StalwartXX
StalwartXX
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- StalwartXX
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@holywhitetrash said:
because survivors expect to always be let go and that the killer should only play as mindless pallet eating machine and if the killer ever sees an uninjured person he must break off any chase with injured people and chase the healthy one^This. There does seem to be this expectation that if you hook someone you should leave the hook no matter whether their team are nearby or the exit gates are open or whatever. They also expect you not to go for the injured survivor when given the choice of them or a healthy survivor. I've even been accused of generator camping in a game against some particularly stealthy survivors where the last 3 gens were in a smallish group.
At the end of the day if survivors want to body block me while walking with a survivor or body block by the hook or pallet loop or whatever then it's only fair to expect douchebag tactics in return. I don't agree with camping generally but there are times its permissible in my eyes.
I tend to tunnel people who use questionable or annoying tactics. If you're going to drop a pallet then flashlight me as I break it, then you're getting tunnelled. If you teambag at any point, tunnel. If you block hooks while crouching, tunnel. Frustrating tactics get frustrating tactics in return, it's as simple as that.
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I like playing as Freddy but usually do poorly, largely due to the dream transition. If someone on a hook after gates are open then you can be guaranteed they'll escape if unhooked and you'll struggle to get them in the dream world and downed before they make it to the exit. And never even mind trying to stop someone unhook, work on a generator etc. The transition needs to be much shorter.
Or maybe have the dream transition work as an AoE around Freddy so when he's within a certain distance (his terror radius say) you fall into the dream world after a few seconds. Even keep the same effect of flashes of Freddy being visible during the transition. It would allow Freddy that little bit of extra pressure as rather than having to individually target survivors then wait for them to transition, once within his terror radius hes having an effect on them while approaching and would stop the free gens and saves etc. Yes, certain perk combos could be used to make his terror radius a lot bigger, but give him a smaller terror radius like the Hag so it doesn't get too out of hand. Remove the ability to wake yourself up with self care but make it so that when hit by Freddy, the survivor 'wakes up' and the dream transition begins again before he can get another hit. Also keep the ability to see survivors in the dream world outside terror radius but I think this would be a good way to alter the transition specifically.
It would stay canon too as through the films, characters don't realise they've fallen asleep. They'll be awake and in the middle of doing something only to suddenly be in the dream world doing the same thing. I think having the dreamworld transition as an AoE of his terror radius would be great. Flashes of Freddy and his laugh playing periodically as the transition effect occurs as he gets closer and closer, the lullaby getting louder. Then suddenly you're in the dream world, still working on a gen or whatever but without being stopped.
It would also free up his power to allow for something else, maybe the ability to alter the dream world version of the map. Maybe add in fake pallets, some gens that aren't actually gens, have fake survivors walking around randomly in the distant mist that fade as they get nearer, general mind game bullshittery. He could keep the same targetter as his current power, but it can only hit transitioned survivors and then after a few seconds things start getting weird for them in the dream world.
Just an idea for Freddy :chuffed:
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Would probably make more sense if rather than increasing the range people can be heard from, it simply made certain sound effects louder within the current distance.
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General rule of thumb:
If you can safely/confidently get a save then go for it. If not, leave it.If theres one on the hook and one on the floor, are you alone or with another guy? If there's two of you then reasonably you can make some saves. One distracts while the other creeps in for the unhook or revive. Or, wait near the hooked survivor and as soon as the killer picks up the teammate in dying state and then make an unhook.
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This seems more like an issue with the wiggle still creeping up even when you're in the hook animation. If they stopped the progress on the bar when the animation started then you'd feel less cheated.
As the situation stands survivors can unhook from different angles and bodyblock the one angle a killer can hook on. I've lost count of the amount of times i've been swarmed at a hook, a bodyblocked until the survivor wiggles free, even when im batting at their team mates. It may be frustrating having the hook vacuum but its just lining up the animation and it can be messed with by bodyblocking. Not to mention sabotaged hooks and used hooks causing long walks sometimes.
Personally, as a killer main, I feel the hook vacuum is the one major thing I have in my favor when it comes to hooking. That 'safe' feeling as I'm making a dash for a hook, survivor in tow, waiting for that little Hang Up prompt to show up and hoping i make it into the animation without some crouched Feng Min in my crotch that realistically I could lift the survivor over and still hook from slightly further away.
In killer's favor:
Hook vaccuum (yay I made it to the hook only 2 more times for that survivor if they're saved)
Agitation (but means not getting the benefit of a better perk)
Ability to hit other survivors who are in the way (but burns time)
Iron Grasp (cos duh)
Can camp hard (becomes scum for doing so and usually loses gens, totems, BP etc)In survivor's favor:
Can unhook from multiple angles
Can block hook easily
Can bodyblock a walking killer
Can bodyblock chokepoints in killer's path
Decisive strike
Flashlights
Pallet slams
Sabotaged hooks
Used hooks being unusable
Even if hit while unhooking, has time to unhook while killer recovers
Borrowed Time
There are more survivors. Can't hold off 3 people diving in for the YOLO saves.
If killer camp's use the time to gen rush/formulate abusive messages (usually followed by that cheeky last minute save) -
Couldn't you just drop them on the ground after pulling them from the locker and mori them?
