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The_Trapper

The_Trapper

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The_Trapper
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  • Hey Solstice,

    First of all, I am a killer main. 95% of my games are as killer, if I want a nice easy experience; I play survivor because it is boring and easy in my opinion.

    Pallet looping is very annoying at first, but it is a mind game. I will try explain it the best I can.

    • There are few pallets in the game which are not safe for the survivor, by this I mean the pallets where you can lunge and hit a survivor after baiting them to vault once or twice.
    • There are some pallets where your killer cannot be seen from every angle. E.g. large rocks or walls, when this happens I tend to moonwalk to hide my red stain, and then lunge. 7 times out of 10 I land a hit.
    • There is spirit fury and enduring, which counters this exact problem.
    • With a bit of experience, you can identify what loops are worth pursuing and which are not. For example, I let a survivor go on the Asylum building since it is riddled with pallets and loops.

    You say Doctor is the only counter to killers, this is not true in my opinion. Hag plants her traps on one side to sandwich a survivor, Trapper places traps around loop routes. The Spirit has her own mindgame of just standing to see how survivors react. Legion can vault and move faster, not to mention his frenzy charge. Wraith can body block while invisible and use his movement speed buff to lunge. Nurse, after learning her, has no decent counterplay. She is high skill for high reward. Clown has his toxin that slows Survivors. I could go on.

    Hope this helps.

  • People who put twitch in their names die first on my list, always.

  • Not much to add that the first few posts have not already mentioned.

    SWFs have communication, if i'm chasing one of them the other 3 know, and are on separate gens.

    SWFs always have DS and BT, there is no consistent counterplay to DS. Juggling only works if there is a hook nearby.

    SWFs have every advantage over a game that is already quite stressful as killer at rank 1.

    What advantage does a killer have against a 4 man SWF on comms? None.

  • @Theluckyboi said:
    why are they refusing to answer questions regarding the bloodweb?

    Most likely because they don't have the answer.

  • I never give the hatch on purpose, and I take great pleasure in letting a survivor crawl to it before doing a mori. Somehow I think the Entity would give me a cookie for doing that.
  • I like your suggestion, mine was to have the hatch close automatically after 30 or 45 seconds since it becomes a race for the hatch as well as letting the Entity give the survivor that last whiff of hope before potentially snatching it away.

    The killer should only ever be rewarded for finding the survivor, not play a waiting game or lose the 4K, and the reality is that the killer beats the survivor 10/10 when they’re face to face. 

  • I’ve never had a problem playing against Legion, and not sure why people are giving him smack. As a killer main I’ve ranked Legion up completely and play him the most now.

    If you don’t have the mix tape and the dirty knife then you need ruin to stand a chance at rank 1. Do survivor mains ask for a Legion buff then? No.

    When I play survivor, a Legion who doesn’t use the ability is like a Huntress not using her hatchets, super easy to loop. 

    A Legion using his ability does have counter play, people who say there isn’t one simply need to get better in my opinion.

    if there’s corn, take a hit but don’t run in a straight line. If there’s a pallet, throw it down at the right time for the juicy stun and huge distance, it can be a mind game but at least it’s a fair one.

    A lot of survivor mains want to be spoon fed their fun while killers get watered down, it’s sad really. 

    PS I can’t believe someone talked smack about Nurse, the only killer who requires a real pro player to make use of. 
  • Honestly, survivors can keep decisive and all that stuff, but I want gen repair times to be longer.

    Or just longer games through other means, to take the time pressure off the killer would make killer enjoyable again.
  • Killer is stressful for one reason: pressure.
    Pressure because you’re against the clock. When you’re chasing someone there always comes a moment when you think “I’m wasting way too much time.” - This is the point where you lose control of the game, because 2 or 3 generators will finish even if you stop the chase. 

    The devs tried and failed to add bonus objectives, totems, chests, hex totems. These don’t really work unless it’s a very well hidden hex ruin or huntress lullaby.

    I agree with you, gen times should be longer until the developers come up with a new objective. It might suck for you lot, but so does decisive strike and long ass loops.
  • I’d love new cosmetics for Michael, such as his newest look in the 2018 film. 

    The problem wirh DLC for licensed characters is that the devs have to contact the license holders and verify EVERY thing about them.

    If they wanted a new weapon for Michael it would take ages to get approval, with the risk of the holders saying “No, this isnt accurate.”. I imagine the team has to fork out more money to bring the cosmetic to life as well.

    It sucks, but that’s just how it is. 
  • Camping is always okay, it's annoying but it has serious disadvantages. If the other survivors know you're camping; they can repair gens before you die on the hook. That's 3 gens done at once, with only 2 left and 3 survivors still playing.

