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TWiXT

TWiXT

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TWiXT
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  • I think the sudden drop in popularity of Ghost Face is happening for 2 reasons:

    1. Survivors have learned quickly and adapted to his play-style, are now more consistently countering him, and creating builds that render him a lower threat in anticipation of going up against him.
    2. Killer mains are learning his tier is mid or C tier at best (lower than that if against SWF), and with the incoming nerfs he may not even hold onto that tier for much longer.

    Yeah, It was fun while it lasted, but his viability is limited when everyone is anticipating fighting him and are more ready for it now than they were at the time of his release. Once things calm down on the survivor side, and less are using perks to directly counter him, we may see another slight rise in his popularity in another week or two. Overall, he has a high skill ceiling, but not much viability for higher ranks, and gets devastated by OoO and SWF teams, so putting in the effort to get really good with him but still get trashed by a single perk or voice comm teams is disheartening and frustrating. Add in the incoming nerfs though, and he's no longer as appealing a Killer to play when we have other more viable options that have far fewer weaknesses to perks or SWF teams.

    Also, with the Wake-Up bug being abused heavily, the only real options for killer players are to use the ones with the highest mobility and map pressure, because selecting any standard killer like GF will almost always result in a swift defeat and lower BP gain.

  • Before they changed Tinkerer, He actually used to break the game after his buffs came through. It was due to his Order Add-on's getting another 10% on top of their initial 10/15/25% faster madness gain rate within his static field. Paired with Distressing, this meant that Order 2 + Order 3 was driving up madness tiers 60% faster within his static field. No survivors could hide for more than a few seconds before screaming, and if he knew they were in the area but not screaming he simply started checking lockers. It was very oppressive and anti-stealth of him, and I loved it for as long as it lasted because nobody anticipated it, and as far as I knew, very few other Doctor players were using it. My tinkerer build with Doctor netted me R1 consistently back then, but then everything changed when the dev nation attacked. To me, Doctor probably won't get that powerful ever again, which is sad because he's a fun killer.

  • It also properly stacks with Longwood Dye to be almost pitch black, blends in nicely with the Dirt of the Mcmillan estate Maps, Corn Maps, and Red Forest maps. Although, since the EGC update the ground is shinier than it used to be, and the traps are a flat dark color that become noticeable at the right angles on those maps, so stick with keeping them in or near grass patches where they become indiscernible from the environment.

  • I'm stocking up on them as much as possible on legion and doctor, that way when the next 2x bp event hits, I'll be ready to max out every character. I get lots of those offerings, 1-3 per bloodweb, so I'm aiming for 30 for legion and 30 for doc, more if possible, but not before I get at least that many per character. Also the next 2x bp event won't likely happen until after the dedicated servers are up, so hopefully that'll mean less DC'ing too.

  • BHVR have to pay a percentage of the money gained from purchases to the people they licensed the killer/costume from. By agreeing to let BHVR license a killer or cosmetic, the License owner is making an investment and expecting a return from BHVR for purchases made using their material. Naturally this means that BHVR can't make any Licensed DLC earn-able via shard grinding or free because the License owners wouldn't get anything back for their investment unless BHVR incorporated Ad's, Trackers, or player personal info gathering software to the game that they could pay the license owners with for the revenue gained from such things. I believe the $5-7 price-tag for a licensed DLC is a decent compromise compared to what they could be doing.

    With Ghostface however there is an interesting quirk in the license. Since they only got the license for the mask and the character is all their own (no matter how similar to source material) they don't have to get approval from the license owner when it comes to adjusting or updating the game-play mechanics or adding any cosmetics that don't involve the mask (this is probably why they named him The Ghost Face, instead of just Ghostface as that would infringe on a copyright of the character, which is owned by another company). The real reason Freddy's rework has taken so long is because they obtained the license for the whole character, and any changes they want to make have to get approval from the license owners first, which takes a considerable amount of time and communication between BHVR and the License holders. This is also why there has never been any updates for Leatherface, Michael Myers, and very few minor updates for The Pig.

  • Don't worry, You'll find new and exciting builds to make him troll them better I'm sure. Unless of course, somehow, the rework makes him worse than he already is... Nah, that couldn't happen, not after they learned their lesson... right? (reads about incoming hotfix for Ghost Face) Sigh...

  • Its in the Patch notes:

    • Adjusted Killer Instinct VFX to remove red fill effect, increase frequency of pulse, add an offset to where symbol is displayed, modified the scaling of the symbol to stay more consistent. These changes also affect the Killer power, Feral Frenzy, of The Legion.

    So Survivors are no longer highlighted in red/orange while KI is active on them. To me this is a massive nerf for Legion since that highlight/Red Fill Effect was the only advantage they had against Corn/Dark Maps/Blendettes since the Pulsating KI visual lags behind the running survivors. With the Red Fill effect Survivors stood out from the environment, and with that you could better choose what direction to go in order to head off the running survivors. Now however, survivors are obscured by the KI visual and are harder to spot, much less anticipate. Just another thing on my list of complaints about this patch.

