Volfawott
Volfawott
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@Sheldor said:
Scratch marks should be removed from the game alltogether. They had some justification in pre 1.4 patch times with blurry vision but with the laser sharp 4k vision across almost the entire map they are the mother of all crutches just like Chili and Nurses Calling...
Scratch marks have Become one of the core tracking elements.
if you're going to remove that you might as well remove pallets and other core elements.
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During the endgame collapse, if the killer hooks a survivor, he will most likely camp him because he has literally nothing else to do.
Or you could just leave you lose a lot less points
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If we're ranking this on evil.
I'm going to move Micheal and Freddy to one side and wrap them up quickly because they're pretty much no brainers their stories don't hide the fact that they are evil.
Well I would put Freddy above Michael sorry for the fact that he's a pedo so not only does he enjoyed it killing but he does get some sexual pleasure from the stuff he does the kids.
As for Michael just seems to kill for the sake of being a killer however Michael does seem to have some restraint that matter as he has been shown to not kill certain people.
Next is probably Clown.
Probably the entity's favourite. I would have him a psychopath rather than the sociopath as he doesn't seem to have an adverse amount of childhood trauma.
He is definitely sadistic doesn't seem to have any qualms with kill even laughing when he hurts people.
Next up Herman "the doctor" Carter.
Well he is also very sadistic and like clown I don't think he takes pleasure in killing people he seems to be more entertained by the act of torture but just so happens to go overboard.
He's one of the killers who didn't immediately go along with The Entity, well I personally feel like it was more because he didn't care about the entity's game and cared more about his experiments until The Entity forced him to comply than through any compassion for survivors.
Well I still consider him an evil bastard I don't think he's very murderous.
Evan MacMillan.
I debated on whether I should put him above the doctor as I said for the most part Herman isn't really murderous.
However from Evan's backstory it seems more like his instance of Killing was just him snapping rather than him going overboard on torture.
Before snapping he was just a massive ######### and he probably got that from his father and as I said before he snapped so I could somewhat excuse him still a cold-hearted bastard but a lot less sadistic and malicious than Herman despite the fact that he probably raked in a higher body count.
Huntress is difficult to place on one hand she has the mental age of a child however on the other hand she hunts for sport and fun.
No real desire to kill outside of that. But her immense enjoyment for killing humans is definitely higher on the evil scale.
Amanda is next up this is where we're going to start the into the hole I don't necessarily think these people are evil they just have issues that got exploited by entity.
If anyone seen saw they would know that Amanda has deep personal issues and is ruled by emotion.
Her main reasoning for putting people in unwinnable traps was simply because she saw herself as someone who didn't change so for that no one else could.
Keep in mind she was showing off as an example of John"s method working. Her relapsing into self-destructive habits basically just affirmed herself doubt. When dragged into the entities realm to cope with it she's simply perceive it perceived it as John's legacy for her.
Legion this is going to be the most annoying so it's trying to get through this quickly.
In general there nothing more than petty hoodlums.
Their first and most prevalent document and kill was more out of panic and impulse rather than genuine desire to hurt people.
Some showing hesitation or outright refusal to do it however it does seem that all of them have just adjusted and are going along the flow now
Hag and Spirit.
These two both made a pact of The Entity in their moment of need and desperation to gain revenge on the people who can't them.
So I feel like they do what they do less out of a desire to kill and more out of a obligation.
Billy due to his upbringing I can't really blame his actions he just seems to be very angry and hostile due to the conditions he was raised in.
Bubba is very mentally stable. So it's pretty hard to blame him for his actions when in the grand scheme of things he doesn't know better
Bubba even in the movies never seem to be generally evil more just the product of being surrounded by evil people telling him to do evil things.
He seems to listen more out of fear than genuinely agreeing with the actions same goes for he action when stuck In The Entity's realm
Plague overtly and rather blindly Devoted To The Entity seeing it as a god of us killing to appease it.
Not necessarily evil just a little narrow-minded and sheep like.
Wraith genuinely was a good guy even though he was working for shady people who prefer just to keep its head down and just make money.
In the end he ended up snapping and becoming killing a killer.
Nurse another story of just snapping however she is the only killer to date to actually show any sort of compassion or empathy towards the survivors she kills.
