The_Fallen_Utopia
The_Fallen_Utopia
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I'd probably say Hillbilly just because he's so fast lol.
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I've played for more then 1000 hours and haven't seen someone escape using a key.. the items are unreliable and not really worth making a thread to complain about it. If all 4 escape through the hatch that means the gates were powered and you probably would lose anyway.. if only 1 or 2 escape with it you've still won overall.
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A win to me is getting all 4 of my BBQ stacks..
For real though a win to me is when I get enough points in a match. I don't really care about rank anymore. -
I said that because Doctor is anti-stealth lol.Bravo0413 said:
I feel the whole game would love more stealthThe_Fallen_Utopia said:
Doctor would love more survivor stealth..Bravo0413 said:Something that increases grass or weeds for hiding but slightly decreases the amount pallets.....
Any other ideas for offerings or items that could be implemented? -
Yeah it's bugged at the moment. I'm a Hag main and I've been told that I never have a terror radius while running the Granma's Heart add on. Stopped running it for now because it seems like an exploit similar to Tinkerer 2 when that was reworked.narva2200 said:Well, I just played a match against a Hag in Haddonfield. Problem was she absolutely never had a terror radius. She didn’t have insidious, and even then, she was moving so it wouldn’t make sense anyway. She did have the Grandma’s Heart I think its called, but nobody had activated any trap, like if she had this 0 Terror Radius the whole match. She also could instantly hit you when you activated a trap (you know that teleport animation she does before she is able to do anything), and, because of my good luck, I got tunneled the whole match, while she was camping the hook, I never heard a heartbeat.
I tried asking him if it was bugged or something, but he has his PS profile in private, so...
Is this some common bug Im not aware of? -
Doctor would love more survivor stealth..Bravo0413 said:Something that increases grass or weeds for hiding but slightly decreases the amount pallets.....
Any other ideas for offerings or items that could be implemented? -
Ironically it's the survivors who are camping before a match.. They always spawn by a camp fire.. so this is hypocrisy to call a killer a camper! lol jk.Wolf74 said:I hear it all:
facecamping
hardcamping
softcamping
proxycamping
patrolcamping
rangecamping
gencamping
trapcamping
basementcamping
stealthcamping
totemcamping
bleedoutcamping
gatecamping
hatchcamping -
More like less reason to rely on a crutch perk every match..AnotherRandy said:@Orion said:
@AnotherRandy said:
This would just hurt solos again, since they can't organize their perks with each other. SWFs will just outrun it by planning who takes DS. U need to think about solo survivors matePre-game chat. Use it.
So u really want to make it for solos harder, just for the sake of beeing against survivors or what? That's trashtalk tho, not everyone is typing in chat, and not every one speaks English. But yeah, ur change would be just one more reason to leave solo beside and queue up as swf. Thank you.
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Another off topic post.. what's new there?
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Usually Q&As are videos not livestreams.
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If they do this maybe they could increase it's movement speed bonus too. Instead of using bloodlust maybe add a new status effect that works out of a chase and keep bloodlust as is? Give the killer more map pressure while still keeping Bloodlust for chases?DarkWo1f997 said:Wouldn’t it make more sense to have bloodlust on when you are not chasing a survivor, to help you patrol gens and maybe even try to catch up to your escaped prey?
What if everytime a chase ends, bloodlust activates after 15 seconds, and remains active until you initiate another chase with a survivor?
I’m open to anyone’s thoughts because I’m sure there’s a flaw here that I’m not seeing. If anyone has a better idea feel free to give input.
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You serious? Some people are really like that? They must of forgotten that there can be people who don't main either side.. 'Asks for survivor perk buff' Survivor main! 'Asks for killer perk buff' Killer main! It's so dumb..ChesterTheMolester said:Its so ridiculous i have been accused of being a whiny camping Killer main that wants survivor perks to be buffed for easy escapes... on the same post, by the same person. -
Alot of the time people don't try to see things from both sides I used to be guilty of that too but not anymore. I now find that someone's main is irrelevant because anyone can say anything on the matter. For example I could say I'm a survivor main and want x perk nerfed because I find it unfair. And then on another thread say I'm a killer main and again complain about a killer perk.. so yeah I agree with you on this.