  • DH + Distressing + Infectious Fright = Full team DC's. "You have been warned." says the Pessimist, Optimist says: "Its a fast and fun way to de-rank aside from using mori's if your current rank is too difficult."

  • @tehshadowman33 said:

    @Peanits

    But yeah, I do find this concerning.

    Yes, I know Ghost Face would get a Killer's Instinct against a crouched and hiding survivor who spotted him, but still...

    That's really sad that Ghost Face can be spotted by crouched survivors behind objects, so he literally cannot see them because it's a 3rd person view vs. 1st person view.

    Even worse than that is that Ghost Face can see but not stalk a survivor through the cornfields, while that same survivor can put him on a 30-second power cooldown, and Ghost Face will get a pointless Killer's Instinct (pointless because he already sees that survivor)... Why not make it so that Ghost Face can't stalk and survivors can't spot him while in the cornfields?

    :(

    Same thing applies to grass, Its funny how they gave him the ability to crouch so he's harder to detect especially while leaning, but if there is grass in his face while crouched like around the base of a tree, he can't stalk the survivor he sees and knows is there until he stands up no matter how close he is to them. Meanwhile the survivor can spot him through/over the vegetation with ease.

    @Peanits

    Sorry I used the wrong wording in the initial post, I should have said "Visual area of the screen", not "visual range", that's my bad.

    Yes I have been leaning, but on top of being revealed by survivors hiding behind cover, I also get fickle directional reveal indicators. Sometimes they work as intended, other times they don't show up at all no matter which way I turn, and if the survivor is behind cover when that happens, I have no idea where they are revealing me from or where I should hide to break their LoS until I've been broken out of stealth and get the KI visual. Someone told me in another post that the frequent lack of directional indicators is due to the distance the survivor is seeing me from. Is that true or is the lack of directional indicators from time to time a bug?

    Also I understand that they are simply increasing the area of the screen a survivor can detect GF by a tiny bit so it's easier to break GF out of stealth during a chase, but won't that small area of the screen also make it easier for them to break GF out of stealth while they hide behind cover?

    Lastly, and I know I'm bombarding you here with questions so please forgive me, but why did they decide to remove the Red Fill effect from Killer instinct?

    That was kinda the only real advantage Legion had when it came to corn fields/dark maps/blendetts since the KI visual lags behind a running survivor. With the red fill effect Legion could see both the direction the survivor is running via KI visual and the survivor themselves more easily with the Red Fill. With only the KI visual, the survivors can run serpentine through corn and easily throw off a pursuing Legion who can barely see them (if at all) as it is. At least with the Red Fill effect the survivor stood out from the environment when the Legion got close enough to see them, and he could more easily choose which direction to go to try and head them off. I'm not sure if anyone else minds that change, but its a bit perturbing to me.

  • @Dehitay said:

    I haven't read through everything, but I believe that if a survivor is a certain distance away from you, then it won't give you that white arrow to tell you which direction you're being looked at from, but it should still give you the killer instinct visual after you're been broken out of your power.

    I also get the killer instinct not showing from time to time after being broken out of Night Shroud, even with the add-on's that increase the time it's supposed to stay active for. The directional indicators and KI queues just feel so inconsistent, and if it's being caused by survivor distance and not a bug, I for one would appreciate some solid data on when and why this happens.

    Also as a side note/complaint/rant: I'm wondering what the hell the devs were thinking when they removed the red fill effect/glow from survivors revealed by KI? That was pretty much the only advantage Legion had when hunting survivors in corn! Its so much more frustrating now that you only get the KI visual effect that lags behind them as they run away, and otherwise can't always see them clearly. Sigh...

  • @GrootDude said:

    Wraith cannot while cloaked, best for it is Spirit with prayer beads and T1 Myers.

    What @GrootDude said. Honestly though, he can kick gens and open lockers and isn't 100% invisible so its not like being able to grab survivors off of gens while cloaked would be OP for him. However, just because he can't do it while invisible doesn't mean that he can't get gen grabs. Wraith has 2 add-on's that pair well together for gen grabbing: The Ghost - soot (Common) and Coxcombed Clapper (Ultra Rare). With these 2 add-on's he can come out of cloak without making the bell ringing noise and doesn't have a TR or Red Stain for 6 seconds once visible. If you do this near a gen and behind a wall near survivors you can use his little burst of speed to rapidly approach the gen and snatch someone off of it. It takes some practice and you have to remember to only tap the strike button instead of holding it for a lunge, but it is a very effective means of jump scare snatching survivors.

  • They could raise it to half of what it was and that would be fine. Currently it feels like its at 10% of what it used to be, but at the moment I don't entirely mind the change. Yeah it takes away some of the intensity of the chase and makes the game feel a little boring, but I can finally hear the Hatch during a chase or while injured, which is a big plus for me. It also makes it easier to hear killer breathing effects which has helped me determine distances when getting chased by a low TR killer like Shape, or a cloaked Wraith. It definitely needs to be raised, but not back to the previously overpowering level.


