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White_Owl

White_Owl

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White_Owl
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  • Honestly who even uses BL2 or 3? The only few times I tried to use BL it didn't help at all and took so much time that I would have used better in other ways.

  • It's an interesting idea

  • You talk as if these things weren't announced weeks ago

  • @soshidow said:
    Part of the reason devs made pick ups shorter is to reduce the time people spend stuck, people don't like not having any control, it's not fun.

    Balancing this by adding another method of being stuck (not being able to turn) would be counter-productive and honestly even worse than just normal pick up times.

    I'm not sure that is a reason, since there are many instances where the killer is stuck and can't look around.

    @soshidow said:
    Second, imagine body-blocking a hook with a flashlight in hand... what do you do as killer? there's no timing to mess up, like blinding right at the end of a pick-up. They hit you, you get a guaranteed easy blind. You would be forced to drop a survivor the second you see any bodyblocks with a flashlight.

    Who said there's no timing? The animation is not so long, it would give the survivor a chance to blind the killer but it would be no way guaranteed. The survivor would have little time to get to a safe distance and if the killer is using Agitation, STBL, Lightborn or FD that survivor seriously risks of being downed. High risk-high reward. As killer you can pretend you're going to a hook and as soon as they anticipate you and go there you go to another one (works most of the times).

    The main reason I'm proposing this is to make flashlight saves still relevant, because I feel since the last change survivors don't seem to consider it worth their time and rather rush the gens instead of trying to save their mates.

  • I'm pretty sure they said that after BNPs it's the turn for insta-heals to get nerfed.

  • 360 are bs. And I don't think this because with my ######### keyboard I can't do them, not at all.

  • The increased movement speed is not bad, and even the new hindered (15% vs the old 3-4%), but traps still loose a lot of their power in a chase. If they made that the traps work like the Clown's gas (so hindered lasts for a couple seconds after they leave the trap range) I think they would be much better.

  • @Mister_xD said:

    @Master said:
    Lets face it, SWF has all information they want anyway. Thats why SWF is so broken^^

    doesnt mean that everyone has to have this information. Solo players shouldnt.

    Actually yes. Devs stated more than once that they want to bring solo survivors on the same level of swf, so they can balance properly for everyone.

  • @RemoveSWF said:

    @White_Owl said:
    Just fyi, no I won't go in a detailed description of all the possible application of every addon and why I like them.

    Or any detail about anything.

    If you disagree with me about this being a nerf, a normal poster would give some reasons and explain their point of view, rather than calling people names (you started it) and then exiting the thread on your high horse.

    Spambots are more useful than you.

    I just expressed an opinion in a neutral tone, YOU called me names in response. I could have given reasons? Yes, but I see your attitude on the forum so I wasn't interested in doing so. Now if you would stop giving me notifications just to insult me you would do me a favour.

  • @Timebomb0800 said:

    @franticpig29 said:

    The new add ons.

    Omg, I wanna try "The Serpent" add-on whilst running brutal strength + fire up

    Don't forget Shadow Dance. Fast af decloak.

  • @RemoveSWF said:

    @White_Owl said:

    @RemoveSWF said:

    @White_Owl said:
    At this point I think you complain just for the sake of complaining.

    Yet you just agreed with me about Bloodhound, so stop being a pussy.

    There's a difference: I didn't start whining and calling it a nerf and then continue on rambling about how some changes are useless because I can't figure out their possible applications, so stop being a [BAD WORD].

    You don't back up any of your opinions with reasons like I do. You just grunt GOOD or BAD like a caveman then NEGATIV towards anybody who disagrees with your monkey opinion.

    Oh hey, you found a new thing to complain and whine about, congrats!
    Just fyi, no I won't go in a detailed description of all the possible application of every addon and why I like them. If I'll feel like giving detailed feedback I will make my own thread. I'll just say that "this thing is bad because I can't see how to use it" and "this thing is bad because it's ultra rare" are not much more than "monkey opinions" and have very little reason in them. Now since it's clear you can't go on a discussion without calling people names, I don't have interest in going on discussing with you. So bye.

  • Wait what? Quentin has perks?

  • @RemoveSWF said:

    @White_Owl said:
    At this point I think you complain just for the sake of complaining.

    Yet you just agreed with me about Bloodhound, so stop being a pussy.

    There's a difference: I didn't start whining and calling it a nerf and then continue on rambling about how some changes are useless because I can't figure out their possible applications, so stop being a #########.

