Visionmaker
Visionmaker
About
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- Visionmaker
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Comments
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They seem to be changing perks relatively slowly. Shame the DS change didn't work out.Hope those ideas make it in though. They're pretty tame.
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Sure, handicap a majority of the player base. In fact, why not let the killer mori by hand Myers style for SWF?See how well that does for the game.
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I'm gonna love the new Dance With Me perk. I already run Lithe and QnQ so I'm gonna be so sneaky!
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The only issue with survivor bodyblocking is the weird tech where the survivor's movement hitbox blocks the whole area in front of the hook, without necessarily being on it. The mechanics around it are too buggy. I think successfully hitting the survivor should forcibly move them a little too.
But I'm guessing the people that take issue with survivor bodyblocking the most are the ones that struggle to hit them in the first place.
The problem with killer bodyblocking is that the survivor can do literally nothing against it when they're in a one-way path. There is no counterplay whatsoever. The survivors should be able to push out the way if they're running at the killer for more than 4 seconds.
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People were asking for additions to the old maps. I guess this is the delivery.
Would've enjoyed a full new realm, since carnivals and amusement parks offer so much as a theme.
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@MeowLux said:
An item that literally can give you a free escape in front of the killer while being chased? It's strong enough and you already have 3 ways to prevent from losing it 2 add-ons and 1 offering. Also most lobbies with keys get dodged most of the time, because nobody wants to play against people with keys. If you hate finding green keys then take Ace in the Hole. It's actually a decent perk if you have plunderers too. And I don't mind what I find from chests personally. The fact that you can actually find something valuable in a chest filled with junk is pretty amazing. 8-)You find people who use keys? lol
Why would nobody want to play versus people with keys when people don't use keys to begin with? I really do not see it happening across any rank.
You talk like it's some miraculous trump card, when in reality, it's a troll item used only in SWF to get an achievement. Even then, it's only one person using it because it's pointless to have more than one. I doubt most people would even recognize a key in a lobby to begin with.
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Making it based off of altruism seems kind of awkward.
There are already so many perks that heavily depend on altruism, so adding another seems suffocating.
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The crazy chases.
Recently played a game with OoO and got tunneled all the way down to the last hook. Two survivors were chased out of the gates, and one hid to try to save me while I was downed under a pallet. The Huntress waited and I stalled my Unbreakable till she was standing right above me, and I got up, palleted her, ran to the gate, dodged an axe, and Dead Harded into the gate as soon as it was off CD. Craziest play I've ever gotten away with.
I come back for the thrill.
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@iOrangeStain said:
I wish you could draw different shapes for different effects. She's a cursed killer but she never really curses survivors outside of her perks. Maybe every trap is something different in an ordered cycle. When she gets a Phantasm Attack, survivors get a horrible curse set onto them.Triangle - Basic teleport, nothing added.
Circle - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from Blindness until healed.
Square - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from Exhaustion until healed.
Diamond - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from **Mangled* until healed.
Or maybe if they trigger it, they suffer from the debuff instantly, but the Hag has a different trap for teleports. That way it'll help her with chases instead of forcing her to succeed in the first chase to get the debuff in.
Like Skill 1 for the Teleport/Jumpscare trap and Skill 2 for a Random Debuff trap, so it's not too inconvenient.
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@Runiver said:
Aim for the shin.
If you want to flashlight a killer grabbing a survivor, count to 3 seconds, starting at the moment he starts to grab, then start flashing.
The grabbing animation is 4,3~s, the flashing time is 1,3~sYou'll flash him but not stun him and he won't drop the survivor. It needs to be started when the survivor is fully on the killer's shoulder, where he stays still for almost exactly the time needed for the flashlight.
The flashlight effect buildup also stays for a few seconds... so technically you could flash at the beginning of pick up, let go before it gives you the 'killer blind' points, then flash at the end of the animation for the stun.
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@Techn0 said:
Is the pallet vaccum removal coming in the PTB? New killer is cool and all but, the vacuum needs to burn this update. (I'm still really excited for the new killer)Yeah, they said balance changes were going in.
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@ZiNc said:
@Visionmaker said:
Coffee for work and boatloads of milk tea for home.That new Starbucks blonde is pretty good.
I haven't tried this "Starbucks blonde"! What's it similar to?
It's light coffee that's pretty smooth. I normally add milk and/or cream to my coffee, but I don't need to add too much to that one cause it's light enough.
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@deadwolfwalking said:
@Visionmakerlook here, partner. we seem to have gotten off on the wrong foot. i'm perfectly willing to accept the lions share of the blame.... perhaps i came across as overly flippant regarding the issue. i'm a killer. i see killer sides. its obvious where you stand and thats cool too.... i originally bought the game to be a survivor. i'm a survivor fan.... BUT as it turns out, i'm not so great at games. and it stressed me that 3 other ppl were depending on me to not **** up.... i swear i've killed more ppl with dwight than i have with the wraith.... and i potato so many skill checks that ppl swear Ruin is active and spend most of their game looking for non-existent hexes.... we're cool. and i apologize for my end of this....
