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TheMadDoctor

TheMadDoctor

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TheMadDoctor
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  • Hmmmm not bad, but I feel like there should be more ways to get tokens, like cleansing hex totems or pallet stunning the killer. Also the reason why sometimes hits for protection are not granted might be due to body blocking for a healthy survivor, in that case, the game doesn't count that as protection. Is that what you're referring to, or actually doing the protection with an injured survivor and the token just not being awarded?

  • Peolr said:

    This is really a simple fix, if a killer sits still for as long as a 3-crow survivor afk then you should be able to go through them. This is unacceptable.

    And the reports should tell you if scum like this get banned as well.

    Personally, I feel the end game is flawed as the killer doesn’t really have too much
    control over how things might go along with there being no reward for
    finding the open hatch first before the last survivor, it makes it feel like a undercooked end game.
  • Honestly I wouldn't give the killer an out of chase MS increase, it's too abusable IE moonwalking

    I'd remove it and make the injured obsession MS buff 2% bigger


    Honestly I wouldn't give the killer an out of chase MS increase, it's too abusable IE moonwalking

    I'd remove it and make the injured obsession MS buff 2% bigger

    That’s a issue with the chase mechanic. There are ways the devs could prevent moonwalking.
  • Entità said:

    As the others said, just increase the timer.

    Tokens would make this perk op. You could decrease one single generator by 75% in a short amount of time.

    No, wait, you cannot kick a damaged generator. O.o
    Logic is weiiiird.
  • Kagrenac said:

    No. It cannot count for sacrificed/killed survivors. It would be ridiculous and make end-game impossible. Especially on killer like the Nurse, Huntress and Hillbilly.

    No, dude the numbers or so small that it literally didn’t do much to me and my friends when everyone was injured. I’d rather deal with something like a buffed thantophobia than hex ruin. The buff can’t be rejected due to three killers getting the game slown down just a little bit like with hex ruin.
  • If DS were a multiple-use perk, the killer would know that as well.

    So, after you used the first DS, what would the killer do? Let you get unhooked so that you can use DS a 2nd time? No, the killer would just camp you to death so that they don't have to deal with another DS.

    I would be guilty of that. I don’t wanna deal with that idea of multiuse. I’ve seen people use a one use DS well...oooor horribly.
  • Ihatelife said:

    @Master said:
    Sounds reasonable.

    What would be killer buffs to compensate?

    I didn't think about this tbh... Maybe you have a solution for this?

    Hmmmm maybe being allowed to choose where their hex goes, and knowing when someone is working on the hex? I get thrill of the hunt but that’s also a hex perk and feels redundant that we don’t really have too much control over that. Not much but it’s a start. Still, good suggestion, it would be helpful for when I’m going solo.
  • blue4zion said:

    @NoShinyPony said:

    @blue4zion said:
    While not in a chase, your movement speed is increased by 6%/8%/10%
    As long as the obsession is alive and injured, your base movement speed is increased 2%/3%/4%

    Are there still tokens involved? Or are these different values for tier 1-3?

    No more tokens really. Just the tiers

    Already an improvement, the original perk is way too damn finicky to be useful. I tried it with Tombstone myer’s..and despite me sometimes being right in in a survivor’s face, it wouldn’t do the kill in EW3...making me lose a token. That doesn’t seem too fair. That and Judith’s Tombstone putting a 9% movement speed debuff on all EW stages wasn’t very well balanced as it pretty much took away any map pressure that myer’s struggle with a little in EW1 as the debuff made him much slower than the survivor...trust me I had some memorable games where I couldn’t do #########. I didn’t want to use hex ruin as the gamble to me wasn’t very worth it since the factor of where the rng places your totem and the map you’re on made me never want to use it.
  • @blue4zion said:
    While not in a chase, your movement speed is increased by 6%/8%/10%
    As long as the obsession is alive and injured, your base movement speed is increased 2%/3%/4%

    Are there still tokens involved? Or are these different values for tier 1-3?

    From the looks of it, it doesn’t seem that way.
  • blue4zion said:

    @TheMadDoctor said:
    blue4zion said:

    Yeah I wasn't positive about obsession, I'll make an edit to add the obsession in.

