Volfawott
Volfawott
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Because as a concept the killer has to put in a lot more work.Jack11803 said:Can you killers give me a single good reason NOT to buff survivor gains? Like I hate the grind, why do you even care?
what's your asking for his individual survivors to be given as much points as a killer who has nobody to rely on.
Let me put it to you this way one survivor doesn't necessarily have to do that much work but can still get rewarded with an escape however if a killer doesn't pull up their socks unless they're facing a team of potatoes they're not going to get any good point out of it.
They're not comparable in the slightest if this was 1 v 1 game I would completely agree with you but this is a 1 v 4. -
He's alive.
My depression has been cured -
Just so it's a little bit more impactful false visions will now show a false survivor aura for 15 seconds this way it's more likely to throw people off so it's not so depending on a blind build.
( The false survivor aura will not show up if you are currently under the blindness effect) -
Actually there's a complete difference the Killer can only see your aura in the same fashion as if you were shocked by the doctor or increased in Madness it's a blip basically.
Whilst the survivor gets full aura reading as if they were using dark sense.
This is actually incredibly significant because it means you can find out where the killers going and which area to avoid.
You could also do what I've seen a lot of people do as both a killer or a survivor simply wait and play immersed until someone opens an exit gate and then leave -
Stealth is not just about using urban evasion around the map constantly.Grey87 said:@Dwight_Confusion said:
The aura reading perks just make stealth even more important.
You high?
With each aura reading perks that's being added to the game stealth becomes less and less viable.
What it does is make looping an even better tactic than before.
A good stealth player is aware of how to counter or even use the killers detection perks to their advantage whilst benefiting from their own.
Barbecue and chili: the one people seem to complain about the most is the easiest to counter.
Locker jukes.
Going within the terror radius
Walking one direction and snapping back to the other.
Hiding behind a generator.
Just some of the few tactics you could use to counter it.
Bitter murmur: honestly 90% of the time this activates the killer is already occupied doing something so I don't know why it's such a point of contention.
If they aren't simply hid with in the bubble or leave the area then double back.
Rancor: this is barely aura reading if you didn't know how to counter it then honestly I don't know if there's any hope for you.
This may be a controversial opinion so hate me if you're going to hate me but if you don't know or outright can't counter or use killer aura reading perks to your then you sucked at stealth to begin with.
(However when it's nurse and Billy using them because they do have map pressure making it a lot more difficult to counter yet it's still possible but I will give you leniency with them) -
Guys can we return to the most important thing in this update.
Min got no cosmetics this update ! -
Well Jake is also Asian so you have two people who are part of the Asian community in Dead by daylight. (Survivor wise at least so not counting Rin of course)Brady said:The bigger disappointment?
The opportunity to expand the games ethnicity and supply us with an Asian-native Survivor excluded from Min's nationality. (She's Chinese right? Maybe a Filipino, Japanese, Korean, Taiwanese... So fourth).
It was more so a passed opportunity it feels like, also to mention that the Asian community on DbD is actually quite big and all they have is Min. It feels like a lack of and it's not a pleasant feeling.
Agreed though, all my roommates and friends thought Nea's outfit was Feng Min's... and they were disappointed to find out it wasn't.
Jake being Asian American
Min being Chinese -
That's has got to be the most idiotic thing I've heard.SenzuDuck said:Honestly if you're close enough to hit the one being unhooked you're camping anyway and have no reason to complain about milliseconds of invulnerability when you can just hit milliseconds later and still down the poor survivor.
There's hook rushing which is still a thing even with the event score change and survivors stupid enough to actually pull someone off as they're being chased, -
Broken ?Eninya said:@Aari_Piggy66 said:
I just want to initiate a moment of silence for Wraith's built-in bloodhound and and his reappearance movement speed curve.They were amazing features and I'm sad to see them go but we should all be happy because Wraith has gotten some really good tlc.
However I am a little bit ticked off they just made his built-in bloodhound an add-on but what are you going to do.
lol u srs. He outruns Sprint Burst on de-cloak baseline now.
He's pretty broken right now.
you know the same trick that was used to beat normal windstorm wraith can beat this one too put something between you and Waith.
It doesn't matter how much of a speed boost he gets he can't teleport through a pallet or through a vault.
