TeambossFloze
TeambossFloze
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@ThePloopz said:
TeambossFloze said:@ThePloopz said:
If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives.
Yeah it'd be way too broken, I think if the passives are just like nominal versions of their own main perks - like feng would have a 5-10% chance to not cause gen to blow up (but for perks totally unstackable)
Meg would run 5% base faster
etc
See but then her she might as well not have a passive at all. Like skill checks are so easy you can go entire gaming sessions without missing a skill check and even if you do miss one it’s not likely her passive will even take effect. While I like the idea of passives I don’t think they should do them because you’d see the same survivors over and over. Like why would someone choose feng over meg if meg can run 5% faster and feng has a passive you won’t get any use out of ya know what I mean?
Totally get it - there would have to be a balance of enough of a passive to warrant you playing the character but not too much to cause serious balance issues. At the end of the day everyone plays claudette cos she is great at hiding in the shadows...its sad..but its true ^_^
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Just what we needed another Hatch post :P
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I think they should remove the post game chat entirely tbh - we don't have it on PS4 and when playing it on PC I rarely find anything good comes out of it. Also If you get abusive PSN message you just report them to PSN and they are pretty good at mute banning people
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I was too tired to read through the whole post but I upvoted just for effort man - much love
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@ThePloopz said:
If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives.Yeah it'd be way too broken, I think if the passives are just like nominal versions of their own main perks - like feng would have a 5-10% chance to not cause gen to blow up (but for perks totally unstackable)
Meg would run 5% base faster
etc
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@Runiver said:
@TeambossFloze said:
@Runiver said:
The main point of Doctor is to change the way the game is played.
It may sound unfair for him to be efficient against Stealth players, but it's just how he has been designed in the first place.
Playing against Doc is a battle against Time, since he WILL find you soon enough. That's how it is and how it should stay. Nerfing a "decent" killer would just make him boring to play on the long run.He just requires you to play very differently, and mostly to understand one factor : a killer cannot pressure more than one survivor at a times. Being in a terror radius do not change that fact, even if that one is huge or giving madness.
Obviously, he can distrupt many players, and that's what he should do if he wanna win, however, but it can be dealt with decently if you are well aware of what he is able to do/not able to do.Agreed !!
Fully perked/addon DR on Gideons is one of the most stressful games I think I have ever played
Doctor in Gideon is very discutable tho, tbh. Same with Nurse with Range add-ons, M&A and Nurse's calling, that can prove super hard to deal with due to the map design.
A great team can obviously power through, tho. But the rewards/advantage for playing Doc on that map is kinda huge lol.
Yeah I think its just because he isn't balanced to work vertically so if your underneath him on the lower floor you get affected just like your on the same floor and I think that's the bit that needs reworking - if at all possible...but if I get the DR on Gideons - I just take a deep breath and like you said power on through and its totally beatable just really stressful sometimes lol
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@Vulipus13 said:
Has anyone had the misfortune of finding themselves with a Dr. that runs Distressing on the saw map? If you have then you will know how insufferable this is when nearly anywhere on the map but quite literally the corners will make you scream if he is steadily within the center of the map. This can be devastating of survivors are not communicating and finish all the gens on the "outskirts" of the map. As if to say they are all that spread out to begin with. (OPINION POWERS ACTIVATE)The DR on Gideons map generally is just both rage enducing and stressful AF :chuffed:
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@Runiver said:
The main point of Doctor is to change the way the game is played.
It may sound unfair for him to be efficient against Stealth players, but it's just how he has been designed in the first place.
Playing against Doc is a battle against Time, since he WILL find you soon enough. That's how it is and how it should stay. Nerfing a "decent" killer would just make him boring to play on the long run.He just requires you to play very differently, and mostly to understand one factor : a killer cannot pressure more than one survivor at a times. Being in a terror radius do not change that fact, even if that one is huge or giving madness.
Obviously, he can distrupt many players, and that's what he should do if he wanna win, however, but it can be dealt with decently if you are well aware of what he is able to do/not able to do.Agreed !!
Fully perked/addon DR on Gideons is one of the most stressful games I think I have ever played
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@Fre_Shavacado0 said:
i don’t think it’s camping, why would you leave the hook if all other survivors are there... it’s not like you’re gonna sight see lol. they should be smarter to back off until you venture off to find them. i don’t see why people get mad for that.You have no idea how much sh1t I got for that particular game and games following - I don't know how much you guys play killer but it's not uncommon to find survivors as you hook someone..but then get cussed out as a camper and its like...really? lol
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"You do realise you are supposed to LET me get my friend off the hook right?"