  • I really like it. It require a bit of planning to be used effectively (and luck: a couple times I hooked the obsession and they suicided on the hook... bye bye stacks) and it's quite fun.

  • @TheXenoborg said:
    Not a fan of losing default bloodhound.

    Yeah me too. As a Wraith main I really really love the changes (so many possible gamestyles and builds...), but I'll miss the glowy blood.

    @RemoveSWF said:

    @Delfador said:
    The ghost addon seems pretty strong for being a common addon. I love these changes. I hope they happen soon.

    The Ghost is completely pointless. Who needs a terror radius when the survivors can hear the bell sound anyway and just run in the other direction?

    The Coxcombed Clapper that removes the bell sound is positive but it's an ultra-rare add-on, which means it'll be used so infrequently that it's barely worth talking about when we're discussing overall balance.

    At this point I think you complain just for the sake of complaining.

  • I actually think it would make grind too fast (3x is alot). Imo they should look at other ways, maybe including prestige as a way to ease the grind.

  • @FayeZahara said:
    White_Owl said:

    Probably the Wraith and Freddy from what what devs hinted.

    Where is this hint i want to see too O3O

    Can't remember precisely, but in the last Q&A and streams they mentioned more than once some kind of buff to Freddy and the need for the Wraith

  • Probably the Wraith and Freddy from what what devs hinted.

  • Solo survivors are struggling since a while, but honestly I don't mind. After all, they have the means to self sustain.

  • @Nashtyx said:
    why making such change?

    Probably because killers struggle with time, and having long ass animations contribute to that.

  • @Orion said:

    @White_Owl said:

    @Orion said:

    @SenzuDuck said:
    Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook. 

    Jesus you guys have no idea what balance is 😂

    Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:

    • Incentivize playing stealthily, which is intended.
    • Incentivize Survivors actually trying to escape the Killer, which is also intended.
    • Nerf Self-Care, which is also intended.
    • Punish Survivors for their mistakes, which is also intended.

    You forget:
    *incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
    *nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
    *indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
    *forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.

    • How would it incentivize "tunneling" (which is not a problem that needs fixing) when you are more rewarded in the late game by hooking every Survivor? Killers can already keep track of who's been on the hook due to the way the HUD works and because they have eyesight.
    • Make Your Choice works by giving the rescuer the Exposed status for some time, DH would still be relevant at 5 stacks, and NOED would still be useful to catch stealthy Survivors who got a bit too cocky at the end. Iron Will is not mandatory to escape while injured even now, I don't see why it would be later on.
    • Explain your reasoning.
    • Well, sucks for them. Stealth is the intended game play.

    I already motivated my points, but since you need even more explanations:
    -currently if a survivor is rescued he can be healed. In that case if the killer finds both survivors he can choose to chase him or go for the other one. If he couldn't be healed though the killer would have no doubt as tho whom to chase. Even if the survivor sneaked away, he would have a trail of blood leading the killer to him. The endgame would be of no concern if survivors could just be picked one by one with ease.
    -Appearently you reason as if survivors can easily reach the endgame without being hooked once, but that is false in the vast majority of cases unless the killer sucks. Once you hook each survivor once and they can't heal themselves, every one-shot mechanic becomes redundant and useless for obvious reasons. DH most of the times get cleansed right after survivors get notified at 3 tokens, so good luck with that.
    Iron Will will not be mandatory? Give me a break! You want to make me believe you can play stealth while your character is crying in pain? Or you play only with deaf killers, or you don't play survivor at all.
    -Myers needs time to build his EW, that is more powerful and threatening as the match goes on. But if survivors are always injured in the middle-late game what does he get for all his stalking? Faster vault speed and a bit more lunge distance... Wow.
    -Who said stealth is the intended game play? DbD is a mix of hide&seek and tag.

    Honestly I doubt you even play survivor to say such dumb stuff, and I suggest you to play it more, maybe with No Mither if you really like the idea of always being injured. And if you really have problems hooking all survivors at least once in a match, sorry but I need to say it: git gud.

  • As soon as Claudette was hit and realized she couldn't escape, she disconnected. From a locker right in front of the exit, Dwight watched the scene.

  • @Orion said:

    @SenzuDuck said:
    Ahh yes, making all survivor one hit down after their first hook is super balanced. Nullifying perks like Self-care, botany knowledge, leader, and making med kits useless after their first hook. 