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It doesn't show the exact amount but it says 1000+ so.. Awhile lol.TheDarkLycan said:
Same how many hours do you have Fallen?The_Fallen_Utopia said:
Really? Strange.. On Xbox I use the compare with friends option and it shows how many hours we all played. I don't have a PS4 so I can't check on that.Khalednazari said:
There's no option like that. Atleast not that I'm aware of. But I did look up a bit on the internet, too. Seems like there's no way to know, unless the game/devs tell you.The_Fallen_Utopia said:Can't you find out by selecting the game with the options and then looking through that? That's how it is on Xbox One at least. Don't send a ticket to the devs for that it's not what they are meant to answer. -
Prove Thyself: your version of this perk sounds alot stronger then the one currently in game. May become an issue with SWF if they all group up but that's probably still slower then doing seperate generators. How would the skill check effect work with Stake Out? I'd imagine Stake Out would not lose a token if Prove Thyself made a good skill check into a great one. Overall think this is a good change.
Thanatophobia: I'm not sure what I think of this one yet. The numbers seem small but working from Dead Survivors is huge. Might need a few number changes here and there but otherwise it's stronger then it's current version I think.
Beast of Prey: This basically makes it so in every chase you don't have a Red Stain. Makes Mindgames as a killer stronger. Which is what it's supposed to do now anyway so good change. The extra lunge distance is a nice bonus but probably wouldn't be too useful too often.
Play with your food: As I previously said if it works after the obsessions death it might be a problem. Otherwise this version is completely fine I think. More reliable then the current version.
No one left Behind: This one could be problematic. If all 4 survivors run it none of them will want to leave right away.
Decisive Strike: I don't know about this. It's still strong even like this. I think @Nickenzie had a better idea for this on a different thread. Your one is definitely less reliable and alot less powerful then the current version but I think it needs a few more changes.
No Mither: Still a weak perk but it's honestly hard to make it strong.. though choosing the exposed effect instead of broken is a great idea. If someone uses a 1 hit down ability on someone running this they won't even know right away that they have it. Great change overall. -
Ah ok then. I was thinking if it worked the way I thought it did then people would purposely hit and then lose the obsession and after catching them again then using a Mori on them to keep the effect. Maybe deactivate the effect after the obsession is dead? Because it might be a little bit too strong with that movement speed.No_Mither_No_Problem said:
You lose it unless you slug your obsession for 15 seconds.The_Fallen_Utopia said:Overall these changes sound good to me but I have 1 question.. with Play with your food it says you keep that effect until the obsession is healed.. what if you were to hit them, let them escape and then find and kill them before they get healed? -
I use Enduring on every killer I play except Nurse and Hag. It's overall a very strong perk if you want to swing through every pallet you can lol. Plus it makes Decisive a little worse against you.
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Overall these changes sound good to me but I have 1 question.. with Play with your food it says you keep that effect until the obsession is healed.. what if you were to hit them, let them escape and then find and kill them before they get healed?
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This is happened so many times to me on console.. they really need to do something about it because the grabs are basically a free insta down and pick up being taken away from the killer.. like multiple Decisive Strikes I suppose.
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Really? Strange.. On Xbox I use the compare with friends option and it shows how many hours we all played. I don't have a PS4 so I can't check on that.Khalednazari said:
There's no option like that. Atleast not that I'm aware of. But I did look up a bit on the internet, too. Seems like there's no way to know, unless the game/devs tell you.The_Fallen_Utopia said:Can't you find out by selecting the game with the options and then looking through that? That's how it is on Xbox One at least. Don't send a ticket to the devs for that it's not what they are meant to answer. -
I know it works with Huntress' Hatchets and Pig's Ambush so it should work with the chainsaw. Would be weird if it doesn't
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True I forgot they mentioned that.. I wonder how much different things will play out after the rework. Hopefully we hear something of this soon.lyric said:
they’re still trying to rework Freddy so I’d say it might be longer ,they’ve said in a stream they are totally wanting to rework his power to make it different from what it is now so Freddy may not even play the same as he used to even with his core ability and that takes time to get right.The_Fallen_Utopia said:
Maybe they'll add some more changes to the PTB before releasing it like they did with the Clown? I doubt this'll happen but that's the only way I can see Freddy getting a buff next update instead of waiting until the next chapter update..Okuu46 said:I don't know if i'm the only one who's bothered by this, but i noticed that there wasn't any killer buffs in this patch; only perks, hook changes and such; i'm disappointed because i thought we where suppose to get a buff to freddy in this patch; but i guess not?