  • @Shirtless_Myers said:

    Yeah, he's a bit overpowered in the current state, snapping him out of the power is too difficult as he only needs to hide for a second, even though clearly being seen. Also, being able to get exposed on someone directly in front of them within two seconds is not stealthy, I'm frankly surprised that's even a thing.

    It didn't take long for survivors to learn that they can hide right around a corner or behind a chest high object to reveal me with the center of their third person vision, and doing so presented no target for me to stalk back. That's some serious counter-play that has no drawbacks for the survivors. I'm having to adopt the strategy of stalking everyone I can to 99% because they're gonna break me out anyway, and then wait until I'm in a chase and right on their butt before triggering shroud and quick stalking the last 1% in order to insta-down them (that may be why you feel you are getting exposed too quickly).

  • Don't worry, a "nerfs hotfix" is incoming. He'll be a solid mid tier killer soon./s

    Although the nerfs don't really seem to change much, and seem sensible for game-play balance. Idk, we'll just have to see if they make him drop his viability to mid tier or useless once they come out.

  • BHVR have to pay a percentage of the money gained from purchases to the people they licensed the killer/costume from. By agreeing to let BHVR license a killer or cosmetic, the License owner is making an investment and expecting a return from BHVR for purchases made using their material. Naturally this means that BHVR can't make any Licensed DLC earn-able via shard grinding or free because the License owners wouldn't get anything back for their investment unless BHVR incorporated Ad's, Trackers, or player personal info gathering software to the game that they could pay the license owners with for the revenue gained from such things. I believe the $5-7 price-tag for a licensed DLC is a decent compromise compared to what they could be doing.

    With Ghostface however there is an interesting quirk in the license. Since they only got the license for the mask and the character is all their own (no matter how similar to source material) they don't have to get approval from the license owner when it comes to adjusting or updating the game-play mechanics or adding any cosmetics that don't involve the mask (this is probably why they named him The Ghost Face, instead of just Ghostface as that would infringe on a copyright of the character, which is owned by another company). The real reason Freddy's rework has taken so long is because they obtained the license for the whole character, and any changes they want to make have to get approval from the license owners first, which takes a considerable amount of time and communication between BHVR and the License holders. This is also why there has never been any updates for Leatherface, Michael Myers, and very few minor updates for The Pig.

  • @AssassinZodiac said:

    Considering that he is a stealth killer, all white would be kinda contradictory. In my opinion.

    If it was matte pitch black that would've been much better, the last thing a stealth killer needs is highlights that make them easier to spot. Another possibility would be to make the white highlights environmental light reactive so that whatever environment he's in it matches the color tone of the lighting and environment for better blending. Seriously, this exclusive outfit is just not that good for him except to use for bragging when/if you get proficient with him and feel you need a handicap for the poor survivors you are massacring.

  • It would be nice if they upped the chaser points for Downing survivors to end a chase instead of just rewarding for hitting them. It would be a boon for all the 1 hit down killers like Myers, Billy, Plague etc.

  • Since this change to MoM I've been experiencing a steep increase in survivors unhooking their teammates right in front of me, and trying to body block my hook attempts in pretty much every match I've had today. Been considering breaking out and dusting off Mad Grit because of this, so I guess it'll be seeing more usage.

  • it would be better, but since leaning = faster stalk, unless you are still restricted and can only do it pressed up against objects, it would be too powerful (leaning while out in the open = quick stalk = survivors raging on forums). Still If that were the case I'd love Q&E far better than the restrictive m2 with only one direction to lean at a time, especially when some objects only give you 1 direction to lean and its the worst one to get a clear view of your targets. Dunno how they would map it on controllers though, Maybe the D-pad L&R if those aren't already taken?

  • @FireHazard

    No way I'm blowing a BPS until the DC Epidemic is under control. There's nothing worse than using a BPS or Escape Cake/Survivor Pudding in a game where one or more people DC and Drop my potential point gain just because they are an over-entitled brat that has no concept of good sportsmanship and DC as soon as Ruin goes down/Gen completes or Get found and downed by the killer first/Don't like the killer they're facing. This petty BS is why I'm hanging onto all my big XP bonus offerings until the dedicated servers are live and the disciplinary committee has been established. When that happens i'll be glad to use them on the 2x BP event that follows, but not until then.

  • I commented this in another post that asked the devs to nerf Ghostface but I think it applies here too:

    He went from being a basic-M1-killer-with-unusable-garbage-power one week to viable and possibly competitive for mid-high ranks the next. 1 little nerf to how he is now will make him lose viability again, and since this is a licensed DLC people have to pay money for and can't be bought by grinding for shards... I don't believe anyone would accept much less pay real money for a killer who isn't at least viable. Especially when its such a famous killer of cinema. Remember how many people screamed at the devs on forums like this for refunds after the Freddy nerf? How many have done the same after the Legion nerf? No matter how "Fun" a killer is to play as or oppose, if they aren't able to compete in mid-high ranks, they are garbage and no one's gonna buy a garbage killer. Just last week there were posts and comments of people stating that they won't be purchasing GhostFace because he was terrible, and although the frequency of those statements has dropped since his PTB buff, there are still people making the same statements, because even after the buff its speculated that at best he'll be a mid tier killer, and they won't accept anything short of high tier for their money.