    Hmm ok I see the new changes, I would say maybe the obsesssion speed boost numbers each could be raised by 1, but will the speed boost from the base effect also stack with the one involving the obsession?

    If you're not chasing someone and the obsession is injured, you'll have that added 2/3/4 with the 6/8/10.
    The 6/8/10 boost will go away if you start a chase

    Ok yeah this is a good idea for a rework. But the addon Judith’s Tombstone will need a change if it happens, as it’s movement speed debuff is 9 percent on all EW stages, I feel like lessening it or having it only apply to evil within 3 might be better since it doesn’t really feel like it’s worth it cause Judith’s Tombstone kills all of myer’s map pressure.
  • @Entità said:
    @TheMadDoctor Thanks for your contribution. :)

    No problem, I'm kinda surprised there hasn't been a buff to thantophobia, your proposal is mostly what the perk should of been when the Nurse launched. It would really make ruin less core to higher rank play if there's another option.

  • how about..you know...not making escape attempts rely on rng?

  • I remember Truetalent (no numbers, can't remember which letters were numbers,) suggesting a possible buff to her dash would be to save the roar from it till the dash is about to go off instead of it being at the beginning as it's supposed to be a sneak attack. A roar happening a couple seconds before it kinda gives it away a little too easily. Although changing her crouch speed to 100 percent would be very useful as her crouch speed is way too slow, being at at least a match to survivor's running speed would make a little more sense.

  • blue4zion said:

    Yeah I wasn't positive about obsession, I'll make an edit to add the obsession in.

    Hmm ok I see the new changes, I would say maybe the obsesssion speed boost numbers each could be raised by 1, but will the speed boost from the base effect also stack with the one involving the obsession?
  • Entità said:
    @JanTheMan Do you think my proposal isn't enough?
    I would say it’s a neat idea. But, maybe have the thing where the last survivor not being affected by it instead have the debuff toned down to maybe 6/8/10%. I think the idea of a slight timer before the debuff changes isn’t a bad idea. Aside from that, good proposal.
  • Mister_xD said:

    sounds interesting.
    this could add some map pressure to the killers who lack it.

    however, it completely ignores the whole obsession aspect of the game. this itself is not a big problem, but considering that we are talking about the "obsession killer", who implemented that feature into the game and whose perks are all based around having an obsession, i feel like you cant just take that away.

    I’d say make the speedboosts a little smaller for the none obsession and make it where the obsession being alive will give a bigger speed boost outside of chases and a bigger speed boost for letting them go.
  • Blueberry said:

    @TheMadDoctor said:
    Blueberry said:

    I'm not sure on your idea in particular. However that said, survivors staying around to troll you and drag the game out after it's over is very much an issue. We need some kind of fail safe for once the gates are open the survivors are forced to leave bar a cushion time of course for saves and what not.

    I'd say a limited time after the gates are opened then they shut again would probably be a neat concept to try out.

    That's what I was thinking. To where they'd have to re open them again. However, I'm deciding how that would work since there is a gap of space between the exit line and where the door opens. Would it just shove them out of that area when they re-close? lol

    Wondering how to make that smoother.

    I would say push them out if they are not at the end of the gate, then yes.
  • Blueberry said:

    I'm not sure on your idea in particular. However that said, survivors staying around to troll you and drag the game out after it's over is very much an issue. We need some kind of fail safe for once the gates are open the survivors are forced to leave bar a cushion time of course for saves and what not.

    I'd say a limited time after the gates are opened then they shut again would probably be a neat concept to try out.
  • @PhantomKombat1 if you want your feedback heard, you need to put it in PTB Feedback, you put it in balanced feedback.

  • @TheMadDoctor said:
    Uh guys wrong subforum, this is for ptb feedback, not regular feedback

    I put it under Balance Feedback

    Yeah...not the right one for this, this post is for ptb feedback, it's not supposed to be in balanced feedback.
  • Uh guys wrong subforum, this is for ptb feedback, not regular feedback

  • Blueberry said:

    @FoggyDownpour said:
    Blueberry said:

    It's pretty easy.

    Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.

    Boom.

    How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forth

    The point is to add more steps to slow things down without just adding time to gens. An alternate goal doesn't add time, it simply gives a different option. Options are nice, but time is the issue.

