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TeaLeaf

TeaLeaf

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TeaLeaf
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  • Nurse, the only really scary killer that makes survivors not want to play tag and ring around the rosy with. Seen by a nurse... it just got real!

  • I don't think its possible to even kick 3 gens within 16 secs except in super rare map situations right? xD

  • @thekiller490490 said:
    Khroalthemadbomber said:

    Examples of Toxic Killers:

    Massive TR Doctors on The Game map.

    Doctors that do nothing but shock and refuse to melee.

    Full on face campers 2 minutes into the game.

    Chugga chugga choo choo tunnel killers.

    Killers who dc the moment they see what offerings were tossed up or just dc the moment the round starts in general.

    I have to disagree with the doctor to part and the tunneling part. Both are viable strategies/builds that when played right give killers the chance they need. I have never tried Impossible SC doc but don'tT you worry I just need to get the right build.

    I agrea.

    Also with that said their is not a clear definition of what entails toxicity among killers. To some if you camp what so ever (even if gates are open) - your toxic. If you play a huge TR doc - your toxic. If you tunnel at all.. your toxic. These are some of the things mentioned which I don't agree with, but get labeled toxic by some.

    In my opinion Tunneling, a Build , Camping is not toxic. Many would say the 3 get strat is toxic and I disagree here too.

    The doctor who shocks you I need more clarification, that sounds like hes throwing the game if hes refusing to slug ya.

    What I do find toxic is rude behavior in the post game chat. Body blocking a basement to just hold the game hostage. Hitting some one on the hook repeadedly or if you have a chain saw reving it in a hooked players face. Ect.

    There are ways to be toxic as a killer... but its important to remember not every one shares a similar concept on what entails toxic behavior as the killer. Many common strategies get labeled as toxic by players... which i personally find ignorant. For example a tactical camping/baiting is often lumped in with face camping. Not the same but to some just as offensive.

  • New game modes would be nice, even if they were just added to KYF. I always thought a game mode where only 1 survivor gets out alive, changing survivor game play to a game of planned betrayal for your own benefit becomes a thing. Never probably worked for any ranked thing but KYF be a hoot.

  • Something I think to consider as well about camping as a strategy is if you commit to not camping survivors ... and I seen this when they see me playing by these arbitrary rules RUSH the dang hook. Some times I can't get more then 20 steps with out the survive getting un-hooked. I don't want this, I want you to sneak in there, carefully... cautious. I want you to take more time to rescue your friend so your not doing a gen. When you know the killer is forced away from the hook there is no fear, there is no caution, good little killer went away -.- now lets run tot he hook and get dem BPs.

  • Been that way for a bit in truth, least from what I could tell. pat pats With time you will be jaded to it as is the rest of us.

  • I kind of agree, give survivors the chat ability in game and buff killers appropriately around a cohesive group, aka SWF. Easer to balance and killers can more expect to take on a proper power role in the game.

  • Potential for mind games I give ya.

  • @somebodygets_hurt said:
    Do you know HybridPanda? He did an experiment where he played two rounds of DBD: one round where he camped and one where he didn't. Although he didn't kill as many people when he didn't camp, he still got twice as many points that he got in the round where he did camp.
    I'm both a survivor and killer player, and I think that camping makes the game boring and it isn't rewarding. It's the same thing for survivors. It's boring, and then they're stuck on a hook with a Trapper breathing his garlic breath on them. You can turn a game around, even if there are two generators already done. A lot of the time for me, anyway, I end up getting a 4k near the end of the game, because that's usually when a lot of survivors slip up, because they get relaxed. If you play with a build like Remember Me and Blood Warden, the game is prolonged even further. You don't need to camp to secure the points that you need.
    Actually, I've even played games where I only killed one survivor and I got twenty thousand points for chasing and hooking the others. They go unhooked, of course, but I stayed in the game, destroyed pallets, damaged generators and hooked survivors.

    Two games does not an experiment make, too many variables, the players, the way in which camping was done ect. Over all basically non existent validity to call that an experiment. Now don't get me wrong I like Hybrid and I think camping the first hook is a bad idea too unless the survivors are forcing you too (dive bombing ya). Though there are times its appropriate (no deaths, gates open... yeah you should probably cut your losses and keep the one ya got.)

