Weederick
Weederick
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- Weederick
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@RSB said:
@Weederick said:
It is visible without addons. If i'm not mistaken its even brighter and clearer to see in the spirit world. Never had problems tracking blood. Predator and/or Sloppy Butcher work greatly. I dont think Bloodhound will be needed, its very visible imo.But right now it is a bug, and will probably be fixed.
That would be terrible. She needs the blood tracking.
They could reduce the blood to normal visibility in the spirit world and give her ultra rare addon the current visibility. -
It is visible without addons. If i'm not mistaken its even brighter and clearer to see in the spirit world. Never had problems tracking blood. Predator and/or Sloppy Butcher work greatly. I dont think Bloodhound will be needed, its very visible imo.
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@ShrimpTwiggs said:

I love how these threads always seem to go downhill.Funny how often they end up about facecamping

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@Vadim239 said:
I have a question. What rank killer are you now? How many do you kill usually? Do you find it easy or extremely difficult? What perks, strategy etc. are you using?I havent played since rank reset, since i was visitting home and only had my laptop with 15 fps. I was rank 1 before and most seasons since release. Depends on the killertier. Toptier killers usually 4k/hatch. Midtier killer half the time 4k/hatch, the other half people escape through the exitgates. Lowtier killers usually 1-2.
I find it easy to win most games, because most survivors aren't that good, regardless of rank. Against 3-4 good survivors i find it extremely difficult when they get a good map. If they stack decisive strikes, instaheals, unbreakables and sprint burst, you can't outpressure them. But luckily, those games are rare.
Strategywise, i'd recommend to watch ZubatLEL. He's one of the best killers i've seen. You generally want to learn how to mindgame pallets and play with your red stain routinely. To the point where you dont have to think about it, you just always moonwalk around corners and never show your red stain. Also slugging correctly is very important. Thats a lot of gut feeling though, as slugging can harm you just as much as it helps. You usually want to hook early in the game and slug later on.And last but not least, relax its just a game. Dont care about pips or 4ks, just play to improve your gameplay. Then you wont be stressed.
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@Orion said:
@Weederick said:
@Orion said:
1 Killer should absolutely stomp a single Survivor. Even 4v1, the Killer should have a very slight power advantage, which is offset by the fact that there are 4 Survivors (numbers advantage).You should already stomp a single survivor. 4 survivors are stronger than the killer, but 1 survivor is nothing against a killer. Even 3 survivors are already weaker than 1 killer. You should be winning 1vs3 ez, if not, youre doing something VERY wrong
OP asked for opinions on balance, I answered. Do not assume anything about how I play from my reply.
I dont assume, my opinion is killer easily wins 1vs3. So killer is stronger than 3 survivors, but weaker than 4.
@Vadim239 said:
@Weederick said:
@CallMeRusty420 said:
@Weederick said:
For a casual game like dbd, survivors should have the advantage, when in doubt. Leaving all "Killers should be op and feared" bias aside, its a 1vs4 and if you want to outplay 4 players, you should be better than them, not worse. Appealing to the greater mass makes more sense for me. Look at deathgarden, hunter is op and no one plays it anymore.
You shouldnt have problems as billy tbh. He can take care of r1's most of the time.It's sad how the balance of DbD is so bad that even though it's a 4v1 pvp game with a ranking system, you have players that call it a casual game. I can't blame them though. I mean it is balanced that way after all lol
Dbd certainly has a hardcore community which is active on the forums. I guess 90% of the players are lowranked casuals though, so we cant ######### on them lol, even though reading forums make it seems like everyone is playing at r1 against depip squads. There's also many happy killers who are not active on the forums.
@Orion said:
1 Killer should absolutely stomp a single Survivor. Even 4v1, the Killer should have a very slight power advantage, which is offset by the fact that there are 4 Survivors (numbers advantage).You should already stomp a single survivor. 4 survivors are stronger than the killer, but 1 survivor is nothing against a killer. Even 3 survivors are already weaker than 1 killer. You should be winning 1vs3 ez, if not, youre doing something VERY wrong
If, as you say, 1 survivor is nothing to a killer. Can this survivor drop all the pallets running away in circles successfully for 4-6 minutes, while everyone else is doing gens?