No worries, I see your perspective. I had nothing more to add except that I agreed with your conclusion, so I just upvoted you. I apologize for the rudeness.
I don't play killer a lot either because my eyes are bad. I just watch a lot of killer streams.
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@Mike_Karman said:
Fruit in general should not be warm.Banana bread. Grilled peaches. Apple pie.
And the best: Pineapple pepperoni pizza.
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Coffee for work and boatloads of milk tea for home.
That new Starbucks blonde is pretty good.
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- Getting deliberately farmed by a random-survivor.
- Playing with sandbagging/game-sabotaging random-survivors.
- Watching a teammate get facecamped.
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Dear lord and savior BHVR,
If you plan on doing this, please give the players a heads up, so we can last minute buy them too.
Xoxo
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@ThePloopz said:
😂 your nea avatar fits this the tone of this conversation so perfectlyToxic nea getting to my head.

@deadwolfwalking said:
i'm not mad, partner. and changes are just changes. i don't even use hexes.... ruin has been in my shrine at least 3 times and i haven't bothered with it. i'm not even calling for changes to anything....Changes are shifting the balance. That poor little survivor you caught who ran themselves into a deadend in the abbatoir because the window was boarded up? Yeah, that was the product of the change, not your skill. The fact that you're not spending 20 years in the center trash piles every time you spawn in Autohaven Wreckers? Product of change, not your skill. Your camping victim escaped bc of BT but you managed to down the rescuer? Change. Your perception may not change, but your gaming experience sure has.
i'm saying toxic ppl will always find a way to be toxic. changing the game won't change the person....
Okay then, maybe make that your argument instead of off-tangent whining about OP survivors in a thread about toxicity. In response to your argument, I simply disagree. When a person is being toxic and using a tool to be toxic (taunting, bodyblocking/holding the game hostage, face camping, hostile endgame chat etc.) game design can be prevent and discourage these tools from being used. There is so much the devs of DBD can learn from other, more successful games in preventing and punishing toxicity, and the only problem is that they have yet to implement these strategies.
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deadwolfwalking said:
@Visionmaker said:
deadwolfwalking said:ok. so the new rule should be if a survivor isn't toxic then the killer isn't allowed to be toxic? so now survivors are not only in control of the gameplay and pace of the match, they're also in control of the killers response as well? we need a preset screen like in kyf so you can check off all the things you don't allow.... gen tapping - yes. t-bags - yes. pallet looping - yes. speed hacks - yes. camping - no. tunneling - no. mori spam - no.... thats a much better system....

Um.. Yes. Preferably no one is toxic but of course, you have to bring this to a zero sum mentality...
Survivors are OP hurdeedur, so we can't change anything about everything. Let's leave killer toxicity in the game because survivors have SB /s
Meanwhile the devs have been doing nothing but delivering survivor nerfs and killer buffs for the last 5 months.
survivor nerfs? such as what? pallet vacuums? pallet balancing (removing one pallet on a few and adding pallets to most. shelter woods is an excellent example)? gen tapping and hex placement has ALWAYS been an issue. nobody cares.... but dribbling to avoid DS so now 3 drops and its over.... camping was a problem so swinging hooks came in for you.... yet hook blocking is still a problem for killers....
You realize that hook swivel was added like last year right? LolThe pallet concentration change... The window spawn change.. The nurse blink mobility buff... The upcoming pallet vacuum removal... Adding pallet mind games.. Borrowed Time nerf...And you DO realize that they're been talking about hex placement for the last month already right? And they've constantly talked about it in Dev Q&As and streams? And that they're scrapping the DS change to try something else?Really? Gen tapping? *That's on your list of problems?* What survivors are you facing that can't hit the hex skill check? Are you just mad just to be mad? 🙄 -
Would be nice if she could place traps while walking, with reduced movement speed.The worst thing about Hag besides being slow at chase is that placing traps is so time consuming and boring.
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deadwolfwalking said:
ok. so the new rule should be if a survivor isn't toxic then the killer isn't allowed to be toxic? so now survivors are not only in control of the gameplay and pace of the match, they're also in control of the killers response as well? we need a preset screen like in kyf so you can check off all the things you don't allow.... gen tapping - yes. t-bags - yes. pallet looping - yes. speed hacks - yes. camping - no. tunneling - no. mori spam - no.... thats a much better system....
Um.. Yes. Preferably no one is toxic but of course, you have to bring this to a zero sum mentality...Survivors are OP hurdeedur, so we can't change anything about everything. Let's leave killer toxicity in the game because survivors have SB /sMeanwhile the devs have been doing nothing but delivering survivor nerfs and killer buffs for the last 5 months.Next thing you know, some salty killer main is going to raid a thread about buffing Calm Spirit and screaming off the top of their lungs because "survivors r OP! NO BUFFS!" 🙄 -
Runiver said:
@Visionmaker said:
Doubt it.They haven't taken away flashlight clicking, teabag spamming, and vault/pallet/TotH spamming. Or slashing a hooked victim.