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While I can appreciate the thought put into this post I don't honestly think these changes would do enough or anything. While some killers camp because they feel like it most will camp when it becomes necessary.. Example when generators are going too fast and they need a kill. When the matches are slowed down enough so camping is almost never needed then maybe something could be done but right now trying to solve the problem without solving what causes it simply won't work. I hope I didn't come across as rude while writing this I just thought I'd leave my honest opinion here.ModernFable said:Introduction
Welcome fellow citizens of the Fog, I am the Modern Fable and I wish to review an ongoing debate or discussion rather, that has persisted throughout the community for as long as I have been in it, and surely long before: camping (and tunneling). However, preceding the review itself, I shall provide a short list of what I am about to cover.
Definitions For Reference
Perception
Previous Suggestions
Behavior's Recent Actions (2.3.0)
My SuggestionsIt should be noted beforehand that there is no perfect solution to camping or tunneling. While the developers may choose to make harsher punishments for doing so or give rewards for choosing not to, there will always be players who will choose to do so for various reasons, regardless of the consequences.
Definitions
To start off the discussion of camping/tunneling, we must first establish a common ground to properly examine and communicate our ideas with one other. While exact definitions for camping and tunneling may vary wildly amongst players, for the purpose of this discussion I will personally provide a definition for each, and whenever I or anyone else confers about them in this particular discussion, do so with these definitions in mind.
Camping: The act of remaining in close proximity to a hooked Survivor as a Killer for an extended period of time.
Tunneling: The act of repeatedly hitting and hooking a single Survivor as a Killer while actively ignoring other Survivors.
Perception
Now with the definitions set, I will delve into various outlooks on camping/tunneling as well as previous suggestions from the community I have witnessed in my short time with this community. Beginning with the negative perceptions of camping/tunneling, many players have made remarks along the lines of "_____ is unfun, not skillful, and toxic." Although other players may defend this gameplay instances with statements such as "_____ is a valid strategy, not the player's fault, and a part of the game." In both examples, the testimonies of these players are opinions, personal conclusions constructed by their particular experiences with Dead by Daylight.
Previous Suggestions and Behavior's Recent Actions (2.3.0)
Interestingly enough, much of the negative and positive assessments of camping/tunneling are not entirely dichotomized, or to say, not directly opposed with one another. Rather the assorted opinions tend to narrow in on different aspects of camping/tunneling, but let's move on to player suggestions. Players have made their fair share of attempts at tackling camping/tunneling such as harsher Emblem penalties for these actions, Blood Point reductions, or bans as well as many other punishments. There has also been actions taken by Behavior themselves recently (2.3.0), one being a change to Devout rewarding hooking all Survivors, and the other penalizing Chaser for remaining within 16 meters of a hooked Survivor. Two different approaches to tackling the presumed issue, a reward and a punishment.
My Suggestions
Onto my personal suggestions, I'd prefer to undertake the situation with a carrot, rather than a stick. The first thing that must be considered before trying to stop players from camping/tunneling is understanding why an individual would choose to do it in the first place. The possible reasons for doing each are numerous so I'll provide a short lineup.