Not a complete monster just similar with the wraith doing what The Entity tells her but just with a little bit more compassion
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Simply because generators get done really quickly.
Killers don't often have a lot of free time.
Ruin is used the help them with that issue of not really having time
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@Aven_Fallen said:
Because slugging still helps with getting the 4K. The problem was never the Hatch Stand-Off, the problem was that Killers feel entitled to get 4Ks.
If this would not be the case, there would have never been Hatch-Stand Offs.
Isn't that a bit of a narrow-minded view on in Hatch standoff simply happens because both parties are too stubborn to give up
Survivors feel entitled to an escape.
Killers feel entitled to a kill
It's not just one sided
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They are quite beautiful cosmetics. Glad licensed killers are getting extra cosmetics also. Always wanted it but with killers could stand behind.
Broken state or not, I'm buying it simply because I'm a massive saw fan and Amanda is my favourite character.
I was one happy boi when I found out that the saw killer was coming out and it would be Amanda.
Also considering one of the cosmetics is actually based on what she was wearing in Saw 3 she got shot. I'm definitely getting in it might not be 100% exact but not going to change my mind
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Honestly I would have much preferred if they had just treated wearing a reverse bear trap as one of the conditions that would slow down the timer.
That way Pig can't completely dominate but can still keep her endgame potential
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@BlazeNightash said:
I personally hate a lot of perks that reward failure they tend to be very go to perks for most players and it’s honestly kinda bullshit I feel like perks that reward for failure should be very minor in what they do. Kinda annoying the perks that’s reward for failure are better than one s that’s reward for success
From a concept point when you're failing your on a low ground or a disadvantage. So a perk giving you a big boost is only natural
Giving you a more advantageous ability when you are ready at an advantage when you're winning doesn't really make much sense.
Now the one reason why I think no one escapes death is personally the most balanced of these perks it's because it can be countered very easily.
Some survivors just choose not to attempt to counter it until it's too late
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And don't give me the : "do totems" treatment.
Why does MoM exist.
You have such a hard time finding totems use small games it's not a hard concept if something is bugging you that much it's not going to kill you to abandon some of your meta perks to counter it.
No one escapes death is actually a pretty balanced perk.
As I've said multiple times if you still need a little bit of help I think they should buff small games and add a total counter to the perk like thrill of the hunt has.
It would still require you to actually use the perk but for those who are willing to use it it's a massive benefit.
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Been playing against a nurse and was last survivor.
The system is a lot better now instead of the survivor practically getting a free escape when they with all due respect lost the game.
They have a chance to win but they really have to work for it now hatch is no longer a freebie where The Killers is at a disadvantage
you bring up nurse and Billy the same what you could face against somebody using a standard killer that doesn't have that much map pressure while the gates are on opposite sides.
Now I've stated this on the post above but I'll stated again there is a perk called wake up it helps you open exit gates faster use it.
Hell I'm down for them buffing the perk but I still doubt survivors would abandon their meta builds for it.
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@Nicholas said:
Yeah, just The Killer rewarded for failing to kill you in the first place. The fact that they get full kill credit just provides no incentive to actively seek you out. I think some pressure should be applied to the Killer as well.
I'm sorry but the hatch system before completely rewarded the survival for losing three of your teammates died before you could pop all the generators.
Now that you actually have to get to the hatch first or you have to actually work for your escape people are complaining.
Also I hate to be this person but wake up is a thing use it if it's such a problem to you
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Dying Light is an interesting perk, but I feel it rewards and encourages heavy tunneling, and ends up being used in a way that guarantees 4 people in a 5 man game are having a miserable time.
The thing about reverting a random generators progression is that it could literally refer to generated that's like at 10% instead of one that's on 90%.
Also losing progression on one generator is not a good enough reward for the fact that you have to go out of your way to kill somebody.
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I'm happy about everything except the pig changes
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@CreeRoyalty said:
https://forum.deadbydaylight.com/en/discussion/comment/447619#Comment_447619
I don't mind his power if he uses it. I'm not taking up a perk spot just on taking a chance the killer will be The Doctor. If you wonder why survivors are DCing so much, this kind of stuff is why.
I hate when gens are done too quickly I'm not going to bring a perk to counteract it and just going to moan and complain.