Do you really literally get looped for 4-6 minutes? That would be concerning. I havent seen those chases since the double pallet/vacuum/flashlight/exhaustion nerf. Most chases are around a minute, even against good survivors. Some can extend it to 2 minutes on a good map.
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@CallMeRusty420 said:
@Weederick said:
For a casual game like dbd, survivors should have the advantage, when in doubt. Leaving all "Killers should be op and feared" bias aside, its a 1vs4 and if you want to outplay 4 players, you should be better than them, not worse. Appealing to the greater mass makes more sense for me. Look at deathgarden, hunter is op and no one plays it anymore.
You shouldnt have problems as billy tbh. He can take care of r1's most of the time.It's sad how the balance of DbD is so bad that even though it's a 4v1 pvp game with a ranking system, you have players that call it a casual game. I can't blame them though. I mean it is balanced that way after all lol
Dbd certainly has a hardcore community which is active on the forums. I guess 90% of the players are lowranked casuals though, so we cant ######### on them lol, even though reading forums make it seems like everyone is playing at r1 against depip squads. There's also many happy killers who are not active on the forums.
@Orion said:
1 Killer should absolutely stomp a single Survivor. Even 4v1, the Killer should have a very slight power advantage, which is offset by the fact that there are 4 Survivors (numbers advantage).You should already stomp a single survivor. 4 survivors are stronger than the killer, but 1 survivor is nothing against a killer. Even 3 survivors are already weaker than 1 killer. You should be winning 1vs3 ez, if not, youre doing something VERY wrong
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@Vadim239 said:
@Weederick said:
For a casual game like dbd, survivors should have the advantage, when in doubt. Leaving all "Killers should be op and feared" bias aside, its a 1vs4 and if you want to outplay 4 players, you should be better than them, not worse. Appealing to the greater mass makes more sense for me. Look at deathgarden, hunter is op and no one plays it anymore.
You shouldnt have problems as billy tbh. He can take care of r1's most of the time.First of all. Deathgarden is not DBD. And you cannot appeal to the fact that nobody wants to play it just because the killer is OP. Maybe there's a different reason. How can you be so sure. Maybe it's a different game and people just don't like to play it. Teach me your strategy of playing a hillbilly and your perks. I've been playing for 1700 hrs. And recently I feel like the survivors are so cocky and difficult to kill.
Its an assumption, but dying nonstop and not winning as a runner feels terrible. When the hunter has decent aim and cares about stopping the objective, you could not win. Atleast for solo players. And im already pretty frustration resistant, most people wouldn't bother to learn runner and still lose to good hunters 9/10. Dbd attracts casual players, its not cs go or dota, so they have to cater atleast a bit for them imo.
And for billy, be patient and bodyblock. Im running bbq, enduring, bamboozle and nurses calling without addons. Just get rid of the pallets quickly, play mindgames here and there and when the game progresses and pallets get scarce, slug them until they're all down. -
For a casual game like dbd, survivors should have the advantage, when in doubt. Leaving all "Killers should be op and feared" bias aside, its a 1vs4 and if you want to outplay 4 players, you should be better than them, not worse. Appealing to the greater mass makes more sense for me. Look at deathgarden, hunter is op and no one plays it anymore.
You shouldnt have problems as billy tbh. He can take care of r1's most of the time. -
@Salty_Pearl said:
@Weederick said:
@Salty_Pearl said:
@Weederick said:
Bing bong boy, mr f tier and betterbily are more important imo. She feels very wellrounded and enjoyable also.Oh no definitely Wraith and Freddy come first, but she still needs a buff.
Do you mean the killtimer? Granted she could have some QoL changes, but killing someone with a trap is almost always gamewinning, it should stay a rarity and side effect.
RBTs are too easy to escape from, they need to at least make it harder to get off.
Its RNG. Sucks for pig if they get it first try, sucks super hard to die on the last box and mathematically you often do if its the last box. I kinda like how the numbers are. 4 traps, 4 boxes, one for each survivor and if they activate it immediately they will likely die on the last box, giving you 1 kill on average per match which would win the game alone. So they better dont activate it too quickly, but then they cant genrush and win. Dunno, i think she works fine rn
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@Salty_Pearl said:
@Weederick said:
Bing bong boy, mr f tier and betterbily are more important imo. She feels very wellrounded and enjoyable also.Oh no definitely Wraith and Freddy come first, but she still needs a buff.