Killer may have seen the specific player as a larger threat
Killer may have developed a personal dislike for the specific player
Killer may have discovered other Survivors in close proximity to the hook
Killer may have Perks or Add-Ons that support this particular strategy
Killer may have reasons to confirm a kill
Killer may lack incentives to do otherwise
Etc..While there are numerous methods at deterring players from camping/tunneling, I'd like to particularly avoid punishments to Emblems as the effects may often actually be incentives by further providing means to De-Pip, considering there are currently no benefits to rising through the ranks, although that is a separate issue that I have examined in another discussion. However, moving onto my possible solutions, I'd like to reward the player for choosing more widely enjoyable gameplay strategies and interacting with different Survivors often without heavily punishing them for doing the opposite. I would also like to compensate the Survivor when they are the target of camping or tunneling where they are currently not, despite the fact that it is often providing advantages to other Survivors and your team as a whole by deterring the Killer's attention, but let's go over the possible changes.
Killer Changes:
Hooking different Survivors in succession rewards 0.5 Devout Points and 100 Chaser Points (Max 6 and 1,200)
Hooking different Survivors in succession rewards 800 Blood Points (Max 9,600)Survivor Changes:
While within 24 meters or Line of Sight of the Killer while on hook rewards .5 Benevolent Points per second (Max 90)
While within 24 meters or Line of Sight of the Killer while on hook rewards 10 Blood Points per second (Max 1,800)
Being hooked in succession rewards 15 Benevolent Points (Max 45)
Being hooked in succession twice will automatically reward a Bronze Unbroken
Being hooked in succession rewards 1500 Blood Points (Max 3,000)Conclusion
I want to reiterate once more that there are no definite solutions to camping or tunneling, there will always be players who do and don't it for different reasons, some more reasonable than others. As opposed to punishing players for potentially practical uses of these strategies, I find it for more effective to reward players that actively choose gameplay strategies which involve all players in the game and are more widely accepted as "fun." At the same time, in the instances where these strategies are employed, be it out of necessity or otherwise, I wish to properly reward the players in question whose experiences are possibly being diminished. Regardless, feel free to discuss, I appreciate to seeing new ideas and receiving feedback. That's all for now, I am the Modern Fable, and I'll see you guys in the Fog.
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Maybe they'll add some more changes to the PTB before releasing it like they did with the Clown? I doubt this'll happen but that's the only way I can see Freddy getting a buff next update instead of waiting until the next chapter update..Okuu46 said:I don't know if i'm the only one who's bothered by this, but i noticed that there wasn't any killer buffs in this patch; only perks, hook changes and such; i'm disappointed because i thought we where suppose to get a buff to freddy in this patch; but i guess not?
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Can't you find out by selecting the game with the options and then looking through that? That's how it is on Xbox One at least. Don't send a ticket to the devs for that it's not what they are meant to answer.
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I'll never understand some people.. so because someone has a hobby that someone else doesn't like that means they have no life? Looking at the responses here it's definitely showing that..Lowbei said:
lol i THOUGHT that name looked familiar. are you still mad about me teabagging your hooked body and fake unhooking you then walking away? i see youre still salty. bravomegdonalds said:@Lowbei that's why you perma spammed this forum with over 2k posts already only to get some virtual badges, facepalm. real life is ok so far?? oh sorry, very unlikely you know the words "real life".
by the way, i mostly post from work. i work at a large security operations center monitoring banks, of which is a 24/7 job, so at night, despite nearly 2000 bank branches, theres fortunately not a lot of robberies (other than some idiots in atlanta burning our atms) and i have time to mess around on forums.
life is good. stop being salty over video games
Edit: By this I meant it's not Lowbei who's the "no life" one.. I think making a name based on a fast food place says enough about this other one.. -
Sounds like you want longer matches lol. Who doesn't these days? Remember Me might work well with those 2 perks as well just so you know.elenax said:Blood Warden and Dying light both are my favorite ones to get going

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Monitor and Abuse has appeared quite a bit on here already which is surprising to me. Devour Hope I like for the same reasons as Blood Warden. Situational but when it works it's amazing.Soren said:Monitor & Abuse for the jumpscare simulator!