    Survivors have invented their own rulebook which killers should obey or face verbal abuse, it's laughable.

    Did a survivor just unhook another survivor right in front of you? The rulebook states you MUST go for the survivor who performed the save, not the injured one.

    Do you see the saved survivor running away? You better not go after him! You, the killer, MUST go looking for somebody else.

    Just hooked someone? Sprint to the other side of the map!

    Have you acquired a mori? If you use it, you suck!

    If camping really was "unfair", insidious would not be a perk.

    Survivors cry about camping but it's just as annoying as gen rush, survivors can do more about camping than killers can about gen rush.

    If all the generators are done and you haven't killed anyone, apparently we are entitled to camp. Yeah, to hell with that. You do what you wanna do as the killer.

    At the end of the day, it's their fault for getting hooked.

    Your job as killer is to kill, there's no guide to what you should do. Do it well enough and you will still earn your pip.

    It is a lot like tunnelling, if a survivor sees a generator on 90% and 0%, which one does he go to repair?

    When I play killer, i'm not trying to make it fun for survivors, i'm trying to make it fun for me and I don't need to camp or use NOED to do that.

  • @Orion said:

    @The_Trapper said:

    @TrueKn1ghtmar3 said:
    I feel there is a reason the entity is taking killers and survivors in the rate he is, he isn't getting the hope he needs, now currently there are 15 survivors all producing hope, this is odd because there are 2 known survivors of the last challenges, and we arent given much clue to how many more there could have been but taking a look at the universal perks they could be those of survivors in the void yet to fade or the last trial counting these perks taking in the consideration that each survivor gets 3 teachables that means other than vigo and Benedict there were 5 others so 7 survivors is low compared to our current 15, as you said it is a very old diety but why all of a sudden up your hope consumption? 17 (because vigo and benidict is still alive) survivors giving you hope that is more than double your last haul. It couldn't be because any aren't producing enough hope he could just dump them and get new survivors, So I submit that the entity can't collect hope as efficiently anymore, the Entity is dying he has reached his final millinia among us and he is trying to pull as much hope as possible to prolong and postpone his inevitable fate the void.

    I might be thinking stupid, but if the Entity can constantly pluck people into his universe why would he ever be starved of hope? We have all the playable survivors, the survivors mentioned in perks and the survivors from the original PC trailer. As far as I can tell, there are more survivors than we could ever count.

    Because it eventually dawns on Survivors that there's no way out. They lose all emotional response as the living nightmare they're in becomes the new normal for them. At that point, they're of no use to the Entity, so She casts them into the Void.

    But there will always be more people to grab right? Also I heard someone say that survivors who lose all hope sometimes become killers, a few of the playable killers had to be forced to kill before they embraced it.

  • @TrueKn1ghtmar3 said:
    I feel there is a reason the entity is taking killers and survivors in the rate he is, he isn't getting the hope he needs, now currently there are 15 survivors all producing hope, this is odd because there are 2 known survivors of the last challenges, and we arent given much clue to how many more there could have been but taking a look at the universal perks they could be those of survivors in the void yet to fade or the last trial counting these perks taking in the consideration that each survivor gets 3 teachables that means other than vigo and Benedict there were 5 others so 7 survivors is low compared to our current 15, as you said it is a very old diety but why all of a sudden up your hope consumption? 17 (because vigo and benidict is still alive) survivors giving you hope that is more than double your last haul. It couldn't be because any aren't producing enough hope he could just dump them and get new survivors, So I submit that the entity can't collect hope as efficiently anymore, the Entity is dying he has reached his final millinia among us and he is trying to pull as much hope as possible to prolong and postpone his inevitable fate the void.

    I might be thinking stupid, but if the Entity can constantly pluck people into his universe why would he ever be starved of hope? We have all the playable survivors, the survivors mentioned in perks and the survivors from the original PC trailer. As far as I can tell, there are more survivors than we could ever count.

  • The killer already races against the clock, I don't really like the idea of having a second race.

    The real problem with end-game is a hatch stand-off or SWF trash teabagging at the exit gates, to which I have two solutions.

    1. After so much time, the hatch should automatically close. That way it becomes a race for the hatch, survivors are just as likely to find the hatch before it opens as the killer is. The Entity would be giving the last survivor that whiff of hope before snatching it away, just to give it that final climax.
    2. After so much time, between 2 to 5 minutes; survivors should be revealed and a blood warden should activate, there are more situations where the survivor is in control of the end game than when the killer is.
  • @Shad03 said:

    @The_Trapper said:
    I thought of how the Trapper behaves from what we see. He isn't athletic like the Legion in the trailers, he's hulking, slow (based on how slowly he carried Jake) and relies on his strength and weapon.

