Weederick
Weederick
About
- Username
- Weederick
- Joined
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Comments
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@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 windows -
@Charly said:
Knockout A tier ? joke ?Its pretty good when you decide to slug. You need a good slug killer in the first place and when you go for it, its very likely to stallout the game entirely and herd survivors together.
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Pretty good job. I would rate Enduring as S tier, Brutal Strength and Knockout as A tier. After vacuumremoval you can challenge pallets regularly and will get hit if the survivor drops the pallet. If you delay your swing till the last moment, you can pretty consistently get machinegun against most survivors.
Bamboozle could also be S tier, it works wonders against overpowered windows. Probably the best chase shortener perk -
@ShrimpTwiggs said:
@Weederick said:
@ShrimpTwiggs said:
I've heard some ideas about how to fix the problem. The one I like the most is having the survivors do other objectives, like finding certain parts around the map, to fully repair generators. I like this idea more then adding gen time because doing gens is already kind of boring and adding more time to it would just sap some of the fun out of the game for survivors. And doing more objectives adds more, gameplay wise, for the survivor.The problem about those ideas, additional objectives, is that they can just be rushed. And the main problem of genrush is 3 people working on gens before you hooked someone.
After someone got hooked, there shouldn't be anything to delay gens or else camping will get even more favored. If it takes 20s to find parts, you may aswell add 20s to gens. I think Ruin has an elegant impact on the game by delaying the first minute of the game which is so important for a match.
Lowranks also shouldn't be punished by this change, as they just often take their time, stealthing around playing immersed and enjoying the fear of the heartbeat. Highranks who just run straight to a gen need to be slowed down and only at the start of the game. No one wants to hold more M1 and camping shouldn't get more efficient. Its imo just the first minute that's an uncontrollable genrush. After that, the killer has control over the game.I see what you mean, but I think it relies on what new objective would be implemented. The one idea I like the most would be to have parts scattered around the map at random that the survivors could find, which are necessary to fully complete a few, if not all, gens. And I think there's a difference between the time taken to find a part and the time taken to complete a gen gameplay wise. There is the whole camping issue though so an alternate idea I had that involved slowing gens down would be that whenever a survivor got hooked, their repair speed would slow down. This promotes less tunneling, as the killer would want to slow down as many survivors as possible, and camping wouldn't be made too much stronger. I agree that ruin can add that extra time, but I don't like relying on ruin to have that balance because, most of time, it spawns right in front of a survivor and it's gone in seconds. I see your point about not having too much to delay the game after a survivor gets hooked, but if ruin spawns in a good spot, it could last well after someone gets hooked and it drastically delays the game from that point forward. It's too unreliable to rest the balance of the game on, but I see where you're coming from.
Good points. It would be more enjoyable to find parts than holding M1 atleast. The repairdebuff would promote less tunneling, but sadly wouldn't solve genrush. In those games, you get 1-2 hooks before the gens are done. You can't rely on hooking people to get benefits, its too late at that point, like dying light.
I also dont like Ruin, in fact i dont even use it on anyone but hag, trapper and pig anymore because they need setup time/have a stallbased themebuild. It too unreliable and can be useless or win games alone. But the impact it has, forcing people to run around at the start, should be encouraged somehow in the basegame. -
Mori'ing the last survivor as part of the basekit would be great. It wouldn't have game impact and its so rare to see them and they look great.
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@ShrimpTwiggs said:
I've heard some ideas about how to fix the problem. The one I like the most is having the survivors do other objectives, like finding certain parts around the map, to fully repair generators. I like this idea more then adding gen time because doing gens is already kind of boring and adding more time to it would just sap some of the fun out of the game for survivors. And doing more objectives adds more, gameplay wise, for the survivor.The problem about those ideas, additional objectives, is that they can just be rushed. And the main problem of genrush is 3 people working on gens before you hooked someone.
After someone got hooked, there shouldn't be anything to delay gens or else camping will get even more favored. If it takes 20s to find parts, you may aswell add 20s to gens. I think Ruin has an elegant impact on the game by delaying the first minute of the game which is so important for a match.
Lowranks also shouldn't be punished by this change, as they just often take their time, stealthing around playing immersed and enjoying the fear of the heartbeat. Highranks who just run straight to a gen need to be slowed down and only at the start of the game. No one wants to hold more M1 and camping shouldn't get more efficient. Its imo just the first minute that's an uncontrollable genrush. After that, the killer has control over the game. -
Gens need to get powered up before they can be repaired, but survivors can speed up the process (by holding M1). It takes 60s for a gen to power up by itself. Working on a gen speeds this up by 1 second every second.
