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Wolf74

Wolf74

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Wolf74
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  • @powerbats said:

    I know survivors are still to strong compared to killers and you only look at changes made as nerfs to killers.

    I say killers need to adapt the same as I tell survivors complaining over changes, but I've also said there's buffs that need to happen.

    Ok, tell me the nerfs to survivor in the last patch/update/chapter?
    Or tell me when survivor needed to "adapt" to anything?

  • @Master
    Yeah i totally eat it if i have to. Most killers lose more time by trying to avoid it instead of just dealing with it.
    The number of pallets is fine. They have reduced the number and now they are more spreaded (remember the old preschool?)
    They all might be good but there's always someone who is worse than the others. And if there's the case where all of them are god tier survivors then just deal with it!
    Seriously, accept the defeat. Do you really expect to win all the time?

    Sorry, but now you are starting to spread false information.
    Pallets have NOT been "reduced" with the change in distribution.
    In fact, overall they got increased with only 1 (or rarely 2) removed from big maps, but all the general minimum of pallets per map increased
    This is a survivor spread urban legend.

  • @Master said:

    @Vietfox said:
    Wolf74 said:

    @Vietfox said:

    Maybe once i get a new pc. Editing videos with sharefactory is a pain and so limited. I miss my Vegas Pro.

    IF you are so good that you never face those missmatching odds, that we "lesser player" feel against us, I seriously wanna see how you do that.

    @Wolf74
    Gens being done in less than 4 minutes? Never, maybe when i started to play as a killer in 2016, but not that i remember.
    There are many ways to do well in this game, but my rules are simple:

    • Get rid of the DS asap (if they use it at the beginning they will run with 3 perks for the rest of the match)
    • Break the pallets asap (unless it's a short loop where i can mindgame easily)
    • To know who i gotta chase and who to avoid.
      There are more, but i like to point these ones especially because it seems that many killers panic against DS users or refuse to break the pallets, meaning that they end up getting looped for X gens or worse, those pallets are still there at the end of the match.
      Do i win all the time? Of course not, but i get really nice results thanks to the way i play.

    Get rid of DS? You mean you eat the free escape and simply waste time? Sounds like a solid plan
    Break pallets? Yeah just a shame that there are so many
    Who to chase? You mean focusing the pleb survivor that doesnt know how to loop? Yeah well and what if all survivors have a brain and have played before? :smile:

    That basically my thoughts too.
    -Just eat DS and deal with the change of momentum, just to get rid of it and lose the initial push.
    -I do break pallets almost always asap. I even run some "pallet mower" builds with BS, End, SF pretty successful, but even for them sometimes the sheer amount of pallets is to much.
    -Of course I am NOT chasing that guy that WANTS TO get chased. I always search for the weak link, but often that just eats up a lot of time, before you can get the snowball rolling. And in some cases just ALL survivor loop like crazy.

  • @powerbats said:

    @Tsulan said:

    I must have missed the survivor nerfs in the last patch.

    So you went form looping to missing survivor nerfs now, you keep moving the goalpost but the simple fact remains, if one side is screwing up and loses it's because they screwed up and lost.

    You are missing the point.
    The complain is: survivor are still going strong, but this patch only killer got nerfed.
    You just follow the same narrative over and over again "killer have to get better (as player)".
    You claim that it is their lack of skill that they get "outplayed", but our PoV is "the survivor are way less skillfull than they think, because they get constantly protected by the Devs".
    And even after yet some more nerfs to killer in general and some mediocre killer even got specific nerfs, you still want the killer-PLAYER to improve.
    Your asking a boxer to improve his skill to not get a beat up after someone tied his laces together.

  • Like 2 …?

    -Jeff looks like he should have been a David skin.
    -DW as a new status is terrible.
    -Legion is only 50% of what it should have been, with the remaining 2 characters behind a paywall (even for those that bought the DLC with real money). Not even a version with basic legionstyle outfits available for shards.
    -Legion is basically a Ghostface rip off.
    -The new engine is awful. Sounds busted, graphics busted. Scratchmarks bugged. Screambubbles bugged.
    The list goes on and on.
    -Mediocre new perks
    -Bad balance changes (locker hiding auras, mending vs NC, BBQ nerf, Doc nerf, Freddy nerf)
    -New MM to hide SWF more

    Actually I might have to reduce it to a 1, since I really can't find a single "good" change that came with it tbh.
    (Change my mind.)

  • But isn't Legion everything survivor ever asked for?
    The true no-tunnel-killer?