I got a beer after reading that
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@Runiver said:
@TeambossFloze said:
Well ive had a killer drop on me too many times to count and I have a pretty awesome ping, no troll intents and survivors should be able to bring exactly what they want.I'd agree, if items were balanced and actually hard to get/costy.
Fair comment.
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@Runiver said:
@TeambossFloze said:
@Runiver said:
@TeambossFloze said:
Can I veto any buffs whatsoever to this guy just purely on the basis he brought such troll ass perks into the game
Which one exactly ?
BBQ and chili that allowed people to play killer again since people were dropping it to play survivor with WGLF ?
Franklin's that is one of the only effective way to play against full geared survivors ?
Or knock out that is largely countered by voice com ?I'm joking buddy
- just hate it when I get clubbed and drop my goddamn key xDkek
I'll drop that here :
https://www.youtube.com/watch?v=v-qsOgF0jnkIt is annoying as hell when someone keeps ramming that flash light down your face
- - great vid btw -
Well ive had a killer drop on me too many times to count and I have a pretty awesome ping, no troll intents and survivors should be able to bring exactly what they want.
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@Runiver said:
@TeambossFloze said:
Can I veto any buffs whatsoever to this guy just purely on the basis he brought such troll ass perks into the game
Which one exactly ?
BBQ and chili that allowed people to play killer again since people were dropping it to play survivor with WGLF ?
Franklin's that is one of the only effective way to play against full geared survivors ?
Or knock out that is largely countered by voice com ?I'm joking buddy
- just hate it when I get clubbed and drop my goddamn key xD -
I find it more annoying when killers quit lobby when they don't like the look of the survs, I think there should be a cooldown for quitting a lobby
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Is this like the forum DBD version of clickbait

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@deadbydaylightfan said:
Nah I don’t think so because you never got a chance to leave and it’s not your fault they were so close to himI suddenly feel vindicated xD
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Can I veto any buffs whatsoever to this guy just purely on the basis he brought such troll ass perks into the game

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and @Nickenzie that's very admirable and I agree
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@Fre_Shavacado0 said:
@TeambossFloze i cannot explain how i feel when i get hooked the first time and the other 3 are working on a gen, they’ll get me after... and then they finish it and all 3 jump on another gen together... i haven’t seen much change from lower rank survivors but when you get to low teens- single digits they help but then again i expect that from their rank.Yeah I think this will improve slowly as people understand the emblem status, I mean when I play SWF its normally a fight between us as to who gets to go save...cant wait to get that damn afk guy off the hook lol
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I've enjoyed both sides tbh - I never tend to play "for the hatch" itself - my primary goal is always the gates as a surv and if I find the hatch then..quids in.
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@CallMeRusty420 said:
@Peanits said:
@GolgiNea said:
@Peanits said:
I don't think it's that unfair, actually. Being the last one alive doesn't warrant a free escape. If the killer finds it first, that's fair game, he beat you to it. If you manage to get another generator done, you get another shot at it.I think if you have survived thus far as to have the hatch as an option being the last survivor in the trial it should be not only a skill test for the survivor, but a skill test for the killer as well. Its not fun when theres no hope of escaping. Why not level the playing field a little at this point? Some of the suggestions i've seen could make it more fun for both the killers AND survivors.
Being the last survivor isn't necessarily a feat, though. If things are going poorly and I hide in a corner, I'll be the last one alive, but it doesn't mean that I should be on a level playing field with the killer. The difference is that the killer has to earn it. They don't just end up killing the other three survivors by chance. At that point, they've done tremendously well and to put them on a level field with someone who just happened to be the last to die seems unfair to me.
It IS unfair. I'm glad that you have a brain.
I concur with this - Just because some really crap Jake Park has decided to flitter between two cupboards repeatedly for 10 minutes whilst his team dies...don't deserve jack shiznits
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@Fre_Shavacado0 said:
@TeambossFloze that’s how it typically goes... whenever i am alone and go against a team of swf it’s always agony. i end up doing all the work and if i get hooked they typically won’t come help since it’s not one of them.. i try to be the opposite of that when i swf.Yeah I mean my playstyle is generally very altruistic and I do expect it from my fellow survivors - tho too many times Ive been hooked and watched from a distance as these three yellow blobs are running backwards and forwards between gens and don't even make an attempt. Although i'm hoping this changes more with the emblem udpdate
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@Shadoureon said:
The problem with creating passives is that how little they may be people will main 1 specific survivor because that one is better. Its the same with high end raiders and pvpers in WoW who play characters based on their racials.I just wish all items, addons and offerings were neutral and not only for the character you were levelling.
I think if you make the passives so different and they don't stack with anything and compliment play styles I don't think it'll be a case of maining 1 specific survivor - although I think Claudette stacking has been that way for some time now so...might be nice to see #teambill
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@CrtKazz said:
CallMeRusty420 said:I would be all for these changes if the game was balanced. Sorry but I oppose any surv buffs until us Killers get some actual love.