    My idea would be the survivor rolls over and begins to crawl back in fear (Much like Jake did), the Trapper then swings just once and kills the survivor. Basic, but in a way, more creative than his current mori.

    I'd personally say Wraith should get one, maybe in Hillbilly too since the whole chainsaw thing is just so lame compared to LF in my opinion.

    Jesus Christ dude I wanted to suggest that for the Trapper. But then I was like, nah. It would certainly be in line with how (I'm thinking of mainly toxic) survivors would feel once they knew they would not be getting another chance.

    Animations that I can think for Wraith is probably remain the same, but bash the head instead.

    Hillbilly could do what Leatherdaddy does but instead knock them down and chainsaw like he normally does already.

    I'm glad i'm not the only one thinking that for Trapper haha
    I kinda like the Wraith's leg drag though, so that should stay in my opinion but maybe he rips out their spine, someone suggested that already.

    Hillbilly likes to torture, so many he uses his hammer to break the crawling survivor's knees or ankles before using the chainsaw?

  • "Killer, do you speak English?"
    "Yes."
    "Then you will understand when I call you a #########."

    Made my day.

  • @Broosmeister said:
    I think NOED can be compared. I have had enough killers who won just because of Noed. It rewards bad gameplay just like DS.
    DS has counters and noed too. Noed takes time to get rid of and i just think the killer should know who has DS and who don't.

    At high rank, NOED's totem is destroyed almost immediately once survivors know there is one, once the totem is gone it ain't coming back - the perk becomes completely useless.

    Then we have DS, one survivor can use it instantly, the others only need to wiggle to 35%. There can be 4 FREE escapes from the killer's grasp, and only one NOED totem at the end which can be destroyed.

    You can't stop survivors from using DS, you can stop killers from using NOED.

    Therefore I think you can't really compare them, but I haven't used NOED in ages.

  • I thought of how the Trapper behaves from what we see. He isn't athletic like the Legion in the trailers, he's hulking, slow (based on how slowly he carried Jake) and relies on his strength and weapon.

    My idea would be the survivor rolls over and begins to crawl back in fear (Much like Jake did), the Trapper then swings just once and kills the survivor. Basic, but in a way, more creative than his current mori.

    I'd personally say Wraith should get one, maybe in Hillbilly too since the whole chainsaw thing is just so lame compared to LF in my opinion.

  • I see survivors sabotaging a hook to 99% then leaving it, then when I pick up a survivor, they destroy the hook just before I reach it which seems like a legit strategy.

    I don't want permanently destroyed hooks to be a thing again, because iron grasp and agitation have been nerfed due to survivors crying. Their old stats made it possible to carry the survivors a long distance, now it's kinda trash.

    If survivors can destroy 99% of the hooks on the map; it's a slugfest (which is boring for survivors).

  • I still think The Creeper should be a killer, he doesn't need to fly to be cool.

    For the record, I don't care if the director or whatever was a kiddy-lover, The Creeper is a separate thing in my opinion.

  • Well, they're not going to nerf it. So you lose.

  • Decisive Strike is a perk that should be either completely changed or nerfed. It is a crutch perk that every killer hates, with you being the exception.

    You work hard and win a chase just for the perk to say "Nope, try again."

    NOED has a counter, as someone has already stated, there is no drawback to DS.

    How any non-biased player can say "Decisive strike is a fair perk" is beyond me. It's one of the biggest boils on the face of this game.

    I hate you, Decisive Strike, I hate you.

  • If a survivor sees a generator which is at 90%, and another at 0%, which will he go for?

    If the survivors make an unsafe save, then it's their fault. If someone unhooks me and the killer comes straight for me again, I don't get mad at the killer. I get mad at the survivor for making a bad save.

  • The difference between Legion and the other slow moving killers is that their abilities either wound the survivor or put the survivor into dying. Legion only puts them into deep wound UNLESS strict circumstances apply.

  • I've been running a build as Jake that works better when injured. Resilience, Dead Hard, Iron Will and This Is Not Happening. Bonus repair speed and much easier great skill checks.

  • @Raptorrotas said:
    I like the concept as it is similiar to something i made just before huntress became a thing.
    The description is nice although i get the feeling that "ragged or tattered cloths on X" is quite common, as my concept did that too ;P
    Not a big fan of Lore, as some killer concepts focus on it too much, but this is nice.