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Nope it's an add-on now.ZombieGenesis said:He doesn't have bloodhound while cloaked any more? What the hell...
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I don't mind survivor friends informing each other about nurses calling when the killer catches them healing when hidden or their location with knockout.
My problem is I hate killing a survivor who's in the swf group because it often means noed, blood warden, remember me and devour hope if it hasn't activated or been destroyed yet get called out early.
I still think it should be implemented that dead survivors can't see the killer's build until the match is completely finished that way "secret weapon" add-ons, perks and offerings remain hidden until everything is said and done -
It's building for situational events.PinkEricka said:
They had a right to whine. They don’t think it’s unfair, it IS unfair. Anyone can see that it’s way too killer sided other than the crying killer mains.Aari_Piggy66 said:Grey87 said:Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end
Having a build for a hatch stand-off is completely ridiculous! I’m not putting on trash perks that barely anyone uses just for a hatch stand-off, it’s a waste of a perk slot, I’d rather have perks on that can help my team and myself....
There is no adapting, it’s killer favored. I don’t see any way this can ever be balanced.
The same way people run perks like unbreakable or adrenaline two perks are pretty much situational the former only really works if the killer plays a certain way and the latter only working if you manage to make it to game.
In fact the same thing goes for killer perks remember me or noed situational perks that provide almost no benefit unless you hit in game or the other team play a certain way.
If you consider perks like wake up, hope and left behind trash when they could have been given a potential of being worthwhile if someone was actually willing to build for the situation. Then what's the point in the perks I've mentioned above.
As for hatch the concept of it has always been incredibly survivor sided. It was a pity mechanic no I don't have a problem with that but considering it's not difficult to do two gens even with hex ruin unless your teammates are potatoes in human form. However it's a mechanic that rewards a lost game
There was very little the killer could do about it unless you wanted to slug the final two which is a very fun or entertaining for both sides.
I'm fine with the hatch being a thing but I still feel considering the survivor team lost you have to put in a little work to actually earn the escape. -
It might be like Kate's and only be rare (green) rarity whilst similar to Clown's the Spirit's geisha outfit would be very rare (purple)
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Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end -
We all need healing.
Empathy.
Botany knowledge.
Pharmacy.
Object of obsession
Can't normal heal yourself. you have to count on medkits and your team but be careful the enemy can see your aura.
Aim of this is to make it out alive with your whole team.
Bonus points you can get a screenshot in exit gate with at least two or more still injured -
I couldn't agree more.
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It's where there are exit gates and a chance to escape in the first place.
If someone's in a situation where they know they're going to die and there's no way they could avoid it. You'll find they lose hope almost immediately literally what's the point you can't live you might as well just accept it.
For something that feeds up hope that's essentially the worst thing that can happen so it just simply incorporates the dangling carrot effect. If you do all the generators then open the doors or jump through hatch, you can escape of course that's when the dangling carrot gets yanked up and you return back to the campfire.
However it's enough to sustain hope within people sometimes surviving and not dying is just enough for these guys because I doubt The Entity feeding on you is a very pleasant process. -
Actually if you look at Benedicts journal entries on the survivors at least Kate anyway he has heard her singing.
Meaning it seems that outside of the trials the survivors can speak and talk with each other but it seems like The Entity takes that ability away once they actually start the trial.
This could also mean that the killers able to speak as well just not when there in trial but it's debatable considering the killers don't interact with each other and definitely don't interact with the survivors outside of the trial. -
Survivors wise
Feng Min,Bill and Meg
Meg pretty much didn't do anything wrong was trying to care and her and sick mother mother. Then the almighty entity decided to be a massive douchebag and snatch huh up into eternal torture.
Bill is great man who actually cared for those around him even to the extent of sacrificing his life and even then he doesn't get to rest peacefully he's forced into the entity's sick game but he still tries to protect all those around him
Min is pretty much a young woman who picked up a passion and strive to be the best at it. However the pressure of failing her fans and her family cause anxiety which made her become obsessed with perfection which pretty much sent her life in a downward spiral has her obsessive training caused her to lose sleep and do the one thing that she was afraid of doing failing. The worst part is this was pretty much all instilled into her by her family rejecting her and seeing as her as a failure because of the pursuit she tried to do. -
Killer wise.