Hex: Devour Hope for the lore ("You have their blood on your hands") and the rewards it gives you

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You like the perk for the same reasons I do then. Sadly ruined by SWF as well but when it works it's probably one of the best feelings in the game lol.George_Soros said:@The_Fallen_Utopia I'm with you on Blood Warden. Sometimes it doesn't work out at all, but when it does... insert evil gring here
Regardless if I'm doing good or not, I LOVE those moments of drama. Especially if I get a good old teabagging-at-exit-gates, right before BW blocks their way
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That's a perk I didn't think I'd see here. While the slow down is very nice I don't like the perk so much myself because it sorta ruins the fun for the obsession and unless they have Decisive Strike I find it a bit unfair to them. But hey that's just my opinion lol.DexyIV said:Dying Light. To slow the game down a little bit after Hex: Ruin slows down the game a little bit. Super fun with a tombstone piece.
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Spirit Fury is hilarious sometimes. I saw someone stun the killer, try to teabag and then realized he had Spirit Fury and got downed lol. BAC is a perk I thought would be more popular here honestly because it reduces the grind and helps find people.thekiller490490 said:Most favorite is spirit fury for the oh sh*t factor when they slam a pallet on my face and i am basically unaffected by it. For my most used/needed is BAC. Tracking is the best with this perk and the x2 BP is just a bonus for me. -
Yeah it would be nice if killers had stronger perks but seems we can't get them. M&A has appeared alot here surprisingly, Bloodhound is an interesting choice and is also one of my top perks for the tracking and NOED? Don't think NOED needs an explanation lol.Wolf74 said:Actually it is hard to find a real good killer perk to call it "favorite".
Most of them have "nice" effects, but are to weak in general.
Or they feel like a necessity , like Ruin. No one "wants" to use Ruin, but they feel like they have to.
BBQ? Was made to please the survivor and still they complain about it.
Back in the days, before it got hit by the nerfhammer, it was SFTS for sure.
Now… M&A, Bloodhound and Noed (nothing is more fun than on hit down someone after he got up from Adr). -
Personally I prefer Devour Hope over NOED but NOED will usually get better value so that's fair enough. As for Nurse's Calling I still haven't got it as a teachable but I know how good it can be on stealth killers.SteveyHooves said:Depends on the killer. Since I don't anyone that can down people in one hit... NOED or Nurses calling because stealth characters. -
Oh I see now. That's clever. I didn't think of that on Huntress before. I'm not really sure what it'll do on Clown but Hillbilly? He makes some great use of the perk even without the silent add ons I find.Mringasa said:@The_Fallen_Utopia said:
Mringasa said:Monitor and Abuse is my favorite, mostly because it works great on the Killers I favor: Hag, Shape, and Huntress. Many times I've gotten hits/downs because Survivors had no clue where I was.
Otherwise, I'd have to go with Enduring. I use that on all the rest of my Killers. The ones who eat a lot of pallets and come back for seconds. Definitely interested in Spirit Fury since it seems to synergize well with it. Going to pick up the Spirit and try it out eventually.
I've heard good things about all those perks but I'm a bit confused as to how Monitor and Abuse helps Huntress to be honest. It doesn't effect the humming radius. Is it because of her smaller terror radius? I thought the humming radius would still be a giveaway.
The humming radius isn't affected, but reducing the TR means Survivors get a nasty surprise if they're trying to figure out how far away you are. They'll have the humming going on, and think you're a good bit further away than you really are. I've gotten quite a few hatchets in on Survivors crouched down somewhere, or hiding behind a tree because they thought I wasn't as close as I was. Helps for going in for that melee hit too when you run out of hatchets.
I haven't gotten it yet on my Clown, but going to try it out and see how well it does there as well. I have seen some interesting Billy builds using it as well as the noise reductions for the chainsaw. Silent Billy is rare, but the couple times I've played against one were pretty nasty trying to adjust to it.
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I may actually start running Hangman's trick after this. Might actually become a good perk now.Tsulan said:
Hook distance: survivors have to sabotage lesser hooks in order to create hook less areas on the map.SenzuDuck said:@Tsulan said:
Well at least they nerfed hook distance, buffed sabotage, and basically removed slugging.