I hate when survivors keep getting flashlight saves I'm not going to bring the perk that counteracts I'm just going to complain
I hate it when survivors constantly loop me at windows I'm not going to bring the perk that counteracts it I'm just going to complain.
Are you seeing the pattern ?
Are you realising how entitled you sound ?
Don't complain about something when there is clearly a counter for it already in the game you're just unwilling to sacrifice your meta perks for it
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@BOSS242 said:
https://forum.deadbydaylight.com/en/discussion/comment/460675#Comment_460675
So 1 point for why to have a counter and 0 points for why not to.
Having one reason is still a reason and just cause it would only help for one perk in the current game with a counter they could add more perks that trigger dulls and it would feel more like the 2nd optional objective that it should be.
I don't mind if they add it to a perk like small games but to have it in the base kit that's a big no.
Have it work like hell thrill of the hunt give you information about how many totems are there even though it's not it's main purpose
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@RakimSockem said:
inb4 Killer mains saying "It's the basement. It's the killer's lair. This is totally okay."
As if it's JUST about the basement and not the fact that her body can block that much space ANYWHERE on the map
No killer main I have ever talked to has ever stated that taking the game hostage was ok because it was basement.
In fact the closest thing to an allowance I have ever heard was if a pig body blocks you in the basement with an active bear trap in which case it's not taking the game hostage as you're going to die so they are valid
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/456511#Comment_456511
It's because none of those nerfs never mattered for Nurse. The reason why Nurse is strong is because of her ability to to teleport through objects and break all forms of looping. So if you wanted to balance Nurse with other Killers, you'd make her unable to teleport through objects and subject her to the main counter-play of all killers which is looping with balancing tweaks(Like Legion rework).
Most players who play both sides will agree that Nurse and to lesser extent, Hilliby are what all killers should be in first place. So seeing a lot of nurse usually just means that everything else isn't worth playing or is too weak. The sounds cues are pretty messed up for Killer at the moment so It's kind of hard to play Nurse/Spirit right now. Very unlikely they would ever nerf Nurse because she isn't accessible new players, so very few would ever find her a problem unlike Legion who in all honestly was too accessible of a killer.
The nurse is already the slowest moving killer in the game the only thing that outclasses her is a crouched piggy
She's also the killer who is most susceptible to stealth is her major counter
He's also the killer with the highest skill ceiling.
If your stupid proposed change was to go through.
They would have to make the nurse vastly easier to use.
They would have to buff her so stealth isn't her complete counter anymore.
She can't go through objects you might as well take away fatigue.
And they would have to buff her movement speed.
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@ACESMONEY said:
https://forum.deadbydaylight.com/en/discussion/comment/455549#Comment_455549
You complain about my post and others like it but yet you offer suggestions to combat camping?
If you want to combat camping you need to give incentive not to camp because most of the punishments you guys are suggesting are abusable.
Hell even something like having a repair speed debuff after a survivor is unhooked or saved themselves would actually give a decent excuse for the killed to leave.
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@CallMeSpidey said:
Just give survivors a speed buff to gens when a killer is clearly camping a hook.
Once again very easy to abuse simply start looping tge killer around the hook so the killer either has to abandon The Chase or the survivors get a free boost even though The Killers not technically camping
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@prayer_survivor said:
"The killers objective is to kill the survivors, no matter how!"
You're wrong. The killer objective is the same as survs: Have fun.
The killer having fun in no way shape or form has any correlation with the survivors having fun.
I can have fun running impossible skill check doctor or a instakill Myers doesn't mean the survivors are going to have fun going up against it
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New No Mither: Start the trial in the healthy state. if you are injured, you cannot be healed back up to full.
Never thought I'd have to pull this out again because I honestly thought people would stop asking for this stupid request.
Well the main problems with this idea are.
Injured Synergy: Those who typically run the synergy build are now going to have to go out of their way to get found by the killer and hit which could lead to them being downed and hooked. Then they have to be careful of camping, farming, tunneling, being left on hook by teammates and moris which are all more prevalent than slugging.
Unbreakable: Even with this change, It's going to be the far more superior perk as it doesn't leave you injured for most of the match and considering how situational slugging can be. It's unlikely you're going to be slugged more than once in a match.
The act of slugging itself: This happening is fairly rare to begin with which is why most of the slug countering perks are situational as hell.