Amanda, Spirit and Huntress
None of these is on this is really bad they've all had ######### just go downhill in there lives which led them to the whole being part of the entity's killer game.
Anna essentially has the mental age of a child on top of that having no grasp of social concepts essentially being a wild child. She does have a caring side for kids specifically girls even though her mental age and lack of social awareness kind of gets the people she cares for killed.
Rin essentially was trying her best with a struggling life and because her dad snapped her life essentially was cut short in a very agonizing way it's not hard to see why she would be consumed by the need for vengeance.
Amanda is it necessarily a bad person she just had some very deep issues and probably needed a therapist not a self-righteous murder mentor. In fact the main reason she even put people in unwinnable traps was pure projection because she thought that she didn't change she assumed that no one else could so there was no point in fully testing them.
( Btw I love John but I think it's bull that he doesn't consider himself a murderer when he definitely is) -
I'm basing this off their journal entries, general backstory and they're all unique perks
Bill and Dwight are leaders ( They have a combination of perk that help themselves and team. While Dwight seems to leader more for his own benefit, bill seems to generally do it for the sake of the others)
David K, Laurie and Kate are offensive/confrontational survivors ( They're the people who are most likely going to be dealing The Killers more often than not and they have perks down compliment that situation
Claudette, Quentin and Adam (These are your support survivors they all have perk I could be used to benefit their teammates whether it's healing giving information or rescuing)
Nea,Ace and Jake survival assistance (These guys also help out the team but they just don't have enough qualities to be considered support as they still are primarily focused on self but can offer assistance if need be)
David T and Meg general survivors (These guys don't necessarily fit into a category when it comes to their perk load out, they're all pretty self beneficial and they seem to provide very little benefit to others. However unlike the next category they do seem to be generally willing to help people out from a lore perspective)
Feng Min is the lone wolf ( Primarily self-serving and focused on her own survival in both perks and lore, would probably only help others if it doesn't put her at risk and if she wasn't focused on something else already)
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Besides the mask and the watermelon tie up those outfits are terrible.( and the purple pigtails but that's just me)ProfoundEnding said:We already have school girls outfits for Feng.
The skirts have no physics and are stuck to her legs.
The colour swap on them doesn't even seem worthwhile.
Honestly I really think they should just give her a better school outfit. I've honestly seen tons of concept art that people have designed so I don't think it will be too hard to come up with one if they put some effort into it. -
We were talking about her add-ons did you not read our poststhesuicidefox said:@Aari_Piggy66 @Master @Vankruze This topic is about Huntress's add-ons. Please take it elsewhere.
@SenzuDuck If you feel it should be removed, okay, but every killer gets 2 pink add-ons. A hatchet that puts you into dying is a valid option because it's powerful enough to be placed at that rarity (changing it to a BT bleed-out or literally anything else will make it not even worth using at that rarity), and it has a huge drawback in only being able to carry 1 hatchet, forcing you to use a belt/loop for extra hatchets. With my suggested changes a few other add-ons become valid combo's with Iri Heads, but the short of it is that we don't want to remove stuff from the game, we want to add/fix stuff.
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AgreedTsulan said:I agree. Boil over needs a buff. It should have a higher range and affect the killers movement more. -
So cloaked Wraith speedswitch said:Not billy speed stop spreading lies, it is quicker but like ~10% at best so its not broken af.
They should fix it by the 11th. -
While I do agree with you that personally I don't find it fun for both sides. Fun is a very subjective matter just because you and I personally don't find it fun that doesn't mean there aren't survivors who loves going up against it and killers who loved using it.SenzuDuck said:@Vankruze said:
@Master said:
@SenzuDuck said:
Iridescent Heads should go in my opinion.They aren't fun to play with, they aren't fun to play against.
Survivors DC with them, and honestly when I play a huntress match and finish the game within 2 minutes it's just not enjoyable, the BP you earn with them is trash too.Doctor isnt fun to play against apparently, survivors DC against him regularly, so we remove him from the game too?

newbies can't stand the doctor because they can't hit skill checks and they struggle to get out of snap out of it. I've seen that a lot in the mid ranks too. Doc is terrible match up for newbies and players who are generally bad at the game.
yea but, Vankruze, didn't you see - I said I don't think iridescent heads are fun on either side so clearly that means I want Doctor removed, right?