    The Devs made a smart move business-wise by buffing him, but even smarter than that, they only buffed him to the point of viability, and didn't make him an "OP Pay to Win Killer" as he still has counter-play that will just take a few matches for players to adopt. On top of all of that, I believe everyone would benefit if he is able to be viable at the high ranks, personally I'm getting sick of fighting only Nurses, Spirit's and Billy's at rank 5+, and it would be great to have another contender giving us more diverse experiences there.

  • Blindness is due for an Update. I believe that on top of removing survivors ability to see auras it should also either cause their camera to zoom in or Narrow their FoV by covering the edges of it in smokey darkness by varying degrees like Slightly = 10% (think Insidious's effects), Moderate = 25%, Considerable = 40%, Tremendous = 55%. That way Blindness would be a useful status effect for killers to use against survivors, even against SWF teams. As for what would apply what level of the effect, I think as far as add-on's go Common = slight, Uncommon = moderate and so on, and Hex: The Third Seal should be set at Moderate or at most Considerable, while Knock Out should get updated to include the Blindness effect at the Tremendous level for the downed survivors. Anyone else agree?


  • @BBQnDemogorgon said:

    @tehshadowman33 Wouldn't Doctor want the opposite though?

    Not if you're playing the "Ninja Doc" build (M&A + Calm 3, Calm 2 add-on's), which already reduces his TR to 12m in punishment mode outside of a chase.

  • Would be nice to have 3-5 perk "Build Loadout" slots for characters so that we could create builds and save them in a slot and quick switch between them with a click of a button. Also would be nice to have a quick search box for the perks so we can start typing the name of the perk and it'll bring it right up if the current character has it, same goes for offerings.

  • Its $36 for all of the licensed DLC, Shape, Freddy, and Pig are all $7, Ash, Ghostface, and Leatherface are $5 each. Everything else can be gained through Shards at 9000 per unlocked character, and you obtain 9000 for every 30 hours of gameplay. So to obtain both the killer and survivor for each of the DLC's you can get with shards that currently comes to 360 hours of gameplay. Say Gamers play for an average of 2 hours a day, that would mean that they would get all of the current characters in 6 months of play, while other less devoted gamers will achieve this in under or about a year. Its a grind for sure, but not so terrible in comparison to other games with grind mechanics that would eat up a year of time while requiring their players to play an average of 4 hours per day to get what they want without spending money (cough "Warframe" cough). On top of that the licensed DLC sets aren't necessary, of them only 1 is a good/decent killer so far (waiting for the final verdict on GF), and their teach-able Perks often pop up in the shrine (aside from BBQ&Chilli) which can also be purchased with shards. Overall, you're looking at just under a year of play to get all of the current DLC characters that can be purchased with shards, and most if not all of their teachables from the shrine.

    There's no need to spend $87 for every DLC character, and they also tend to go on sale for around $3-5 during seasonal sale's events. So my suggestion is to wait for a sale if wanting to purchase any of the Licensed DLC characters, and just play regularly to grind for the rest if you don't want to spend any more money on the game.

  • Half the "fun" of facing killers is adapting to the challenges their unique powers and play-styles present. No one wants a killer who's only role in the game is to give survivors an easy win because that provides no challenge. Of course no one wants a killer who steamrolls the survivors every game with no counter-play either because not only is that not a challenge for the killer player, but it's not fun to go up against as survivor. The devs have chosen to design their killers around how fun it will be to go up against them and adapt to their abilities/play-styles, but in doing so they often screw up and forget that they also need to provide a challenge to the survivors. IMO, they should make all killers a decent challenge for low-mid ranks, but have the potential to compete in high ranks with the aid of add-ons and perks.

    Take Spirit for example: Right off the bat she was decent at the low-mid ranks without aid of add-ons and perks, but once you obtained those, and got used to her play-style, she became a real threat that can hold her own at the high ranks, while still maintaining plenty of counter-play options that survivors take advantage of. She's one of the few killers in the game that feels like she's in a good spot balance wise, and the same goes for Huntress, and HillBilly.

    I feel like when it comes to questioning how "Fun" a killer is, they should also consider which Side finds them fun and why? Pre-updated Legion was fun for the killer players but not the survivors. Pre-updated Trapper was fun for the survivors, but not the killer, and the "Why" usually boils down to how easy they are to play as and oppose. Legion was easy to play and win with, Trapper was hard to play and easy to win against as survivor. Much of the community feedback base their "Fun" on whether or not their side can win as or against the killer, and how easy or hard that is to accomplish, but the reality of it is that if a killer doesn't have the potential to be competitive at the mid-high ranks, they are a bad killer no matter how much "fun" was put into their design. It's erroneous for anyone to try and sway the devs balance designs on a killer based on how easy they are to win with or against, and say its for the sake of "fun". We should instead be focusing on how Strong a killer is and whether or not they can provide a good challenge in the mid-high ranks without being overpowered.

