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TigerKirby215

TigerKirby215

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TigerKirby215
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  • Because it would make Survivors feel more unique and interesting and would give players an actual reason to play specific Survivors. Also because it would allow killers to get a general idea of what they should be building to counter (multiple Claudettes = faster healing = bring Sloppy Butcher, multiple Megs = faster exaustion recharge = bring Exaustion addons) instead of every survivor being a blank slate in terms of abilities.

    Dude, he's not asking for this change right now. He's not demanding that Killers move 75% slower, attack 75% slower, and have to put Survivors into the "attackable" state by using an ability on them and then waiting 7 seconds before they can hit them. Not all Survivor mains want Killers to be literally unplayable and for Survivors to be awarded with 10k Bloodpoints every match.
    Some people just want to have fun and like to theorize ideas that would make gameplay more unique. Crazy thought I know.

  • They should honestly at least be unlockable with Shards.

  • Typical "BHVR so survivor sided plz buff killers" player dismissing a genuinely good suggestion with "stop buffing survivors they're too OP."

    On topic: People have gotten used to playing Survivors for cosmetic reasons and I think such a radical change now would polarize a lot of the community. It has been suggested a lot before and I think it would be cool if something like this was added but I don't want to be forced to play Claudette for her 10% faster healing or Meg for her 10% faster Exaustion recharge.

  • @Vortexas said:
    EZ.

    Grind out the most expensive skin with in-game event monies.

    Then stop being a poor peasant, and buy some Auric shards if you want the rest.

    Seriously if you want the skin BADLY enough to complain about it, then unass the cash.

    Hah it's funny cause you're banned.
    On topic: All the skins cost the same. There's no reason that they would ever cost a different amount, especially if they're all part of the same event.

    But on the actual topic: While I do think that 3 total cosmetics that you can choose from does beat 1 cosmetic for each side (I don't play Huntress, Hillbilly, David, or Kate; all the other event cosmetics are useless to me :) ) these are still incredibly impressive sets that are meant to be worn as sets. The other cosmetics are designed to be fairly universal and match well with any cosmetic. The Blighted cosmetics (especially the killer ones) have so many glowey bits that I don't think it's possible to mix and match any of them reliably. Maybe you can equip a Prestige weapon on the Killers or skip the pants on the Survivors (cause all pants look the same let's be real) but then you're left with one random cosmetic.

    I do think that you should have 6 total vials for a full set for Killer and a full set for Survivor, or if you take my strategy of skipping weapons and pants you can have 3 sets of your liking. One set of cosmetics for grinding just feels unrewarding, especially since Killer mains will have to play Survivor and Survivor mains will have to play Killer in order to get their vials.

    P.S. While I think adding optional "totem-esque" objectives to the game is nice I think this is a really poor way of going about it. Forcing Survivors to do something that's literally useless just for cosmetics (and I guess bloodpoints) is not how we should slow the game down. At least with totems we had the excuse of looking out for NOED but there's literally no in-game reason to clear these plants. This means that at high ranks they will be ignored and at low ranks it'll be harder to escape because of people literally tending to weeds instead of doing gens.
    The plants are a good starting point for something like a "gasoline pump" for generator fuel but currently they're just a needless waste of time. Getting a third of a vial for doing a gen was a fine mechanic already.

  • I honestly don't give enough of a ######### to do hatch standoffs anymore.

  • The sets are Cells only, and will be priced at the same cost as the other extremely rare sets.
    Sigh Guess I will be shelling out an extra 50 for cells after all.

    I really think you should be able to get 6 cosmetics total. That way you can buy one survivor set and one killer set. Or you can skip out on the killer weapons and get like 6 total.

  • Bond has always been a good Self Care replacement, tbh.

  • I was always under the opinion that Yellow Mori should just be a baseline mechanic. There's pretty much no reason to run Yellow Mori unless you're scared of Decisive Strike. (And most Survivors pop DS instantly anyways. And even if they don't they won't escape unless they're right beside the hatch anyways.) The actual Yellow Mori should have the Green Mori effect, and Green Mori should let you mori 2 people instead of 1.

  • BBQ will reveal downed survivors as well.
    Other than that? Look for blood on the ground and listen for grunts of pain.

  • I should mention that I do honestly think that the healing change isn't as bad as some other people are making it out to be, but it was still massive overkill.
    The other issue with the healing changes is that they really aren't fun to play against. Spending an extra 8 seconds doing skill checks (or not even doing SC, if you're being healed by someone else) is very boring. It's the same problem with just increasing the time generators take to do. Survivors want to be chased: they don't want to hold Mouse 1 all game.

