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Visionmaker

Visionmaker

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Visionmaker
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  • Object of Obsession and stare down the killer at all times.

    Half of the games the killer won't even want to waste time with you. Other half, you'll be camped and tunneled as usual.

    It's a brilliant strategy.

  • @Lowbei said:
    4 swf = only the first perk slot is open

    solved

    @AshleyWB said:
    SWF should be penalised for having an advantage. No items allowed how about that?

    @AshleyWB said:
    Swf = always exposed, think that's a bit much😄

    Pretty much telling everyone that plays in SWF to stop playing the game together.

    Go ahead and suggest it, but I don't think the devs are in a rush to kill their own game.

    Though I wouldn't mind a perkless, itemless, solo player tournament mode.

  • Bring solo players to SWF level by giving solo players in-game chat, voice chat, and a LFG function.

    Then balance accordingly.

  • "Spine Chill and Premonition needs to be nerfed"

    said no one ever.

    With all of the aura reading perks coming out soon, what we really need are perks that block aura reading.

  • It'd be nice if they swung.

    But they don't need to be any better at tracking. Doctor's already one of the best anti-stealth killers.

  • You expect everyone who died to stay for the rest of the game just to say gg?

  • @xxaggieboyxx said:
    @Visionmaker the entity gives the killers strength so your movement speed thing is dumb and yeah you only grab 1 hatchet but you get what I'm saying with the exhaustion you are prob just a survivor main who doesn't want to get their favorite perk nerfed 

    "The entity gives..."

    Yeah, and I guess you forget about the fact that the entity magically allows every survivor to be an engineer, to run infinitely, and always come back to life every game.

    I know what you are saying with exhaustion. But you are a hypocrite if you think the game's rules should follow exactly how it is in reality for one situation but not another. You must be another killer main who wants survivors to run in a straight line and get caught every 10 seconds.

  • @xxaggieboyxx said:
    I don't see why people are complaining I like the change it doesn't make sense that you recover from being exhausted while SPRINTING!!!!

    It doesn't make sense that Huntress gets five hatchets when clearly picking up ONE each time she visits a locker.

    Next nerf:

    Huntress can only hold up to 2 hatchets at one time.
    Huntress is slowed 10% movement speed for each hatchet in her possession.
    Huntress now recharges one hatchet per locker search.
    Huntress hatchet throws now have cooldown of 30s due to exhaustion from flinging hatchets all the time.

  • @SovererignKing said:
    Jessie_ValorGaming said:

    I play both surv and killer equally and i think if they do nerf all the survs addons like the BNP (so syringe and styptic follow) then the mori's should require you to hook a survivor twice instead of once before mori-ing them.

    Then there would be no point to the Mori at all if they are already on thier Death Hook. 

    That's... the point... Just to see more moris.

    Why would they make instakills part of the base game if they're totally against instaheals and BNP?

    Just too see more? That would make it a useless offering and nothing more than basically a cosmetic show piece. 

    I’m against making Mori’s a part of the base game as well. They aren’t totally against insta-heals and BNP. They are nerf’ing them to bring them in line.
    To be frank, I think that's what they want. They probably want to increase the sale value of moris. Seeing them regularly in games would make purchasing customizable moris more appetizing, thus more worth it to develop.

    Moris in the base game need to be just that, otherwise it would be completely oppressive. The only thing I can see that wouldn't shift the balance of the game is making Cypress mori default.

    Even if you make the last hook moriable, it still influences gameplay, since there's zero counterplay to a mori, as opposed to having to hook them.
  • @SovererignKing said:
    Jessie_ValorGaming said:

    I play both surv and killer equally and i think if they do nerf all the survs addons like the BNP (so syringe and styptic follow) then the mori's should require you to hook a survivor twice instead of once before mori-ing them.

    Then there would be no point to the Mori at all if they are already on thier Death Hook. 

    That's... the point... Just to see more moris.

    Why would they make instakills part of the base game if they're totally against instaheals and BNP?

  • @PieMan said:
    They said today in the stream that they were thinking of changing the cooldowns of the exhaustion perks and maybe even making some of them recharge faster than others. So Sprint Burst, if they actually do this, will more than likely have the longest cooldown with perks like Dead Hard and Balanced Landing being less. (I might be wrong with this, but from what I recall they mentioned it).