    A Strong killer like Spirit presents a challenge and is Fun for both sides: to learn and play as, or to oppose and adapt to. Basically what I'm getting at is that a killer who is strong and a challenge is often more "fun" and balanced for everyone, whereas a killer who's weak with only a "fun" mechanic in their design gets trashed by the community because they can't present an adequate challenge for survivors. When they designed Ghostface for the PTB, they gave him a "Fun" power with the potential to be Strong, but overcompensated on the counter-play for the survivors, which resulted in everyone trashing him in Live streams, and on the forums because he didn't present a challenge to the average mid-rank survivor.

    (TL;DR) So to sum this all up: Strong killers present a challenge to survivors which is a major part of how fun they are to play as and oppose. When the devs design a killer they should make the mechanics for them based on "fun" for both sides, but also consider if they are strong enough to be decent in the mid ranks, and have the potential to be competitive in the high ranks when aided with perks and add-on's. If they did that, then it would be the closest this game gets to actually being balanced, and would be fun for new and seasoned players alike.

  • 4 fuses scattered around the map with a central fuse box, survivors have to repair the generators, and put fuses in the box before they power the gates. That way, on top of doing gens, there's also a small scavenger hunt for the fuses + the time to put them in. I imagine the struggle around the central fuse box might become intense at the endgame when the last fuse has to be put in. Especially if the survivor who had it died, and the others have to go to their death spot to retrieve it first. Dunno if the fuses would be carried items or just put into the other hand and can't be lost by FD hits or not. Not a perfect idea, just a rough one off the top of my head.

  • IMO, with it currently granting +15% movement speed, and your suggestion to have it give a max of +12% that won't go down unless you are chasing and hitting the obsession, IF you end up chasing anyone for long enough to reach t3 bloodlust +0.6%, and still haven't hit them... you deserve the hit. Honestly though, that seems crazy strong if the tokens only go down when hitting the obsession because that would mean that if you are a 115% speed killer, and stack it up early, then as long as you don't strike the obsession you become a 127% or 5.08m/s killer against the survivor team for the rest of the game. it would pair well with STBFL, but ridiculously so, and any killers with powers that add to movement speed would apply a crazy amount of map pressure. Imagine Billy for example, His maximum speed with add-ons is +310% putting him at 12.42m/s, and this would add 12% more that won't go down unless he chainsaws the obsession.

    I mean, yeah PWYF might deserve some tweaking to make it better, but Honestly if you manage to stack it up currently even with 1 stack, you are pretty much guaranteed to win a chase at the cost of the speed. Your suggestion however would remove that cost for every survivor except the obsession, which would be great for killer players, putting in a minute of chasing the obsession at the beginning of the trial and then dominating everyone else for the remainder of it, but survivors mains would be screaming about how OP it is. Hell, when killers used to be able to use damage powers like Huntresses Hatchets, Chainsaws, EW3 attacks with shape, etc. and it didn't lose PWYF tokens, the community cried out for it to apply to those hits as well because it was OP in those killers hands.

    I'm honestly unsure how to make PWYF any better than it already is without making it also OP, but in order for your idea to work, I'd say they'd have to increase the cooldown between each stack to 60 seconds minimum, making the killer earn the massive speed boost by spending 3 minutes of the game to ramp it up. Another alternative Idea I've seen on the forums would be to reduce it to 2% per stack, but increase the stacks to 8, and reduce or lose the cooldown, that way each hit doesn't lose as much of your speed boost for the time you put into building it. Even that though might be seen as OP, especially with 1 shot killers. PWYF is in a stable spot atm, but not necessarily a good one.

    My only alternative suggestion to make it better would be to make it so you only lose stacks for successful attacks since it currently loses them for any attacks successful or not, but even that may prove to be OP in practice.

  • Dark Devotion: Have it activate for 30 seconds on any damaging attack against the obsession instead of just basic attacks. Also improve how it shows how long its active for and cooling down by having it light up and slowly fill to red when active, and then go dark and have the red tick back down.

    Infectious Fright: Remove the "Basic Attack" requirement same as my suggestion for Dark Devotion.

    Thanatophobia: Re-issue the buff it got during the PTB where the maximum value was a 24% de-buff. Thanatophobia was in no way OP during that testing because very few killers can get all 4 survivors hurt at the same time since survivors heal asap whenever they see the debuff. Either that or let its de-buff's remain for each dead survivor as well as the injured/hooked/downed.

    Monstrous Shrine: 3 fewer hook escape attempts, 25% faster sacrifice progression (should take a total of 30 seconds off of a full sacrifice, -15s per phase), and +.5s to hook rescue. All this applying only to the basement hooks to make it much more of a threat to survivors.

    Spies From the Shadows: Remove the cooldown and loud noise indicator, have it reveal the Auras of all crows in either white or yellow within 36 m of you, increase crows Cawing volume 100% for any disturbed, and make it so that they don't get disturbed by the killer anymore. That way you hear crows being disturbed behind/around you, and can see their auras soar into the sky like signal flares instead of that awful loud BANG and crow bubble.