This will be so much fun!
/Sthey changed hook distances so you wouldn't get gaps in the map that had none making it nearly impossible to hook, but I guess you'd rather have areas on the map that have no hooks so you can have multiple hooks needlessly close together.
buffed sabotage, I don't like this change honestly, we'll see how it plays out but I don't often see sabo in game any more so making it a little more relevant might be fun.
basically removed slugging, wat? It takes longer to heal on the floor now, except you can heal a little more, which doesn't at all prevent slugging?
Sabotage: toolboxes will be more efficient, even without the perk.
Slugging: if there are no hooks left, the killer will be forced to slug. Unbreakable will be new meta. Because it increases the heal time while slugged. Other survivors don't have to stay a few seconds to heal, they can do a "drive by ". -
Seems the most popular perk is Monitor and Abuse so far. That's kinda surprising really.
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I've heard good things about all those perks but I'm a bit confused as to how Monitor and Abuse helps Huntress to be honest. It doesn't effect the humming radius. Is it because of her smaller terror radius? I thought the humming radius would still be a giveaway.Mringasa said:Monitor and Abuse is my favorite, mostly because it works great on the Killers I favor: Hag, Shape, and Huntress. Many times I've gotten hits/downs because Survivors had no clue where I was.
Otherwise, I'd have to go with Enduring. I use that on all the rest of my Killers. The ones who eat a lot of pallets and come back for seconds. Definitely interested in Spirit Fury since it seems to synergize well with it. Going to pick up the Spirit and try it out eventually.
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Guess you can't pick one? lol fair enough there are quite a few good but situational perks I find. Devour Hope would probably be my second favourite perk because when it doesn't get destroyed things go downhill very quickly for survivors lol.PhantomMask20763 said:Hangman's trick or Fire Up no scratch that surveillance and beast of prey with Territorial Imperative XD. In all seriousness though Blood Warden is possibly my absolute favorite to use when I manage to pull it off. I'm starting to like Rancor and Spirit Fury too though. Bamboozle is amazing also, oh and overcharge is amazing when survivors dont expect it. Devour Hope when it works too. Theres too many perks I love -
It doesn't help that this weeks Shrine is awful as well.. would be nice if they set something so when a perk appeared on the Shrine within the last X amount of time it won't appear again until after that time has past. Some perks I haven't seen on the Shrine for ages now while I believe all the current ones appeared recently.
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M&A is an interesting perk I think. It's hard to tell as a killer how much it's doing for you but when playing against it.. it can get very confusing and allow the killer to get the jump on people.Bravo0413 said:I really like M&A on most of my builds especially my pig... I'm trying to figure out what's going to be my must have on my spirit -
I'll be honest.. I stopped reading after the "Survivors nerfed into the ground" quote.. If killers seem op then you need more practice because none of them are op let's be honest here. And that's a bad thing.. it's a 1v4 game.. killers should be op but right now it's almost a joke. Sure the nerfs made it more equal but balence is far from perfect right now.. you should appreciate that survivors still get to be the power role that killers are supposed to be..
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Aren't you that new player who thought Decisive Strike was fine? Maybe put more hours in before trying to act like you know what needs balancing.Thetruth said:Should be nerfed for sure
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Tbh even with that 1 gen effect he's still a weaker hillbilly, I don't see how these changes effect slugging either (slugging is getting nerfed anyway) and you're right in saying that he should feel more like he does in the movie. I wouldn't let these comments get to you. They are good changes and people aren't seeing it properly.IronWolf115 said:@TruEternity said:
IronWolf115 said:@TruEternity said:
You want him to be able to go through pallets without stopping while chainsawing, on top of having a longer chainsaw time, and a faster rev up, and no penalty to movement speed while revving so it would be much stronger than Spirit fury ever could be.
- Slugging, bodyblocking a risky gen, it doesn’t happen often, but it can, and does.
Yes you have to be very close, but with all the buffs you suggest, that would not be hard.
Legit, all Killers are close range besides Huntress, you might have meant low mobility, but I digress.
