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White_Owl

White_Owl

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White_Owl
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  • If I'm not wrong, Shadowborn overrides the FOV effect of M&A, so it's as if M&A only changes the terror radius.

  • I'm on PC. I have problems mostly on Shelterwoods and Coldwind Farm maps, both as killer (no matter which one) and as survivor. In general fps are lower than usual (10-15 vs 20-25), I can increase them by looking straight to the ground: in that case they return to normal.

  • @Wolf74 said:

    @CookieBaws said:
    Tokens mai boy, tokens.

    • Reduce destruction across all levels to 10/13/15%
    • For each hook you score 1 token, and you can store up yo 2/3/4 tokens.
      Point: to remove crazy gen search just to make use of perk..

    The "crazy search" is the whole point about this perk. The gen regression is so powerful to make it worth for the killer to leave the hook.

    I personally would just prefer the timer to be a little bit longer.

    I agree. Increasing the timer to 45 seconds would already make a huge difference

  • @Runiver said:

    @TheTimeMachine said:
         I don’t think it is good to give this particular information to a Killer once they pick up a Survivor with this perk. 
         As a Killer it only makes me want to check around a corner for any hidden hooks. (Usually there are).

    Most notifications in the game shouldn't be shown. I'm not even sure the HUD should be a thing in the first place.

    That would just increase the gap between solo survivors and swf parties.

  • @HookedonDemand said:
    Just out of curiosity, isn't farming against the games rules ? I'm sure you can report people for it ? I used to bond with survivors to get killer dailies done, but I don't do it anymore, because being banned is bad.

    I think the farming the report system refers to is an old system killers used to farm points and pips: basically they used a macro or a bot (that's why in the picture there is a farmer robot) or something to keep spamming M1 and if survivors allowed to be hit to farm Boldness and Altruism the killer could get a lot of points and pips by not playing the game at all.

  • In that case slugging would have been the smartest choice. If you can't get the weakest one, use him as bait to get the others. Once you manage to down or hook the guys with flashlights their strategy crumbles. Not saying it's easy, but it's possible to face a team like that.
    Honestly thoguh I would be particularly pissed off by the 4 DS and SB.

  • @MrChills said:

    @White_Owl said:
    The chapter actually included a map (the Grim Pant

    thought all swamp maps were hag maps?

    Devs have said Grim Pantry is Leatherface's map iirc

  • The chapter actually included a map (the Grim Pantry)

  • @8BITLORD said:
    What is tunneling in your opinions?
    Why is it so wrong to kill the survivor who is injured when they get unhooked IN FRONT OF YOU BEFORE YOU GET A CHANCE TO LEAVE?

    Yes im salty, but why do survivors hate it so much?
    Doesnt it seem logical to hunt the easiest prey near you?
    Its a game about time, and you save time by attacking the easier prey.

    That is not tunneling, it's just the most logic thing to do. Most of the times the one to be blamed is the unhooker, if he was the one leading the killer back to the hook.
    Tunneling is ignoring the other survivors and trying to kill just one, even when there's the opportunity to hit/kill others.
    Personally I despise it when done without a strategy or a valid reason. If the survivor is a dick he deserves it. If for some reason he is a higher threat than the others it's ok. If you have Dying Light and have the opportunity to activate it sooner, do it (DS is essentially the direct counter to this). But if you do it just because "duh, I'm a killer so I kill" and end with 1k because the others where chilling on gens, you were just being a dick with that survivor.

  • I have the perfect solution for him:

    (Don't ask how I found this)

  • You're comparing apples to oranges. The perks that once costed 550 shards now cost 2000, not 2700.
    Currently you get around 0.07 shards/xp. Matches usually give 580/600 xp per match at max, which is the equivalent of 40 shards per match instead of the old 10. That means to get a perk from the shrine you would need 50 matches, which, if my math is not wrong, is less than 55.
    If you consider the perks that cost 2700, you need 67 matches, that is still lower than 75.

  • I voted Nea but Jake was my first main and has a special place in my heart <3 Just in case I have both of them P3 with all the perks.

  • @Darckshado9 said:
    Also worrying is the presence of the Doctor, This means that Stealth will never be the best build in the game, because The Doctor stops any attempts at stealth

    Sorry but as a stealthy survivor I get triggered when I read such things. Stealthing is "impossible" against him only before you get to madness 1 (still false because lockers exist), so you just need to play smart and reach it while the killer is chasing someone else.
    Besides, killers' tracking perks are not comparable in strenght to survivors' stealth perks, since most of the formers have easy counters (being a strategy or a survivor perk), while the latters most of the times rely only on the survivor's ability to use them, but can't be actively countered by the killer.
    Just an example:
    BBQ can be countered by being <40 meters from the hook, walking one direction and then the opposite one after 4 s or hiding one's aura between that of a generator (that got changed to make this easier, too).
    Premonition gives you the killer's position every 30s. The only counter is Myers in EW1.