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I'm a console player, and I have no idea why anyone bitches on here about anything
I just get on with enjoying the game
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That's why it's my favouriteGhostrickSpecter said:@StalwartXX said:
I'm fond of Leatherface'sOooh, that one was brutal~
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Dwight, cos I'm all about that teamwork


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@SenzuDuck said:
@StalwartXX said:
sits back to watch the drama unfold in hereSo much drama over the lack of a solid date for the update.
It's insane, right? As if they're entitled to an exact date, not even the devs have an exact date because no one knows the exact process except for Sony/MS.
It's like some conspiracy theory "They don't like console players, they're holding back on purpose".I'm just going to carry on enjoying the content already in game and when the dlc is out, it's out.
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sits back to watch the drama unfold in here
So much drama over the lack of a solid date for the update.
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That's the trapper's mask. He is the poster child of DbD after all
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The dev's could always put a way into the game to stun the killer briefly, just long enough to unhook a survivor and start running. Similar to the stun with firecrackers in F13. It would give survivor's an option to get around camping without punishing the killer too severely. As a killer main, I would be ok with this sort of addition to the game. I suppose the issue with this is the use of the stun outside of countering camping. It would be an issue with chases.
Or, maybe if a killer swings and hits the hook post, they get stuck briefly while they pull free (enough time to unhook etc). This way it wouldn't allow a perk or item to cause frustration outside of anti-camping but would also reward those survivors who can bait and juke when near the hook. Rewards bold play for survivors with a healthy BP chunk to boldness (which i find the hardest criteria to fill when playing survivor) and provides a counter to camping killers.
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I'm fond of Leatherface's
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Myers, a good Hag, Freddy. They're the ones that I find the most fun to play against. Freddy games I love. Hearing the children, watching the grass everywhere hoping to spot it shifting
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Anyone who instantly unhooks me. Double hate for the ones who unhook and then body block your escape.
BP hogs can be annoying. When I'm running in for a save and someone burns their sprint boost to get there first.
People who need healing but stand in narrow spots that prevent them being healed.
The DC/AFKer
And lately, SWF groups of two who bodyblock me into a corner or generally act a nuisance -
Seems like the obvious thing to state but keep the madness up as high as you can on as many survivors as you can. When you're in treatment mode you passively increase the madness of survivors within your terror radius. Hit each survivor you find with a few shocks, then swap to the stick to beat them.
Perks wise it depends what you want to do. You can make a build that causes merry skill check hell for survivors with the perks plus madness. Ruin, huntress' lullaby, unnerving presence and overcharge. Plus skill checks jumping all over the screen with madness.
But you can use a lot of different perks which work well with Doc. Someone in another threat mentioned
using nurse's calling and shocking them behind cover etc.Probe gens with shocks whenever you can. In chases throw a few shocks, just one or two, to get madness nice and high in case they evade you then chase with bat. If you want to, blast survivors as they approach windows or pallets as it stops them using them for a moment after they're shocked. Pay attention to the screams from madness when searching for survivors. Add-on wise its up to you really. Personally, I prefer to go for some extra range and improve the Doc's clones to keep track of survivors.
There are better people than me to ask for tips

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@FrenziedRoach said:
If you want to keep most of your build, I'd say drop Dying Light for Nurse's Calling. Being able to maintain pressure by goosing healing survivors through walls with your shock is not only essential, but funny as hell.And remember that people who are "Snapping Out of It" show up on Nurse's Calling.
BTW.... remember Doc has a Railgun Build (Interview Tape and High Stimulus Electrode), this gives him a 35 meter shock. Remember that Nurses Calling reaches 32 meters.... you see where I'm going with this? Not necessarily the "Best" way to play, but entertaining as hell if you have a sadistic streak like me.
I play Doc a lot and this combo never occured to me. I am now woke.
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Personally, never have any issues when playing the Doc. One of my favourite killers and I can consistently do well with him as he is. I wouldn't object to a movement speed buff on him mind you haha.
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I dislike camping, and won't do it. Hard not to be accused of it if when leaving a hook you spot another survivor on the way for the save and chase them but meh.
Tunnelling is annoying but makes sense. If a survivor gets saved and you've got the choice between the 1 hit injured survivor or the 2 hit healthy one, why not go for the weaker one? It also makes more sense towards trying to lower their numbers. I can understand people dislike it and the reasons why, but letting you go because you were hooked seems like expecting way too much leeway really. Especially if that person has given you the run around for a while before you hooked them.
Although I will say that if someone seems really new or bad to the game I'll try to give them a chance. I've had games where the person is clearly still in that learning curve where if it seems cruel to tunnel them then I won't.
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@ItsDaEmuDood said:
I swear, there's probably some Huntress x Reader comic or something SOMEWHERE on the internet. Not gonna go spelunking in those corners though.Y'arr there be monsters.
I vote for Borat style banana hammocks for all male surivors and killers and animal theme onesies for all female survivors and killers.
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Biggest issue I come across is the first box a trapped survivor picks being the one that unlocks it. Sure it could just be chalked up to bad luck but it happens often enough that it seems suspect.
If there was some sort of penalty to failed skill checks at the boxes (eg a box becoming unusable for a few seconds, restarting the search progress or progressing the timer on the trap by a chunk) I'd feel a little less annoyed by it. I don't play the Pig often, but when I do i've stopped using the traps as they don't seem to slow the game down enough to be useful until the exit gates are powered or open.
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If you buy with shards or auric cells you only get the character you've purchased. You then need another 9k shards or 500 auric for the other.