Do you mean the killtimer? Granted she could have some QoL changes, but killing someone with a trap is almost always gamewinning, it should stay a rarity and side effect.
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Bing bong boy, mr f tier and betterbily are more important imo. She feels very wellrounded and enjoyable also.
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Are you still working on remaking old and creating new tiles? Can you show us some examples? Some maps like Shelter Woods or Red Forest lack variety.
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Niiice, looks like a oneshot killer fingerguns Omae Wa Mou Shindeiru!
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You shouldn't even see bloodlust 2 popping up during your matches or just very shortly. If you see and use it that much, then that nerf is aimed at you, because you are playing the tiles wrong. Its a reminder that your general gameplay is still very flawed.
And bloostlust 3 should've never been in the game, its only used for trolling.
The nerf is fine. Now i would really like to see infinites balanced, but we're going full circle here. 2 years later..... -
Doc is a really odd killer in terms of balancing and counterplay. I think he's fine as he is and only needs few tweaks, which nerf his skillcheck builds, while slightly buffing his shockrange. Without the common range addon (+25%) his shock is barely unusable, as you are in M1 range anyways if you would switch for a shock. Would be nice if he'd get more base range on his shock, so you dont have to use addons (trapper bag *cough) to deny vaults, but let madness 2 decay into madness 1 again. I'd also like to see a terror radius increase for doctor, from 32m to 36m or 40m. After pig, hag and myers is actually pretty cool to have different terror radiuses.
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@HellDescent said:
@lyric said:
Weederick said:You can only grab injured survivors, if they vault windows or pallets. Healthy survivors can only be grabbed out of lockers and unhooks. To grab them, you also have to be very close and tap attack. You can't lunge attack, you have to get close enough until the Grab prompt pops up. Know that its never "beneficial" to grab distancewise. Lunging will always be the superior and safe option, unless you know you have the time to get close. In that case you can save some seconds wiping your weapon and going around the vault.
Tl;dr: Tap attack, dont lunge. Only works against injured survivors, except for lockers and unhooks.
Ive seen a healthy survivor pulled off a window before
Except it doesn't always work with lockers I'll end up hitting a locker while the survivor jumps out and yes I am doing a regular attack not a lunge. Same with hooks I can clearly see that they are still in animation of unhooking a survivor but it still ends up being a regular hit which does down them when they are injured but no grab. I also grabbed non-injured survivors off the generators. I think it's due to the game inconsistency. Especially with the hag after the teleport.
You're too far away then for lockergrabs. It works consistently, you just have to be close enough to get the prompt that says "M1 Grab". Get used to the grabbing range, it works everytime when you know the exact range. Its not bugged.
Unhook animations are a bit weird, as it always plays out the full animation even if the survivors cancels it. This will get fixed soon, for now you just have to guess.
Forgot gen grabs and maybe some others. -
Huntress is toptier, Clown is the best midtier.
Huntress is more risk/reward and has the best skillscaling of all killers. Clowns projectile is harder to throw, but he's also less dependant on his throws. He can still fall back to his normal speed, where huntress has to hit her hatchets.
They're still very different in the end, as clown is a basic killer with a ranged slow and huntress is a unique killer with ranged damage. Different tiers even though they're similiar. -
I want my legacy back
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You can only grab injured survivors, if they vault windows or pallets. Healthy survivors can only be grabbed out of lockers and unhooks. To grab them, you also have to be very close and tap attack. You can't lunge attack, you have to get close enough until the Grab prompt pops up. Know that its never "beneficial" to grab distancewise. Lunging will always be the superior and safe option, unless you know you have the time to get close. In that case you can save some seconds wiping your weapon and going around the vault.
Tl;dr: Tap attack, dont lunge. Only works against injured survivors, except for lockers and unhooks.
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Looks japanese. Seems more like paperwalls than chalkboards. My guess is a spooky, blackhaired screaming girl.
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@Rex_Huin said:
@Weederick said:
Why is leatherface so low on ps4 tier lists? I always thought he was the console billyMaybe because his power relies on him being close up but he is huge and yellow and can be seen from a mile away!
I don't find him THAT bad to be honest. I use Monitor and Abuse on him and that helps a lot.