  • SFTS was a great perk once, but they nerfed it into uselessness. The range is to short and survivor need to literally step on the crows tails to disturb them.
    Bring back the old detection radius and alert checks and it would be useful again.
    Right now it is a wasted perkslot.

  • @Vietfox said:

    Maybe once i get a new pc. Editing videos with sharefactory is a pain and so limited. I miss my Vegas Pro.

    IF you are so good that you never face those missmatching odds, that we "lesser player" feel against us, I seriously wanna see how you do that.

  • @Wicked_Django said:
    New chapter plus rank reset is to blame for killer queues. Nothing more.

    LoL

  • @Vietfox said:
    Wolf74 said:

    @Vietfox said:

    Master said:

    the survivors can finish all gens in a bit less than 110 seconds (assuming only good, no perfect skillchecks, no toolboxes)
    
    
    
    
    
    Wolf74 said:
    
    All spread out. 3 work while 1 is chased. 3 gens can get done in 80 secs max.
    
    So there are 2 gens left and even if the killer manages to keep 2 survivor busy, the other gens can get done in another 80 seconds.
    
    That's just 160 seconds for ALL gens to get done.
    
    so we are well under 3 minute games and maybe 2 or 3 hooks for the killer while the survivor only have the gates left to do.
    
    So good survivor can finish the match in 4 minutes.
    
    That's insane.
    
    
    
    @Wolf74 @Master
    

    Don't forget that killer has to be blind and deaf to allow survivors to finish all gens in so little time.

    Maybe you ain't as good as you think. :p

    If the killer switches targets to "pressure the map" and chase survivor away from their gen.

    The other survivor, the one that just escaped the chase, can resume that gen immediately (maybe he has to spend some time healing before, so you gained 32 seconds).

    Kicking gens isn't doing much, since they can get tapped to stop regressing mid chase.

    Remember the killer just got 1 hook for 3 gens done and now 2 can gang up on one.

    Even if the killer can force them away from an almost done gen, they have options to switch gens and it will only add another 80 seconds, because he can't leave the gen.

    Survivor can play pig-in-the-,middle with the killer. since they have unlimited time, they will win.

    So they make a 4 min match into a 6 min match…. yay.

    @Wolf74
    Well, i never let them do gens that fast, so i guess i'm not that bad :p

    Maybe you don't meet good survivor. :p
    Or you should start a channel and teach us how to play killer?

  • @Vietfox said:
    Master said:

    the survivors can finish all gens in a bit less than 110 seconds (assuming only good, no perfect skillchecks, no toolboxes)


    Wolf74 said:

    All spread out. 3 work while 1 is chased. 3 gens can get done in 80 secs max.

    So there are 2 gens left and even if the killer manages to keep 2 survivor busy, the other gens can get done in another 80 seconds.

    That's just 160 seconds for ALL gens to get done.

    so we are well under 3 minute games and maybe 2 or 3 hooks for the killer while the survivor only have the gates left to do.

    So good survivor can finish the match in 4 minutes.

    That's insane.

    @Wolf74 @Master
    Don't forget that killer has to be blind and deaf to allow survivors to finish all gens in so little time.

    Maybe you ain't as good as you think. :p

    If the killer switches targets to "pressure the map" and chase survivor away from their gen.
    The other survivor, the one that just escaped the chase, can resume that gen immediately (maybe he has to spend some time healing before, so you gained 32 seconds).
    Kicking gens isn't doing much, since they can get tapped to stop regressing mid chase.
    Remember the killer just got 1 hook for 3 gens done and now 2 can gang up on one.
    Even if the killer can force them away from an almost done gen, they have options to switch gens and it will only add another 80 seconds, because he can't leave the gen.
    Survivor can play pig-in-the-,middle with the killer. since they have unlimited time, they will win.
    So they make a 4 min match into a 6 min match…. yay.

  • Picking a quote apart, line by line, is basically like interrupting someone during while he speaks. Just saying.

  • @Rebel_Raven said:
    I feel like generators should help wglf. It may not be direct protection, but i feel like it's some of the best.
    What better way to help people live than by trying to help thrm escape?

    So no matter what the killer is doing. Camping or not. Survivor will get their stacks.
    Gen rush galore.
    When 4 survivor with WGLF work on the same gen, do they all get the stack when they finish? :sarcastic:

  • @Taretsu said:
    No, healing survivors FROM dying state automatically wakes them up, that includes unbreakable. It's always been like that. And yeah, it sucks.

    Actually I do not believe that this has "always" been that way.

  • @MojoTheFabulous said:
    It wasn't always like that. It was one of the early changes. Just like Adrenaline waking you up too.

    It just happend so rarely to me that I never noticed it until today.