^ This.
Seems like BMin' is part of the tradition in this game.A lot of "bming" is part of the psychological warfare. The problem is when it's out of line, which I'm guessing can sometimes be hard to assess. -
Doubt it.They haven't taken away flashlight clicking, teabag spamming, and vault/pallet/TotH spamming. Or slashing a hooked victim.
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@SupremeTurbo said:
I've gotten so sick of posts trying to come up with changes ruining its purpose. I feel No Mither just needs a QoL change. Removing the injured music is the only change that would benefit the perk itself. Bloodpoints is fine but it should be very small. The idea of starting healthy ruins making builds around it. If a killer after they hit then sees you have no mither you're still going to be targeted like if you started injured. This is just my two cents. I'd like to hear some more ideas on the perk regardless how tired I am of these posts... ironic really. Take care everyone.I think it's cool to have perks that suit the theme of the survivor.
The No Mither suggestion that criticized its lore is the first to bring up the argument that it makes no sense for David, who is supposedly the macho brawler, to be a crippled gen jocky. I wouldn't mind another perk taking No Mither's current place, and No Mither being shifted to a risky brawler perk that incentivizes diving in, juking, and taking hits for teammates (like the rest of his build.)
I think the perk combo with injured perks is cool and I like using it too, but there's nothing wrong with adjustments.
@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
People forget that the devs original intentions can be wrong, the game can be improved, and that others are allowed to hold different visions for the game.
At its current form, No Mither contributes less to the team than an empty perk slot. At best, a strategic No Mither build is still inferior to other stealth/gen jocky builds. Some people don't want to play with a handicapped/handicapping teammate.
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@almondbutter said:
The problem with survivor perks is they, for the most part, have no downside.
Ruin shouldn't be nerfed as it already has a very big drawback, but I would say if all these survivor perks get nerfed it would be acceptable to have BBQ split into 2 perks, one for tracking and the other for BP.
That's my take on it, everyone has their own opinions I guess, I'm play both sides equally for the record.Killer perks don't have downsides either... Hex perks only have their glaring weakness to compensate for how strong they are supposed to be.
But IMO, a stale meta should always be looked at, but in the context of the game as a whole. I.e. it's silly to think that stealth perks would be meta with such strong anti-stealth perks being meta. (BBQC, NC)
@Michael_Myers said:
Ruin can be completely removed from the match, so not really op. BBQ and chili can be fooled if you know the killer has it. Honestly I mainly use BBQ for the extra bp. If they want to nerf the aura reading and boost the bp from it, then I'd be ok with that. The only survivor perks I really have a problem with is ds and sb. I think not being able to heal once ds is used is a great balance. Not sure how to balance sb though... definitely needs a change.They should just separate the BP perk to something else or just make it passive. BBQC is mandatory because it's good and it serves as the best utility in the game for most players. If it was just aura reading, even if stronger than it is now, fewer people would take it if it didn't have the 2x BP bonus.
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Isn't that why Myers has no collision when stalking? Or why killers briefly have no collision after attacking?
I don't think it's a strategy, I think it's exploiting a game mechanic. It's not holding the game hostage, but that's a faulty comparison.
I don't think it's bannable, but I think it should be changed to be in line with the rest of the game. Sometimes killers bodyblock survivors to lock them in the basement. Even if they go in and kill them after a few minutes or just do it to prevent unhooks, it's really pointless and destructive to be sanctioned by the game.
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No purple?

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They probably don't have mods that speak that language. Or whatever other language that isn't present.
I mean I was surprised when it didn't have Spanish.
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It sounds really good, but over-complicated. No Mither is already one of the most complex/unique survivor perks, and it seems like overkill to include so many different benefits. TBH, just the BP bonus, decreased sound (and hopefully less intense injured music for those who wear earphones..) and maybe a tiny bit of debuff recovery would be enough of an incentive to run it.
But I think it's on the right track. If No Mither was like that, it would probably be on the level of Urban Evasion. Strong, but niche. I would respect someone running it.
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What rank are you at? I'm surprised at all the report of hacking players...
For hackers abusing F2P weekend, they must be mostly concentrated at Rank 20.
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Urban Evasion
Self Care/Bond/Empathy
Sprint Burst
We'll Make It/Borrowed TimeYou should UE to get near the hook after the killer leaves, heal them on the spot/nearby in 3 seconds with We'll Make It, and then UE/SB away.
Alternatively, you can UE to get medium range to avoid getting detected by the killer, SB to the hook, unhook with Borrowed Time/WMI, then take a hit or sneak away with UE.
You can replace SC with Bond or Empathy if you want to stalk the survivor that's about to get downed. The only problem is that you'll eventually get shanked if you're injured because of how bloody loud survivors are now, and sometimes Bond isn't good enough to replace SC.
I use some variation of that build for solo play.