    I do think the notion of cutting the whole tree down to kill one bad bud is a very appropriate comment though. Healing other survivors should be fast, because it rewards teamwork. But the current healing changes doesn't make getting healed by others any more appealing than just Self Caring yourself in a corner. All it does is make Self Care more mandatory since chances are your allies won't be able to heal you to full.

  • I've been having a lot of connection issues lately. I hope it's not just me, and that a hotfix will be rolled out at some point.

  • It's a Quality of Life change that removes the Bloodweb grind to a degree. Perks levels should make a perk better, not useable.

  • You disconnected; you should lose pips. If you were the one being face camped you got caught too fast, and should do better to stealth away from the killer or loop them for longer.
    Even under the context that they face camped you for the full sacrifice duration your allies should still probably be able to finish at least two generators, which is enough for the hatch to open at the very least. Disconnecting just loses them time they could've used to Survive.
    Stop being so selfish.

  • @Dreamnomad said:
    Iron Will was "meh" perk before and a "meh" perk now.

    Mhm. Iron Will is a meh perk. It's such a meh perk that every high ranked Streamer swears by it as one of the best stealth perks in the game and it is consistently ranked as an A+ tier perk in tier lists.
    But no you're right. Super meh perk. I'd rather have Left Behind; now that #########'s OP. A whole 22% faster repair speed!

  • For more stealthy killers (namely Pig / Myers [harder to see them sneaking], Trapper / Hag [hiding traps in the fog], and Wraith [harder to see cloak shimmer]) fog can be helpful, but for me personally I like being able to see Survivors from a distance as opposed to them not seeing me.
    The one exception would probably be either Mirror Myers or Wraith with his one Aura Reveal perk, but I'd much rather burn a Lery's offering than an offering to increase fog.

  • Behavior: Buffs Iron Will (one of the best stealth perks in the game) to be more reliable at earlier levels, buffs Alert to be a bonkers map hack, makes Sabo an actually viable strategy again, buffs Moldy Oak, makes several killer-favored maps more balanced (more pallets on The Game), makes flashlights more consistent, and punishes camping.
    Survivor Mains: vAuLtInG iS tOo HaRd BeHaViOr So KiLlEr SiDeD i CaN't WiN wItH cRuTcHcArE tO hEaL aLl My BoObOoS aNyMoRe GaMe Is DeAd PlZ nErF fReDdY!

  • Okay let me go tell all the people who ca-okay I'm done.

  • It takes several reports as well as actual concrete evidence to ban someone. If Behavior banned every random "sTrEaM sNiPeR wOrKiNg WiTh KiLlEr" report they got about 95% of the playerbase would be banned. (As well as 100% of the Killer playerbase LUL)

    Also Stream Sniping isn't a bannable offence, apperantly. Working with the killer is, but if they're working under the context that you "stream sniped" to work with the killer then it's apperantly not bannable in-game. Best thing they can do is have your Twitch account locked, as Stream Sniping is a violation of Twitch's ToS.

  • Moon Offerings have been unobtainable for ages now. Disabling them seems like a perfectly fine step to stop veterans from screwing with games by owning items they flat out shouldn't have.
    "Literally being unable to see because it's too dark" is not the same as "being out on your second down instead of your third." People act like Moris are a big deal and while they are impactful they're really not that bad overall.

  • @Malakir said:
    Let's say nobody but you did gens. you did 2 genes, your mates died because they prefer road and say hi to the killer. Plus the math for gens and hatch spawn is legit, number of general done - survivors alive plus one to spawn the hatch. The problems are other things like the boring stand offs

    Basically this. The Survivors still did their job (admitedly poorly) so the Survivor who did the "best" job should at least have a chance to escape. Taking it from a perspective of a Survivor it is pretty much impossible to do 3 gens solo against a killer.

    The problem with the hatch is really how unintutive for both sides it is. I think the ability to close the hatch for the tradeoff of powering the exit gates was good. You can trade the single exit point for two exit points with a delay; perfectly managable for a Hillbilly or another high mobility killer.
    Another concept I personally had was to place a "key ring" in the basement that would have a dull key on it. (I assume the key would only spawn if you were the last survivor though.) This would give the killer two points to defend (one that they actually know the location of) instead of just forcing them to find the hatch, but at the same time the killer wouldn't just be able to camp the key ring since a survivor could still do gens to open the gates. It would also provide more use for the basement and actually make perks like Territorial Imperative useful.

