other Killer and Situation B takes way too much time.

    Once you go up against Survivors that aren't complete potatoes, then you'll see just how bad of a Killer Legion really is.

  • Legion did get buffed, but they really didn't do anything major to him. He's still in the same spot.

  • @JanTheMan said:
    They changed the shades of the survivor's auras, shown by BBQ & chili, different from the generators auras a couple patches ago.

    Wait so they're back to orange gens and red Survivors with 2.4.0? That's how it used to be before 2.0.0, when gen auras were turned red.

  • @The_Crusader said:
    Gonna be great when people level up Jeff and we get the breakdown/decisive swf meta.

    Exactly. I'm not really surprised that they didn't change it though because of how biased BHVR is toward Survivors.

  • At least 90%. Deep Wounds makes it MUCH easier for the Survivor to escape because the timer doesn’t go down while in a chase.

  • I'm buying the whole chapter. I only want Legion's perks and it would be a better deal than buying Legion and Jeff separately ($10 instead of just $8 plus an extra cosmetic).

  • @Nickenzie said:
    KingB said:

    I just think to stop regressing the gen the survivor should have to work on it an equivalent time to how long the killer took to damage it. What does everyone else think about a change like this? 

    Actually, the survivor should have to go through a 5 second animation of fixing the damaged generator. After they fixed the damaged generator, they can start repairing at whatever they left off at depending on the regression. This will help out with the, I repaired 0.00000000000001% of the generator so I fixed it during chases.

    How would this work with Overcharge though? Would you receive the skill check during or after the gen has been fixed and you've resumed normal repairs?

  • I think that you should have to hold the button down to struggle or the Survivor automatically struggles and you have to press a button to make them stop.

  • Ever heard of doing gens or even accepting your death? You're not entitled to the Hatch. Sorry that you can't have your free escape. Maybe you should've done better while your allies were still alive.

    The hatch closing idea from the first version of the PTB for patch 2.0.0 was good. Killer stomps on the Hatch to close it and Survivor has repair a gen to reopen it. I would just add a base Left Behind effect to the Survivor so they aren't bored to death holding M1 and I would let the Killer permanently read the Survivor's aura at an unlimited range after X seconds of not doing gens so the Survivor can't get salty and take the game hostage.

  • @Karltastisk said:
    Doctor: He should either have the same speed in treatment mode as punishment mode. Or have longer base shock range, right now he is not very viable at shocking people without any range addons.

    I don't think that he needs a movement speed increase while only in Treatment. He could use a movement speed increase to at least 100% while charging his shock therapy instead because I think that's why it's so hard to hit shocks without any add-ons. His movement speed to decreased to around 87.5% when he charges his shocks.

    Another buff he could use is the removal of the shock delay. When you use your shock, you will see an outline of where it's going to hit instead of it hitting immediately. This makes it harder to stun Survivors because they can start vaulting or dropping a pallet during the delay and make that shock nearly worthless and a waste of your time.

    I agree with increasing his base shock range by at least 25%.

  • @PapaAndrei said:
    Flashlight saves are meant to be unreliable. Though can calm down, the killers are getting nerfed on pickup speed so you can mess up the save even worse but still get it off 

    They are? I thought it was just Legion's pickup animation looking weird.

  • I'm thinking that WGLF should be changed to have an extra effect like BBQ or the BP bonuses from both perks should become part of the Survivor or Killer's base kit and WGLF gets reworked.

  • Your idea seems good, however I think I see some problems. 

    1. It doesn’t slow the game down as much. Currently, the fear of NOED slows the game down because Survivors have to search for and destroy all five totems. With your version, the Survivors only have to destroy four totems (one per Survivor) to cancel out the Exposed effect. They can just find one totem, destroy it, and get back to doing gens. 

    2. Survivors will try to cleanse multiple totems with the purpose of ######### over the other Survivors. I was thinking about preventing Survivors from destroying more than one totem when the Killer has NOED (the fifth totem could be cleansed by anyone, meaning that one Survivor could destroy two totems), but this would make it harder for new players. If they don’t find Ruin, Huntress Lullaby, or Devour Hope before cleansing a dull totem, they could be in for a very difficult game. It could also mess with Haunted Grounds because that perk requires you to cleanse the hex totem. Maybe Haunted Grounds would be the exception to the rule? 
  • I think that Leatherface is the third worst Killer in the game (only Freddy and Legion are below him) because he has get within melee range in order to use his chainsaw and if the Survivor avoids the attack (which isn't hard at all) or stays near objects, then it becomes almost useless. If you crash into anything, then you have to wait for the long cooldown to finish before you can continue the chase. He becomes a basic M1 Killer. Doctor and Pig are mid tier Killers because they can use their powers effectively. Pig can slow the game pretty well with her traps (even if they are RNG based) and she can mindgame when she crouches. Doc can easily find Survivors and stop loops with his Madness and shock therapy.

  • My most satisfying victories are whenever 3-4 gens are quickly completed but the Survivors don't watch their gen placement and I end up winning because of that.

    Recently, I had a game involving a quickswitching Ace on Rotten Fields who wasn't as good as he thought he was. I was shocked at the way he was playing. He didn't even try to dodge any of my attacks.

    Ace t-bagged at a pallet to get me to chase him, (even though he was the only Survivor in the area so of course I was going to chase him). He took me to a loop (was too big for me to try and stun him with my shock) and dropped the pallet after only running around twice (if I had to guess, he was probably thinking something along the lines of "EZZZZZ BABY DOCTORINO DUDDD" during this). I hit him and then he ran to the corn. I started to follow the scratch marks, thinking that they were his, only to see that they belonged to a running Nea or he had led me to her in hopes of getting me to leave him alone. I couldn't find him again, so I just went after the Nea. I actually hooked her pretty quickly, but then I turned around to see scratch marks leading towards the shack. They stopped near a locker, so I opened it and found the Ace hiding in there! I hooked him, only to have two other Survivors swarm the hook (one of them had BT) and save him. I hit him, activate BT, and continue the chase. He goes to another loop, but instead of chasing him, I just stand there and do nothing because his timer was almost over. He turns around and looks at me, probably wondering why wasn't the baby Killer chasing him until he just drops to the floor. I pick him up and sacrifice him on the hook. He didn't send any salt messages, which was surprising to me. I'm guessing that he knew what he was doing and thought that he deserved his fate instead of whining like an elementary school kid in messages.

  • I’m hyped for Legion’s perks and the console optimization patch (if it actually comes this month). 
  • Definitely. He could use this buff, along with a buff to his movement speed while in treatment and a shortened/removed delay. As of right now, the base shock therapy range is way too small and it's way too hard to hit someone with it without being right on top of them.

1 … 67 68 69 70 71 … 82