That’s why I would only want the slightest number changes as passives. They are also meant to go side by side with their own perks (loyal to lore and all that shiz). For example instead of 3% leadership with Dwight you would give off 4% if you ran the perk. But otherwise it’s a flat 1% and the killer will know that Dwight will probably have others near him in the game. If you ever played Friday, Jason can prioritize his kills depending on the counselor. If he sees a Deb (slow) running by herself vs a Vanessa (fast) then he go from there. So killers in DBD can do the same thing since half of the game is all mind tricks behind survivors and killers anyway.
Balance will always be an issue and no one side will ever be happy. I play killer as well and think that what each brings to the table is very unique (except that leatherbilly...) but certain killers should definitely get some TLC for sure in general. If more passives would be given to killers to further specialize perk builds and playstyles I’m all for it.
Yeah any increases or passives would have to be quite low numbers in terms of changes, without them being game breaking but enough to notice a tiny bit..."ooh is that generator going just a lil' bit faster?"
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Like these ideas, right now once I have all the teachables there is no real reason to pick anyone apart from Claudette cos she so hard to bloody see - she is literally Predator. I think they should turn Claudette into a killer she'd be immense. So yeah the little passives would give me more reason to play other survs which in turn is good and MAYBE make me buy more skins..
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I remember playing a lone survivor with this SWF team, saved 2 of them twice, did 3 generators and then 2 got killed and I found the hatch as the killer hooked and camped the last guy. So I sat on the hatch til he died - man...the amount of salty abuse I got ….I got message after message after message...I was like guys get a grip lol - I think killers are generally nicer than survs tbh
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@Fre_Shavacado0 said:
@TeambossFloze haha i love that, hooking them infront of the hatch. i play on ps4 and am a survivor main and even i can’t stand the survivors, playing with some people is dreadful they need a wake up call. i’m not sure how they act on PC but i’m sure it’s not too different..I play both and there isn't much difference tbh - I tend to not give too much away in terms of kindness because I am very rarely shown it by survivors, in fact im more likely to get trolled than anything else so I'm probably going to hook you, I may let you do a bonus generator, take you to hatch, point at it, wait til you jump and GOTCHA...GG

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@deadwolfwalking said:
@TeambossFloze said:
If I come across a particular survivor who I can tell is pretty bad or new at best then i'll sometimes go easier on them but 99% of the time its death or escape through the gate. I'll sometimes carry them to the hatch then whammy them on a hook for good measure. Stops the survivor community feeling entitled.lol. i've been hung right next to the hatch 3 times total.... lmmfao. if that was you, you owe me a purple toolbox.... lmmfao....

It's in the post broski !!

and I'll always drop killers a msg after if they have been how you say..kind to me lol - and I always say thank you
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Also - if all the gens are done and I have been battered and managed to catch one of you survivors your damn right I'm camping your ass :chuffed:
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@Peasant said:
Camping already punishes the killer, it takes away 500-1000 bloodpoints in missed hook opportunities. The killer also loses out on any bloodpoints they would've earned from chasing other survivors or delaying objectives. Then there are the emblems, in which the killer is thoroughly damned for camping in Gatekeeper, Malicious, and Chaser. The killer already punishes themselves tremendously by camping and that your proposal of even more punishment is unnecessary. Additionally, while I have not stated it countless others have pointed out that your suggestion for a survivor reward for being camped has been tried before and ended in failure on multiple occasions. I understand that as a lone survivor that you feel powerless against a camping killer but that's the point of the game. Due to the fact that there are four survivors and one killer it is only logical that a killer can easily overwhelm any single survivor. The survivors' greatest asset is each other, hence the multiple gears being their symbol. The survivors rely on each other for success without each survivor being productive the groups odds of survival drop considerably. Also, while ". . . no-one wants to help out when players are getting camped by a killer . . ." sounds like a justifiable excuse to alter the state of the game that notion is simply illogical. If you encounter as much camping as you say you do just bring Borrowed Time, it's a teachable perk on a character we all have access to and it stops camping in its tracks. You claim that camping is a real problem but frankly it's not. If a survivor is being camped they can either buy as much time as they can for their teammates by struggling or if they are upset, they can suicide as well. Camping is not Harassment, Griefing, an Exploit, or Unsportsmanlike conduct. It certainly isn't taking the game hostage and it's only a minor annoyance that can be easily countered by prepared players. I apologize that camping makes the game unpleasant but it's a horror game, it's supposed to be unpleasant.Absolutely spot on ! Could not articulate this point any better than this.