So working on it right away, it takes 30s until you can repair a gen. But stealthing the killer during this phase would also work as a riskfree teamtactic (Deathgarden has some good early and lategame ideas). Either way, after one minute every generator has powered itself and can be repaired normally and the killer should have established some map pressure at that point.
I dont think the devs actually want to change something fundamentally like this though
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If the DS hits the exact frame you finish the swing animation, DS gets eaten. Its pure luck as you dont know when the skillcheck will appear. It worked once for me, but man, does it feel good to see that DS icon. The survivor DC'ed

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@DocOctober said:
@Someissues said:
@DocOctober said:
Back in the early days, before pallet-looping was a thing, gens took 10 seconds less to repair, yet the average game lasted 10-12 minutes, not 6-8 like they do nowadays.That's because back in the days there was a thing called Infinite, where survivors can go to safe places so the killer gives up and chase another. A match should last close to 10-12 minutes+, 5-6 minutes per match is a joke and it's heavily in survivors favor as long as they play well. Killers can only win heavily depending on Survivors making mistakes
Infinites had nothing to do with matches taking longer than they do nowadays. Infinites wasted time and preoccupied the Killer, pallet looping does the same thing, meaning that Gens should theoretically have been done very fast, yet that's not what happened.
Survivors sabo'ed back then. After sabo got gutted, genrush was born.
Currently, hard genrushing is the only option for survivors. You win against non-swf and lose against swf. Games are very snowbally either way.OT: It's coldwind farm, you just lose. Those maps still have too many pallets, cowtree, semi-infinites, corn and transparent tiles. You can't win against good survivors there and i agree, that pallets should be reduced on coldwind farm specifically. Those maps have too many survivor advantages already.
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@SasukeKun said:
@Weederick said:
M&A and Nurses Calling together make him the beast he is imo. Very easy to snowball and catch survivors offguard. BBQ and Enduring to top it off.Add ones?
Unlimited EW3 and Tombstone Piece are pretty op.
Dead Rabbit will reduce your from 8 to 6 metres with M&A.
Faster EW gain to round up your build.Dont bother with longer EW3 duration. The increased stalking required isn't worth it. The other addons dont make much difference.
Avoid the mirrors and the permatombstone, they make you too slow.Myers is 100% viable without addons. His perma and tombstone addons just make him broken, but you can play addonless perfectly fine.
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I dont like the SC nerf, as that will widen the gap between solo and swf even more.
Other than that, im all in for changes. The meta and the game in general has been too stale for so long. Although Sprintburst needs a direct nerf. -
@Runiver said:
@Weederick said:
@Runiver said:
@Cetren said:
The reason they kept whispers in its state was because end game was SO broken. The thing is they're changing the endgame. It's the same reasoning for the changes to tinkerer, or brutal strength. By slightly reducing the effectivity of the perk, they can make it so it's bearable to play without it in the first place. BS is less effective than it was, yes, but now you don't have to run it. It's still useful, it is and was a good perk, and maybe it didn't need a rework at the time, but the change was a huge QOL difference for killers in general.With the tinkerer change add-ons will simply be faster as a base effect. They couldn't do this before because tinkerer would be totally broken. Similarly, whispers will be less effective, but it will no longer be a necessity to have a remotely enjoyable end game either with the changes that are being made. Totally needed the rework and will help open up end game possibilities imo.
I don't think so. I'm a whispers user for 2 years now, and even tho it's strong lategame, I mostly use it for the early to mid-game to have a good intel of where people are at/where they went and which areas they AREN'T.
This change will just make things more tedious in some cases, and will make it easier to find people due to the lower radius.
Whatever tho, we'll see at the next PTB. I'll try to voice my opinion, but so far I don't think I managed to have any impact whatsoever, and these devs do not seem to change their mind from their original ideas.
Its getting better for early-mid game though. You have to step in a little bit more, but the intel you get is much better. I think its getting out of the niche that BBQ has put it in. No idea how they're gonna handle the endgame, but i hope its gonna be like deathgarden with perma aurareading or noed to prevent trolling
Debatable, especially in big maps. We'll see tho. I'll probably swap up that perk on my Billy once it's released anyway for something like BAmboozle or Pop the weasel.
I wouldn't want to run whispers 2 for example, just for its bigger radius. Most of the midgame, it just stays on. For patroling hooks its almost useless. But with 24m radius, i can see it work for hookdefending. I may replace all BBQ's with whispers again except for billy, lets see.