    Ah yes, I remember this. I hope those changes pull through. It would be a shame to see Balanced Landing die in the pit, just when it finally began to see some light.

    @TeambossFloze said:
    Does anyone even use balanced landing? I feel there are so many perks that just are ignored cos they are just plain crap

    Yes, of course. There's Noob3... And... Hm. Oh wait. According to our data... no. This can't be right.. It's just him. Yep. Just one person. Just Noob3.

  • Gunmech04 said:
    SB didn't nullify any abilities, it was used as a counter to ambush style attacks. Did it always work? No it didn't, but because it works some of the time it has to be nerfed because Killers can't stand the fact that they don't get a free hit when using an ambush attack.
    It actually nullified chainsaws (sometimes), and the fact that it is faster than an Ambush is saying something. It does not take any skill to use, and it barely took any foresight aside from looking in the right direction. It made it easier to dodge literally everything (even hatchets). Plus the fact that it's consistently used across the board is a problem.

    It's undeniable that SB needed a nerf. Did every other Exhaustion perk need to be nerfed? No. No one was crying "omg Balanced Landing is so OP". Now SB is still the best Exhaustion perk, and there is even less of a reason to use the other lesser perks. This is an example of the devs overcompensating way too much.
  • @TeambossFloze said:
    I don't think he/she is utterly wrong but I do think it is a bit lower in some games than others that's true. Dota2 community is truly horrid...I mean...its insane how horrible it is.

    I have played Dota 2 for over 2000 hours and I have to say that this is not true at -- oh who am I kidding, Dota 2 in its earlier days was an absolute shitfest. We'd call it 1v9 because there would be cases where your entire team would flame you along with the enemies.

    And this is Valve-- one of the strongest and richest gaming companies in the world--struggling with toxicity.

    @TeambossFloze said:
    I never knew how deeply rooted the toxicity in DBD was until I came on these forums lol

    It's really not... people love to exaggerate. It can't be just me, 90% of my games are perfectly fine. At worst, the killer leaves without saying GG.

    People tend to remember and voice negativity a lot more than positivity.

  • Welcome to Dbd 2018! If you're a survivor you're screwed. This whole stream was "How to make survivors obsolete. " Also, if you do anything to mori's, make it to where you have to be hooked twice before you can pull it off. It also needs to stay an offering. Let's not be ridiculous,  BHVR.
    At least newbies won't be totally ######### using random crap perks like Dark Sense or Deja Vu anymore.

    But you're right, the devs have to be careful pandering to one side too much. You'd have to be an idiot to deny that most of the changes within this half year were to shift balance for killers. If they implement sweeping changes like base Mori, they might oppress new players.

    You may appease the older and more skilled players, but the game will die if it insufferable for new players.

  • Maybe perks shouldn't award bonus bp in any way then ? I find that rather odd in general.

    Id give away my BP perks, BP offerings, and ez bloodweb if it meant I could get those SICC legacy skins. 

    🤷‍♂️

    But the game would be too grindy for most people in the Western market.
  • I love to.

    Evading a Nurse with Spine Chill and UE feels so good.

    The only problem is when I get jack squat for an entire pip category.
  • @Visionmaker said:

    @Dabrownman1812 said:
    Thats on the players, not the perk, we both know that right? You can't make a perfect farm perk for survivors without it being free. There's survivors who sandbag and such too. Jerks will be jerks. It's not about what people do as to what it should promote. Any farming method will be abused selfishly by survivors or anyone in a group game. 

    Game design needs to account for player behavior.

    You don't put in a sink at a public park and call it a success when its used as a makeshift toilet.

    "Jerks will be jerks" is not an excuse. "Thats on the players" is not an excuse. People who flame and grief are punished, not encouraged. This perk encourages and rewards this behavior and needs to be changed.

    I imagine you're not the type of person to say "well the guy successfully robbed you so he should get to keep your money" to a mugging incident.

    Some people use knives to stab others, does that mean knives should be banned ?

    I use the perk and just play the game the same way I would do without it.

    Stabbing people should be banned. Duh?

    Actually, we should give people a fat 1.5k+25% dollar bonus for stabbing others. Oh wait. That's #########.