    Although i normally don't critize perks because i cannot come up for those myself, i think that without regarding the actual numbers, your first and third perk might actually be good, or could be usable ingame.
    Especially the third perk is good, as it reduces that stupid hit sprints .
    The second perk wouldn't be used as much, i guess. Having that info isn't simply useful to the killer. I could be wrong, of course.

    Now to the actually important part: the Killer's ability.
    Keep in mind that i will be comparing it mostly with the huntress.
    Don't do random chance in such an ability, only having a 1 in 4 (basic) chance to actually get any use out of an ability is simply so goddamn unreliable that you might've aswell have created a M1 killer with ~112% movement speed. ( I hope you understand why this in my opinion bad)

    I will now assume a lot of stuff about your ability, it might sound a bit too technical and might go way too much into unccessary details .
    I assume this ability would work like aiming with sights in typical shooter games:
    1. you start pressing M2 and then the soldier lifts his rifle up until the sights are aligning with the middle of the screen when the charge meter is full. This action instantly stops all movement and lasts 2 seconds.
    2. you then choose to fire (M1) or to put it away (stop holding M2)
    3. you fire and get probably a "hit comfirmed" or "miss" animation, OR have a basic 77% chance of jamming your rifle. The fire action is a hitscan attack which will be near instaneous. the survivor will be injured, and it will probably not trigger "exposed" damage unless specified by a iridecent addon ( this is just here to trigger survivors reading this)

    I think the total inability to move during the "aiming phase" of this ability might be a bit too restrictive, this is about the time HB needs to rev his chainsaw, ESPECIALLY when combined with a chance to just jam instead.
    I actually like that you actually mentioned the cocking sound cue as a warning, might be a bit too strong if the same sound effect plays randomly. but since the killer also makes a breathing sound as warning, this might be unneccessary worry.

    Now some points YOU might consider for tweaking this ability. As I made a similiar concept before, these should all be taken with a grain of salt. I admit here that i am a (probably strongly) biased killer main and would add lots of strenghts to a killer without giving much weaknesses if any.

    • 110% or 115% movement speed, not something in between; this will make it clearer how to balance the shooting ability, although I think a 115% killer can have a strong shooting ability too.
    • I think firing earlier with worse accuracity might be a thing you could consider,depending on how long it will take to aim, but might be too similiar to huntress.
    • No complete removal of movement during aiming, in this point I'll insist on it because most killers (all except spirit and arguably wraith when reappearing) do not stand still during casting.
    • Will you add reloading/ammo or not? If it were another type of rifle, putting a bullet into the rifle mightve been simply be part of the aiming animation, but this is a magazin-fed rifle, so it is really your choice if that should be part of the ability.

    I hope this will be helpful

    This was a lot for me to chew on! Thank you! I'll try and put across my points as easy as I can, it's always great to hear someone's honest opinion.

    I'm no good at knowing what balanced numbers would consist of, that is something the developers can tinker with, the numbers shown are just my basic idea.

    The second perk is situational, perhaps you're chasing an obsession and you use the perk to see if you can identify if they have DS (95% of the time they do), at least then you can decide whether or not you want to risk losing precious time.

    The third perk was more aimed for people who use adrenaline, balanced, lithe and sprint bursts. That would shorten the distance they gain as to make the chase more appealing. It never occurred to me that it would effect the distance survivors gain after taking a hit. I kind of like the idea, thanks for indirectly telling me.

    Another comment suggested the same problem in regards to the rifle jamming. I wanted the killer to have a drawback, and was perhaps a little too harsh on saying 25%. How would 36% feel? Or perhaps 40%?

    When designing him I had to make sure he wasn't more powerful, or less powerful than the Huntress. Each have their own advantages and disadvantages. The reason for the Soldier to be immobilised is because then his movement speed wouldn't have to be the same as the Huntress'.

    The cocking sound of the gun would be mixed with similar sounds to form a mini mind-game when chasing a survivor, inexperienced survivors might not know which sound means he's properly aiming, so they might keep looking over their shoulder and end up running into something. It would make a chase more intense in my opinion.

    The layout of the ability would be:

    • Hold M2 to activate 'Take Aim'.
    • While holding M2, wait 2 seconds to actually take aim.
    • Press M1 once aiming to take the shot.
    • If the shot fires successfully; survivor is wounded/downed depending on health state.
    • If the shot jams, killer performs the animation.

    Releasing M2 before firing would revert the animation, the same way it works for other killers.

    I like your idea about firing before being fully aimed, however I worry that survivors would get upset since the killer could close the distance and just keep firing it rapidly until it lands, if he was immobilised however, it could definitely work.