M&A is a hidden gem. Also good on trapper to hide from evil survivors.
Poor bubba, not even good on console. -
Why is leatherface so low on ps4 tier lists? I always thought he was the console billy
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I'm not worried. They're doing the right stuff and its time for some survivorbuffs. It will hopefully come with the DS nerf and then its all gucci
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@Hillbilly420 said:
@Weederick said:
@Hillbilly420 said:
@Weederick said:
@Hillbilly420 said:
@Weederick said:
Its a crutch, but on the other hand i like noed as survivor. One of the few moments where you have to respect the killer and play careful. I dont like it as a perkslot, but it would be cool if it was built-in for killers. The NOED endgames are always scaryThat would be one way to balance the end-game. But Survivors would REE would about that. Especially NOED being part of the Nurse's base kit.
Well, fugg 'em. There's always whiners behind every change. Glad the dev's stopped listening to them and just do what's needed. They really changed since parting from starbreeze
We'll see. The big thing is the DS nerf and if it's going to be a good nerf and if Behavior will stick to their guns.
I hope so, but i dont think they will leave it functional. Its getting a real rework, even the devs dont like the perk and think it was a mistake (some atleast). I'll celebrate a little when DS gets trashed
It's getting a re-work but I don't buy the excuse "Oh, we have to wait until a new animation is done and then we can change DS." Why do they need a brand new animation? If what they say of the DS changes are true then the Survivor with DS will just stab the Killer and stay there. So I don't get why there needs to be a new animation.
Personally, I think they know that a big portion of the Survivor community is going to ######### about the DS nerf. So they're dragging their feet and bracing for it. Almost like weening Survivor's off of their crutches. Because if they nerfed DS along with the pallet vacuum change and the exhaustion perks changes all at once then the bitching would be absolutely deafening.
True, it is that way. A slow and painful nerf train instead of the hammer. The day will come though

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@Hillbilly420 said:
@Weederick said:
@Hillbilly420 said:
@Weederick said:
Its a crutch, but on the other hand i like noed as survivor. One of the few moments where you have to respect the killer and play careful. I dont like it as a perkslot, but it would be cool if it was built-in for killers. The NOED endgames are always scaryThat would be one way to balance the end-game. But Survivors would REE would about that. Especially NOED being part of the Nurse's base kit.
Well, fugg 'em. There's always whiners behind every change. Glad the dev's stopped listening to them and just do what's needed. They really changed since parting from starbreeze
We'll see. The big thing is the DS nerf and if it's going to be a good nerf and if Behavior will stick to their guns.
I hope so, but i dont think they will leave it functional. Its getting a real rework, even the devs dont like the perk and think it was a mistake (some atleast). I'll celebrate a little when DS gets trashed
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@Hillbilly420 said:
@Weederick said:
Its a crutch, but on the other hand i like noed as survivor. One of the few moments where you have to respect the killer and play careful. I dont like it as a perkslot, but it would be cool if it was built-in for killers. The NOED endgames are always scaryThat would be one way to balance the end-game. But Survivors would REE would about that. Especially NOED being part of the Nurse's base kit.
Well, fugg 'em. There's always whiners behind every change. Glad the dev's stopped listening to them and just do what's needed. They really changed since parting from starbreeze
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Its a crutch, but on the other hand i like noed as survivor. One of the few moments where you have to respect the killer and play careful. I dont like it as a perkslot, but it would be cool if it was built-in for killers. The NOED endgames are always scary
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I'm a killer main and i want 2 hatches.
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@Master said:
@Weederick said:
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
I hope they dont overbuff pallets again, but they do feel unresponsive rn. If the changes make it live, pallets are basically in the release-state again. Lets see how it turns out. I'm happy the way they are right now...
@Tsulan said:
@Weederick said:
@Tsulan said:
@Weederick said:
Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.Camping didnt get changed. Thats the whole problem.
Pallet vacuum was just survivors teleporting to the other end of the pallet while dropping it. Killers got their pickup vacuum removed at the same time. Which makes it easier to hit them, when they try to pick someone up who is under a pallet.
Double pallets still exist. The reduced number of pallets only affected a few maps (by 1 less pallet) but increased the pallets on most maps.Killers got more perks that give them an incentive to leave the hook like BBQ and MYC. So camping has indeed cosiderably decreased.