  • @Runiver said:

    @KillingInstinct said:

    @Runiver said:

    @KillingInstinct said:

    @popoles said:
    I don't understand it. Nothing was done with looping in this patch, nor gentime. Just the FL saves are harder and the exhaustion is not recovering while running. Like TF?
    You can still loop them for a long time. So stop being so childish and try to accept these changes!

    Survivors are mad because they're used to being favored by the devs. This is, however, changing a bit now and they replied with 440+ bad reviews on the game.

    Not to mention that throwing a tantrum, especially when it came to reviews, always served them well.
    Look at where Freddy is at, right now, in any doubt, even tho he has been called "SUPER BROKEN OMG SO OP, P2W" at his release.

    They know this tho and are gonna give him a complete rework after the Wraith rework/buff

    Very likely. Tho, they still did a huge mistake back then and they are aware of it themselves. So there's no reasons for survivors not to try the same thing again.

    basic learned behavior, it was rewarded once so the behavior is reinforced.

  • An issue you might wanna think about is packet drops, using a dos command box you can ping to see if there is any packet loss which will show you a decent ping but still get random lag spikes. I noticed it one day when my isp said i had 40ms ping but survivors were runing into walls and missing gens left and right. Investigating showed that yep... i was having 25% packet drop consistently.

  • I just really want her cam lined with eyes in crutch mode. Either make her lower and hard for survivors to see or raise the angle higher then the grass so piggy can see a bit better. Either or.

  • I really like the idea of the totem having a trap effect for the censer, for the other survivors and not the cleanser, or even just a smaller effect once cleansed. Unless hex's are very much better hidden, they really are not effective of their role of prolonging the game to get survivors to search for them. From what I see mostly its oh hey a totem... free points \o/ .. as it stands now.

  • Perhaps what we really need is new game modes? How about a game mode where its last Survivor standing but balance it out with different rewards. A balance of cooperate for now but back stab is inevitable. Maybe a game mode where instead of gens its a set time for the killer to track down and kill? Ok so my idea's for game modes might not be great but perhaps something besides the same competitive mode where the balance of play is so minuscule meta perks and killers are required needs more vairity to really address the issue?

  • I camp for a few reasons.
    1) Its just logical, the gens are done so leaving means there off the hook and a gate will be open and the sausage gone before I can get back.
    2) I think there rushing the hook, so I start to leave then double back trying get a free hit in.
    3) Rarely when some one has been nothing but a pain all game (clicking that flash light, tbagig, loop loop de loop, general toxicity), and yes its MY fault for not changing targets... but I really just wanna see this guy die if hes got under my skin that point.
    4) I have just been completely outplayed and I darn well know it, I tip my hat and just take what I can get.

  • @ShrimpTwiggs said:
    Isn't it ironic that a post calling for the community to get along has devolved into arguments?

    Objectively did you, now in hind-site ... expect it not too. I mean if this was not a forgone conclusion then there would be no need for this thread and it wouldn't exist in the first place. Ah.. such lovely irony.

  • @Bravo0413 said:
    something else needs to be done to change the end game... as of now... say you're chasing a survivor and the gates get powered... after you hook them what's the point of leaving that survivor?... the end game should work in the sense of them needing to find a key in order to open the gates... with a search in place that would give the killer a reason to leave the hook and hunt for another victim...

    I have to agree, I get called out for camping some times when the person is hooked and fairly close to the exit gate. Am I gonna leave the sausage.. no. If I give any distance it will be off the hook and body blocked. I would certainly love even just more variety to the end game.

  • Laggswitches I think would be fairly hard to resolve unless they go with private serves (not gonna happen).
    You can never be sure if some one's having net issues (specifically packet drops) or not. Though I am with ya on the rest. All you can do is record it, put it up on you tube and make em buy the game again.

  • Killer: The doc, a little unhinged, a little mad and happy to share his flavor of insanity with the world.