    As of this moment, I suspect the ammo is infinite however after firing a successful shot (not including hitting a survivor), he has to use the bolt lever to reload which doesn't take too long at all.

    Thanks for the feedback, really enjoyed reading your response. Let me know if you have any further ideas, concerns or general questions!

  • @DexyIV said:
    I always thought a firearm killer could be cool. Only problem with this is that it'd get super frustrating to waste two seconds holding still only for you gun to jam 3 times in a row. I'm not a fan of RNG since I usually get the ######### end of the stick, no matter if the odds are in my favor. And I'm not a fan of requiring addons to make a killer's power fully functional either. But that's just me.

    Would have liked to see more ideas for perks since that's typically my favorite part of new releases (usually determining whether or not they would be good on my favorite killer). Still a great idea though. Just maybe some numbers adjustments and such

    I can see why you wouldn't like the mechanics of the gun When coming up with the idea I considered a few things.

    • How can this killer be efficient
    • How can this killer be different to the Huntress and other killers
    • Can I imagine this killer in a horror movie

    The whole point behind the gun is that it has many advantages and disadvantages without modifiers, the bullet speed will be near instant compared to the huntress, whose hatches you can dodge. The gun will also be easier to aim at medium to long ranges too as opposed to hatches.

    In my opinion, perhaps the rifle could be buffed to, say, 36%? That might make it more appealing, but it's a tool which can be used for situational moments. If that survivor is about to make it to the exit gates, you could risk a chase or risk a shot.

    If you chase a survivor and they're in the open with a good bit of distance, you could chase or risk a shot. The ability, to me, could make a huge difference between scoring that extra kill.

    I'll update the last perk soon, had a bit of time to think today so if you're interested check again soon haha!

    Thanks for the feedback :)

  • @TheUltOtakuGamer said:
    You're probably anxious that your idea got some reads but no comments and maybe you think people don't like it so I'm gonna say that I like your idea and that it's very well made, no joke, I actually like your idea

    @TheUltOtakuGamer said:
    You're probably anxious that your idea got some reads but no comments and maybe you think people don't like it so I'm gonna say that I like your idea and that it's very well made, no joke, I actually like your idea

    Thanks for the positive feedback :)

  • It's hard in the corn, especially as some killers such as hillbilly, legion or nurse. But at the same time its an advantage for killers like freddy, pig and hag who are harder to see in the corn.

  • @Vietfox said:
    Don't like it? Kill them before they pop the last gen.
    Some killer addons + ebony mori are broken as well, but i just deal with it instead of crying.

    Few problems with your statement here.

    Offering a really blunt "solution" to the problem is humiliating. Don't like getting camped? Don't get hooked. Don't like getting tunnelled? Don't get spotted.

    I'm curious to know why you think ebony mori is broken. If I am lucky I see like one ebony memento every 20 games, but it's my fault for getting hooked in the first place. Besides, moris are a one time use unless the killer has more. Perks are permanent.

  • We see Jake get mori'd in the trailer, but we don't see his soul get taken away. It looks like he died just as any normal person would.

    I don't think they get taken back to the campfire. I think the Entity removes them from that particular 'bubble' universe and drops him right into another.

    If they woke up by the campfire, which is the only 'nice' place in the DBD universe; survivors might notice that.

  • I listened to this, and felt goosebumps from how awesome it is. Then when it started the chased sequence I shook my head and said "That is so f****** amazing." and immediately wanted it in the game

  • @xmenfanatic said:

    @The_Trapper said:

    @xmenfanatic said:

    @The_Trapper said:
    Michael Myers is literally described as just pure evil. Frankie is the most evil out of all of them, and Susie is the least evil, because of her I would say they are not the most. But I would bet my left one on saying Michael is. The most evil unlicensed killer though, would have to be either Billy or Hag.

    The vibe I’ve gotten from Susie’s description and how the devs have spoken about he rand Legion in the Making of, I feel like they were saying Susie is evil and the Legion is all about any imaginable person having that potential. Susie is the nerdy crazy girl who seems sweet but in the end actually holds psychotic tendencies.

    She struck me as the nerdy girl, but her story said she was the most reluctant to stab the janitor, Frank forced her knife to stab him. The Legion art also showed Susie had the fewest kills by far. Before I forget. Susie's animations show her to look like she herself is scared and reluctant.

    EDIT: Compare her animations to Frank or Joe's, Joe acts like it no longer really bothers him, Frank acts like he almost enjoys it a little.