    The idea is to make the parts necessary but the benefits depend on the part, the idea I was going for was to make a nerf for gens that's more of a rework with parts being needed as a secondary objective, with some repair speed nerfs with maybe a couple buffs like slight maximum charges for gens reduced slightly. Still with the changes, like the healing changes, it would give a better amount of time for killers by making something a little less "awesome".
  • @TheMadDoctor said:

    @Saint_Ukraine said:
    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

    Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.

    I agree, they ought to at least make a new game mode. Generators are quite boring after a while. OG players must be bored out of their minds.

    Indeed a duo killer mode would be nice but honestly I'd rather them revamp base game objectives a bit..befooooooooooooore making a new mode.
  • @Saint_Ukraine said:
    I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:

    Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.

    There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.

    Yeah...also I was not talking about breaking the gens faster, I ment making the regression faster after you break it. Still, those items don't really add any complexity to the matches, the items and perks are just tools to use to use in situations that you choose to use, having the parts idea be part of the actual match by being objectives would realy be a better way to make gens a little more engaging then just, HOLDING A BUTTON DOWN FOR 80 SECONDS WITH QTES! Sorry meant for that to be a joke.

  • @Wolf74 said:
    But it needs to be repeated until something is happening.

    And actually, as far as I know, that isn't a "bug". Hitdetection is working as intended, they just did not remove awake survivor from said detection.
    Same level of lazyness is the pick up; all other killer can just smack the healer away and get their pick up, just Freddy can't!

    indeed, as it is down right annoying. Although, I do like the idea of maybe when the dream transition starts, the debuff is at 25% but it slowly builds up to 50% as the dream transition continues, it would really help get rid of that strategy where you can just rush heal someone while your awake, or at least lessen it to an extent.

  • This is what I would like to see done with Surveillance.

    Surveillance- Unlocks potential on one's aura reading abilities. The last regressing generator reveals the auras of survivors within 6/10/14 meters. Once the exit gates are powered all generators reveal the auras of survivors within 6/10/14 meters.

    ...that sounds really ######### awesome.
  • Not the first to mention stuff like this, although that auto attack bug is really annoying.
  • Master said:

    Actually we have hitcones in DBD too, but for some reason you are autolocked towards the first target in the cone.

    Which is terrible for freddy since his cone can't tell if the survivors are asleep or not.
  • akbays35 said:

    @Tiersis said:

    @akbays35 said:

    @Whispers23 said:
    The animation of the sacrifice has to finish before the hatch opens.

    I just think if I'm downed and the other survivor is hooked, the hatch should just open. I've had the same issue happen a dozen times when a killer slugs me, goes for my teammate, I crawl halfway across the map then die on the hatch from the killer coming back after hooking with that 5 second window, or just dying from bleedout timer. That or just give me an option to die so I'm not giving the killer extra points for just making me wait a minute to die.

    Edit: Also why does the death animation have to be so long, killers have a boosted hook time and hook vacuum so they have 2-3 seconds shaved off while survivors still have to wait for a long animation to just leave and find another game. I really don't understand why it seems intentionally prolonged.

    Because its already way too easy for survivors to escape. There are several ways for you to get out, not be downed, recover yourself, escape being carried for free, heal yourself, find items to do all of the above, complete gens faster, instant heal, and more!

    I don't think giving the killer a whole 5 seconds to prevent your free escape is broken.

    Hey, I know, lets give the Killer a free one hit auto kill when the gates open without needing a perk. Sound fair to you?

    Noed is completely fair compared to Adrenaline, bleeding out on top of the hatch due to a long ass animation really doesn't seem fair. That animation is so long I got hit twice while on top of the hatch and snagged before the just the animation even finished, there is even a second delay after the animation on top of it.

    ....why would you stay on top of the hatch? That's dumb, survivors that kicked my ass as killer hide then jump in.
  • Wolf74 said:

    @The_Crusader said:
    You know on second thoughts I agree with you guys. Thinking about how survivors walk around the map sometimes it would kind of nerf her. I tjink her traps are fine for chasing and getting the drop on survivors.