    Jesus you guys have no idea what balance is 😂

    Easy to complain when you have no ideas of your own. EDIT: And for the record, this change would do the following:

    • Incentivize playing stealthily, which is intended.
    • Incentivize Survivors actually trying to escape the Killer, which is also intended.
    • Nerf Self-Care, which is also intended.
    • Punish Survivors for their mistakes, which is also intended.

    You forget:
    *incentivize tunneling since it would be easier to keep track of who's got hooked, and it would be easier since they will always be weaker than their non-hooked mates.
    *nerf a huge chunk of perks, including killers' (e.g. Make Your Choice, Devour Hope and NOED), while making some like Iron Will super-mandatory.
    *indirectly nerf killers with one-shot abilities or addons, since their ability would be irrelevant for most of the match. Myers in particular would be hit hard by that.
    *forcing a stealthier approach that not many killers like, as you seem to think, since the biggest part of the killer's gameplay is the chase, not roaming the map doing nothing.

  • So the survivor to survive is literally forced to pallet loop until he can escape? No thanks.

  • I did it a couple times when only two survivors were left. They thought I was showing mercy to them and let them farm so they allowed me to hit them, but then I killed them. I felt especialy evil those times.

  • @Vortexas said:

    @White_Owl said:

    @Vortexas said:
    It would make Dodging SWF scum easier.

    Sure, that would be so healthy. It would be so nice being dodged and passing even more time looking for lobbies because two guys who are maybe less toxic than you are swf

    It would.

    SWF like I said are usually 90% of the time using Voice Chat, which gives them an unfair advantage I'd rather not deal with, and I am not the only killer that thinks so.

    Maybe you enjoy "Lobby Simulator 2018", but some people try to actually enjoy the game. And why the ######### even solo survivors should pay for your caprice?

  • @Vortexas said:
    It would make Dodging SWF scum easier.

    Sure, that would be so healthy. It would be so nice being dodged and passing even more time looking for lobbies because two guys who are maybe less toxic than you are swf

  • @xxaggieboyxx said:
    Sounds interesting but I feel survivors wouldn't use it because it makes it a lot worse but hey I play killer more than survivor so I'm not complaining 

    Imo, because of the nature of SB every possible nerf to it will probably have little to no effect or dump it, without middleground. With this it still would effective in the right hands though.

  • It seems the kind of perk you want just to be a dick.

  • What it should do... making you escape from the killer grasp? It's already a powerful perk, that would make it just broken in the hands of a coordinated team.

  • That was... painful to watch.

  • @Hillbilly420 said:

    @White_Owl said:

    @Hillbilly420 said:

    @White_Owl said:
    Balancing a perk by giving a counter in the form of another perk is bad design because all it does is to promote a strict meta. The nerf should be global and accessible to everyone, not only the ones that don't care about perk variety.

    But they already did that by adding Hangman's Trick that hard counters Saboteur.

    Well, before Hagman's Trick they already nerfed sabo with the regenerating hooks which is a global nerf. HT just enhances the mechanic. It would have been different if they introduced the perk at the time when hooks could be sabotaged for good.

    "Oh wow, what a travesty! They made it so it takes 2 minutes for a hook to come back! What an epic nerf to Saboteur!" Said fecking no one. 2 minutes in this game is a god damn eternity.

    I guess you weren't there in the dark "sabo meta" times.

  • Probably because the Steam forum is easily accessible by shift-tabbing during lobby/loading times, while to reach this forum you need to look for it.
    Honestly I think it might be better this way. On Steam people often vent their frustrations, while here I see more chill discussions in general.

  • @Hillbilly420 said:

    @White_Owl said:
    Balancing a perk by giving a counter in the form of another perk is bad design because all it does is to promote a strict meta. The nerf should be global and accessible to everyone, not only the ones that don't care about perk variety.

    But they already did that by adding Hangman's Trick that hard counters Saboteur.

    Well, before Hagman's Trick they already nerfed sabo with the regenerating hooks which is a global nerf. HT just enhances the mechanic. It would have been different if they introduced the perk at the time when hooks could be sabotaged for good.

  • Balancing a perk by giving a counter in the form of another perk is bad design because all it does is to promote a strict meta. The nerf should be global and accessible to everyone, not only the ones that don't care about perk variety.