    I totally got that nerdy vibe from her too. I believe they described her as the nerdy weird girl. So I imagine someone eccentric but intelligent. I think she definitely has this sweet image to her that makes the irony of her personable demeanor being a guide to her truly more corrupt core. I think we was a sweetheart/kinder character, and I don’t think all of them would kill if given the choice. But I also think the entity would only choose people who are capable of being driven to that point or having been.

    I remember how the entity was actually going for Rin’s Father as a killer, and when it sensed the drive for revenge it chose Rin instead to be a killer and dawn the mantle of the Spirit.

    I think it would be cool to get a survivor who was a killer. And I think Susie could be a potential contender for that. She’s the most popular of the Legion, and it would be an interesting parallel. She would be the first person pulled in with the intention of being a killer, and struggling as survivor. It would imply she succumbed as a survivor and eventually took on the role of killer. I think it was add some tragedy to her story, and a reminder that all survivors eventually succumb.

    I personally think Joey is the most popular of the four, purely based on his clothing. It is by far the coolest in my opinion, but we don't really know that much about Joey as a person.

    We know the reason why most killers kill, Leatherface does it out of fear, Billy does it because he loves it. Myers does it because he is pure evil.

    Why do Legion do it? Frank probably enjoys it, Julie doesn't really care, I don't know about Joey but Susie probably does it out of fear, perhaps fear that if the survivors get away they will tell the police about the murder of the janitor. The Entity could easily whisper that thought into their heads, there are multiple possibilities.

  • @katergames said:
    honestly I don't see the point of legion's ability if they're just going to continue to chase one person and down them outside of frenzy. that's just trapper without traps. It's really boring.

    Edit: the point is to apply pressure by getting everyone with frenzy at once. People who play with m1 are boring, is what i mean.

    Maybe I am wrong about this, but if trapper can chase survivors with a chance of catching them why shouldn't Legion be able to? That's quite a broad question, in that case the question could be applied to any killer.

    So it comes down to their ability, if LF has an insta-down, but still moves at the same speed; you're combining a very lethal ability with a killer who can avoid using it and still put up a good chase.

    To me, Legion's abilities without add-ons is very ineffective compared to most other killers, the only killer who possibly suffers more would be Freddy, and the thin difference can be altered based on opinion of the two. That's why I think he should have a more sensible movement speed.

    Lore wise, I don't see why Legion shouldn't move at the same speed. Nurse, Spirit and Hag all have some sort of legit reason why they would not move as fast. Huntress is a special exception given that she has a ranged ability. I know lore wasn't brought up, but it was an opportunity to cover it.

  • @Zarathos said:
    Jago said:

    @The_Trapper said:

    I agree, Legion will still earn you BPs easily but it is not as satisfying as getting the 4K is it? We don't want a killer that's good at getting BPs, we want one that's good at doing their job of killing people.

    I don't know mate. I don't enjoy doing 4k anymore. I don't care about this since it has been the graal thing suggested by toxic aka "competitive" killers like Truetalent. I just enjoy playing funny killers like Huntress, spirit and succeeding without doing low "strat" like tunneling, hard patrolling or noed.

    If I know everyone has fun on the game including me, focusing on improving my efficiency, then it's all good.

    4 BBQ stacks is my win.

    R1 btw

    People dont want to play killer and zero kill unless they know they were the ones who messed up. A 0k indicates you played badly a 2 k means average a 3k is well played and a 4k is a perfect game. Same goes for most survivours where escape is a victory for most survivorus or the very least they got their friend out. 

    Playing to entertain survivours is apprently what is supposed to be the norm even though if you do this it means no hitting survivours after they have recently been hooked so free saves more hands on gens, faster gamesel etc. Also no patrolling so you have to go hunt survivours in the distance who have your tr to aware them to hide and opens up a lot of easy saves.

    Nothings is wrong with patrolling or tunneling dbd is a team game if you allies arent helping you get out or arent pressuring the killer to leave by doing gens tuats a failure of the team. If i want to draw killer away from a hooked survivour I will do a gen close by too make the killer leave if they dotn we do gens and leave. Killer depips and we all move on to other games.

    I had a game as clown where I wanted to see if playing by the survivour rules how well i would do. Which ended in a 1k where every chase was ended fast and all survivours were two hooked. So ya if you think your playstyle will net you kills it wont even in perfect game survivor rules will screw you. 

    I agree with most of what you said, which lets me elaborate on a previous point I made.

    As a killer it is very unsatisfying to not get a 3/4k, as the killer your real objective should be to kill the survivors. You're not much of a killer if your objective is just to 'beat up the survivors but not too badly' for the sake of some ingame currency. Granted however, that having more BP than the survivors does make it less annoying but it would REALLY suck if we had to truly take much credit for getting more BP.