    But damn if her camp game isn't too strong. Like if I play her I put 2 traps down near the hook. 1 near, 1 a bit further. This is more to scare the survivors off as I go chase someone else off a gen during this time.

    But some hags use 5+ so they can super camp. Even leatherface would be amazed. 

    If a player uses her ability only to camp instead of controlling the map, he is weaken himself.
    Playing Hag just to camp is not playing her to her best.

    It is when 1 person sets off a trap - runs off

    So 2nd person goes for save - hits a trap - runs off

    3rd goes for save - hits a trap - runs off

    Now you're on second stage, someone finally pulls you off and you either gotta crawl out knowing shes coming back to tunnel or run and hope for the best.

    It always seems to happen. Everyone off gens just trying to get an unhook. Wouldnt be an issue with any other killer becauze rhey cant be camping and chasing someone off gens at the same time.

    I feel like this is another issue that is hard for solo but easy for SWF. With friends you can just say "shes put down 4 traps, person 1 run through and trip them all, then person 2 come unhook.
    Understandable. The balance for this is a bit out of it. Against SWF groups she's perfectly balanced for that. Which is why the devs attempt to fix this in a couple ways like how now the hud will give you an indication if the obsession is being chased. Them giving more info delivered to solo players might help branch that gap a bit but it doesn't fix how heavily skilled swf groups are more overpowered against killers with how quickly gens get done. If gens were slown down a good amount, it might help this game quite a bit.
  • Wolf74 said:

    @The_Crusader said:
    You know on second thoughts I agree with you guys. Thinking about how survivors walk around the map sometimes it would kind of nerf her. I tjink her traps are fine for chasing and getting the drop on survivors.

    But damn if her camp game isn't too strong. Like if I play her I put 2 traps down near the hook. 1 near, 1 a bit further. This is more to scare the survivors off as I go chase someone else off a gen during this time.

    But some hags use 5+ so they can super camp. Even leatherface would be amazed. 

    If a player uses her ability only to camp instead of controlling the map, he is weaken himself.
    Playing Hag just to camp is not playing her to her best.

    Yeah I'm guilty of this a bit since I rarely played her, I was in the high ranks and there...her camp game is not very good.
  • Fun fact: If a hag places a trap under a survivor even if that survivor isn't crouching, the trap won't trigger until the survivor moves :D

    ...neat owo but that feels broken.
  • Wolf74 said:

    I want a similar mechanic for killer.
    When the 3rd survivor escapes, the last one gets downed automatically.

    Survivor have a mechanic to avoid the 4k. killer don't have that to avoid all 4 escape.

    It be easier to just let them slam the hatch shut man.
  • The animation of the sacrifice has to finish before the hatch opens.

    What he said, the hatch is already a broken mechanic. A killer should control how the match flows in some way, the killer can't even slam a hatch shut.
  • Here's an idea:

    Learn to face her. Learn what her strengths and weaknesses are. Be more alert when you know it's a Pig and she'll almost never be able to ambush you.
    Which is why a buff is needed. She's a average/mid-tier killer in high ranks.
  • I don't think the problem is that she's OP (she's balanced), but it's players that simply don't crouch. I've seen so many players think that they can just run around against a Hag or they don't crouch when getting unhooked and they end up setting off her traps. It makes me not want to save anyone and just cleanse totems and do gens when against a Hag because they'll probably set off her traps the moment I save them. This type of information should be included in the tutorial and maybe force players to finish each tutorial before they could go into public matches. Then maybe people will learn to crouch near hooks, totems, and loop areas and stop making Hag seem OP.

    Its not that shes OP as a whole, or that people dont crouch.

    My point was her camp game is too strong.

    If she puts traps 5m from the hook, 10m, 15m...then do you crouch walk the whole way? At normal crouch speed?

    When the survivor is unhooked do you heal under the hook knowing shes coming back? Do you attempt to crouch walk away knowing shes coming back? Or do you run and hope for the best?
    ....isn't that a good thing? It's supposed to be tense and if you can avoid it by crouching, just get away, you won't leave scratch marks.
  • Why people do standoffs any way? When I see the last survivor at the hatch I just hit them and let them escape. I don't even keep the second last survivor on the ground and go look for the last one.
    I guess some killers are greedy.