Palletvacuum was a HUGE distance gain for looping and that got removed. Its a really noticable nerf, so i dont know why you want to ignore that. It was one of the most impactful changes for dbd.
The pickup vacuum was balanced with reduced pick up time. Fine by me, makes no difference tbh
Double pallet setups do not exist, except the minimum amount of pallets havent spawned, then they can fill up double pallet setups. And pallets have been decreased in general. There are no pallet spawns for double pallet setups regularly, which didnt happen before 2.0
Doube pallets still exist, there is a common double pallet spawn on the corn map with the big house (cant remember map name). It has been a thing for ages now and I can confirm that it is still possible after 2.0 (not sure about latest patch though, rarely play anymore)
Those aren't THE double pallet setups. They only spawn with 1 pallet. Sometimes 0, and when the map is lacking pallets, they can have 2 (very rare).
The pallets you're talking about belong to the main building. I find it stupid that overly safe former infinites also spawn lots of pallets around. The double pallet removal is working though. -
@thesuicidefox said:
@Weederick said:
Vacuum was introduced in 1.1.1 around august 2016.
If only they would change hitboxes, that would fix palletlooping cleanly. Probably too risky and deep to change.The hooktime really depends how long it takes to catch the first survivors. If you get it done fast and/or have ruin, you can safely camp him and win the game. So for 90% of the playerbase, camping is too strong. It's only really effectively countered if 3+ survivors have a genrush mentality which is basically r1.
What if instead of fixing hit boxes, they just put little nooks on the cover that survivors can get stuck too the killer can't (because they have a bigger hitbox). So survivors wouldn't be able to just hug the wall which is honestly easy AF to do. They would have to actually aim around the wall without getting stuck. You don't need a lot of these spots just maybe 1 or 2 on each set of loopable cover. When I'm survivor there are little nooks on some cover that really messes me up.
Sounds like an overly complicated bandaid fix. Very fitting for dbd, i'd dig it. As long as the hitbox difference gets nullified.
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Vacuum was introduced in 1.1.1 around august 2016.
If only they would change hitboxes, that would fix palletlooping cleanly. Probably too risky and deep to change.The hooktime really depends how long it takes to catch the first survivors. If you get it done fast and/or have ruin, you can safely camp him and win the game. So for 90% of the playerbase, camping is too strong. It's only really effectively countered if 3+ survivors have a genrush mentality which is basically r1.
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@Tsulan said:
@Weederick said:
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
I hope they dont overbuff pallets again, but they do feel unresponsive rn. If the changes make it live, pallets are basically in the release-state again. Lets see how it turns out. I'm happy the way they are right now...
@Tsulan said:
@Weederick said:
@Tsulan said:
@Weederick said:
Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.Camping didnt get changed. Thats the whole problem.
Pallet vacuum was just survivors teleporting to the other end of the pallet while dropping it. Killers got their pickup vacuum removed at the same time. Which makes it easier to hit them, when they try to pick someone up who is under a pallet.
Double pallets still exist. The reduced number of pallets only affected a few maps (by 1 less pallet) but increased the pallets on most maps.Killers got more perks that give them an incentive to leave the hook like BBQ and MYC. So camping has indeed cosiderably decreased.
Palletvacuum was a HUGE distance gain for looping and that got removed. Its a really noticable nerf, so i dont know why you want to ignore that. It was one of the most impactful changes for dbd.
The pickup vacuum was balanced with reduced pick up time. Fine by me, makes no difference tbh
Double pallet setups do not exist, except the minimum amount of pallets havent spawned, then they can fill up double pallet setups. And pallets have been decreased in general. There are no pallet spawns for double pallet setups regularly, which didnt happen before 2.0
Indeed. Pallet vacuum was a huge thing. It gave survivors a huge advantage over killers. While requiring little to no skill to use them. Turning guaranteed hits into a miss. Looping is still possible, but not as rewarding as it was before. Since back then, the survivor got the best of everything. No risk during looping, save pallets and easy points for hitting the killer. Now they have to time it a little better. But i don´t see a problem as survivor. Pallets were never meant to be save.
I cant believe we played with vacuum for 2 years. So unbalanced and unrealistic.