I do believe LF could use some love. For example make his revving walk speed 100%-105% and the Chili’s have a larger impact on his acceleration. I don’t feel him insta charging-sanic running-kool-aid manning pallets is the way to go.
Do you not understand that he would only be able to go through pallets when there is only one gen left?
Slugging has absolutely NO impact on whether he will hit multiple opponents with his saw, ANY killer can slug. Not to mention they are nerfing slugging next patch
Getting close would still have it's challenges for one simple reason: I have proposed NO mobility buffs for him, you would still have to chase down survivors with no help from abilities like Nurse blinks or Billy's dash or Hags teleportation
So does every survivor run Unbreakable? No, so then how do they get back up? By being healed, wait for it, by another survivor. Also, ignoring his potential to prevent unhooks is silly, just pretending it isn’t a factor into balancing is short sighted.
I read the whole post, I just point out your 1 gen buffs because they’re unbelievably op, the rest are just as silly as well. You suggested a free add on pretty much every gen completed.
I have another LF change in keeping with the movie; once the gates are powered if Leatherface doesn’t catch a victim within 30 seconds a truck pulls up and any remaining survivors can jump in and drive away.
At this point I don't even know what the hell point you are trying to make.
Firstly how the hell did we get into talking about Unbreakable? I simply said that slugging has no impact ON HIS ABILITY TO DOWN MULTIPLE PEOPLE AT ONCE.
Secondly I never EVER ignored his potential around unhooks. In fact in this post I even mention that ANY buff you do to Leatherface will make him even better at camping, that is unavoidable. These buffs are to promote NOT camping with him and making him a much better chaser
My 1 gen buff is insanely OP? How? You just have to complete the last generator and leave, yes Leatherface should be an extreme threat at that point. I have hardly proposed that he gets a blink ability like the Nurse which, just so you know, Nurse would still be better than LF even with these buffs but that is beside the point.
Finally yes, I want to make him act and play more like he is from the movie, why? Because he is a licensed killer, from a movie. Myers is great fun to play and I would like to see the other licensed killers reach his level at least.
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I could tell it was a joke before I finished reading lol. I very rarely run Insidious at all but.. sometimes gotta take them flashlights lol. They are my treasure now!Condorloco_26 said:@The_Fallen_Utopia said:
While that sounds interesting it's still camping.. but still sounds somewhat entertaining. I sometimes run Franklin's Demise with it and defend items when there's only 1 survivor left. Usually they'll go back to pick it up before getting the hatch so gives a few extra kills every now and then.
You're actually going for the "killer in map after hooking = camping" meme LMAO. You Sir, are a dropped item camper then. "Defend items"... interesting choice of words.
BTW I'm joking man
Edit: was supposed to say Franklin's and Insidious together. Run Franklin's Demise quite a bit but not insidious. -
While that sounds interesting it's still camping.. but still sounds somewhat entertaining. I sometimes run Franklin's Demise with it and defend items when there's only 1 survivor left. Usually they'll go back to pick it up before getting the hatch so gives a few extra kills every now and then. This however causes more then a little bit of salt lol. Not that I'm complainingCondorloco_26 said:@The_Fallen_Utopia said:
Honest question.. is there anyway to use it without camping at the moment?That depends on counting "pissing survivors off" as a legitimate way to use it. But seriously, if you have BBQ too, you can jumpscare someone 40 meters away from the hook, just by predicting the direction a potential unhooker will come from.
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A few others have reported this. Not sure what causes it. Did anything unusual happen during the match or was it just a normal match?
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Honest question.. is there anyway to use it without camping at the moment?
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Completed the survey. Wrote down Colour blind mode :chuffed:
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That's strange.. I'd post this is the PTB feedback section. You'll probably be more likely to get a response there. Not seen anyone else report this yet.
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If you saw the comment after that one I was saying that as a joke.. of course I know that's not their reason.SenzuDuck said:@The_Fallen_Utopia said:
Maybe they are more interested in making cosmetics for a Halloween event over actually making good changes..Yea because you really want the art team working on killer/survivor changes, lol.