  • hate it, the swamp maps are always a bad time for me.

  • Hello to you Sir or Madams, I am here to see if you have accepted Zappy Boi into your hearts?

  • Kittens, I demand kittens. The entity should provide us all a kitten or puppy. Its the least we should get for putting up with flashlights. I mean look at Doc's face, his eyes are held open for entity sake.

  • @HIPSTERLION said:
    FayeZahara said:

    She like myers has very litte cosmetics to work from in her movies. I just hope with the little cosmetics some licensed killers have, they could give dbd team freedom to make custom outfits also. Wonder if could use diffrent swine heads, like a boar to change up the mask.

    COSMETICS FOR AMANDA

    1.

    (John Kramer Pig)

    2.

    (Mark Hoffman Pig)

    3.

    (Daniel Rigg Pig)

    Making custom cosmetics will ruin their characters as Michael is meant to be in that mechanic suit and that mask and stalk people like that . fans of scary movies like Halloween are so used to these characters that If they make cosmetics that are not in the movies it will ruin the character that every1 loved , however as you have mentioned if we watch all the movies we will find some different cosmetics that are in the movies as well , for example Michael mask were slashed in the last Halloween movie and like in Texas chainsaw massacre we have pretty lady costume for leather face and the pictures that you have showed in the saw series . I'm pretty sure that they can get the license for these costumes .

    I think your right about Michael, though I could see Amanda getting a little cosmetic love giving she doesn't really have an iconic look from the movies. Id dig cosmetic 1 or 3. I mean 3 just scream hot date with piggy \o/

  • @CottenBalls said:
    The DR is already powerful enough, if you suck so much that you are crying for a buff with him, perhaps try a killer more your speed.  He is already a training wheels killer at best and requires no perks or add ons to win your game as he can already see the survivors at any point during the match.  His madness practically provides a 5th perk and if I, and others can consistently kill all 4 without perks or addons, there really isn't anything that needs buffed.

    Uh huh.... the doctor is mid teir at best. He is however the most annoying killer to play vs I am told. So not powerful just a pain in the back end.

    @MegaWaffle said:

    @No_Mither_No_Problem said:
    I think if you’ve got Addons for the Doctor that make Survivors hear a fake heartbeat (Calm series+Iridescent King), then they either shouldn’t be notified or receive a fake alert when they’re affected by a Perk that causes penalties when within the Doctor’s TR. it completely nullifies the fake heartbeat.

    “Oh, I hear the hearttbeat, but I’m not suffering from Coulrophobia, so I’m all good.” See what I mean? It’s counter-intuitive. Add the layer of irony that one of Carter’s signature Perks is one of said TR Perks. I think it should be buffed.

    Either remove TR Perk notifs when Calm/King is equipped or give them false ones when the fake heartbeat triggers.

    I don't think perks should be shown to you at all.

    Let me clarify: If you are using Unnerving presence I as a survivor shouldn't be given a huge icon saying "LOOK WHAT PERK YOUR AFFECTED BY" but instead should have to come to the conclusion through trial/error.

    I also believe that if a survivor is using Boil Over the killer should not be notified by this icon either.

    It doesn't make sense that everyone is imediatly notified of these things simply by being close to someone.
    Also Lullaby should not show up as ruin does. Its ok that they show Ruin's icon because no other perk causes gens to act that way so its pretty easy to figure out whats causing it, but lullaby can't take you by surprise if on the first unaffected skill check it tells you they have it...

    As for the Doctor's fake terror radius it would be cool if it would also falsely trigger spine chill on occasion or proc premonition (don't induce the cooldown but the audio notification would be enough to startle some people).

    I agree 100%. Mind games should be a big part of this, uncertainty giving way to fear. This is the kinda things we should investigate to bring horror back to this game of perpetual tag and time outs.

  • Just gotta keep the new players safe for 2+ hours so they don't refund. nods then there stuck in hell with the rest of us \o/

  • I think the biggest complaint is the poor general location of hex totems, aka next to a gen, on top of a hill, out just adverting to the world hey... imma here... be a shame if some one broke me in 10 secs bats eye lashes. I mean a hex is suppose to either give a very powerful buff (i would think greater then non-hex variant perks) or eat up time for survives to go out of their way to find them. When their in clear obvious places or right next to gens they are destroyed quickly and with out stalling.