There are only three times of this really ever happens and I'm going to list them in order of likelihood.
1. To prevent hatch stand off.
2. Distracted by other survivors.
3. Killer is running a slug build.
If these things don't happen you're not really going to be slugged trust me when I say even with the benefits of no mither being hidden with you starting healthy a lot of people aren't willing to the potential on being slugged with the cons that the park has.
Overall the people who typically run no mither either do it out of a challenge or do it for niche synergy build.
The former typically like the difficulty and challenge so they don't really care whether the killer knows they have it or not
The latter primarily focuses on stealth and they use it to do tasks with the increased speed like healing, sabo and being an overall gen jockey so the cons don't typically affect them because they don't really use it to avoid slugging.
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I'm not sure it's a smart idea to take away the killers ability to see generators
Especially considering they'll be running around blind with a limited perspective
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Body blocking at least on the killer side is only bannable if it's holding the game hostage.
So if the survivor your body blocking can die then it's not taking the game hostage so not bannable.
For example a killer trapping you so they could use their power is fine like chainsaws or vile purge
If the survivors on a timer it's also allowed this means body blocking the basement to stop people from going down to get the save or a pig trapping you in a corner until your bear trap goes off and kills you.
Long story short if they're not body blocking you until you have no choice but to disconnect. It's basically allowrd
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Battle pass in itself is already a very grind based system
Dead by daylight has a very grind base system mixing them together does not bode well
That's like saying I don't like how much cheese this pasta has let me fix It by adding more cheese
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/458188#Comment_458188
And how is the playstyle?
Btw "Play with your Food" works with the crouching movement speed?
I though it didnt work, because it doesnt affect the ambush.
PS: Pls use @.
I dont get a notification.
This time I was rly lucky, that I found your post again.
Play with your food
Is really super finicky however it does work with things like Billy's chainsaw so it should affect ambush even though I don't generally notice the difference
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@ShyN3ko said:
I just ask 1 thing.
Can I have your pig build?
Because I use only 1 build as pig main, because I hate the RNG from the RBT.
If you're talking about the Amanda's letter build
It's
Add-ons
Amanda's letter video tape
You could also use combat straps instead of video tape but since the base crouch buff it's not really necessary anymore.
Play with your food: helps mitigate burn slower than nurse movement speed do you have when crouching
Ruin: no explanation needed
Bloodhound: This will help you with your tracking if you want more of an aggressive stance rather than a tracking based one sloppy butcher could be a good replacement
Enduring: you're going to be eating a lot of pallets so this is a really good thing to have.
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@ClogWench said:
And you call yourself a Legion main. For shame, sir.
Legion is one
Legion is many
Joey is the best legion member don't @ me
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@Guiltron said:
Who is Jules? Was it a WIP name for Joe/Julie?
Jules is just Julie's nickname
Same way Joe is Joey's nickname.
I don't think we've ever heard if Frank or Susie have nicknames
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@[Deleted User] said:
both sides disconnect and rage quit actually.
and both sides need to be punished for rage quitting.
i've seen a lot of killers disconnect once i flashlight save a teammate
and also seen a lot of survivors disconnect if they're first downed or cross-map sniped by billy too early in the game.
if i wanted to talk about a situations where X disconnect. it would take a lot.
to balance things out and punish people who Disconnect. there must be a 24 hrs ban. for the side he disconnected with. so if he disconnected as survivor. he won't be able to play survivor. only killer.
if the player got banned on both sides. the ban will expand to 48 hrs on both sides.
and if the player disconnected within 5 days after the 48 hrs ban. he'll get 7 days ban from the game for rage quitting.
Not saying they don't however because matches are four survivors vs one killer, I encounter a lot more disconnecting survivors doesn't matter if I'm playing a killer or a survivor
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@GodDamn_Angela said:
"Ok I do agree that if you do less toxic things you're less likely to encounter DC."