    I wouldn't say greedy, it's more of how it's a free get out of jail free card for survivors that the killer doesn't have control over.
  • Entità said:

    @Malakir No free escape nor free chance, but the same possibilities every survivor has: no special advantages, no punishments for the killer. I hate the idea that a side should be "punished": I like a game balanced and funny for both parties.

    Well it's not really a good idea, it would prolong the end game for no really good reason.
  • Aerys said:

    It does, but only for the Snap Out Of It skill check part. No matter what though playing injured is a bad move, the extra hit is just far too useful for looping and body blocking than a 9% bonus is on various things. That's why No Mither is a joke perk that ends with the person rage quitting 9/10 when they've been hit once. Building around being injured will always be a bad idea unless they buff the moves slightly and make them persist after healing for a short duration.

    True but if you dc during a match with no mither....they don't have a right to gettin mad afterwards cause they brought it on themselves.
  • BigBubs said:

    To use Rancor to it's fullest (and to counter DS) you would have to let the obsession live till the end of the game. If you don't think you are capable of playing in a specific way , and don't have a plan and just wanna run around without thinking and want to have that "insurance" for the end , then use NOED.
    No need for a buff because you want it.

    I still don't agree with it countering DS. You'd have to let them live till the end, using remember me with it would already have the obsession use it due to an extra hit equaling another token. Plus...survivors can use ds without being the obsession, rancor does not counter it.
  • Blueberry said:

    This feels like a nerf to me, not a buff.

    I'd say it's more of a rework, but I don't really agree with it, I feel having the obsession affected while not as much as the others and maybe getting an extra token for hooking them while having it also be involved with the hatch would be a better way of buffing it.
  • Oh look. The DBD forums filled with killer mains again who cry at the idea of any possible negative adjustment to a killer  :| I'm sure if I made a post asking to reduce survivors to 95% running speed though you'd be all for it. This is why I stopped posting here. It's just people who struggle with killer crying for them to be OP beasts and coming up with ideas for the devs to implement more instakills lmfao

    It is a 2 sided game you know. Survivors need to enjoy themselves too.


    @SmokePotion I'll respond to you first since you responded in a non-toxic way.

    The problem is the hags place at least 5 traps randomly around the hook. It's not just doorways/pallets, its completely surrounding the hook area so that no survivor could ever guess where they are. Maybe outside of a SWF.

    @Rebel_Raven Flashlights? :lol: oh please, everyone knows flashlight in a lobby = lobby dodge. Theres literally no point to bringing them because killers are terrified.

    @ASurvkillivorer Umm no, this wouldn't make her worthless. People would still have to use walking speed to rescue. She would still be able to slow survivors down in a way that no other killer can. Urban Evasion does not completely counter hags camping contrary to salty killer belief. It merely makes it tolerable.

    When a hag puts 5+ traps around a hook, and a survivor is unhooked and has to croucbwalk away since traps have an insane trigger radius theres no way they're getting away before the hag comes running back to tunnel. Everygame vs the hag jist ends up becoming a campfest. Its boring. But then again you guys need your precious camping dont you? The tears on this forum after they inplemented the losing points for camping change says it all lmao

    @Malakir Oh look it's you and @Wolf74 crying yet again about the mere mention of a possible nerf. Do you guys really struggle that much as killer? Maybe if you stopped camping so hard?

    Hag is awful to play against. All im suggesting is that survivors have to WALK rather than crouch walk.  This would still slow them down and make it hard. Hell buff her to 115% speed in exchange. I dont care. Id rather have her be more difficult in that way because at thr moment shes not fun to play aginst without UE. Keyword: fun. Traps or no traps shes still easy to extend chases with. Hence why they often rely so much on camping, and camping isnt fun.
    Why would anyone want survivors at 95% movement speed? That's a dumb example and I'm a killer main -.-. Also we're not bitching about it, it's a terrible idea to nerf her cause it would make her complete crap like she was before the rework. Survivors being able to walk over traps without triggering them would be way too broken since it be way too easy to avoid them even at low ranks. She's never being nerfed, no matter how much you whine.
  • I feel adding numbers for every token out of 5 would be a better buff them just buffing all the numbers.
  • Hmmmm not bad, but I had an idea where the perk would affect the hatch opening and reveal it to the killer as well. Still, maybe not too bad of an idea. I would maybe add a couple extra tokens to the cap while getting an extra token for hooking the obsession.
  • Not sure if this is a popular or unpopular opinion but I believe the hag right now is horrible to play against.