So saying that it should be removed because it's not fun to use or go up against is kind of a moot point because it's not fun for you but other people can argue with fun for them. -
Fixing her first power
The bear traps: ruleset number 2 becomes part of her kit
the Jigsaw boxes: I would say make it so it doesn't have general skill checks give them something akin to snap out of it skill checks so there's no ability to get greats and they're smaller than general skill checks. This way in actually burns up more time and people can't rush through them with greats.
Make huntress lullaby and thanatophobia affect jigsaw boxes this would force survivors to waste time healing or to find a totem.
The second part of her power
Increase the movement speed whilst crouching being slower than nurse absolutely ridiculous and it gives very little incentive to use Amanda's letter unless you occasionally planning to tap Crouch with combat straps mid chase. I say somewhere between 97% or 100%
Make combat straps baseline.
Add-ons:
Change the add-ons that increase the frequency of skill checks with the Jigsaw boxes to increase the difficulty of skill checks.
Jigsaw sketch: even though it's named jigsaws annotated plan I'm going to refer to it as what it should be called. Remove the time increase penalty
Jigsaws annotated sketch: On top of adding one extra box, make it give you one extra bear trap. (unlike most Killers who have an add-on that gives them two extra of their perishable items Amanda is lacking this you might not want to give her 2 extra bear traps but a box and a bear trap doesn't seem too bad)
Rework Amanda's secret using it is practically shooting yourself in the foot. Almost completely useless, unless you just plan on tunnelling people with traps it's pointless
Rule number set 2: every time a generator is popped whilst the reverse bear trap is play It's timer is reduced by 20% of the base time (2:30 or more simplified 150 seconds meaning you would lose 30 seconds per generator) this includes it's initial activation. ( time taken is not affected by tampered timer)
Amanda's letter: keep it the way it is. I don't mind the penalties just increase the aura reading range so using it is more justifiable 18 to 20 meters instead of 12 -
While I agree it needs a buff extra wiggle speed isn't itbrokedownpalace said:Only a die-hard killer main would look at Boil Over and say it's a good perk.
You want to increase the aura blocking fine
You want to increase the wiggle effect fine
But if you want to add a third part of the perk with no downsides that's a massive no.
Boil over does really well on maps like lery's and the game. It can also it makes it even easier for people to use body blocking to their advantage.
Is it a good perk debatable. It's situational so whether you see it as a good perk or not really depends on how it works for you.
Now the main question does it need a buff yes I agree it does however I don't think giving it more wiggle speed is a good idea. in fact this is something to devs have already thought of and realised during their testing that it would be very annoying for the killer to deal with -
Because you have three effect that the killer has to deal with. Wiggle speed, Wiggle effect and aura blocking.Salty_Pearl said:@Aari_Piggy66 said:
Salty_Pearl said:It shouldn't always let you wiggle free but it does need a buff. The should make it so that struggling speed is increased by 5,10,15% and slightly increase the range of the aura cancelling
No If you're going to increase the wiggle speed then you have to remove the aura cancelling
Why? It's not that hard to see hooks, they mainly spawn in the certain locations so you can tell where they are.
With all of these taking affects at once it make getting out of the killer's grasp easy most of the time you wouldn't even need a body block.
You're not meant to get off the killer shoulder 95% of the time. That 5% is spilt up between interference from other survivors, decisive strike and poor positioning.
In short boil over can already be a pain as it is just with the wiggle effect alone now if you add extra wiggle speed and increased aura blocking your practically make it way too easy.
You're making things like iron grasp a must bring perk and in the current stage of things Killers practically already have to bring ruin to make sure you don't get ven rushed I don't want to have to also constantly bring iron grasp so I can actually get hooks
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No If you're going to increase the wiggle speed then you have to remove the aura cancellingSalty_Pearl said:It shouldn't always let you wiggle free but it does need a buff. The should make it so that struggling speed is increased by 5,10,15% and slightly increase the range of the aura cancelling
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Hahahaha haha NoKoriandr said:unable to hook survivors that have reverse bear traps on. -
You clearly don't know what you're talking about.Damarus said:@HellDescent said:
I don't think she needs a nerf she's already slow. And the fact that people place 5 traps in the same spot doesn't change any thing they are just wasting their own time. Hag is more of a mind game character that will prevent you from looping and slow down the game. And being able to erase it with flashlight is a must have otherwise you remove the only counter while walking or running. And they shouldn't disappear since with hag you'll prepare your traps at the beginning of the game before looking for survivors. Since she'll want to put her traps at the windows and pallets to compensate for her speed. If she's not chasing you her traps are useless and once you get her totems she just become regular killer with 110% speed.It would be a soft nerf, not touching anything else. As previosuly said, she shouldn't be able to spam traps whenever the player feels like. Sure, she might be slower than other killers, but she is also shorter, putting to good use some walls and objects to cover her before surviviors can even hear the heartbeat. And once you get in a chase, Bloodlust makes that "being slower" of her mostly unimportant.