  • The Doc, look into those eyes <3

  • I demand Kittens. I expect them in the next patch. That is all.

  • Cult of the zappy boi \o/

  • One of two killers who truly are scary... yep thats op in a game intended to be frighting :chuffed:

  • I have to admit I am a fan of the 3 gen strat, especially when I see a rush is happening while I get the first little sausage on the hook. However this again falls to survives not to leave gens close enough its viable. It was mentioned as well a doc can just keep zapping you, but while hes doing that another individual can complete a gen. The 3 gen strat may prolong a game but its not taking the game hostage. Also just a note, I find flash lights super annoying but still have to accept there part of the game, same as I feel survives have to accept Doc and his uses.

  • @北欧人 said:

    @TeaLeaf said:
    He is getting at your suggestion doesn't remove toxicity all it does is shift it from one place to another. Your only thinking about your situation. Sure killers can no longer exact revenge, but now killers can't avoid toxic survivor/SWF groups.

    Survivors can't dodge killers. Why should Killer be able to ? Personally, I think no one should be able to dodge a lobby unless there is a high ping. It's the only justifiable reason to dodge a lobby. Keeping the identity for the sake of dodging is an invalid argument as this shouldn't happen at all.

    SWF is a whole different subject that can only be fixed by somehow buffing solo survivors and killers, in order to make SWF less strong (but I want to move the discussion to this subject). I don't want to spend 1 minute before every match inspecting if the 4 survivors to see if its SWF or not. I just want the match to be fair regardless of who is there.

    @Runiver said:
    Showing survivor's name also promotes non-grieffing.
    "Taking revenge" can also be karma for being an offender.

    The "revenge" factor does not come from nowhere is what I actually say.

    Sorry but I can't accept this. Revenge shouldn't be acceptable no matter the reasons. This is a game. There is no point in griefing or taking things personally, it just ruins the fun for everyone. Additionally, if you say that is "OK" to take revenge you're leaving a door open for anyone to act regardless of their reasons. Who's going to judge each person's reasons?

    Yes, and then the result and you know its true will be higher level of killer D/Cs. Additionally trapped with SWF parties, smurfs (super skilled survivors who hang around in 15-20), and general toxic players isn't fun for killers either. You might not accept it and your clearly biased as a survivor in this regard but aren't we all. Still your suggestion will have more outstretching consequences.

  • @Empireo said:

    I just hook them and walk in a "loop" around that hook, hope that my fellow survivors are happy seeing me go around in circles! :chuffed: :)

    Any thoughts? Critics? Salt?

    I laughed, that is pretty good. As a killer though your always taunted, so my fav saying is ... wolves do not concern them selves with the opinion of sheep. So you keep doing you ^.^

  • @Mister_xD said:
    Can we PLEASE get a pink unicorn Trapper outfit? :3
    I want it, since you've shown the Feng Min unicorn outfit...

    MakeEvanBeautiful!

    I dono, a traper in a bright pink tutu and lipstick on his mask would sure make me run faster.

    in Trapper Comment by TeaLeaf
  • @北欧人 said:

    @Tzeentchling9 said:
    Heard it here first, folks. You have to prevent people from avoiding toxic players to fight toxicity.

    I don't get your point. Did you read my post at all? or just half the words?

    He is getting at your suggestion doesn't remove toxicity all it does is shift it from one place to another. Your only thinking about your situation. Sure killers can no longer exact revenge, but now killers can't avoid toxic survivor/SWF groups.

  • @No_Cluie_Louis said:

    @TeaLeaf said:

    @No_Cluie_Louis said:

    @Mringasa said:
    Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.

    Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.