I dont see palletlooping as problem for killers either, they're pretty balanced. The only remaining problem are too many safe pallets, but thats often map specific. Red forest or shelter woods only consist of safe pallet setups. Wouldn't hurt to bring in more variety or rework some safe pallets. That requires a lot of work though,.... soon. -
@Baphomett said:
I agree, that vacuum removal was huge. I am waiting to see what the new animation and earlier stun do. The former is just plain necessary and "feels bad" as a survivor, while also leading to some really odd timing to avoid trading hits, but the latter might make pallets a bit too one-sided again. Or maybe not. I'm looking forward to testing it in PTB.I wasnt around in the early days so I don't know what pallets were like originally, but I do feel like the devs are homing in on the right balance for pallets.
Agree man, we're sailing in the right direction.
Pallets used to stun later, so they felt unresponsive like now. But you could pull them a bit earlier, not vacuum range though. -
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
@Baphomett said:
Weederick said:@Tsulan said:
@Weederick said: Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.
Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.
Camping didnt get changed. Thats the whole problem.
Pallets are about to get a huge buff, so let's see how that plays out in PTB. I think it is going to make last-second pallet drops far less likely to result in a hit.
I hope they dont overbuff pallets again, but they do feel unresponsive rn. If the changes make it live, pallets are basically in the release-state again. Lets see how it turns out. I'm happy the way they are right now...
@Tsulan said:
@Weederick said:
@Tsulan said:
@Weederick said:
Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.Camping didnt get changed. Thats the whole problem.
Pallet vacuum was just survivors teleporting to the other end of the pallet while dropping it. Killers got their pickup vacuum removed at the same time. Which makes it easier to hit them, when they try to pick someone up who is under a pallet.
Double pallets still exist. The reduced number of pallets only affected a few maps (by 1 less pallet) but increased the pallets on most maps.Killers got more perks that give them an incentive to leave the hook like BBQ and MYC. So camping has indeed cosiderably decreased.
Palletvacuum was a HUGE distance gain for looping and that got removed. Its a really noticable nerf, so i dont know why you want to ignore that. It was one of the most impactful changes for dbd.
The pickup vacuum was balanced with reduced pick up time. Fine by me, makes no difference tbh
Double pallet setups do not exist, except the minimum amount of pallets havent spawned, then they can fill up double pallet setups. And pallets have been decreased in general. There are no pallet spawns for double pallet setups regularly, which didnt happen before 2.0
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@Tsulan said:
@Weederick said:
Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased.Could you elaborate on how the recent survivor nerfs have either decreased the loop or increased the camping? I must have missed those patchnotes...
In 2.0 palletvacuum got removed. Really big deal (no sarcasm)
Also double pallets got removed earlier this year.Camping didnt get changed. Thats the whole problem.
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Looping isn't even that strong anymore. Its more about the second chance perks and looping infinites for survivors.
For killers, camping is still too strong. It was always one of the best strategies to 4k (proxy/bait camp first guy, win the 1vs3) and it singlehandedly wins low-mid rank games. I really believe, after the recent survivornerfs, that the base hooktime needs to be increased. -
Lightweight for survivors, i always liked running around unnoticed.
Thanatophobia. Currently running it on pig with sloppy butcher and it really synergizes. -
Huntress is perfect. She doesn't need changes
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@Dwight_Confusion said:
@switch said:
clown is not tier 1 no way, he has 0 mobility, no map pressure, the only thing he can do make survivors waste pallets more quickly besides that normal killer.
Hag again i know some ppl make out the hag to be a beast imo shes not, in 1000hrs i havent seen 1 good hag, at this point might aswell not exist.He is very clearly top tier killer. He ends chases quicker, and is very anti-looping. He controls where you can go at times.
Huntress is better than clown. She is in a different league with her ranged attack. Clown is very good in a chase, but still bound to be a 115% speed killer who has to get close to hit people, which is not enough to be toptier.
For a really raw tier list:
Nurse
Billy, Huntress, Hag
Clown, Myers, Doctor, Pig, Leatherface, Trapper
Freddy, Wraith -
I think its a good change. It took so long to pick people up, carry them to a hook and hang them, that people rather slugged them instead to not bother with it.