  • I remember once I suggested on Reddit that NOED should provide instadowns at all tiers. I was met with half a dozen downvotes and a bunch of people saying "noooo it's too meta run in every build OP perk." Look who's laughing now, Reddit.
    But I don't view the NOED buff (or the fact that Self Care is the same at all ranks) as a "buff" so much as a quality of life change for the Bloodweb grind. Instead of having a perk that's useless until level 3 you can still use it at earlier levels and do okay. Perk levels should make a perk better, not useable.

  • If hooks were still right beside eachother the new Sabo changes would be fine. As it is currently though hooks are actually spaced decently far apart to the point that Saboing a hook is very effective. Henceforth being able to 99% all the hooks in a general area and break them all if the killer downs someone in that area basically forces the killer to either slug or take the drop. And in either case they're not going to be sacrificing the survivor any time soon.

  • I'm really interest about these Alert buffs as a whole. It's sorta a mid point between Bitter Murmur and Empathy. I still think Empathy is objectively better than Alert but I wonder if the more consistent notifications from Bitter outweigh the most activation chances of Alert.

  • Just call it Down2ClowPhobia. That's what I call it.
    On topic: Down2ClownPhobia still forces you to remain in the terror radius, meaning that unless it's The Game or you're Doc you're not going to be keeping people in your terror radius for that long. And even under the context that you're playing Doc with Distressing / Down2Clown / Sloppy / Deerstalker (slug build) that means you have no Ruin or BBQ.

    It's a valid strategy but not a good one. You're putting all your eggs into one basket, akin to when you run multiple Hex Totems with Thrill / Haunted or multiple end game perks.

  • I think camping survivors once the gates are open should still reduce points, but at a far lower rate. In addition survivors being in the exit gates should count as a survivor being "close to the hook" for all intensive purposes. I don't know how that would be programmed though.

  • Leaving the game ######### the match over for 3 other survivors. If you don't want to rank up the least you can do is try to distract the killer with some loops. Even if you get Iri Evader you should still have Bronze unbreakable and nothing in Benevolent or Lightbringer. At best that's a safety pip.

  • I'm not asking for Killers to be rewarded for camping. :| I'm asking for Survivors to not be directly punished by losing (or not gaining) rank because the killer camped.
    Since Emblems were first released I saw people complaining about how the Killer can "throw a fit and take his ball home" and choose to make it that none of the survivors rank up. (Again: mainly by face camping one particular survivor.) One's rank shouldn't be dictated by how the enemy team did.

    As counter intuitive as it sounds perhaps players should be rewarded Evader Emblems while not in a chase? I do think you should get more Evader points by actually wasting the killer's time and juking them well, but if a Survivor was never in the killer's terror radius they have to be doing something right.
    Oh and "something something stealth isn't being rewarded in this game they need to encourage stealth more as its a perfectly valid tactic."

  • @Rebel_Raven said:
    If the killer only chased, hooked, and face camped one survivor in the entire match, something has gone terribly wrong in the game, imo.

    Largely it went by too fast.

    The survivors got the gens done, and are ready to eacape in the time span of a chase, 1 or 2 hits, a hooking, and a sacrifice. 
    Which means the match was short as hell, and no doubt the killer had zero fun aside from watching the survivors squirm. 

    Anyone else think that's sort of screwed up?

    Anyone have any thoughts on how an entire match can go by with only one chase, and one sacrifice?

    Maybe I missed something?

    That means you did badly, and the Survivors did well. Henceforth the Survivors should rank up and you should stay at your current rank. (Or possibly even derank.) The Survivors shouldn't lose rank because the Killer didn't do well.

  • "Is Nurse a high skill cap killer?" He asked in the Survivors discussions.

  • Easier said than done. There's a lot of liscensing issues whenever you want to make crossover characters.
    Bill was a lucky exception, not the rule. Valve saw how popular Dead by Daylight was and wanted to support it while also advertising their own content. It wasn't just a matter of "oh hey PC game guess you get a Left 4 Dead crossover."

  • @Orion said:
    It's OK to escape no matter the context. You don't owe anyone anything.

    @Mister_Holdout said:
    You can escape whenever you want.

    There's no obligation to rescue anyone.

    Basically these. You do lose points for being a cuck and leaving people on the hook, but at the end of the day you've gotta look out for numero uno.
    It's the same with NOED: You're welcome to try to save someone when NOED is active... Or you can live!