  • inb4 "ghOsTFaycE cAn HIT SuRVIvORS?!!! OP, PlZ NuRF!"

  • @Brawler said:

    I don't really think that another complaint about DCs on forums will do anything. All we can do is to wait for dedicated servers to be implemented and see some better punishments for disconnecting.

    Unfortunately that won't be until September according to the Dev Road Map. I was sick of the DC epidemic in March, and have pretty much stopped playing until it gets under control, save for events and releases. I was hoping in the Anniversary Livestream they were gonna have it go live around July with the Freddy Rework update, but got a bit depressed when I saw their scheduled release. I love this game, but the DC'ers have practically killed it for me at this point, and I'm sure I'm not alone in that regard. Waiting another 3 months for it to get under control is gonna be painful for me, and I feel that it wouldn't be unreasonable in the meantime to instigate a ban-wave after the next update's been out for a week or two... If only to cull the frequency of Rage-quit DC's a bit until September.

  • I think when it pairs with Furtive Chase, the lower TR in a chase will mean it will proc every time they are out of the TR while you chase them which will make it much more useful. A survivor can easily get more than 16m away from a killer in a chase especially if they pull off a pallet stun, so this will help the killer track where they are going after said stun. The question then becomes "how long is the Cooldown timer?" If its low like 5-15 seconds, then it'll be pretty decent, but if its 30-60 seconds, it'll be terrible. We'll know for sure next week when people start testing things on the PTB.


  • @tburke360 said:

    Only 2 new maps and survivors is a big downer for me. I went into the livestream so excited but came out really disappointed which sucks since I have been a huge fan of the game for such a long time.

    Last Year we got 4 new maps with each chapter release. I understand though that they are instead changing 2 maps to be better balanced, and adding 2 maps instead of going all out and adding 4 new maps again, but that may actually be a good thing. the 2 maps getting the rework treatment are Badham Preschool and TBA (Which I'm hoping is Lampkin Lane, or Rotten Fields) and lets face it, they need the rework and will be better for the game as a whole. 2 new maps will also add and give us a bit more variety, which I am hoping means they'll be balanced when they come out due to the new map adjustments\mindset they'll be making. There's still a lot to be excited about with the game, but for me, until the dedicated servers are live, I am still a little perturbed.

  • Bought it, and OP is right! The masks in DbD and Death Garden aren't essential but a nice touch. however, the game is [BAD WORD] amazing! It feels balanced for a 5 v 1 asymmetric game, and the grind is a bit much but also feels totally worth it. Just bought it a few days ago, and Honestly its more balanced and more crazy fast per match than DbD. Don't get me wrong, I LOVE DbD, but Death Garden is fun, fast paced, and addictive. Better yet, it runs on Dedicated servers, and DC's are extremely rare! So, if you guys/girls/people need a distraction for the next few months while DbD works on dedicated servers, controlling the DC epidemic, to scratch that itch? And only a GOOD ALTERNATIVE asymmetric multiplayer game will do? Death Garden is definitely your answer!

  • Concerning Furtive Chase. In a chase scenario, having a lower terror radius means that other survivors won't hear you coming while you chase their teammate, which of course means there's a higher probability of them leading you into their teammates without the them running away in time. I can think of multiple scenarios where that is a good thing, like using NC and chasing a healthy survivor into an area where one is healing, or catching someone off-guard on a gen while Haunted ground is active, etc. If you also Have MYC equipped you would have much better odds of nailing each new obsession and hooking them quickly but otherwise the requirement is a bit much. We'll have to test it out for its effectiveness first of course but it may make for a decent mid-late game perk overall.

    As for "I'm all Ears" This would be very beneficial in a chase as it gives you information of where the survivor is going and where their line of sight is, and IF it counters Quick and Quiet this way, It'll be very useful. Again I can think of multiple ways it will work out, but it would probably be better if It also activated on skillcheck fails.

    "Thrilling Tremors" sounds like it'll either be really weak or really strong depending on its conditions. If it only blocks 1 gen for 16 seconds after you interrupt/snatch a player from it, then it'll be useless, However if it activates on all gens not being worked on whenever you interrupt/snatch OR pick up a downed survivor, then you will immediately know which gens other survivors are working on since the ones not being worked on will get entity locked and show up as white in your vision. If the latter is how this perk works, then I can see how that will make the Spirits "Snatcher" build insanely powerful, and can think of a few other builds where it'll be a great addition. Not only that but if a gen is regressing when it activates, that would mean you get 16 seconds of guaranteed regression since the survivors can't tap it while its locked down. Again they were a little vague on its explanation and demonstration, so we'll just have to see if its as good as I'm hoping it is.

    They are all situational perks with some odd requirements, but I feel that they are far from useless based on my initial impressions of them. We'll know for sure when the PTB comes out next week how good or bad they are.

  • They said DC'ers would get "Special Treatment" in a way that jokingly suggested punishment, but that won't happen until the Dedicated servers go live, which isn't planned until chapter 13 in September. So 3 more months of putting up with the DC epidemic sadly.