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@AsianMammoth said:
@Visionmaker said:
Regular players shouldn't have to suffer from crap queues, and lobbymakers shouldn't have to deal with BS or toxic/frequently reported players. I really want to push for a reputation system.I agree. But sadly things are the way they are because devs didn't take care of their game correctly.
I think part of the problem is that we don't know if there's any action being taken on players we report. Beyond directly speaking to a moderator/BHVR representative, we have no evidence that efforts to flag abuse/cheating/exploitation actually does anything. The lack of confidence in the system feeds into player negativity and cynicism, and further reduces use of the report system. This also gives everyone confidence that they can say and do whatever they want without repercussion. By the time anyone steps in to correct the behavior, it might've gone too far.
I don't entirely blame BHVR because it's a small organization compared to a highly competitive playerbase, but you'd think there would be a bit more communication and focus on it. Toxicity is at the forefront of complaints right next to imbalance, after all...
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The Toxin
The Plague
The Creepy Guy That Sat Next To You In Chemistry -
@AsianMammoth said:
@Visionmaker said:
@boogiewoogie said:
Forcing killers to play games would only reduce the killer count or induce more DC's at start.
Survivors need to realise their "fun game" and YouTube highlight reel isn't another persons fun game. It's really that simple and the devs are fully awareHow is lobby dodging and "fun game" (I'm going to assume you mean bullying survivors) related?
How do you know they're going to bully you/troll? Because they load in at the same time? Because they're dressed the same? Items? Names? Weird outfits?
Full bloody outfit, flashlight, if multiple players joined at the same time, or a name such as "Looped Till Daylight"... Or maybe we just played against that player before.
I lose nothing for dodging a potentially unfun and stressful game. So why not? Blame the toxic people in the community for making me this paranoid.I probably should've mentioned, but no one wears prestige or uses flashlights. One person max has an item, by choice. We all main different characters or switch off to do dailies. No one has a weird name.
The only thing I can be accused of is wearing Nea's DLC skins because I wanted to support the game and make Nea look snazzy. And playing with friends, which seems counter-intuitive.
Honestly I would not mind if dodging killers would temporarily put dodged survivors on blacklists for two or three searches either, if it doesn't do it already.
I do think it would be productive to have a "Avoid Player" and Commend option just like Overwatch has.
@boogiewoogie said:
@Visionmaker said:
@boogiewoogie said:
Forcing killers to play games would only reduce the killer count or induce more DC's at start.
Survivors need to realise their "fun game" and YouTube highlight reel isn't another persons fun game. It's really that simple and the devs are fully awareHow is lobby dodging and "fun game" (I'm going to assume you mean bullying survivors) related?
How do you know they're going to bully you/troll? Because they load in at the same time? Because they're dressed the same? Items? Names? Weird outfits?
Like honestly, I don't know what I'm doing wrong, but it feels like walking on egg shells and tiptoeing between landmines to find a damn match sometimes. There needs to be a yelp or commendment system for survivors, because 95% of the games I play are perfectly fine.
I agree with you and feel your pain. I play survivor for relaxing fun, never toxic, don't use DS and I'm hopeless with a flashlight. Still get dodge lobby on/off
But, this discussion was based on last min swap out's. I can 99.99% say that game will be hell if they get their way. So when a killer even get's a whiff of it they are out of there. It's just not worth it.It seems simple enough to fix. IMO, both should be looked at ASAP.
Regular players shouldn't have to suffer from crap queues, and lobbymakers shouldn't have to deal with BS or toxic/frequently reported players. I really want to push for a reputation system.
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@boogiewoogie said:
Forcing killers to play games would only reduce the killer count or induce more DC's at start.
Survivors need to realise their "fun game" and YouTube highlight reel isn't another persons fun game. It's really that simple and the devs are fully awareHow is lobby dodging and "fun game" (I'm going to assume you mean bullying survivors) related?
How do you know they're going to bully you/troll? Because they load in at the same time? Because they're dressed the same? Items? Names? Weird outfits?
Like honestly, I don't know what I'm doing wrong, but it feels like walking on egg shells and tiptoeing between landmines to find a damn match sometimes. There needs to be a yelp or commendment system for survivors, because 95% of the games I play are perfectly fine.
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@AlexAnarchy said:
@Visionmaker said:
@Peanits said:
On one hand, I don't like that people can do it and potentially prevent you from using something like Lightborn to counter flashlights or Hangman's Trick to counter toolboxes. But on the other hand, I know that the reason why they're doing that in the first place is because they're going to get dodged if they don't. So I guess the fairest compromise would be to automatically take off items when switching survivors, but also penalize people for dodging. That way nobody's cheesing the system.I really don't even see this as equivalent. Lobby dodging affects WAY more people than just the toxic SWF flashlight Squadettes...
There are times I spend over 15 minutes in and out of lobbies! It is SO sad that the devs isn't doing anything to address this.
Basically put, When killer can actually feel like killers without using Billy or nurse only, then you'll see less dodging, but until then any form of punishment is likely not gonna stop dodging.
??? Lobby dodging to change killers? What are you getting at? I don't play at high rank.