  • The situation for Decisive Strike is being downed. Giving it a hook requirement would be interesting, but I'd rather just nerf its core so that it's less cancerous as a whole.

    As for Sprint Burst: the lack of any activation requirement is a mixed blessing for it specifically. You're forced to either walk normally as to not waste it or spend it and potentially not have it when the killer arrives.
    The issue with Sprint Burst really lies with the recent Exaustion nerfs and how Exaustion killers (Clown and Huntress) apply Exaustion with on-hit effects, which means that SB (which allows you to avoid being hit the fastest) is the most reliable choice against those killers.

    A suggestion I once saw for Sprint Burst was to have it activate after sprinting for 3 seconds. That would allow players to save it while still running between generators, and would also give ranged exaustion killers a chance to hit the survivor before they can get their "running start" and escape.

  • @Dabrownman1812 said:
    @DeadByFlashlight  Should study pip conditions. Survivors should not gain points towards emblems for being camped however. @TigerKirby215 players should be rewarded for work, not because a player camps. 

    And remember: no one wants to be a Squidward.

    But my point is that it's really dumb that you only safety (or sometimes even depip) because the killer didn't play well. Can you imagine any other game that worked like that? "The enemy team never scored a goal therefor the game's a tie even though you scored like 5 goals on them."
    It seems like a very simple change to make it so that Survivors don't lose Benevolent points if a killer camps. Either have survivors gain points if the killer is by a hook while not in a chase or simply don't have them lose points if a similar situation is met.

  • @rhox32592 said:
    Just to start off lost count on how many hours I've played.

    Woah look out the window! Is it a bird? Is it a plane?
    No! It's your credibility, flying out the window just like that! Every single platform records hours played, so the fact that you couldn't at least give a ballpark figure makes it look like you haven't even played this game period.

  • Would never happen because of copyright and #Fukonami, and let's be honest the killer would be Pyramid Head.

    All that being said:
    Survivor perk 1: I'm surprised we don't have a bleeding reduction perk, especially with the buffs to Sloppy Butcher. This is probably going to be added someday.
    Survivor perk 2: The fact that it causes Exaustion makes it #########. You're already injured so Hope movement speed isn't going to help you unless it's Scratched Mirror Myers or something. That being said this could be fun for a No Mither build if it didn't cause Exaustion.
    Survivor perk 3: This is what Left Behind should do. Change Left Behind first.

    Killer perk 1: Very interesting and promotes hooking multiple survivors, but the increase is too weak for one. It also sorta encourages camping as to not lose the tokens.
    Killer perk 2: Very simple perk that I could see some uses for. Not many, but it's not a bad perk. Solid C tier.
    Killer perk 3: An interesting concept but it's a real kick in the nads when playing against a Nurse or Hillbilly with BBQ. Having what essentially amounts to Pop Goes the Weasel but for downing survivors is honestly rather unfun in my opinion. Even if it's just for the obession this perk would be an auto include in any Remember Me / Dying Light build. And while I'd love for Black Box Freddy to be less ######### giving him on demand instadowns is not the way to go.

  • I have suggested before that No Mither should let you get up once per match before giving you the No Heal debuff, unless you're running it with Unbreakable in which case you'd be able to get up twice.
    I don't think Broken should go away after you get up with No Mither (especially after 60 seconds) as it would pretty much defeat the purpose of Unbreakable entirely, with No Mither being a better version of Unbreakable that comes with Iron Will and reduced Blood Pools at the cost of not having a faster dying state recovery speed. I thought it would be permanent akin to what they suggested for Decisive Strike a long time ago which I honestly thought was another good idea. Decisive and No Mither should be last ditch recovery tools, not something you use constantly. Having it as "Unbreakable; Stealth Edition" honestly seems fair to me.

    Also we need a way to start the trial injured beyond using Unbreakable for the sake of Resilience combos. I don't know how weird it would be to give Survivors a button to break their own arm but I could see some use in it. If only for BP farming.

  • One thing's for sure: totem spawns need to be way better. I honestly laughed at the PTB patch notes when I read "made Hill Totems harder to spot" instead of "removed hill totems."

  • If 2 out of the 4 buffs you suggested were added she'd be fine. Not all 4. All 4 would make her insanely OP.
    115% would be a lot better for her as would using her power when it's not fully charged to make mind gaming a lot more viable.
    But silent phase shifting would remove any and all counterplay to her. The PTB change to make it so you don't know where the sound is coming from is already good enough. And even though I've suggested seeing Blood on base constantly using Father's Glasses makes me realize just how strong that effect is.