  • @brokedownpalace said:

    When a game developer says something will come in the summer, or in May, or in 2020, I just go in assuming that it will be out at the end of the month/season/year. If I'm wrong I'm pleasantly surprised. If I'm right then I didn't get my hopes up.

    Anyway, the road map isn't set in stone.

    fingers x'd!

  • @BBQnDemogorgon said:

    @TWiXT Actually servers will still be on time.

    Fall/Autumn doesn't start until the last week of September. They're just putting it at the last second of summer.

    That's little comfort based on the technicality that the first day of fall is September 21'st, which still doesn't make them come out sooner, or get the DC epidemic under control sooner than 3 months away. I love this game, and I would love to play it again like i used to when DC's were a rarity... currently the epidemic is killing the game for me, and i'm betting I'm not alone in that statement.

  • Just throwing some suggestions for helping the Pig into the discussion.

    Rule Set No. 2 should be implemented as part of Pigs base kit and replaced with:

    Heart Monitor Trigger - Ultra Rare

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.

    -Tremendously increases the time it takes a survivor to search Jigsaw Boxes.

    -Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young


    Amanda's Letter should be changed to either reduce the time on the only RBT it gives her to 60 seconds, or not decrease the amount of jigsaw boxes in the trial grounds. It could also use a 24m aura reading as opposed to the 12m range it currently has, increase her ambush speed and distance, or just remove the roar until she is already moving.

    The point of Ultra Rare add-on's is that they give the killer a massive advantage or change the way the killer uses their power. Currently her 2 UR add-on's are painfully under-powered or mostly useless.

    Other than those changes to the UR add-on's, Jigsaw boxes should only feature skill check windows without the Great skill check zones. The boxes already only take 12 seconds to search (17.2 with Crate of gears + bag of gears combo), and when a survivor nails all the great skillchecks they can reduce their search to only 7 seconds. This doesn't really put pressure on survivors. Likewise her add-on's that increase skillcheck chances should also reduce the skillcheck success zones, because these add-on's are useless otherwise and often help survivors search faster by providing more great skillcheck chances. If the Boxes had no "Great" zones this change to her skillcheck chance add-on's would be more viable at adding pressure and at least moderately increasing the skillcheck difficulty.

  • @BBQnDemogorgon said:

    I sure hope so...

    I just want to know if there is a survivor...I hope they just drop Ghostface like ash if not

    I'm actually hoping that Ghostface is another Paragraph "Stand alone" killer with a map, not because there are too many survivors vs killers now, but because that would mean that the Actual next chapter update around mid to end of June would be something none of us have seen, or expect. They pulled this same thing with Leatherface being released 1 month before the full Freddy Chapter, so it's not unheard of for them to pull something like this. However, being that the Deadline for the full chapter is at this point about 3-4 weeks away, Ghostface is more likely to be a full chapter release, but we won't know until the devs reveal. Fingers X'd!

  • I'm trying to save up enough BP for Ghostface, but because the DC's are making that grind even harder to accomplish, I haven't been playing hardly at all for a month now. I'll probably get the rest of the BP this week, then take a break until Ghostface comes out, use the BP, maybe have a game or few, and then stop playing again until the Dedicated Servers and Disciplinary committee are established and live. All I'm waiting for now is posts/comments/reports that the DC epidemic is finally under control again, because honestly its practically killed the game for me.

  • The "Cries" and "Drama" the devs mentioned. I have a suspicion that's referring to upcoming nerfs to Nurse, Billy, MoM, and NOED, as well as a plan for getting the DC epidemic under control (the top complained about things). Gonna have my popcorn ready and watch Reddit and these forums for days afterwards.

  • As long and epic as Avengers Infinity War and Endgame combined?

  • 2 Odd Bulbs on a purple flashlight for 6 seconds of blindness duration for the killer

    2 Brand New Parts for 50%'ing a gen with 4 skillchecks.

    2 Gel Dressings to add 32 charges to a purple medkit.

    hmmmm...

  • The report button won't do anything for habitual DC'ers. Instead the dev team have stats on every player and an "unknown" threshold for DC's that if players exceed, they become part of the ban waves that happen occasionally. For the past few months the threshold was made more lenient due to bugs that were/still are causing DC's, but from what the past dev update indicated, its been brought back to its previous level. Unfortunately no one is allowed to discuss bans on the forums, so unless the devs post something like a report that tells us a rough number of how many have been penalized for excessive DC'ing in the past few weeks (not likely)... we have no idea if it's even happening. This Past weekend saw a large rise in players because its a free weekend, and since many of the players are new and taking advantage of this, they are treating like a demo trial and aren't taking their matches seriously enough to worry about getting penalized for DC'ing. Hopefully when the free weekend event ends, the DC rate will drop again, but that's not saying much as the rate was already high due to the leniency on it for the past few months.

    Furthermore the devs have stated that there won't be any real action to getting the DC epidemic under control until the Dedicated Servers are out and the Disciplinary Committee has been established. Unfortunately for us, this means another few months of watching the game dying painfully due to fed up players leaving/uninstalling the game until the DC'ing issue gets under control, and who can blame them? My only hope is that, by the time this does get under control, there will still be enough players left to save the game.