  • As a killer main I like being able to view the profiles. Because when 4 claudettes show up I can see if they're SWF. I won't entertain toxic SWFs.

  • @xmenfanatic said:

    @The_Trapper said:
    Michael Myers is literally described as just pure evil. Frankie is the most evil out of all of them, and Susie is the least evil, because of her I would say they are not the most. But I would bet my left one on saying Michael is. The most evil unlicensed killer though, would have to be either Billy or Hag.

    The vibe I’ve gotten from Susie’s description and how the devs have spoken about he rand Legion in the Making of, I feel like they were saying Susie is evil and the Legion is all about any imaginable person having that potential. Susie is the nerdy crazy girl who seems sweet but in the end actually holds psychotic tendencies.

    She struck me as the nerdy girl, but her story said she was the most reluctant to stab the janitor, Frank forced her knife to stab him. The Legion art also showed Susie had the fewest kills by far. Before I forget. Susie's animations show her to look like she herself is scared and reluctant.

    EDIT: Compare her animations to Frank or Joe's, Joe acts like it no longer really bothers him, Frank acts like he almost enjoys it a little.

  • @Jago said:
    Legion is easy to play. Even at red ranks and it doesn't need a buff.

    It doesn't suffer from gen rush. People are just BORED facing legion so they want the game getting fast, not healing cause it's pointless and rushing toolboxes.

    It needs a complete rework cause there's actually no counter play to him, especially when you're a team of solo survivors. It's not fun to play against, it's just a "lose your time" killer. Chase mecanics disappears, mind game disappears... Braindead killer.

    Yes you gonna be bullied if you play bad at killer in general, if you camp and hope for Noed to save you.

    But if you get a bit of logic, you don't even need to tunnel / patrol to get a 4K.

    And whatever after all, even if 3 survivors escape you gonna make 30K score anyway, so that's a win.

    Legion is broken.

    Legion is "easy" to play based on you don't need to really practice that much to understand him, if you mean he's easy to play to get 4K? I would disagree.

    When you say he doesn't suffer from gen rush, I was a tad confused. If Legion has to spend a long time chasing compared to other killers, what are the other survivors doing? 80% of the time they are doing a gen.

    I kind of agree with you on your next point, though you can take advantage of the lack of scratch marks. Combine the speed boost from the hit, iron will and lack of scratch marks and you have a juke ability. But that's reliant on perks.

    I haven't used Noed in god knows how long, and while I am not the best killer, I would not say I am bad. So your point here really doesn't address my point about how Legion can be bullied.

    Your next point was a little to short, how do you think you get 4K without purple add-ons as Legion?

    I agree, Legion will still earn you BPs easily but it is not as satisfying as getting the 4K is it? We don't want a killer that's good at getting BPs, we want one that's good at doing their job of killing people.

  • Michael Myers is literally described as just pure evil. Frankie is the most evil out of all of them, and Susie is the least evil, because of her I would say they are not the most. But I would bet my left one on saying Michael is. The most evil unlicensed killer though, would have to be either Billy or Hag.

  • I think it's interesting. Gen rush is a counter to every killer, so could do with a bit of sorting out. It's terribly dull when 3 survivors are working on a gen because they know their buddy is being chased.

  • I ignore the obsession, pretend they don't exist since the risk of a long chase only to get DS'ed means I have just wasted precious time.

    People who dress flashy are the ones who just crave attention and want to be chased, I ignore them and wait for their over-altruistic ego to be their doom when they get too close after hooking someone.

    The guy with the toolbox MUST be hooked, they're the ones who often work on generators, minding their own business.

    If someone has a flashlight, I will down someone and expect them to come running when I move over the downed survivor. This is great if you play as Hag or Trapper since you can use the trap animation to trick them into thinking you're picking them up. Thanks to Tru3Ta1ent for showing me that one.

  • @Shad03 said:
    I don't mind the 110% myself to be honest. But a honest to Entity good buff would be for Feral Frenzy to work with NoEd, then people will be like "OH S**T!"

    It pains me to say this, but I don't think the timer should go down while being chased. Everything else is solid though.

    What sort of ranks are you playing at as Legion? An experienced survivor who knows his current movement speed can take full advantage of that, based on what I have been against.

    The NoEd would be cool but then it comes down to an end game spree of clutch heals. And 75% of the time NoEd is destroyed in about 30/40 seconds of being activated.