🤣
No one wants to encounter DC 90% of their movies suck. We have Marvel that's enough
Don't @ at me
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@Elegant said:
There isn't a good way for them to fix it right now. If they just punish players for disconnecting you will have fewer people playing the game. People DC when they get incredibly frustrated at the game. If they are that frustrated, they aren't going to suddenly become good teammates/opponents if they are punished for leaving. They will just suicide/troll teammates/be overall toxic in game. It's not going to make the gameplay any healtheir. Also, people who get punished/suicide/play a game they can't just quit out of, might just decide to not play any more games afterwards. This would drop the player base down a decent amount and would just make queues even longer. The only two solutions that I see working are providing rewarding incentives for people not leaving, or eliminating the aspects of the game that cause that much frustration. The 2nd one is very unlikely to happen any time soon. So, the only viable short term option imo is to come up with good rewards/incentives to entice people into staying in games even when they don't want to.
As I've stated before some survivors will disconnect over the slightest been they don't like.
you can't you certain Killers.
you can't run certain addons or perks.
They got hit because they were camping a pallet instead of putting distance between them and the killer.
You got a map you didn't like
All of these are several things that can make survivors disconnect if your plan is to put a limit on all of that then you're just going to make the game incredibly unfun for Killers
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@Delfador said:
@SmokePotion Mclean literally denies it though, he doesn't acknowledge it.
According to killer mains, it is always at the first box.
According to survivor mains, it is always at the last box.
Honestly that's down to personal bias people remember the Times where it's most inconvenient for them more than the time where it was easy
Hence why Killers will remember the Times where was the first box more and survivors remember the Times where was the last box more
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@SlinkyJinky said:
Survivors have hatch that only the last member can use per match.
Killers have Mori usable on between 1 to 4 Survivors per match.
Killers will soon be able to close the hatch
Yet Survivors wont be able to pick the Killers pocket for their Mori offering.
Even though this is a non-issue don't compare hatch to a mori.
A mori is something you have to bring into the game however Hatch has been a pity mechanic in the base game
Also noed is not comparable to hatch as once again in something you have to actively bring Hatch is a free mechanic
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1) There is no way to tell the difference between a solo survivor and swf
2) solo survivors can still message and send information to the people still in the game while this is a lot harder to do on PC it's incredibly easy on console.
3) you don't need to see The Killers perks you want to if it's something that you want to see so badly then wait hell go make yourself a sandwich or something whilst the game runs
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1) that is a very stupid decision unless the Killing hook you alright by hatch there's no way you would be able to escape even if you did manage to get the lucky chance of getting off Hook mainly because the killer would just be waiting to immediately put you back on hook.
2) The wiggle bar is to prevent Killers from having complete and utter control over where they put you. For example a killer taking you to basement or taking you halfway across the map to their 3 gen strat. Getting picked up is meant to result in being hooked nine times out of ten without a perk build or teammates to save you. If they make it too easy to go out then they're going to have to compensate by increasing the hook density and then you'll start complaining that there's too many hooks.
3) no the perk is actually a lot more balanced it's not a get out of jail free card that allows survivors to make stupid moves or be incredibly toxic because they know they can get away with it.
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It's been pointed out multiple times
But slugging is not an exploit and doing it is not abuse.
If slugging is a massive problem there are perks designed to counter and punish it.
1) Unbreakable
2) No mither
3) flip flop
4) buckel up
5) tenacity
However you admit to using and abusing a bannable oversight in the game. Disconnecting
So you're basically completely dense if you can't see the hypocrisy there or you're a douchebag who doesn't care.
Pick your poison
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@BBQnDemogorgon said:
@Aari_Piggy66 Would be weird if the Entity didn't like Trapper.
If a DbD character were to have plot armor it would be Trapper.
It tortured him it's a pretty weird way to show affection.
Especially when you can see that it gives privileges to clown and Legion
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Killers like the clown and Legion kind of lend credit to my theory that The Entity has favourites.
Clown is allowed to freely move around the entity's around.
The Legion were allowed to stay as a group rather than being split up or it only taking one of them ( it didn't even deform them in some weird hybrid way they're just a group of four teenagers)
However The Entity also seems to have some that it really doesn't like for example Trapper and Doctor considering it's has forced all those devices onto his body
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Not really he's literally the most balanced killer in the game right now
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If we want to get survivor bloodpoints more in line with killer bloodpoints, then 2 things need to happen:
You're comparing two very different categories
Killer
Killers are in the match for longer ( they are literally the last person to leave)
Have to put in a lot more work
Unlike survivors when it comes to items ( add-ons in The Killers case) there is no way of getting them without using the bloodweb so general a killer main will need a lot more blood points than the survivor.