  • Last April there was a pinned discussion about ideas for new offerings, and one of the offerings I Submitted was:

    Shared (Killer and Survivor):

    Tarnished Trophy (VR)

    Gain a 10% bonus in Blood Points for every rank you've achieved.

    Bonus blood points awarded at the end of the trial.

    Personal.

    "They're the best in their field. Simple as that! That's why they get to live the good life." - Ace Visconti

    (Note: not sure if its clear enough the way I Wrote it, but basically at the end of the trial it calculates how many points you earned in the trial and then applies a 10% bonus x whatever Rank you are. So the maximum it can give you is 10%x 20 ranks = 200% if you have reached rank 1, 150% at rank 5, and 100% bonus at rank 10 etc. So its an offering that makes rank matter by potentially rewarding more BP than any other BP offering does, but only at ranks higher than 10, otherwise its about the same as the others.)


    One of the comments about it suggested that this would be better as just an integrated part of the game since it incentivizes ranking up by rewarding more BP for reaching higher ranks. However honestly if just a 5% bonus per rank totaling to 100% at rank 1 was integrated, that alone would be a great incentive as you could also pair that bonus with whatever BP bonus offerings you have. Earning High rank = Reducing the grind... I don't see much wrong with that.

  • A couple of small buffs that I believe would help plague gain more map pressure and viability in the mid-high ranks:

    1. Give survivors the Hindered status whenever they vomit for the duration of the vomiting. This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive, and it would encourage survivors to cleanse at fountains more.
    2. Also while a survivor vomits give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which required direct interactions, otherwise the Plague has to infect them and objects herself all of the time. Adding this will make the sickness spread feel more like a Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
  • In my experience the best and most powerful build I have ever used is "The Snatcher" build. While heavily add-on reliant, this build has never failed me... at least before the DC epidemic, so either be prepared to get lots of DC's or save this until the Dedicated servers and Disciplinary committee are out before using it.

    BBQ&C/Ruin, Pop Goes the Weasel, Overcharge, Discordance/Surveillance

    Pair with add-on's: Mother-Daughter Ring/Dirty Uwabaki, Prayer Beads Bracelet

    This build takes some practice to use effectively (so use the Dirty Uwabaki until you have it down), but the concept is simple: Snatch survivors off of gens, hook em, punish the gen with PGTW and Overcharge. Once you get good at this build you'll find that Ruin isn't even necessary for it to work effectively, and start substituting in BBQ&C. The add-on's allow you to move up to 56m quickly and catch survivors off guard. Approaching a gen that's being worked on or you suspect is being worked on? Phase and snatch a survivor from it, then easy hook and punish the gen! In a chase but notice someone is doing a gen nearby? Break chase by phasing and snatch that dude/dudette on the gen for an easy hook/gen punish! Hear/see someone fail an overcharge skillcheck? Phase to the gen and snatch! etc.

    Honestly IMO this is the dirtiest and most powerful build for the Spirit that makes her power severely menacing to survivors, and almost always nets you a 4k. Unfortunately it's extremely reliant on the add-on's, especially Prayer Beads, so stock up as much as you can beforehand. While Surveillance is great I find that Discordance is more useful in the early game as it often nets you an early snatch. PGTW and Overcharge also drop a gens progress by a whopping 40% if they fail the Overcharge skillcheck, and that is very likely since the only tactic that works against this build is to gen tap, so you honestly can't go wrong there.

    Spirit is all about the mind games when chasing and using normal pursuit perks like Enduring, Spirit Fury, Brutal strength and Bamboozle, are unnecessary for her. Use her power to its best advantages with perks and add-on's that help it, and you literally can't do wrong. This build is fun, makes survivors paranoid of doing gens, and probably is the most OP build in the game. Give it a try and have fun playing Spirit!

  • I have a Nagging suspicion that the "Drama" and "Cries" the devs mentioned for the 3 year anniversary livestream are probably going to be nerfs to Nurse, Billy, Perks, add-on's etc... so you can quote me if this is the case on the 31st.

  • My current strategy with Legion is to use the Enduring+Spirit Fury combo. The 4 seconds stun of coming out of frenzy is an easy escape for survivors especially if they throw down a pallet that I have to break first, so instead of dealing with that, I try to get survivors to pallet slam me. Getting pallet stunned breaks you out of frenzy without having the frenzy cool down to deal with so putting up with a pallet stun with Enduring for 1.14 seconds and maybe spending 2 seconds breaking said pallet is far better than having the 4 seconds stun + 2 seconds pallet break. This combo works especially well with the iridescent button, but I only have a few of those so they are saved for higher ranks. As for the short loops, if I don't get them to stun me out of frenzy on those I abandon the survivor I'm chasing, and break the pallet later, as its better to find and chase someone else vs. wasting time on a short loop that will end in the survivor getting away after frenzy runs out.

    It sucks that this is the only real strategy option I have for chasing/downing a single survivor, but on the plus side, it gets rid of pallets quickly, and by mid game they generally have few pallets left in the map to use.

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