  • You must always consider carefully when it's the appropriate moment to vault. As you noticed windows don't make you unhittable, so you should avoid vaults when at less than 2 meters from the killer (which is the lunge range) because otherwise he will hit you. You can tell if you're in attack range when you see the red stain while looking ahead. In those cases it might be better to make a fake, and if it doesn't work use the sprint the hit gives you to reach another place.

  • I see your point, but I agree with @Dragonredking.
    The alternatives already exist. They seem ######### only because of the high standard set by Self Care.

  • I always thought that with the increasing numbers of perks, at lv 50 there should be the option to get two each bloodweb instead of one.

  • Giving him full speed is too much. Imo making his rev speed like the Hillbilly's (so the same as running survivors) would make his chainsaw useful in chases.
    I mean, when the Hillbilly is hugging the survivor he can rev the chainsaw without loosing ground and missing such a close range attack is unlikely, I don't see how this could make LF broken. Maybe the increased chase potential could make them less likely to perpetuate the camping LF stereotype.

  • @Tsulan said:
    White_Owl said:

    No. You're just asking to have an easier game. Unless the killer is very bad or goes easy on survivors on purpose, most 3v1 matches (especially with 5 gens to complete) end in a 3k so easily it's not even fun.

    No, it's not about an easier game. The few times someone disconnected with 5 gens to go, have been amazing matches. Killer hooked everyone twice, no camping. Everyone left with a ton of points and piped. 

    While 3 minute games, people barely pip and leave with 12-14k bps.

    "Unless the killer [...] goes easy on survivors".
    You seem to think from your experience that every killer in a 3v1 scenario just chills, but that's not true. One just needs to tryhard (or just play normally) and the 3k is served on a platter.
    I've done it myself against a swf group that tried their best with multiple DS, instaflashlights, pallet loops and whatever survivors can do while playing Wraith before his cube (so survivors were stronger at the time). Still got an easy 3k against what is almost the worst case scenario for a killer.

  • The idea could be interesting, but I see mainly two problems. The first is that it should require new bigger maps (like old Pale Rose or bigger), the second is that killers with the ability to slow down survivors progress like Freddy, the Doctor and the Pig with a chase killer like the Nurse, Billy or the Huntress would make a deadly (and mostly unfun) combo. Imagine a Doc with maxed shock range that does nothing but bringing survivors into madness 3 while a Nurse downs them one after the other. No healing, no gens... just survivors at the mercy of the killers.

  • No. You're just asking to have an easier game. Unless the killer is very bad or goes easy on survivors on purpose, most 3v1 matches (especially with 5 gens to complete) end in a 3k so easily it's not even fun.

  • Honestly I don't like it. It incorporates too many F13 mechanics into what is essentially a DbD clone, and overall the gameplay seems really slow.
    The only thing I like is how the cardholders are filled, since it doesn't require just to hold m1 and hit a skillcheck/qte, but you need to find the right parts/cards. If something similar was introduced for gens in DbD (like it was asked since a lot of time, actually) it could spice things up.

  • @Nos37 said:
    I thought that the Calm Spirit buff did prevent the visual notification that comes with the madness tier up.

    I thought that Horvath explained in last week's stream that the Doctor will still see the white fuzzy aura around the survivor's name-portrait in the lower left and that's it.

    I thought the same. Otherwise as a buff it wouldn't serve much since visual notifications can be more informative than sounds.

  • What would this accomplish besides making it a dead perk before the first half of the match?

  • @IronWolf115 said:

    @White_Owl said:
    Currently LF is awful in map presence and in chases unless he gets lucky and finds a survivor in the open, that is true, but saying he has no upside is plain wrong.
    His greatest strenght is that he has the ability to snowball like crazy, the only one with a similar potential is a slugging Nurse. Slap on him Territorial Imperative and he becomes a death machine. At that point you don't need to care about chase lenghts and gens because survivors will just keep coming to you if you play your cards well. So in the end I think that LF is in a good spot and any buff done to him could make him borderline op. My only complaint about him is that compared to other killers he is very limited in his perk choices (Territorial and Agitation are a must, and BBQ helps a lot) and most of his addons seem lackluster.

    BTW a plain speed increase is a terrible idea as a killer buff, because at that point the ability could be irrelevant and it would just become a "M1 to win" killer with no skill requirement at all.