Survivors
Matches can be incredibly short depending on whether you die or escape and how quickly you manage to put it off. ( this means on average in the same time it will take you to complete five games a killer could probably only do three)
The workload of survivors is split between four people, this means that you don't have to do as much work as a killer would have to do also your blood point game is split between 4 different people hence why less bloodpoints.
When it comes to the bloodweb survivors don't necessarily need to use it to get items or addons as they could simply just run a chest build and just stuck up that way making the need for the blood point grind a lot less the demanding for them.
It wouldn't be very logical to make the survivors and The Killers bloodpoints completely exact as you'll soon have instances where one party is just a lot more profitable form of blood points than another is. Which would just screw of queue times because people would be mainly playing that role
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Well I don't agree with keeping healthy survivors trapped in there until they disconnect.
Hence why it's bannable
If you're trapping someone with a reverse bear trap or trapping somebody who's on a hook to ensure that no one can save them that perfectly valid
Douche move but perfectly valid
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Well I don't mind survivors running around with medkits I have a major problem with the clicky clicky flashlight survivors.
I take great pride in destroying a flashlight if this change happens then I won't be able to do that anymore
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@tt_ivi_99 said:
I feel like this should be basekit for survivors, It would close the gap between SWF and Solos a little bit.
I I do agree that the gap should be closed however I also don't think you should be able to give too much information to the survivors without sacrificing anything.
As a killer to know how many total is you have left you would have to bring it up perk if survivors got that for free it would really not help balance issues .
Adding it to small games would buff relatively underated perk and soak up the general survivor perk layout so it's not the same over and over again
Also a totem counter would not reduce the gap it would basically make it a lot easier for people with communication to coordinate and keep track of the totems they have done.
And considering they can communicate the locations the gap will more or less stay the exact same or get even wider.
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Well it should be hard to escape you've essentially lost the match as a survivor if you want to try to reclaim an escape you're going to have to have a difficult time.
It shouldn't be as easy as all the killers checking the exit on the other side that map I've got a free win.
With the way it is now it can work to The Killers favour or to the survivors favour which is pretty balanced.
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Billy: is quite powerful and quite effective if you know how to use him but he's not so crazy then a good Billy would oppress survivors like nurse
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@Delfador said:
@Aari_Piggy66 They are the weirdest ones imo.
Frank and Julie would look quite okay if it weren't for their no hair massive foreheads with buggy eyes.
Besides the face paint Joey doesn't really look that weird.
Susie also looks really nice she just kind of has a weird smile to her.
I would like Julie but she does kind of look like a crackwhore.
And Frank looks like the type of dude to give you an STD and never call you again
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@SunderMun said:
I mean if you intentionally leave all to bleed out and don't even try to hook once all 4 are downed, you are holding the game hostage for as long as the bleedout timer is, and it's a decent amount of time.
Sorry that's not holding the game hostage.
Considering a lot of people keep misusing that phrase I'm going to explain it all in the game hostages when you put a survivor or a killer in a situation where the game cannot continue unless they disconnect.
For example by the blocking someone in the basement and not moving or a survivor standing in a glitched area where the killer cannot hit them.
In cases like the ones I stated above the only way to continue is for the opposite party to disconnect hence why it's holding the game hostage.
If there is some way that you can escape the situation either by Bleeding Out or anything like that it is not holding the game hostage you could probably make a case for griefing but not holding the game hostage.
This is why if a pig traps you in an area when you have an active reverse bear trap on until it ticks down and kills you it's not considered holding the game hostage as you will die
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Joey and Susie aren't bad.
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The thing with the pig really just annoys me simply because it goes against everything they've stated before.
They stayed they want to see unique and fun takes on play style and endgame piggy was probably one of the most viable and strong to let the pig tool
While her slow down abilities are good them being based on rng and limited to 4 severely crippled its ability to be a full main game tool.
It's while my personal. All of the add-ons Dad give status effects to people who are wearing the bear traps are pretty crappy.
Are there essentially saying screw other potential place tales of the killer we want you to play this killer one way and we will NERF the other methods to the ground if you don't play it the way we want it
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To do a daily or just to get rid of a really annoying survivors very quickly