  • The Wraith's main problem is that if he is an open area (think about most of Blood Lodge) survivors can observe all his movements from afar. He should cause uncertainty and axiety to survivors working on gens and sneaking around, thinking he could appear behind them any moment, but if he can be spotted from far away it isn't possible. On the other hand completely removing the shimmer would mostly affect stealthy players, and they don't really deserve it.
    That's why I think the shimmer should be visibile, but up to a certain distance (like 12-20 meters). This way you solve the problem without penalyzing too much stealthy survivors, and leave the need to hide the shimmer when closing on a survivor, which good Wraiths already do.

  • @Runiver said:
    Sounds like a weird justification to Teabag with Meg!

    Damn you uncovered my plan...

  • I think it would be better if it applied the Blindness effect for x time after a hit instead of tying it to a totem.

  • @Th3Nightmare said:
    I think today after 2 years and as the developers said, the game is currently balanced for rank 20.

    This is clearly false.

    In any case, you know what happens when you balance a game only around the top players? That the newer ones will quit in frustration. I already know a couple people that stopped playing because their start was too rough... that would just happen on a bigger scale and only the top players would remain. That's how you kill a game.

  • Reworked, hands down.
    Honestly I think his kit is mostly bs, balanced only by the fact that it is kinda weak.
    He's the only killer with which I think stealth isn't really an option: he's invisible, with just his annoying non directional lullaby, can walk around mindlessy with his power charged and if he by any chance meets a survivor, it doesn't matter how well he is hidden and if the killer actually saw him because the power will just activate, breaking his stealth.
    Then, infinite range aura reading limited only by his terror radius that can be reduced by insane amounts with addons, countered only by an RNG mechanic (which sucks for the survivor as much as for the killer).
    I'm generally a very stealthy player, but with him it's much more effective to just run as soon as you hear the lullaby, and since juking him is mostly useless thanks to the aura reading, looping is the most effective counter to him. He offers no variety at all.

  • I think it is fine as it is. If you're good with the bottles you won't need more than 4 to down a survivor.

  • No, they made an exeption to avoid making the perk a must have for the Doctor.

  • Don't forget:
    survivors ask to stop camping. Devs give incentives to not camp. Survivor say "Now nerf them".

  • I actually would like this change. As a killer you can be fooled once, but then it becomes extremely predictable and easy to counter (to the point it's almost pathetic watching survivors trying to dead hard a second time). This change would make it more interesting, and with the exhaustion change you still wouldn't be able to use it more than once in a chase.

  • @Tsulan said:
    Nanis said:

    @thomasnut said:

    you have to understand. survivors absolutely do not want a fair game.. Anything that equalizes the playing field they absolutely hate.

    The same could be said for Killers, easily.

    While I agree with nerfing survivor perks, I disagree with HOW they did some of it, but that's not why I'm not playing PTB. I'm not playing PTB because there's no other survivors playing it, not even my friends so I don't have interest it. I played it once, saw the changes and that was it.

    Killer should be terrifying, not terrified.

    I played a few rounds as survivor and found the new mechanics interesting. I don't use any of the nerfed survivor perks, so I didn't miss anything. 
    I had a good laugh, when I stepped into a bear trap, I had disarmed a minute before.
    Was a pleasant surprise. Everything that surprises, be it jumpscare Myers or Rearming traps, is a good thing.

    In one of the few matches I could play, a Trapper had Tinkerer and a couple times he managed to jumpscare me. It was quite terrifying.

  • @Grey87 said:

    @Tsulan said:
    Survivors are not playing the PTB because they think it doesn´t contain anything good for them. So why bother.
    They forget, that the PTB is to find out if the new changes are balanced or if they need changing.

    They are playing themselfes by not giving the devs any data.

    Not everyone wants to do the work for the devs and gain nothing from it.
    Personally I think it's a waste of time playing on the ptb. If you want to give them data then by all means go and play survivor on ptb.

    It's not doing the work for them, they already did theirs. This is an opportunity they give us to say if we like what they did and if not what needs to be changed. If people don't play the PTB and then cry because of nerfs or changes they don't like, they should just shut the ######### up because they refused their chance to give actual feedback.

  • What? To repair the first gen it will take 4 minutes, that's insane and absolutely boring.
    Honestly I think Ruin is fine, its only problem is the totem spawns.

  • Ladies and gentleman, the average Doctor, that thinks he is only good for finding people and mindlessy chases the first survivor he finds. And then needs NOED to get kills.
    The survivor didn't even loop optimally, didn't use the flashlight and missed DS... the killer was just plain bad.
    And being bad is not an excuse to say survivors are op. That can be said when you play optimally and still get rekt.

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