    His upside though is a really unfun way to play. With LF I want to chase a survivor like a maniac with the chainsaw and feel powerful doing so. The way he is played right now is, like you say, a VERY campy playstyle which no killer should rely on. I agree that his strength defencibly should stay but he vneeds MUCH more offensive capabilities. He is also one of the worst killers at dealing with pallet looping. And to finalize, in high rank most survivors will see that you are trying to basement them so if they are smart they just leave it alone and complete the gens.

    I found that he is actually better when you are not camping because then survivors will just gen rush like crazy, that's why I say Territorial and BBQ are required. If you go around patrolling gens and hitting people far enough for TI to activate, someone is almost guaranteed to go for the save at one point.

    Personally I wouldn't be against a buff to his chainsaw to make it more useful in chases (mainly by increasing his speed while revving the chainsaw, but also by giving a clue when the charge is full so you don't risk loosing it if you let go a millisecond too early,) but I suspect he was created the way he is to make him feel different from the Hillbilly. Afterall, any buff to his chainsaw would probably make it more similar to the Hillbilly's minus the mobility.

  • @Might_Oakk said:

    @White_Owl said:
    Imo it's a good change (seriously, missing a LF chainsaw because SB activated randomly at the right time is bs, but that's what happened to me the other day), but it will not make other exhaustion perks more relevant. Sprint Burst will still be king of its category, and to detrone it it needs a nerf specifically aimed at it, not to the whole group of perks.

    Other perks tha require activation will become much better in comparison to SB. Currently sprinting around the map with SB is fine since you'll get it back mid chase. Now if you want to rush gens and move about quickly you need to use something else. Great change.

    I'm not sure about that, since the cooldown is just 40 s which are nothing while someone else is chased and you're just free to repair gens. I guess we will see ...

  • Currently LF is awful in map presence and in chases unless he gets lucky and finds a survivor in the open, that is true, but saying he has no upside is plain wrong.
    His greatest strenght is that he has the ability to snowball like crazy, the only one with a similar potential is a slugging Nurse. Slap on him Territorial Imperative and he becomes a death machine. At that point you don't need to care about chase lenghts and gens because survivors will just keep coming to you if you play your cards well. So in the end I think that LF is in a good spot and any buff done to him could make him borderline op. My only complaint about him is that compared to other killers he is very limited in his perk choices (Territorial and Agitation are a must, and BBQ helps a lot) and most of his addons seem lackluster.

    BTW a plain speed increase is a terrible idea as a killer buff, because at that point the ability could be irrelevant and it would just become a "M1 to win" killer with no skill requirement at all.

  • Imo it's a good change (seriously, missing a LF chainsaw because SB activated randomly at the right time is bs, but that's what happened to me the other day), but it will not make other exhaustion perks more relevant. Sprint Burst will still be king of its category, and to detrone it it needs a nerf specifically aimed at it, not to the whole group of perks.

  • I see a flaw in this, and that is that Thrill of the Hunt could overshadow Ruin and Huntress Lullaby easily and make NOED impossible to combo with other hexes. Survivors would want to cleanse all totems in case of Devour Hope, and TotH would make them waste a lot more time between the slower cleanse speed and the notifications. The Hillbilly and the Nurse could become even stronger, increasing the gap with other killers, thanks to their mobility.
    With Ruin and HL survivors could just git gud with skillchecks and ignore totems making this change irrelevant for those perks...

  • LF's chainsaw is not like the Hillbilly's... you should not try to dodge it because it has a massive aoe. You need to use pallets and windows a lot to force him to use his mallet, and any kind of obstacle in the attempt to make him bump into them. If you end up in the open with LF revving the chainsaw right behind you, you ######### up.

  • @Master said:

    @White_Owl said:
    Just had a match in which I wanted to do my daily that required me to sabotage 2 hooks. After less than one minute the Huntress downs a Dwight while I finish to sabo my first hook in the vicinity. Then she proceed to camp hard the poor guy after having absolutely no problem in finding another hook, all this with 5 gens remaining. By the time he died we manage to repair 2.5 gens, she then downs someone else and camps even them. The two of us remaining gen rush like crazy and leave while she was throwing hatchets from the hook on the other side of the map to the exit gate we opened (she definetly knew we weren't near the hook and still didn't move away).
    Game ended with her having 6k bp, while we escaped with 10k, and I find out she even had Devour Hope and when I make her notice how boring it was, the answer was "sabo=camp".
    I mean... really? I just sabotaged a hook for a goddamn daily and we all had a horrible and useless match just for that? And this is not the first time it happened, as soon as they see someone sabotage hooks (even in a "non-toxic" way) killers seems to take a mission to make the game miserable for everyone.
    I always see people complaining about survivors not doing side objectives, they need other things to do besides repairing gens, that gen rush is a problem etc... then when one does other than repairing gens with little to no harm to the killer this happens. No wonder why survivors prefer to focus on gens and ignore other parts of the game.