An exponentially increasing increment for lobbymaking would be more than enough deterrent to prevent lobbymakers from dodging... At least I would be able sit in matchmaking and do something afk before settling in a lobby rather than reset queue every couple minutes.
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@Peanits said:
On one hand, I don't like that people can do it and potentially prevent you from using something like Lightborn to counter flashlights or Hangman's Trick to counter toolboxes. But on the other hand, I know that the reason why they're doing that in the first place is because they're going to get dodged if they don't. So I guess the fairest compromise would be to automatically take off items when switching survivors, but also penalize people for dodging. That way nobody's cheesing the system.I really don't even see this as equivalent. Lobby dodging affects WAY more people than just the toxic SWF flashlight Squadettes...
There are times I spend over 15 minutes in and out of lobbies! It is SO sad that the devs isn't doing anything to address this.
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@HUNGRY_AS_A_HIPPY said:
However, I’ve also read some hateful comments from killers about survivors playing stealthy and completing the objectives without the killer being able to find any of them, which makes them a “pussy (cat)”.Let's face it... part of the enjoyment is finding people and chasing them.
I played super stealthy trying to get to Rank 1 and I've had people complain about Urban Evasion or being "immersed Claudette". > @ObscuredbyFog said:
Looping and chasing as it is is in the survivors favor if they are good. This is a detriment to a 4 Vs 1 game. Bloodlust should be buffed, not removed or made into a perk. Be a smart survivor and don't be found to begin with!
And completely miss out on an entire emblem and 8000 BP?

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From the sound of the dev stream, it looks like it is getting reworked.
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@Punikki said:
I disagree, it's fine. Leatherface is a cannibal afterall. For now he is unique since there aren't other human cannibals in the game.The Butcher would fit just as well but it doesn't strike someone like The Cannibal does.I mean.. Lisa is sort of human. Her Mori is her eating someone too.
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@VesselOfSatan said:
The problem with this is that the person on the hook can troll the other survivors and get them killed by canceling the unhook if the killer is coming back when they normally would have had enough time to get out.As opposed to trolling survivors by intentionally farming them?
And this can already happen with survivors letting go of struggle.
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Using voice comms strategically isn't toxic.
Bullying, harassing, taunting, etc. someone is toxic.
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@robin said:
The only toxic part is the teabagging. I can handle taunting like spamming the flashlight or whatever but t bagging is so childish...it's what middleschoolers do in Halo and Cod.I see you've never been facecamped for no reason but pallet looping eh
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Right... and half of the survivors will be worthless to play, and brutally easy to counter.
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85% of the community is fine.
People love to exaggerate about dbd's community, state of the game, etc.
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@weirdkid5 said:
@Visionmaker said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@Antero said:
@hegewaldd Ranking up is stressfull? If You really tryahrd and know how to win and how emblem system works You have no problem with ranking up. We just want survivors to feel less confident, and for the game to be challenging not only for a single site
Feeling less confident and feeling stressful is not the same thing. I have more difficulty as a survivor than killer. I'm wearing legacy? tunnel. I play with my friend? Camped. I pallet loop? facecamped. I save someone? injured person doesn't get tunneled, i do. I don't wear legacy? camped because of pallet looping still. It's like no matter what i do i pretty much have to play a 4 man team just to have the slightest of fun. I don't really think killer is stressful because you can just sit back a relax.
This game isn't balanced toward 4ks every game. Don't take it so seriously.
This is a joke right? I literally have no problems surviving as a solo survivor. I never play SWF and I play the same no matter what. Hell I can rank up without ever using any perks. Methinks you just cant adapt well to the game.
Relax as Killers? Maybe now but not in the past. It should be easier for a Killer to pip up, but a good team of survivors will still always wreck a good killer. This is pretty much a given.
Do I need to give you several clips from my stream of me surviving no problem solo, against people like Legaculy Trappers who tunnel me for 3 minutes and I still manage to break the chase and keep going? Camped, tunneled, all of these problems can be fixed if you simply get better at the game and drop the chase.
I'm sure you're one of these survivors that thinks good killers are impossible to lose.
1st. legacy does not = skill. I have no idea why you're mentioning a legacy 3 trapper that you've juked. I have juked many, many legacy killers. Doesn't mean they're any better, just means they were around in 2016.
2nd. It should be easier for killers to rank up? Are you actually dumb? It's SO EASY for killers to rank up right now....braindead easy.
3rd. So basically your entire argument is that i should just break chases instead of these issues being actually looked at?
:thinking:
Legacy implies game time. When you have a Legacy Trapper that downs your whole team in 30 seconds and is a relentless chaser, you know he's a pro.
Yes it should be easier. It's a 4v1. This automatically means a survivor should have to work at least twice as hard as the killer. Not to mention you need to give specifics on why it is easy. You just say its it's easy.
What issues? Camping? Camping isnt an issue. Tunneling isnt an issue.
So he's a legacy 3 who downed your whole team in 30 seconds? So you didn't juke him? so you lied? ah, okay, gotcha.