A soft nerf isn't drastically changing a killer's base kit.
Also with the upcoming bloodlust nerf the point is not unimportant.
If a Hag spams unnecessary traps they're wasting their own time. As traps are very easy to counter if you're not in an active chase.
It hasn't even been a full road map update since she got buffed and people are already crying for a drastic nerf. -
I love me a good bait.
Time to watch the forum do what it does best, argue and bicker amongst each other -
Then they just do what they normally do to avoid crows in this game crouch around the mapxxaggieboyxx said:The way to prevent taking Hiding is shown in identity v. Just put crows over their head when gates are powered or hatch is open after a few mins of no sprinting -
What do you mean Pig can't stealth grab as somebody who occasionally uses Amanda's letter ( keep in mind this add-on is very much dependent and probably need some tweaks or buffs in the future) and combat straps you can very easily get stealth grabs with herSalty_Pearl said:So I'm thinking, why not make it so that if Amanda lands an attack on a survivor who is working on a gen it counts as a grab? Spirit and Myers can "stealth" grab so why can't Pig? If you think it's OP, The Pig has many warnings before and when she is about to attack so Survivors can get up before she ambushes them.
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@Visionmaker
For some reason you seem to be under the mistaken impression that killers only slug to prevent it hatch standoffs.
However most people used it as a very effective tool to get survivors to stop doing gens as they had to go heal their teammate not it's even easier to heal so people are wasting a lot less time.
Sorry to be the bearer of bad news but the suggestion for endgame they put forward doesn't fix hatch standoff.
Hatch would still be a thing and it's still possible for the game to lead to a very annoying stalemate of just staring into each other's eyes.
Honestly at this point I don't care which way they go I just wanted to put an ultimatum in there either let the killer close the hatch already or just take away the option to pull people out.
Hell they already had a good idea for closing the hatch it would power the exit gates meaning the survivor has two extra ways of escaping three if they bring a key. This feature not only gave some relevance to perks like wake up and made hope more appealing but it also give some extra potential to Freddy,Wraith and Amanda as they could have used their powers which are already deadly in endgame. -
Honestly couldn't agree more at this stage I literally don't care they keep offering good ideas and backpedaling on them.Tizzle said:Either remove the grab animation or close the hatch.
I really don't care anymore either way, just remove the standoffs.
I loved the idea about closing the hatch powering the exit gates was really nice it actually gave some used to perk Wake up and hope for moving around the map faster and opening the exits faster.
However it seems like they just backpedal on that so at this stage even if they just remove the grab I wouldn't care.
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I agree with everything but technician it's a lone wolf perk so it should only affect you.
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@Someissues said:
I am a Killer main that actually thinks Deliverance is a good perk, it can only be USED ONCEonly idiots and biased people would complain
Distraction needs alot of buff, should have multiple charges
Autodidact also needs some slight buff, no one will use it honestly
Autodidact does not need a buff it amazing it pretty much turns skill check into a styptic agent. plus it can be combined with botany for even better results. how else go expect them to buff it without making overpowered.
If people don't use it they miss out on an amazing medic perk.
Also keep in mind it completely counters anti heal builds. -
@ProfoundEnding said:
Please use smaller words.let me translate for ya.
whahaha boo hoo
my feeling.
how very dare you offend me
whahaha boo hoo
I stopped reading after that point to spare my brain cells the suicide attempts -
Not even three full days into the ptb and people are already crying too op please nerf.