    Good for you. I play Wraith just fine and it doesn't mean he doesn't need to be changed.
  • @PieMan I thought that's how it is right now. The add-on kills your Medkit. Am I missing something?

  • @Dabrownman1812 said:
    Thats on the players, not the perk, we both know that right? You can't make a perfect farm perk for survivors without it being free. There's survivors who sandbag and such too. Jerks will be jerks. It's not about what people do as to what it should promote. Any farming method will be abused selfishly by survivors or anyone in a group game. 

    Game design needs to account for player behavior.

    You don't put in a sink at a public park and call it a success when its used as a makeshift toilet.

    "Jerks will be jerks" is not an excuse. "Thats on the players" is not an excuse. People who flame and grief are punished, not encouraged. This perk encourages and rewards this behavior and needs to be changed.

    I imagine you're not the type of person to say "well the guy successfully robbed you so he should get to keep your money" to a mugging incident.

  • @Beverly said:
    I hope people get punished more for toxic behavior in the near future, because being disrespectful is never cool.

    It's a wonder whether people are punished at all.

  • noob3, monto, and true.

    No favorite, they all play differently so I like watching a different one if I get tired of one.

    Love Monto's the best though because he runs fun perk builds.

    Loved it when True ran Stridor.

  • They didn't say how they were changing Insta-heals, did they?

  • Shitstorm in 3... 2...

  • @Dabrownman1812 said:
    Free stacks? Ha ha ha lol. We're gonna live forever means we, not I. You get a stack from taking a hit after a survivor is unhooked, unhooking a survivor, freeing a survivor from a bear trap, and body blocking. Survivors promote teamwork, killets obviously not teamwork. The one vs the many. 

    You do realize that people take hits just to gain WGLF stacks even when they know there's 0% chance to actually help the downed survivor succeed right?

    And that people wait in the Exit gates with an injured survivor to build up stacks?

    And that people farm other teammates and take unnecessary hits at the hook to build up stacks?

    For a perk that's supposedly designed to promote "teamwork" and "living", it does an absolute ######### job at it.

  • @Leatherbilly said:
    That's not missing the point. The developers have said they won't add other objectives.

    Intentionally neglecting then.

    The devs have said a lot of things that were inevitably wrong about too.

  • Oh?

    Is this an attempt at positivity I hear?

    It would be a shame if anything happened to it...

  • @SenzuDuck said:
    I don't expect proof because there isn't any - because this is stuff you've made up just so you can complain about it.

    I think you've been here long enough to know that. :)

    Besides, there's a good reason why devs of any game never give EXACT DETAILED PLANS of when and what will be released... Because things don't always work out the way they want.

    Only self-entitled morons with no experience thinks that game development is as easy and perfect as a snap of the fingers. It's the same people that ######### and moan about bugs being in the game during release, and that the devs know nothing and don't listen to player feedback.

    We're all just lucky that the devs communicate to this extent. I've never seen a game with continued transparency, despite the obvious vitriol that gushes from the masses on a regular basis.

  • @Leatherbilly said:
    So many people missed the point, the game's imbalance is a multifaceted issue. The problem is gen time specifically relative to chase times.

    There is a profound disparity in time to complete objectives. Generators are ridiculously quick, and due to semi-infinite loops and 24 pallets, chases are obscenely long.

    Longer generator times would be boring, and being looped for 2 gens is boring, so instead of extending gen times, let's shorten chase times by addressing these egregious loops and pallet density.

    You're kinda missing the big one.

    There's not much to the game beyond pallets/vaults, gens, and the small collection of items. There is only so much you can do with such a basic game.

    Does no one question the fact that the only thing we can use to in a chase is the vanilla pallet, loops, and windows? It's the same few mechanics repeated twenty times in the whole game.

    As for the objective, there are totems and gens. That's it.

    Balancing gen time to chase time still leaves you with a virtually barren game. The only thing that spices it up are the different game modes (i.e. killers and perks) but even that gets stale because of the meta.

  • @Der_Schatten said:
    afk or Farm isnt a ban reason...

    You can report for AFKing though.

    Pretty sure.

  • M1 simulator 2018

  • @SadonicShadow said:
    I have tried it a few times and it never works. From what i understand it requires alot of luck and impeccable timing but it can't hurt to try if dribbling is not an option.