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@MrChills said:
@Weederick said:
Played some nurse matches with it, but i dont think its worth a perk slot. On other killers, even less so i guess. Its a good perk if you still lose peopleBitter murmur is decent on nurse though. BBQ, Nurses calling, Bitter murmur and Deerstalker/M&A to read auras all day
Bitter murmur? is it really that good now?
Its okay for nurse only, she has the mobility and aura reading is a bit op on her. Other killers take too long to get there. Still feel like you're mostly in a chase when a gen pops, so its use is still limited
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Played some nurse matches with it, but i dont think its worth a perk slot. On other killers, even less so i guess. Its a good perk if you still lose people
Bitter murmur is decent on nurse though. BBQ, Nurses calling, Bitter murmur and Deerstalker/M&A to read auras all day
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gotta try this on nurse
"just stealth against her lol" -
Leatherface, everything about him tilts me
Nurse, too op and doesnt feel like dbd -
Myers is powerless if you dont move and stare back
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Pizza Dwights dont take the game seriously
Default Dwights are either noobs or pros
Any Meg will do stupid things
Fancy Aces know how to waste time -
You dont have to play nurse. Granted, she is the only option against swf if you want to win consistently.
For the most part, you can choose any of the four M2 killers
Nurse if you want to play her own game
Billy for the most vanilla feeling
Huntress if you like aiming
Hag for strategic gameplay
They're all viable in highranked gameplay and dangerous enough. The other killers are bound to be basic killers, who have to follow people around to him them.
Just dont bother with Wraith and Freddy. Trapper is borderline weak as well.
The bitter pill is, when good survivors mean business and genrush, you will always lose. -
Survivor: Escape
Killer: 4k/hatch -
@only1biggs said:
@Weederick said:
@only1biggs said:
@Weederick said:
@only1biggs said:
@Runiver said:
Bloodlust is the only way to stop many vaulting spot abuses.
It needs to stay as long as the map design is at it is, as it is a decent bandaid fix to infinites.Now you have Bamboozle and the clown. Then there's outplaying someone.
I mean, I've already stated that some tiles are insane, but, don't go on those tiles to chase someone. Wait until you have baited them away or until they are last survivor and THEN bloodlust them if you have to.
Bloodlust rewards bad killers. It needs to go with the exceptions I have mentioned (Hag and Myers EW1).
As long as those tiles are insane, bloodlust is needed.
You know what the real mess is? That infinites are still the place, where you have to drop a chase and chase someone else. Play some r1 games yourself where everyone beelines to those windows and you see the real problem with bloodlust. Its the broken windowsI've played many rank 1 games -.- Are you another who thinks that rank means anything or is indicative of skill?
I just said how to not rely on bloodlust...are you just intentionally being dishonest or replying without reading first?

I doubt you're a rank 1 killer.
And your suggestion is chase someone else. You're 2 years late for that meme.
We dont do it cause its the better play, but because its the only option.
Fix infinites, then bloodlust can go.Oh my god.. I doubt you have a brain, yet here you are, dribbling into your keyboard.
Jesus dude smh
Take a chill pill, you act like you dont understand infinites with that brain of yours. Not like 10 other people told you the same, but you still dont get it.
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@only1biggs said:
@Weederick said:
@only1biggs said:
@Runiver said:
Bloodlust is the only way to stop many vaulting spot abuses.
It needs to stay as long as the map design is at it is, as it is a decent bandaid fix to infinites.Now you have Bamboozle and the clown. Then there's outplaying someone.
I mean, I've already stated that some tiles are insane, but, don't go on those tiles to chase someone. Wait until you have baited them away or until they are last survivor and THEN bloodlust them if you have to.
Bloodlust rewards bad killers. It needs to go with the exceptions I have mentioned (Hag and Myers EW1).
As long as those tiles are insane, bloodlust is needed.
You know what the real mess is? That infinites are still the place, where you have to drop a chase and chase someone else. Play some r1 games yourself where everyone beelines to those windows and you see the real problem with bloodlust. Its the broken windowsI've played many rank 1 games -.- Are you another who thinks that rank means anything or is indicative of skill?
I just said how to not rely on bloodlust...are you just intentionally being dishonest or replying without reading first?

I doubt you're a rank 1 killer.
And your suggestion is chase someone else. You're 2 years late for that meme.
We dont do it cause its the better play, but because its the only option.
Fix infinites, then bloodlust can go.