The only time a survivor doesn't have to work twice as hard as a killer is swf, because this game is not balanced around swf and never was.
Camping is a big enough issue to introduce band aids like bt and side unhooking. So it's not an issue, right?
I said my whole team. I didnt say me. But nice try. I can throw you the link for the clip if you are really that desperate to be proven wrong.
The survivor never had to work twice as hard until the Emblem system came about. Which, in my opinion as a survivor main, finally made this game relatively as difficult to pip as I initially imagined it to be. Emblem system is just fine. But like I said I'd still adjust a few things.
They only introduced stuff like that cause baby survivors keep whining about it. BT got a much needed nerf and side hooking was made to stop facecamping, which is the ONLY time I think camping is scummy. All other camping is fine imo. Camping was an intended thing from Day 1, as old tutorials explicitly state "keep them on the hook to sacrifice them." Ok so camp, I got it thanks for telling me game.
If the Killer downs you and hooks you, you have effectively lost. He isnt obligated to let you be saved nor is your team obligated to even save you in the first place. One of the selling points of the game is "work with your team... or don't." This isn't a team game in the first place and people have lost that vision.
You're part of the team, moron. You and your fellow survivors are a team.
So baby survivors kept whining about camping, and that's why it got fixed?
And guess what? Baby killers whined about pallets, and those got nerfed.No, getting downed and getting hooked is not losing. I have NO clue where you got that from. And if survivors shouldn't feel obligated to be unhooked, why do killers feel obligated to 4 kills every round? You act as if survivors should 1) not be able to enjoy their game 2) give up when they get hooked 3) not discuss legit problems that glare in the game. Camping is an issue, you don't know what you're talking about.
According to you issues shouldn't be talked about. Infinites weren't an issue then, right? Killers are just being whiny cry babies, right? Your whole entire argument is invalid. I don't know where you're trying to go with this.
Incorrect. This is not entirely a team game hence my last paragraph. Sorry to disappoint you.
Camping is intended and it was made more difficult via a perk. Looping is an unintended side effect caused by bad game design that caused survivors to teleport, their hitboxes are smaller which negates the Killers speed bonus, and the stun was made to be the beginning of the animation instead of the end. This created looping as an unintended side effect of pallet changes, in other words, they are fixing it because it was never meant to be in the first place.
Same thing with infinites. They were never intended to be in the game and give the survivors as much safety as they do. Camping was intended but was too powerful. These are two completely different scenarios. I completely know what I'm talking about, I dont think you do.
And as far as your second paragraph, any survivor that expects to escape every round is as much of an idiot as a Killer that expects to 4 kill every game, but good job continuing to assume my stances. And yea, if you get hooked you effectively lose. This is due to the fact camping is intended and if the Killer wants you to die, but if you're simply going enough to break the chase you wont have to worry about getting camped. Not to mention camping is pretty much the Killet throwing the game for the rest of the survivors.
Sounds to me like you have this us vs them mentality that many players of this community have. We all play the same game.
Where is your proof that camping was intended? one tutorial is your proof? Nice evidence. You don't lose if you get hooked.
Exactly. You cant lose if you dont get hooked. You LOSE if you get hooked but have a CHANCE to come back
And one tutorial is all I need, but if you want further evidence camping is intended, look up Dev Diary #3 which was made before the game came out. In this video they explicitly talk about camping.
Boy did they regret it. Kindred, BT, MYC, BBQ-C, Devour Hope, and even Whispers works against camping.
Insidious is the only direct implementation that promotes camping.
Camping is the epitome of terrible game design. What do you have to do to kill a survivor? Stand in front of them for two minutes... To erase a player from the game. How exciting. Such a great addition to the game. Watching a killer's sweaty ass neck while mashing away at the spacebar.
Really strikes fear into my heart. /s
I have no pity for players who whine and moan about pallet looping, tbagging, DS/SB/SC, and end-game chat abuse, meanwhile they're defending the most anti-fun bullying tactic in the game.
I defend intended mechanics in any game as long as they aren't super overpowered. Funny how I'm a survivor main and it works like that right?
And wait, did you actually throw end-game chat abuse in the same category as gameplay issues? Man I see I still can't take people seriously.
Right... because a method to deliver punishment to players and ruin their experience has any reason to stay... Because you think it's not "overpowered". You're misconstruing camping as a method to win, rather than acknowledging it as a method to humiliate.
Oh yes, because being a survivor main makes your opinion any more valid.
? People misuse mechanics to harass players and make their game experience less enjoyable. You're welcome to provide any sort of valid retort.
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@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@Antero said:
@hegewaldd Ranking up is stressfull? If You really tryahrd and know how to win and how emblem system works You have no problem with ranking up. We just want survivors to feel less confident, and for the game to be challenging not only for a single site
Feeling less confident and feeling stressful is not the same thing. I have more difficulty as a survivor than killer. I'm wearing legacy? tunnel. I play with my friend? Camped. I pallet loop? facecamped. I save someone? injured person doesn't get tunneled, i do. I don't wear legacy? camped because of pallet looping still. It's like no matter what i do i pretty much have to play a 4 man team just to have the slightest of fun. I don't really think killer is stressful because you can just sit back a relax.