    Yeah, it's definitely very, very hard. It has never worked against me (but I don't use DS often to begin with). I've only seen it work on streams.

    IMO, the only plus side swing cancelling has over dribbling is that it's much harder to anticipate when a killer will do it. It's easy to time your DS and counterplay dribbling.

  • Maybe it's because his weapon is smaller than most of the same movement speed killers. It really does catch me off guard as opposed to Wraith or Trapper with their massive weapons.

    But Freddy has the most misleading lunge animation out of everyone because of his model size. The Clown isn't as bad.

    @rj1567 said:
    Not all lunges are the same as example hag huntress and myers t1 and 3 have different ranges

    Without add ons, it's based off of base movement speed. The wiki has the values if I recall correctly.

  • It's an exploit. If timed properly, it cancels the DS activation. It works because the killer's attack miss animation takes priority over dropping a survivor.

    Think of it as the same as hitting DS the same time you're being spirited away onto the hook, or hitting DS during a pick/drop up animation while they're dribbling you.

    Even though DS won't activate, it will still go on its permanent CD.

  • Devs spoiled mainly survivors by making them nearly invincible. So when they lose or when you play in a way that they don't like they think there's something seriously wrong with you and the game and want you out of the game. 
    Lol

    Toxic post that demonizes an entire group for the characters they play in a thread about toxicity.

    👌 Rich
  • I wouldn't mind if a survivor were mori-able after the first 2 hooks.

    But this mori should be able to be canceled by flashlight or some other mechanic. If it were left as it is, it would just be another reason to camp hooks.
    1. Bored and lazy
    2. Trying to snag easy kills from altruistic survivors
    3. Want to piss off the survivor/revenge for something
    4. Secure a kill b/c game's ending soon or for a daily

    In no particular order.

  • @Nickenzie said:
    I mean it kinda is DS technically because it gives you a get out of jail card if you do kobe. On the live build, I used the Up The Ante + Slippery meat combo because I was tired of using meta perks. I basically kobe-ed every game (the RNG lords loved me) and it feels so powerful, one time the exit gate was open and the killer was chasing the three survivors out. Before they escaped, I kobe-ed and dead hard past the killer. Even if the killer camps, the killer would be wasting two minutes of his time which is time for my teammates to do generators. Additionally let me correct you, I wouldn't have three attempts, you would have six attempts (Slippery meat) which I think you seen my math that it gives you 77.48004% to kobe (with @DocOctober version), you could probably do it in 5 or 4 attempts. However this is where you made a great point, it's RNG, if I don't kobe, I basically threw the game for my team but it's more fun to kobe with my amazing odds of success. :)

    It's not though. You sacrifice your entire first stage for a chance to get away without assistance. DS prevents you from lowering your hook stages period, basically giving you an extra life.

    I don't doubt that the stars can align and it will be powerful. I have had times where I successfully kobe'd into a hatch. But there are also times when I had three luck offerings and Slippery Meat and I failed to kobe. I've also had plenty of times when I kobe'd and the killer came back and killed me in less than 20 seconds, or the killer is just standing there to catch me.

    Also, you're incorrect: the killer doesn't have to camp you for 2 minutes. The killer only needs to camp you for 1 minute. First hook stage is when you are allowed to Attempt Escape and it only lasts 1 minute, not 2.

    The problem is not only whether you fail, the problem is when you succeed and the killer downs you again. Realistically, smart players won't attempt Kobes until 15-30 seconds pass for killers to leave or chase someone else, at which point you're already halfway done with 1st stage.

  • At least they're vetting them. I'm a bit concerned that people get multiple submissions by making multiple accounts... but hey, what can you do? :/

  • @SadonicShadow said: WGLF stacks should also include cleansing a hex totem, completing generators, successfully escaping a chase, opening an exit gate, etc. This would reward survivors for playing well and completing their objectives.

    Please lord BHVR. Let this happen.

    I am sick of everyone running WGLF farming teammates and killing themselves to squeeze out stacks. This is the only fix WGLF needs to actually do its job.

  • @Visionmaker said:
    Kuris said:

    But now no sprint burst resetting during a chase...

    Yeah, and every other exhaustion perk is worse. No one will stop using SB because of this.

    i dont care that they keep using SB, why would the survivor be recovering from his exhaustion while they are still running?