    The problem is she's unbearable without Urban Evasion. Everyone knows most hags put down around 5 traps per hooked survivor. Its not just one next to the hook, they're spread about all around the hook in about a 15-20m area.

    It can take forever to crouch walk towards the hook but outside of a co-ordinated 4 man SWF it's the only way to save someone.

    Then once you unhook them you need to crouch walk away again. This can take like 30 seconds to get out of the area - when the Hag will already be running back to tunnel. This is extremely unfair on the hooked survivor and it makes the hags camping game far too strong.

    Even with Urban Evasion she's still strong. Walking speed still makes it hard to unhook survivors. She's the only killer in the game who can force slow unhooks like this.

    Therefore I propose that running still sets off her traps but walking doesn't. That way people are still slowed down but it's not nigh on impossible to stop a camp & tunnel without one specific perk - urban evasion.

    Or at the very least, make it so that standing still doesnt set off her traps. So many times you get unhooked then because the person doesnt hold crouch at the same time as soon as the unhook animation ends it counts as them standing and it sets off a trap.
    Is this supposed to be bait? Hag is balanced just right. Learn to face her.
    Seems like it, after all, she originally worse than freddy till her rework.
  • I don't really agree with that being a way to buff it. I would prefer the buff of just making the player start out healthy and prevent them from healing once injured.
  • Mister_xD said:

    they just drastically reduced the amount of hooks to a solid 24 meter space between the single hooks. reducing this further, would mean that there would be spots on the map where the survivor would be able to just wiggle off and not get hooked, which would bring us back to the good old slugging meta.
    also, the hook is the killers primary objective. he should be rewarded for doing the hard part of his job, catching the survivor, instead of getting punished for the survivor running to a specific point on the map where there is no hook.

    What he said, hell there was a spot in coldwin farm with the massive main house where if you were there...it was so ######### easy to get out, it takes someone body blocking and your screwed. It's why they finally put a hook in the mainhouse on that map to fix that issue....it's beautiful.
  • @Peanits said:
    Couple things to keep in mind about making generators actually slower with multiple people:

    • Nobody would work on them together. If you see another survivor, you'd just leave an go to a different one.
    • New players would not understand this, it's counter intuitive. Veteran players would get mad that some new player came along and slowed down their generator, maybe even think they're griefing.
    • With everyone working on different generators, they're working at maximum efficiency.
    • With everyone working on different generators, you cannot apply pressure. If you disrupt a generator with three survivors on it, you stopped three people from progressing. If you stop a generator with one person on it, there's still three people working on generators (at max efficiency).

    which is why this idea is ridiculous, just slowing the gens down by roughly 7 seconds at minimum would help in the long run.

  • apropos said:

    @Kalwren said:
    I find pallets waste more time than they gain, due to the timing factor. The stun on the killer is too short. Considering how much faster a killer runs compared to a victim (even without perks), I believe that less hooks is a better mechanic.

    /facepalm

    Yep...facepalm, these complaints are not what the game needs right now.
  • Judgement said:

    @Master said:

    @Entità said:
    @Master Pardon, 2.3.0 patch reduced the hooking, not unhooking, time. However, if the survivor moves, then the player HAS control and invulnerability should have ended. Report that issue.

    We reported this stuff when the patch went live and nothing happened.
    Right now I assume its an intended feature created by lazy programming

    Look what I found in another thread:
    https://clips.twitch.tv/ConcernedTemperedPuffinShadyLulu

    Dear god that is beyond a joke, two [BAD WORD] hits with a chainsaw and Adam still gets off scot-free.
    Unbelievable.
    And I know I made a thread wanting invulnerability while kobe-ing once before but seeing that one clip has changed my mind instantly. God damn.

    Oh come on, how bad could it be? *sees the clip* ...ok one hit is fine but two? Nope dat is broken.
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