    But that idea works both ways, as survivors get used to killers camping, so just assume they always have to go in for the save even if the killer in nearby. It's not just the survivors feeding the camper, the camper is also feeding the survivors. Just because survivors are OP right now doesn't mean people should look at this idea only from a killers perspective. Camping is stupid as its the killer essentially taking the game hostage just because he's salty. At the moment that salt is justified, but i'm talking about a future where the 2 roles are balanced

    This is ... really ludicrous. Taking the game hostage? You have one individual hook while the rest are free to do gens, cleanse totems and work towards their escape. I am not adivicating for first hook in your face camping, but I think you have very bad basis and perspectives that counter your understanding to the issue. Not all camping is chainsaw in your face for 3 mins.

    You see, the killer is nothing like the dev's betray. He is not in control, in fact his actions for most of the general game play is re-active. He responds to stimuli; to sound and notices, he responds to gen rushes ect ect. In general he only has a few ways to make the survives play by his rules and set the behavior of the match (such as 3 gen strat, chasing 1 of em, ect). Camping is a tactical element when done correctly. It allows killers to see how altruistic a group is, how likely you can exploit it, it offers a chance for interception, to hook or at least keep 2 from doing gens or after a short time seeing how un-altruistic the group is and plan accordingly (back to gen patrol). As well if the gates are open it is common sense to make sure the sausage you have on the hook stays there at times. It is a tool which can help or harm a killer, but what survives seem to hate (along with 3 gen) is that the killer is forcing them to change their own style. The killer is doing mind games... hes... setting the conditions of the game besides! :ohnoes:

    Again, i'm talking about killers who don't care weather the survivors are gen rushing while they're camping. They just want to secure the kill by standing in the survivors face. This is taking the game hostage in a sense as you're making it virtually impossible to save the survivor. If you want to find out how the enemy team is playing, (altruistic or unaltruistic) leave your first hook to patrol generators and judge it off how quick they're saved. Also i have now thought of a reward for the killer leaving the hook as well as a punishment for staying and i do now think that my idea should be affected by the number of gens left, as when the exit gates are open, camping is a very justified option.

    This is still not taking the game hostage however. I agree doing this before the first gen's poped is a poor strategy for the killer often but these individuals are going to depip if the survivors in turn focus on gens. Also individuals who rely on this type of style only and don't care about gens probably can't prevent a team of decent survivors from hook rushing and proper use of body blocks. Tricky but vs a really unskilled killer very possible. Remember true face camping as the term was originally coined is not possible these days even if the term is thrown around.

    There are also a hand full of variables which have to be considered here if the goal is to balance. SWF has an element, as in say we make the drain on life slower. Well VOIP means all the survivors buddies can direct them on if the killers looking to ambush or intercept. I don't mean the clear hes reeving chainsaw in your face but even if hes trying to be sneaky around a corner. Additionally taking a stance that the killer HAS to leave the hook removes a mind game, if a survivor knows they are free to run to a hook to save a buddy what kinda suspense is that? Just having this knowledge removes caution as well where with out knowing for sure requires more time to do it safely. There are likely several other variables that a patch to fix what is perceived as a problem will thus create more.

    You may not like camping, but its at its heart a viable strategy when applied properly and you can't expect to punish the strategist, offer more boons to the survivor, or even really incentive the killer for going away (case if the problem is specifically individuals who don't care about gens they don't care about BPs either I would say). Remember after all we even have perks and killers specifically geared toward defensive and ambush tactic styles of game play, suggesting the presence of camping is intended by the devs.

  • @ArcaneMantis said:
    So I was playing the BP build on Doctor yesterday, if you dont know what it is its just
    Thrill of the Hunt, Hex Ruin, Distressing, I usually run Overcharge or Unnerving Presence with it too (I dont have BBQ yet for more BP unfortunately). For addon I just use IK and an electrode and start going to town. After a very fun match I think I only got 2 that game. I get a msg stating that it was the most scummy, toxic doctor that this person has ever played. Didnt camp or tunnel (didnt need to as my objective was just farming bp). I think I hooked them all at least once but more often than not i was just chasing them into infinity and zapping them to try and max everything out. Anyway it made me think... is that toxicity? What can a killer really do to be legit toxic? I imagine camping with no purpose is toxic but outside of that im at a loss. Thoughts?