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If I come across a particular survivor who I can tell is pretty bad or new at best then i'll sometimes go easier on them but 99% of the time its death or escape through the gate. I'll sometimes carry them to the hatch then whammy them on a hook for good measure. Stops the survivor community feeling entitled.
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@SoulKey said:
@TeambossFloze said:
@Retr0 said:
I think they should give a small little cosmetic item to everyone who tried the PTBI think the ability to play the entire new chapter for free as a pretty big gift in itself?
It's not as big as you think, You will have to play for 25-30 hours at least to unlock one character. This will help keep the game alive with a consistent playerbase; Therefore more profit. It's just a different marketing model, as many other games like fortnite do.
I meant like instead of free exclusive gift you get first hand experience of the new killer, map and survivor on the PTB completely for free. Granted you have to earn it / buy it on the normal build but I think this availability is still pretty big
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@Retr0 said:
I think they should give a small little cosmetic item to everyone who tried the PTBI think the ability to play the entire new chapter for free as a pretty big gift in itself?
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My unpopular opinion is that camping is no worse than pallet looping
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@Nanis said:
2)Removing hatch stand off =Great
Removing last survivor ability to ever get out = HorribleHey dude, great title of post - I think 2 is slightly skewed however as it doesn't remove the last survivor the ability to get out. As they can finish whatever remaining gens are left to either reopen the hatch or the exit gates..just because your team is dead and the hatch is closed doesn't necessarily mean its GG - Also @YankeeSan I love playing Lerys as a survivor
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I like the sound of that DwightCM - I like the idea of the killer messing with the survivors minds - controlling them...like...a...puppet zomg #imhereallweek xD
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Another Hatch discussion - just going to put my thoughts here too - Hatch closing is great, gen opening hatch is great, simple fix to make it slightly more fairer I guess is once hatch is closed its aura is revealed to survivor. Killer will already know where hatch is - survivor will have to think strategically on how they are going to escape by this point. make sure there is a purple key on the map in a chest - 100% spawn rate therefore the survivor can also go looking for the key that will be either on a dead survivors body or in an unopened chest. this would also give more benefit to have the chest aura perk.
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I don't think it'd be fair - I mean I play DBD on PS4 and PC - if I got something for playing the PTB id like it on my PS4 too which wont happen. Im glad I got to play the new content before anyone else tbh
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Nearly a second i believe..or close to it..
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Id like to see a longer gas cloud and wider area of affect for it - I know you can addon/perk for this but..I think at base level it should be a bit bigger
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@RSB said:
Have you noticed something? There is no thread such as this. You know why?Because the killer is weak as hell. Even Wraith had his "Wraith OP, plz nerf" threads...
Could be no posts because he isn't OP but that doesn't mean he is low tier either - could mean he is in a "good" place ?
no news is good news 
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@Dwight_Confusion said:
Yeah he is more like the Doctor, what I meant was in killer standing/tier ranking...He's in that Pig/Huntress/Doctor feeling. I personally think he's just above huntress myself. He's got the ability to get a hit almost every time in the above when there's a large gap in space.
I think hitting the survivor is literally only 50% of how the clown should be played, great to slow down a survivor to enable a clean hit, but I feel its more about area denial and closing off routes (risk/reward for survivor) - blocking vaults etc. He does seem somewhere in the middle - most high tier killers though are there because they are able to close down space and control to a degree where the survivor is going - which is something I think the clown does well.

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I have to politely disagree with this, I've dominated teams with utilising just the gas cloud, both for area denial and the 15% speed debuff.
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Another would be to make sure there is a purple key always in a Loot box on the map at all times - 100% spawn rate. Might make the perk which flashes up the loot boxes a bit more meaningful too.
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Going back to another post that I put on someone else complaining about the Hatch - I say once the hatch is closed then the aura of the hatch is revealed to both killer and survivor - this would allow at least for some more tactical play from the survivor, which Gen to pick to repair etc. Overall I think the Hatch closing is a great idea, nothing more annoying when you are a killer, destroying a poor team and then someone escapes just out of blind luck.
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I think his speed is just right - thinking about the slow and bamboozle are sufficient in keeping him upto speed
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I think the gas is great, id make the clouds bigger as standard, make for good area of denial play instead more so of trying to hit survivors (which I guess is the way he should be played, corralling survivors into a corner pretty much by cutting off routes etc) - so, id make the gas cloud as standard bigger by at least 25% - the slow effect is perfect right now, in fact may even be a tad tooooo strong..but that's open to debate. As a standard Test build Killer I think the Clown is in a good place and could be really awesome on release.
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Bamboozle is a great perk - I've seen it stacking with EW3 and Fired up.....that's pretty insane tbh
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I had 3 people quit on my because I was playing Clown on the PTB - seriously...why are they even playing the PTB if they going to do that...