    Why?
    I suggest you play killer yourself. A chase can actually take ages and if you manage to finally down him it is a really bad feeling if your acomplishment gets taken away by a DS or a hook sabotage.

    I will camp ur ass if you sabotage in front of me, if you sabotage a random hook on the other side of the map, I dont give a damn though :wink:

    Did you just assume I don't play killer with no evidence whatsoever?
    I perfectly know what it's like from the other side and I still remember when sabo was meta. Now if it happens to me I don't get childishly salty, because I know it requires effort and dedication, way more than hitting a skillcheck or pointing a flashlight.
    If the whole swf squad is doing it, that's a reason to get triggered, but that happens like once every 500 games. If it's just one lone survivor well, it's one less person on gens and you can just trick him to go to a hook and then go to another one.
    Also, let's stop pretending that fully sabotaging a hook in a remote part of the map is useful. 99ing them is currently the only way to make sabo really have an effect.

  • According to McLean Beast of Prey is a joke of a perk, and since it seems he collaborates with the balance team now, we might see a buff to the perk in the future.

  • I don't think the proposed change is bad but...

    @jiyeonlee said:
    if conditional perks have same option as unconditional one
    people gonna pick unconditional one if its overpowered or not

    You got a very valid point. Sprint burst should have its own nerf to make it on par with other exhaustion perks. Otherwise it will always be picked over them.

  • @AshleyWB said:
    The answer to every question you have is SHIRTLESS😀

    Not in the case of Claudette ( ͡° ͜ʖ ͡° )

  • @MikeLatin7 said:

    @Jack11803 said:

    @popoles said:
    Jack11803 said:

    @MikeLatin7 said:

    sorry whatever I have a ASUS FX73Ve which is the same as a GL753Ve but mine is better 16GBs of memory 1050Ti 860 Evo 500GBs in which I keep my most games play, and dead by daylight was one, sorry to say the clown is slow, and the reload time should be as the huntress looking for axes I have a good internet connection so what's the problem well I think it's with the game the way you have it set up some win some lose, I think the game pick people at random to win and some to lose I'm tired of being on the short end of the stick and with some time I think I can prove it, we'll see

    I already proved to you the clown is normal speed. Even looked in the files. Your response was “no he slower. Devs lie about speed” the hell!?

    Maybe he is one of the people that like conspiracies.
    GO MIKE, GO! PROVE IT!

    He’s also a racist, so conspiracies might be up his alley.

    I got 16GBs of memory and > @Jack11803 said:

    @popoles said:
    Jack11803 said:

    @MikeLatin7 said:

    sorry whatever I have a ASUS FX73Ve which is the same as a GL753Ve but mine is better 16GBs of memory 1050Ti 860 Evo 500GBs in which I keep my most games play, and dead by daylight was one, sorry to say the clown is slow, and the reload time should be as the huntress looking for axes I have a good internet connection so what's the problem well I think it's with the game the way you have it set up some win some lose, I think the game pick people at random to win and some to lose I'm tired of being on the short end of the stick and with some time I think I can prove it, we'll see

    I already proved to you the clown is normal speed. Even looked in the files. Your response was “no he slower. Devs lie about speed” the hell!?

    Maybe he is one of the people that like conspiracies.
    GO MIKE, GO! PROVE IT!

    He’s also a racist, so conspiracies might be up his alley.

    yes I do believe in conspiracies, like the world is a ball flying through space by the way space is fake, and that the moon landing was real, you morons hither said if you going to tell a lie make it big say it all the time and everybody will believe it to be true, that may not be the way he said it but you get the idea look it up google, you morons, God is there just right there in the north, not billions of light year away if you see pics of the northern light that's the reflection on the firmament, the so called done, of the emerald rainbow over God's throne, so when you see the northern light you are looking in God's direction, moron you think the moon landing was real the dead by daylight program choices people randomly to be winners and loser everybody cant win there will be no game, so my clown is slow, and I really don't care what you think, my clown is slow

    Thank you for the good laugh :)

  • Nope, that's their only counter. You can still hook them, it's not that they will just escape your grasp.
    If you are hunting for the achievement, try moonwalking in front of a survivor in a locker. A couple time they went out and let me kill them just for that.

  • @The_Manlet said:
    It's fantastic on maps with large amounts of verticality, and good for losing the killer. And then you get sent to a launch map with one crappy hill again and again. That's why it isn't as popular as Sprint Burst and is the least used exhaustion perk.