Bamboozle is bonkers on billy. -
@Runiver said:
@Cetren said:
The reason they kept whispers in its state was because end game was SO broken. The thing is they're changing the endgame. It's the same reasoning for the changes to tinkerer, or brutal strength. By slightly reducing the effectivity of the perk, they can make it so it's bearable to play without it in the first place. BS is less effective than it was, yes, but now you don't have to run it. It's still useful, it is and was a good perk, and maybe it didn't need a rework at the time, but the change was a huge QOL difference for killers in general.With the tinkerer change add-ons will simply be faster as a base effect. They couldn't do this before because tinkerer would be totally broken. Similarly, whispers will be less effective, but it will no longer be a necessity to have a remotely enjoyable end game either with the changes that are being made. Totally needed the rework and will help open up end game possibilities imo.
I don't think so. I'm a whispers user for 2 years now, and even tho it's strong lategame, I mostly use it for the early to mid-game to have a good intel of where people are at/where they went and which areas they AREN'T.
This change will just make things more tedious in some cases, and will make it easier to find people due to the lower radius.
Whatever tho, we'll see at the next PTB. I'll try to voice my opinion, but so far I don't think I managed to have any impact whatsoever, and these devs do not seem to change their mind from their original ideas.
Its getting better for early-mid game though. You have to step in a little bit more, but the intel you get is much better. I think its getting out of the niche that BBQ has put it in. No idea how they're gonna handle the endgame, but i hope its gonna be like deathgarden with perma aurareading or noed to prevent trolling
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Speed unlimiter: Hitting pallets and survivors doesn't stop the chainsaw. Chainsaw speed and directional sound is increased and can be heard over the whole map. VRUM VRUM!
Iridescent chainsaw: Play billy with oversteer controls and flick
Space program: Bumping into objects lets billy take off into space
Arrow keys: It stacks again :P
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I think its a buff. A 24m radius is much more practical for the important stage of the game, its only ~50% of the area. It may be enough to compete with BBQ again. And 42 m for the last survivor is still doable to locate someone. Imo a good change
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- Kate
- Meg
- Ace
- Dwight
- Nea
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MCote as Dwight
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Dead Hard can be countered. Sprint Burst can not. And it makes you unhook and genrush quicker. Turns every area into a safe space and counters every killer. DH is more fun though.
Sprintburst 2 sec when -
M&A and Nurses Calling together make him the beast he is imo. Very easy to snowball and catch survivors offguard. BBQ and Enduring to top it off.
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As stated, i wouldn't rely on Hex Lullaby and Overcharge. The higher you rank, the more survivors will still hit them. Ruin also drops off hard against problematic survivors, where you actually need it. If you can, play without ruin and then you have less RNG in your games. I found Pop goes the weasel pretty decent. Not as impactful, but a reliable alternative to ruin and much better than thana.
My current clown build is for cutting chases: BBQ, Enduring, Brutal Strength and last one is either Bamboozle, Pop goes the Weasel or Nurses Calling. He can cut loops pretty well and for safe pallets, brutal strength and a bottle will make you catch up fast. -
Billy, vrum vrum. He's fast and deadly and can play however you want efficiently.
Huntress, because she's a 10/10 killer. Eat a hatched -
The survivor tears are real ;D
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- Billy
- Huntress
- Clown
- Myers
- Pig
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Remember the infinite tractor and how often it got changed to make it safe? And all the various tricks to still get survivors by swinging around the hay and lunge yourself in the air. When billy still had his space program and could dunk the survivor with a backrev. That tractor caused a lot of headaches lol
@yeet said:
i miss billy flick
I miss fun billy. F
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Killer: Caltrops - During a chase, vaulting a window places caltrops on the window as long as the chase lasts. Survivors vaulting the window are forced into a slow vault.
Survivor: Hold your breath - Hold E to suppress any breathing and groans of pain and you don't leave scratchmarks. Causes exhaustion for triple the time used.
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Snatched it
Thank you Peanits! My first exclusive skin
Sorry people of the fog
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From most to least played:
Billy: BBQ, Enduring, Nurses calling, Knockout
Huntress: BBQ, Whispers, Nurses calling, Ruin
Wraith: BBQ, Enduring, Brutal strength, Fire up
Hag: Enduring, Nurses calling, M&A, Ruin
Pig: BBQ, Enduring, Nurses calling, Ruin
Myers: BBQ, Enduring, Nurses calling, M&A
Doctor: BBQ, Enduring, Nurses calling, Unnerving presence
Freddy: BBQ, Enduring, Make your choice, NOED
Trapper: BBQ, Enduring, Brutal strength, Ruin
Nurse: BBQ, Whispers, Nurses calling, Deerstalker
Leatherface: BBQ, Enduring, Insidious, M&A -
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