  • I do agree that gens should lose some progress when kicked. Currently it's far too easy just to run around a generator and tap it lightly while the killer chases you to just waste everyone's time. And then when you finally go down someone else goes to the gen and finishes it.
    5% isn't much but it's still enough of a deterrent to stop spam gen tapping.

  • @PigNRun said:
    I know its not the main point of the thread, but with Deliverance around, I feel respecting the 4%ers has lost its purpose. Not that I ever followed this "rule", in the first place.

    Well Deliverance makes them No Mither so it's fairly obvious when it's Deliverance v.s. an actual 4%.

    On topic: I go for injured survivors so I get accused of tunneling a lot. Look buddy; if you unhook someone as soon as the hook is out of my terror radius I'm going to come back.
    That being said I don't camp because I know it's a statistically bad move unless I'm Basement Leatherface, and if someone gets unhooked when I'm not around I don't care if they pulled themselves off or got saved.

  • The NOED change is something I've asked for personally on Reddit (to which the Survivor main community gave me a resounding "no ######### off NOED OP git gud salty killer main") so I'm really happy to see it. It honestly feels Quality of Life more than anything. There was no reason to run NOED before level 3 and now there actually is.
    The healing change is also good. It's a pseudo nerf to Sloppy Butcher (which I still think is a really strong perk) and a fairly direct nerf to Self Care. It's a much more active way of slowing down the game than having gens take 30 extra seconds or having a "Ruin Lite" effect, at that.

  • I've seen some really good concepts on Reddit for a Hotline Miami Killer and a Party Hard Killer. While I think they're a little too complicated for their own good I think the core concepts are really great.
    I'd love to see more video game crossovers. Currently we only have Bill; that isn't even a full chapter! Just a survivor! I was actually making a mockup of a Darkest Dungeon Chapter but got sidetracked and I'm too busy to complete it. I already made the page for the Survivor (The Antiquarian, since I thought she'd be a very interesting and unique addition. Also since the Antiquarian doesn't fight much in Darkest Dungeon) with perks based more around helping your allies. Won't go too deep into them here though.

    Also I think these have probably already been said but: Chuckie and Ghost Face.

  • Lol they can't go into the game and ban him for you.
    Take a screenshot (video is prefered; just several minutes of footage of him not leaving is enough) and then submit a report saying that he was holding the game hostage. That is a bannable offence and they should ideally be banned for it.

  • I proposed a change to No Mither on Reddit but got downvoted to hell because "it's a challenge perk."
    Yes. And building a replica of the Statue of Liberty out of turds is also a challenge, but it doesn't make it smart or helpful to the people around you.

    On topic: My proposed change was that Survivors running No Mither wouldn't be hookable. Ever. They'd still be moriable (on second down or at 50% bleedout. IDK) and I think when they'd die they should still provide a BBQ & Chili stack, but other than that the Survivor has to get up to keep going.
    This would come with the caviat of making it harder to get up on your own (something like 50% recovery speed) so you'd still need help from other Survivors to stay alive for longer. This would also give more strength to Dying State synergy perks like Unbreakable and Tennacity which would allow you to make more use out of being on the ground more often.

    The concept with this change is that it provides a fairly direct counter to hook related perks like BBQ & Chili, Make Your Choice, and Devour Hope. Those perks (or at least the first two) have little real counterplay since being hooked is largely inevitable. This change would give No Mither an actual proper use along with it being a suitable challenge and combo with other perks that rely on you being injured.

    And hey Reddit: you can now run No Mither along with Self Care, Deliverance, and Decisive Strike to have three "asserting dominance" dead perks in your build. :^) I should think running with an instadown and only 1 "can't be hooked" perk would be enough of a challenge for you.

  • If you want to slow their healing run Rusty or Begrimed chains. You're better off running something like Bamboozle or Nurse's or some of Spirit's new perks or hell even just LF's three uniques instead of Sloppy. Most of Leatherfaces addons are largely useless anyways other than reduced chainsaw charge time.

    But all that being said run the build you like, and if it works for you that's great. The meta is a suggestion, not a rule. And honestly if you're concerned about meta just don't play Leatherface. :P

  • Yes. Injuring a player with Sloppy Butcher will cause Mangled and Hemorage, regardless of how you damage them.
    That being said Sloppy isn't that good on Leatherface. Its main strength is when you're using it for the tracking ability, which isn't that useful on LF.

  • @Tsulan said:
    Prestige does nothing apart from giving you bloody skins.
    (Image of Prestige 0 Claudette)

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