    I'm quite interested to hear why you think Legion and his ability make him a viable killer, if you have the time let me know! I'll be sure to read it.

  • @Blight said:
    Do you anything but insta-saw Billy at high ranks?
    Do you anything but the double purple add-ons for Spirit at high ranks?
    Why should Legion be any different?
    Why should Legion have more high tier viable option's than any killer but Nurse?

    It sounds like Billy and Spirit is your bane as survivor. No, in fact I see waaaay more appearances from the other killers.

    I see loads of killers who don't always have purple add-ons, what's your point? I'm a rank 1 killer and I don't always have purple add-ons. In fact for many I still use yellow.

    Legion should be considered for some change because billy, spirit, practically most killers still have more efficiency than Legion without add-ons, except Freddy and a couple others who are equal or slightly under.

    I haven't once stated that Legion should have more high tier viable options, but shouldn't all killers technically be equally viable high tear? That's a whole different subject though.

  • Are these comments defending DS serious? I can't even tell.

    Killers already have a hell of a time trying to stop 4 SWFs doing gen rush. That means every down is CRITICAL to getting 3 kills, since it's nearly impossible to get all 4 in high rank without a bit of luck.

    To be blunt, survivors should not be given a second chance, DS is rarely anything but the highest rank when used, it allows survivors to then continue looping which makes the chase draw out even longer, games last like 5-7 minutes at best in high rank.

    How would survivor's react if the killer had a perk that meant when they break free from a grasp, the Killer has a skill check to instantly down them again? They'd cry about it.

    Also, blood warden and NOED is trash. NOED can be taken apart and it's a rookie killer perk at best. Blood warden is laughable, all the time's I have used blood warden, I might have managed to hook one survivor out of all the games I tried, it's trash, fact.

  • This was his DBD username...

  • Hard to describe, but loops around pallets and corners prevent the chainsaw most of the time. If you're good with timing like myself; you can hide behind a pallet and throw it down when he is mid-charge, which stuns him. Remember that bloodlust is broken when the killer hits you, loses the chase or destroys a pallet. Loop him as long as possible to buy the other survivors time, there are multiple mind-tricks.

    Standing by a pallet often stops killers so they can destroy the pallet after you throw it down. If the killer stops; do another loop.

    If he is hugging you and revving the chainsaw you're doomed, the best thing to do is circle him like mad and hope for the best.

    Lastly; if he is charging you from afar, drift to one direction and then cut a sharp turn in the other direction when he is close. I can't guarantee these will save you every time but they work for me now and again lmao.

  • @MineAntoiya said:

    @The_Trapper said:
    Not ashamed to admit it. But being a killer main, i've now become toxic regardless of how survivors played. Just because of all the toxicity (Great SOAD song btw) survivors have given me despite me being nice to them, I now show no mercy. I take pleasure in making them even more salty than they already are for dying. I don't really rub it in, just offer them some bait in the chat.

    Also if they blame their team; i'll always shout out that they were the worst.

    Great band! And I understand your methods. Although i personally find it hard not to be caught by their bait myself (e.g. replying to nonsense with logic). Maybe the idea is to always have the last say, so have them complain, then you say something like "You guys [BAD WORD] sucked" then just insta leave, ofc I'd never do it first, fight fire with fire :p

    Just sweeten the deal of wiping the team with a "Gg ez". If survivors are triggered; they'll take the bait. If not, they've left.

  • @kwieen said:
    Surviror main here (600h)- played killer for 3 hours maybe.
    I also often get ######### up by getting tunneled or camping killers.
    BUT this is a personal problem. Neither DBD nor the killer is responsible for how you feel about camping.

    @The_Trapper said:
    Camping is a legit strategy. Tunnelling is a matter of opinion, if i'm a survivor and I get tunnelled; i'm not angry at the killer, just the survivor for unhooking me at a bad time.

    But if i'm a killer, i'll tunnel if I see them. Gens are completed to quickly to be picky about who I chase, and I don't much appreciate playing nicely just to get teabagged at the end.

    I also handle my rage about this with this opinion. Camping and Tunneling is a legit Strategy.
    I guess, killers who play this style aren't skilled enough like Killer, who don't need to camp.

    It is everyone's decision in which way he wants to play (i don't mean hacking, guys :D)

    So everyone calm down and spread love between Killers and Survivors <3

    That's fair enough, I guess survivors who use any strategy such as looping, using DS, using a flashlight or any item also lack the skill to play a survivor who doesn't use them :silenced:

  • A solo mode would be great, let the competitive survivors who want a challenge play against people without communicators for a slight XP bonus, same goes for killers.

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