    Wolves do not concern themselves with the opinion of sheep. Learn it, live it, love it. Life as a killer become so much more fulfilling.

  • @No_Cluie_Louis said:

    @Mringasa said:
    Camping is fine as it is right now. The problem is Survivors feeding the campfire and even providing some marshmallows for it. Most matches, even after the usual signals and a quick scout reveal a hard patrol or legitimate camper, people still go for the unhook right in the Killer's face. The Altruism points, even if someone is rehooked immediately, are ridiculous. If they actually manage a good save, horribly rare, they can post it on their YouTube account and polish their ego.

    Once Survivors start playing smarter and quit feeding the Camper, it's use will become much more situational instead of how it is right now. There is absolutely no reason for people to play how they do now against a Camper, but it's their game so they can play how they want even if it screws up the rest of the match.

    But that idea works both ways, as survivors get used to killers camping, so just assume they always have to go in for the save even if the killer in nearby. It's not just the survivors feeding the camper, the camper is also feeding the survivors. Just because survivors are OP right now doesn't mean people should look at this idea only from a killers perspective. Camping is stupid as its the killer essentially taking the game hostage just because he's salty. At the moment that salt is justified, but i'm talking about a future where the 2 roles are balanced

    This is ... really ludicrous. Taking the game hostage? You have one individual hook while the rest are free to do gens, cleanse totems and work towards their escape. I am not adivicating for first hook in your face camping, but I think you have very bad basis and perspectives that counter your understanding to the issue. Not all camping is chainsaw in your face for 3 mins.

    You see, the killer is nothing like the dev's betray. He is not in control, in fact his actions for most of the general game play is re-active. He responds to stimuli; to sound and notices, he responds to gen rushes ect ect. In general he only has a few ways to make the survives play by his rules and set the behavior of the match (such as 3 gen strat, chasing 1 of em, ect). Camping is a tactical element when done correctly. It allows killers to see how altruistic a group is, how likely you can exploit it, it offers a chance for interception, to hook or at least keep 2 from doing gens or after a short time seeing how un-altruistic the group is and plan accordingly (back to gen patrol). As well if the gates are open it is common sense to make sure the sausage you have on the hook stays there at times. It is a tool which can help or harm a killer, but what survives seem to hate (along with 3 gen) is that the killer is forcing them to change their own style. The killer is doing mind games... hes... setting the conditions of the game besides! :ohnoes:

  • @jessie_12 said:
    If you want to be technical about it, then technically that survivor should have won because they were there first.  They were clearly there waiting behind the tree for it to open, before marth got there.  Just because he wasn’t standing directly on top of it doesn’t mean he wasn’t there first.

    I think Jessie here is right, if the rule is who ever -seen- the hatch first is the wording of the rule clearly she got there first on it or not.

  • Hmm what about 2 lists, while the SWF list simply give the killer an additional perk slot or .. something which actually helps balance. Balance the two differently groups and perhaps killers would still take on the SWF group?

  • Increase incentive for people to play at their appropriate rank and decrease the incentive to have smurfs harass weak or new killers. I approve.

  • I think its often forgotten that camping is tactical, some times appropriate, and is a game by game decision, but more then not to a survivor any camping and you are a . If you have a sausage on the hook and the last gen just poped or the gates are open securing the kill is logical. I wouldn't say I am a good killer, but logical decisions are easy.

    Yet I know salt be coming. A game that stands out to me is a smurf joined a low rank game, outplayed me pure and simple but miscalculated with a body block vs no one escapes death after the doors were open. He was the only one I hooked, but since I made sure he died he had a lot to say about how bad I was and how great he was (usual mending of hurt childish ego). Yet in this instance tactically it was the right decision.

    The point here is that camping your first hook is indeed not fun really and isn't the best decision less your testing how the survives play (will they rush, will they be cautious), baiting a trap (watching for them to head toward the hook to intercept), or give it a min then gen patrol. This is suppose to be a game of mind games, and camping very much has its uses which needs to be understood and applied though smartly. Yes no one wants a chainsaw revved in your face for 3 mins. However there should be an understanding between that and tactical use of the hook.

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