This game isn't balanced toward 4ks every game. Don't take it so seriously.
This is a joke right? I literally have no problems surviving as a solo survivor. I never play SWF and I play the same no matter what. Hell I can rank up without ever using any perks. Methinks you just cant adapt well to the game.
Relax as Killers? Maybe now but not in the past. It should be easier for a Killer to pip up, but a good team of survivors will still always wreck a good killer. This is pretty much a given.
Do I need to give you several clips from my stream of me surviving no problem solo, against people like Legaculy Trappers who tunnel me for 3 minutes and I still manage to break the chase and keep going? Camped, tunneled, all of these problems can be fixed if you simply get better at the game and drop the chase.
I'm sure you're one of these survivors that thinks good killers are impossible to lose.
1st. legacy does not = skill. I have no idea why you're mentioning a legacy 3 trapper that you've juked. I have juked many, many legacy killers. Doesn't mean they're any better, just means they were around in 2016.
2nd. It should be easier for killers to rank up? Are you actually dumb? It's SO EASY for killers to rank up right now....braindead easy.
3rd. So basically your entire argument is that i should just break chases instead of these issues being actually looked at?
:thinking:
Legacy implies game time. When you have a Legacy Trapper that downs your whole team in 30 seconds and is a relentless chaser, you know he's a pro.
Yes it should be easier. It's a 4v1. This automatically means a survivor should have to work at least twice as hard as the killer. Not to mention you need to give specifics on why it is easy. You just say its it's easy.
What issues? Camping? Camping isnt an issue. Tunneling isnt an issue.
So he's a legacy 3 who downed your whole team in 30 seconds? So you didn't juke him? so you lied? ah, okay, gotcha.
The only time a survivor doesn't have to work twice as hard as a killer is swf, because this game is not balanced around swf and never was.
Camping is a big enough issue to introduce band aids like bt and side unhooking. So it's not an issue, right?
I said my whole team. I didnt say me. But nice try. I can throw you the link for the clip if you are really that desperate to be proven wrong.
The survivor never had to work twice as hard until the Emblem system came about. Which, in my opinion as a survivor main, finally made this game relatively as difficult to pip as I initially imagined it to be. Emblem system is just fine. But like I said I'd still adjust a few things.
They only introduced stuff like that cause baby survivors keep whining about it. BT got a much needed nerf and side hooking was made to stop facecamping, which is the ONLY time I think camping is scummy. All other camping is fine imo. Camping was an intended thing from Day 1, as old tutorials explicitly state "keep them on the hook to sacrifice them." Ok so camp, I got it thanks for telling me game.
If the Killer downs you and hooks you, you have effectively lost. He isnt obligated to let you be saved nor is your team obligated to even save you in the first place. One of the selling points of the game is "work with your team... or don't." This isn't a team game in the first place and people have lost that vision.
You're part of the team, moron. You and your fellow survivors are a team.
So baby survivors kept whining about camping, and that's why it got fixed?
And guess what? Baby killers whined about pallets, and those got nerfed.No, getting downed and getting hooked is not losing. I have NO clue where you got that from. And if survivors shouldn't feel obligated to be unhooked, why do killers feel obligated to 4 kills every round? You act as if survivors should 1) not be able to enjoy their game 2) give up when they get hooked 3) not discuss legit problems that glare in the game. Camping is an issue, you don't know what you're talking about.
According to you issues shouldn't be talked about. Infinites weren't an issue then, right? Killers are just being whiny cry babies, right? Your whole entire argument is invalid. I don't know where you're trying to go with this.
Incorrect. This is not entirely a team game hence my last paragraph. Sorry to disappoint you.
Camping is intended and it was made more difficult via a perk. Looping is an unintended side effect caused by bad game design that caused survivors to teleport, their hitboxes are smaller which negates the Killers speed bonus, and the stun was made to be the beginning of the animation instead of the end. This created looping as an unintended side effect of pallet changes, in other words, they are fixing it because it was never meant to be in the first place.
Same thing with infinites. They were never intended to be in the game and give the survivors as much safety as they do. Camping was intended but was too powerful. These are two completely different scenarios. I completely know what I'm talking about, I dont think you do.
And as far as your second paragraph, any survivor that expects to escape every round is as much of an idiot as a Killer that expects to 4 kill every game, but good job continuing to assume my stances. And yea, if you get hooked you effectively lose. This is due to the fact camping is intended and if the Killer wants you to die, but if you're simply going enough to break the chase you wont have to worry about getting camped. Not to mention camping is pretty much the Killet throwing the game for the rest of the survivors.
Sounds to me like you have this us vs them mentality that many players of this community have. We all play the same game.
Where is your proof that camping was intended? one tutorial is your proof? Nice evidence. You don't lose if you get hooked.