    Welcome to Shelter Woods, the only map in the game when you have Balanced Landing on.

  • Interesting theory especially the parts about the spirit world, but I don't agree much on point 4/5. Yes, gens emit light when fully repaired, but even when they are all running the Entity's power is not weaker, otherwise Bloodwarden and most endgame perks would hardly work.
    I honestly doubt the Entity would use its own weakness in the world it has created: a survivor would just need to knock over a fire barrel in Shelterwoods or the Rotten Fields to start a fire whose light could weaken a lot the Entity, maybe even allowing survivors to escape.

  • @Runiver said:

    @Tsulan said:

    @Runiver said:
    I disliked a few things.
    Aka the "SB" nerf, that is more of an exhaustion nerf, that is not adressing the issues of sprint burst a single bit, and giving a penalty to all exhaustion perks even when it's not deserved.

    They were not sure about the exhaustion for the other perks.
    So this might not make it into the final version. But for SB, that´s a good step in the right direction.

    I wouldn't call it a step in the right direction, I'd very sideways, trying to nerf blindly without understanding and adressing the issue that SB is causing.
    The current "nerf" will not stop the Ambush free dodge, the last second Wraith dodge, the SB dodging hits and chainsaws at last seconds, the "I gtfo instantly after getting unhooked", the "I repair until the last second, then SB away to the nearest safe spot", along with other issues.)

    Not counting that it's essentially the only exhaustion perk unaffected by exhaustion inducing addons, since 99% of the times it gets used before the effect is applied.

  • That's a good idea.

  • @Jack11803 said:

    @White_Owl said:

    @Jack11803 said:
    A teammate heals you to 98% health, you self care to 99% and stop. It resets to zero negating normal heals too. LITERALLY UNPLAYABLE

    No it will reset to 98%. The change affects only the heals made with Self Care not with medkits or by other survivors.

    @Jack11803 said:
    Someone actually told me this by the way...

    Maybe check your info before you come on the forums to whine.

    I make mostly satire posts. This is a joke on the guy being completely oblivious. They said it didn’t affect normal heals several times and couldn’t stress it enough.

    Oh my bad then... but it wasn't very clear it was satire.

  • @Jack11803 said:
    A teammate heals you to 98% health, you self care to 99% and stop. It resets to zero negating normal heals too. LITERALLY UNPLAYABLE

    No it will reset to 98%. The change affects only the heals made with Self Care not with medkits or by other survivors.

    @Jack11803 said:
    Someone actually told me this by the way...

    Maybe check your info before you come on the forums to whine.

  • @guest602 said:
    As a nurse, you can't counter gen rushing on big maps. I'll give you that.
    But Billy's power doesn't counter pallet looping . And this is the reason why he is weaker than the nurse.

    ^This.
    The chainsaw might be better on many aspects, but the main advantage of the Nurse's blinks is that she denies loops, while the Hillbilly is still succeptible to them.

  • Yeah those changes are tasty! Can't wait for them!

  • @Gravity said:
    90% may be a bit too little time to react to it. If it was lower (maybe 75 or 80?) i could see me using it on billy with Pop goes the Weasel.

    I agree. You have at max 8 seconds to reach the gen before it's finished, and for most killers it's not enough to allow them to reach the gen in time to stop survivors from completing it.

  • That's the kind of bug that should become a feature.

  • Quick answer: the theme is played by more than one guitar, so she can't possibly be playing it.

  • Devs said that the Entity's presence is stronger in some places, and Kate's lore says that she found inspiration mostly in a certain place in the wood (were in the end she is kidnapped). Personally I think the Entity was what inspired her, maybe to make her grow with a will strong enough to endure the Entity's trials.

  • @Keksimus_Maximus said:

    @White_Owl said:
    Who would want to rank up as a survivor then?

    A lot of people I talk to don't rank up anyway. For the most part rank doesn't matter too much. This tweak won't really affect those who play casually or even those who get to mid ranks. The difficulty only spikes for those in the red ranks, really.

    That's not really a valid argument. Currently ranks serves to be paired with more skilled players and having (ideally) more balanced matches. Not having high rank survivors means extremely long queue times for killers who would be forced to derank, and having a completely messed balance since players with all range of skills would be mixed up.
    The incentive is already small enough, adding a disincentive would just make the game worse especially for less experienced players.

  • I doubt it. In its realm it has complete control so killers won't stop (besides, many do it for pleasure, not because they are forced to), and in the unlikely event that all survivors loose hope it could still recruit new meat.

  • Who would want to rank up as a survivor then?

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