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Dlc characters also include Nea, Ace, Min, David and Kate.powerbats said:@MojoTheFabulous said:
I think Meg gets so much because she is one of the most played Survivors, if not the most played. So it'd be more likely to make money from her than anyone else. Although I feel giving more cosmetics to DLC characters would entice people to buy them.The issue with dlc cosmetics is most of the money goes to the companies that own the rights to them. So BHVR doesn't make as much money versus their own creations.
You're thinking of specifically licenced characters -
That feeling when it won't let you upload a picture
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Tunnel me Min
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I feel like you're overblowing thing that were in the latest patches.
The pallet vacuum was a terrible thing, it did nothing but artificially extend loops and bailed people who messed up out of receiving justly deserved hit. (Keep in mind this was a band aid mechanic not a perk)
The exhaustion nerf was need especially considering it could very easily lead to some places being pseudo Infinites. This typically lead to people forcefully extending chases when that shouldn't be the case your main goal is to lose the killer not have an overdrawn chase with them.
The last thing that people tend to typically bring up when talking about survivor nerf is the new pick up timing. I could pretty much counter this in one simple statement. A save shouldn't be something that you get off with ease it, should be either something you plan out/build up to or matter of opportunity basically you being in the right place at the right time.
"Honestly no one plays this game to hide from the killer that's not fun, you play to juke and feel good about yourself" Don't make such general statements you don't speak for everyone, it makes you come off as entitled and conceited. YOU don't play this game to hide from the killer. Remember what you find fun doesn't translate into what everyone playing finds fun
Some people love the hide and seek element it's why stealth or killer detection builds are a thing. Some love the chase whilst others just love using niche/gimmick/memes builds for the fun of it.
Infinites were an oversight on the devs part and weren't intended if you had to abuse them to survive you were a bad player.
How are they nerfing 360. Honestly it seem like you're pulling some of these out your ass. -
Wouldn't giving items to dlc characters entice people to buy said dlc.ProfoundEnding said:They prioritize characters that aren't DLC. So Meg is a popular one I guess. -
It's been confirmed that it's not taking the game hostage.SenzuDuck said:@Aari_Piggy66 said:
SenzuDuck said:@Tsulan said:
SenzuDuck said:
@Tsulan said: SenzuDuck said:
@Orion said: The point of the basement is to be dangerous and scary. Seems like it's working fine, according to your complaint. I personally think the stairs needs to be wider for the basement, at least. A killer shouldn't be able to stand in the basement stairs and prevent players from leaving.
I agree. Once survivors aren't able to body block the killer, the devs can make the stairs 3 meters wide. Ahhh a killer main advocating for taking the game hostage. Typical. Making the stairs wider is taking the game hostage?
######### are you talking about?
You think killers should be able to sit in the stairwell and block survivors from escaping, which is the entire reason i think the stairs should be slightly wider, to prevent this, as it happens a lot.
Honestly I think it's perfect for the killer to block the stairs as long as the don't hold the game hostage.
So waiting out borrowed time, trapping to hit you power (chainsaws, shock, bottles and so on), waiting out the rbt timer or blocking the basement to prevent a hook save.
None of these are taking the game hostage and the killer should be allowed to do them.Lol, you think waiting at the top of the basement for 1 - 2mins ffor rbt to run out is fine, that's hostage, you may as well hit them and down them.
Do you even know what taking the game hostage means? -
£80
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Honestly I think it's perfect for the killer to block the stairs as long as the don't hold the game hostage.SenzuDuck said:@Tsulan said:
SenzuDuck said:@Tsulan said:
SenzuDuck said:
@Orion said: The point of the basement is to be dangerous and scary. Seems like it's working fine, according to your complaint. I personally think the stairs needs to be wider for the basement, at least. A killer shouldn't be able to stand in the basement stairs and prevent players from leaving.
I agree. Once survivors aren't able to body block the killer, the devs can make the stairs 3 meters wide.
Ahhh a killer main advocating for taking the game hostage. Typical.
Making the stairs wider is taking the game hostage?
######### are you talking about?You think killers should be able to sit in the stairwell and block survivors from escaping, which is the entire reason i think the stairs should be slightly wider, to prevent this, as it happens a lot.
So waiting out borrowed time, trapping to hit you power (chainsaws, shock, bottles and so on), waiting out the rbt timer or blocking the basement to prevent a hook save.
None of these are taking the game hostage and the killer should be allowed to do them.