Exactly. You cant lose if you dont get hooked. You LOSE if you get hooked but have a CHANCE to come back
And one tutorial is all I need, but if you want further evidence camping is intended, look up Dev Diary #3 which was made before the game came out. In this video they explicitly talk about camping.
Boy did they regret it. Kindred, BT, MYC, BBQ-C, Devour Hope, and even Whispers works against camping.
Insidious is the only direct implementation that promotes camping.
Camping is the epitome of terrible game design. What do you have to do to kill a survivor? Stand in front of them for two minutes... To erase a player from the game. How exciting. Such a great addition to the game. Watching a killer's sweaty ass neck while mashing away at the spacebar.
Really strikes fear into my heart. /s
I have no pity for players who whine and moan about pallet looping, tbagging, DS/SB/SC, and end-game chat abuse, meanwhile they're defending the most anti-fun bullying tactic in the game.
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@ThePeeje said:
Firstly, Thanataphobia needs a big buff. It should be an alternative to Ruin for high skill and active players. weaker in the short term. but better in the long term. Using both should really limit gen rush.Secondly, they need to add more reason to sabo and cleanse totems.
Thirdly, more perks like Ruin and Thanat need to exist. There should be 3 or 4 choices that do the same thing, each with its own playstyle. Ruin can be played as a hit and hope kind of perk, or with TotH as a beacon to lure survivors into a trap. Thanat should be for high skill, active, non camper/tunnelers. And more need to be made.Something along the lines of: For every generator that gets fixed, a debuff of 10% occurs to every survivor. Or the opposite maybe. Permanent debuff, that goes away and maybe even increases their fixing late in the game.
Fourth: more perks could be made that speed gen progression, or buffs to leader/prove thy self/resilience and then increase gen time overall. Making those perks more desirable.
I'm hoping it won't be too big because Ruin is counterable by being a Hex. But dead/DC'd survivors should count toward Thanatophobia for sure.
And yeah, what else do survivors do aside from scavenge items, totems, and gens? At most, survivors who want to win only have one objective to do (aside from Hexes).
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@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@weirdkid5 said:
@hegewaldd said:
@Antero said:
@hegewaldd Ranking up is stressfull? If You really tryahrd and know how to win and how emblem system works You have no problem with ranking up. We just want survivors to feel less confident, and for the game to be challenging not only for a single site
Feeling less confident and feeling stressful is not the same thing. I have more difficulty as a survivor than killer. I'm wearing legacy? tunnel. I play with my friend? Camped. I pallet loop? facecamped. I save someone? injured person doesn't get tunneled, i do. I don't wear legacy? camped because of pallet looping still. It's like no matter what i do i pretty much have to play a 4 man team just to have the slightest of fun. I don't really think killer is stressful because you can just sit back a relax.
This game isn't balanced toward 4ks every game. Don't take it so seriously.
This is a joke right? I literally have no problems surviving as a solo survivor. I never play SWF and I play the same no matter what. Hell I can rank up without ever using any perks. Methinks you just cant adapt well to the game.
Relax as Killers? Maybe now but not in the past. It should be easier for a Killer to pip up, but a good team of survivors will still always wreck a good killer. This is pretty much a given.
Do I need to give you several clips from my stream of me surviving no problem solo, against people like Legaculy Trappers who tunnel me for 3 minutes and I still manage to break the chase and keep going? Camped, tunneled, all of these problems can be fixed if you simply get better at the game and drop the chase.
I'm sure you're one of these survivors that thinks good killers are impossible to lose.
1st. legacy does not = skill. I have no idea why you're mentioning a legacy 3 trapper that you've juked. I have juked many, many legacy killers. Doesn't mean they're any better, just means they were around in 2016.
2nd. It should be easier for killers to rank up? Are you actually dumb? It's SO EASY for killers to rank up right now....braindead easy.
3rd. So basically your entire argument is that i should just break chases instead of these issues being actually looked at?
:thinking:
Legacy implies game time. When you have a Legacy Trapper that downs your whole team in 30 seconds and is a relentless chaser, you know he's a pro.
Yes it should be easier. It's a 4v1. This automatically means a survivor should have to work at least twice as hard as the killer. Not to mention you need to give specifics on why it is easy. You just say its it's easy.
What issues? Camping? Camping isnt an issue. Tunneling isnt an issue.
So he's a legacy 3 who downed your whole team in 30 seconds? So you didn't juke him? so you lied? ah, okay, gotcha.
The only time a survivor doesn't have to work twice as hard as a killer is swf, because this game is not balanced around swf and never was.
Camping is a big enough issue to introduce band aids like bt and side unhooking. So it's not an issue, right?
For the record, Devour Hope, Make Your Choice, and BBQ-C were also all added to discourage camping... Even the way Whispers works discourages camping.
Any mechanic that politely asks you to step away from the hook attempts to discourage camping. It just doesn't work when the killer is insecure about getting kills, believes that players are nearby, or the killer wants to spite/bully/punish a particular player.
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Cosmetics store and earning DLCs.