    How do people practice HIIT? 🤷‍♂️

    What kind of ######### athlete only sprints for three seconds before being exhausted?

    How does Nea, a petite woman, gently lift burly David off of a meat hook like that?

    Why do survivors recover from chainsaw wounds from a back rub?

    Why do killers take three years to vault?

    How does Amanda store up to five giant traps in her back pocket when big boi MacMillan has to manually grab and put up to three traps into a bag?

    Why can't survivors vault over small obstacles like rocks or hedges?

    🤯
  • Kuris said:

    But now no sprint burst resetting during a chase...

    Yeah, and every other exhaustion perk is worse. No one will stop using SB because of this.
  • Skrill0x said:

    @Visionmaker said:
    Runiver said:

    Not sure why you want to nerf a perk that do not require a nerf in the first place.

    It needs a change. No perk should be near mandatory. BBQC is undeniably one of them.

    Anyone who wants BP has no reason not to equip it. It is the only BP perk with no drawback. I am 99% sure BBQC is the top used killer perk among those who own it (whether thru Shrine or Dlc). 

    The fact that the strongest progression perk and arguably one of the strongest killer perks in the game is gatekept by Dlc is also distasteful.

    here we go again, survivor main having no clue about balance.... you can hide from bbq and chili so easily moreover if you know the killer is running it then he won´t be camping. I just dont understand why survivors keep wanting to ruin the fun for killers even though it doesn t affect them in a bad way. The last week I´ve been playing survivor exclusively and I´ve been watching out for bbc and chili because its a good perk. But the only thing you need to do to counter it is either: Hide behind a gen, be close enough to the hook, or after the survivor got hooked you walk into one direction for 4 seconds and the simply walk in the other direction. The killer will literally waste 30 seconds looking for you.
    I can only imagine you are a rank 20 who just wants everything handed to him

    Here we go, killer main not reading at all what other people say and just talking to a brick wall.

    Did I say anything about camping? Did I say there was no way to avoid aura reading? Did I say it wasn't obvious that killers had BBQC?

    Please tell me how ANY of what you said addresses any of my points.
  • Kuris said:

    @Visionmaker said:
    Dissuading players from playing together kills the game.

    People need to stop suggesting such idiotic things.

    no it doesnt. most players are solo, or could play solo. if they arent good enough to play solo then thats their problem

    Uh, devs said 70% of games have a SWF group. But hey, if you think the game will survive without people who invite other people to play, then you can go ahead and enjoy your dead game. On the flip side, if you don't have any friends, then that's your problem.

    Uh huh... Like exhaustion, DS, and pallet changes only nerfs solo survivors. Are we playing the same game?

  • Nickenzie said:

    Let's use slippery meat to spice it up  78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance.
    That's quite an exaggeration. It doesn't effectively give you an extra life like DS does, and you still have a minute maximum to Attempt Escape. If you actually want to use the third attempt, you have to begin it within a few seconds of being hooked.

    Coupled with the risk of the killer being too close and the individual being the only target without anyone else to serve as a shield or healer, you're essentially giving yourself a huge chance of suicide.

    It is innately countered by camping, tunneling, and by the nature of hooks. Alongside the fact that the act of kobe-ing leaves you incredibly vulnerable for a few seconds.

    I think it will be powerful, but a risky niche at its very best, even when discounting complete failure to unhook one's self.

    The only reason why kobe works at all right now is because it's so rare that killers don't bother with it, and some killers even let people go because it's so absurd.
  • I like moris since killing people and being killed by them or seeing a fellow survivor being killed by one helps with immersion. At least for me it does. But also killing survivors with it as a killer main, fun times >:)

    No matter how many times I see the mori, I'm always thinking "welp, I better gtfo riiiiight now" and hide like a little wuss the rest of the game.

    Unless a friend is getting mori'd. Cause I can't resist a juicy celebratory t-bag.
  • I think the normal moris are fun.

    Ebony is a wildcard, but I don't think it matters that much.

    Tbh people are already dissuaded from using them because they rob blood points and pips in the end, so I don't think they need to be adjusted.
  • Outland said:

    Flags were being abused, people were reporting everyone who disagreed with them. Way to go guys!!

    Flags autoban you?
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