  • @aarongai said:

    @Wolf74 said:
    WGLF is NOT about being the stealthy gen jockey, but the soldierboy with the "no one left behind" attitude.

    The reason I say the stacks should be given for generator completion is that generators are Survivors' main objectives, just as hooking Survivors is the Killer's main objective and he is given tokens for that with BBQ. You see the parallel here?

    Generator completion isn't suited thematically for WGLF, but the equal condition of both sides completing their main objectives is why I suggested they be given for generators. I'd be fine with tokens being awarded for reviving downed survivors too, or escaping a chase that lasts 15+ seconds maybe.

    No. BBQ is about hooking (the killer objective) and WGLF is about unhooking (spoiling the killers objective).
    You see the parallel here?
    We could also twist this around and say that killer should get stacks for kickin gens also. :P

  • If the spawn RNG is bad for the killer: Git gud, just pressure the map.
    If the spawn RNG is bad for survivor: Omg, Devs! Fix it!

  • WGLF is NOT about being the stealthy gen jockey, but the soldierboy with the "no one left behind" attitude.

  • @Mullato said:
    Are some rituals bugged? I figured I could easily complete it by working on gens with other players. However i just don't understand it. I am up to 30/180. It seems like it randomly adds seconds, but most of the time it doesn't. Do I have to escape to get rewarded the seconds?

    Yes, it is bugged.
    The bug is known, report it anyway and drop that daily.

  • @touchpadgamer said:
    @Wolf74
    You're completely right, but you also have to acknowledge that the HUD mark completely screws the main benefit of No Mither. The only time you actually get to use No Mither to get yourself up is if the killer is a potato or is just being nice. Should something like @MasonHugsCats 's idea become a reality, it'd be nice if No Mither just showed up when you're near the No Mither, like Leader/Vigil/We'll Make It, instead of on the HUD.

    Your not right. NM buts pressure on the killer, because he "has to" pick up the survivor, even if he don't want to.
    Sometimes it is more important to protect a hooked victim or a nearby gen that is almost done… maybe the killer wanted to slug with Deerstalker, or another survivor with a flashlight is near by… there are tons of reasons that the killer might want to pick up the victim later. Maybe there aren't any hooks nearby. But NM forces him to pick him up "in time".
    That's the point about NM.
    Smart killer remembered anyway which survivor was the one that started the trial injured.

  • Strange survivor logic.
    They do not get tired of explaining how bad it is to camp for the killer.
    But instead of just taking advantage of it, they try to educate killer how to play "better".
    So the mouse is teaching the cat how to chase better?
    Or does the mouse just want to take the cheese while the cat is looking around?^^

  • @The_Crusader said:
    Wolf is right. Killer perks get nerfed without a second thought.

    Fact is there is already a backlash. The perk is broken. Its the devs responsibility to fix it. It should never have been put in the game in the first place. I still dont get how they didn't forsee the 2 years of problems when they were testing it.

    They didn't see it, because their team of in house tester has a hard time hitting the skillcheck.
    So they thought the reward for it has to be stronger.
    That way it became a forcemultiplier.
    Less skilled player struggle to hit the check and gain nothing from the perk.
    Good player hit the check every time and get a lot from the perk.

  • I want the LoL button back...

  • @AshleyWB said:

    I think if self care was made accessible to everyone as a shared perk rather than having to get the teachable. That would be a great quality of life change making it so you aren't grinding claudette or saving med kits as you first start playing.

    It's always funny when survivor call something a "quality of life change".
    Just getting the most used and most powerful perk in the game as a general perk instead of a teachable is a "quality of life change".
    Can you really post that with a serious face?

  • @AlwaysInAGoodShape said:
    I searched up the first DBD Gen-rush video I could find (with the youtube last month filter on) and i really don't see how Self-Care helped them here.
    Through rethoric it may sound convincing but in practice it's not:

    https://www.youtube.com/watch?v=P2m5f4UeV2w

    Self-care gets stronger as people die and during a gen-rush, people generally don't. That is why Self-Care is such a genius perk and part of the solution of fixing this game; because we need to revert the mechanics that punish the lower survivor count and punish the opposite instead.

    Please explain where my point it wrong.
    Gen rush is about spreading out and being self sufficient.

  • @AlwaysInAGoodShape said:

    Healing is only related in as so far it's something that allows survivors to do something slightly faster, but being able to do things faster is still not the problem.

    That would otherwise make everything part of the problem: Toolboxes, generator-efficiency increasing perks, exhaustion perks, yadda yadda.
    As obvious as Toolboxes appear to be part of the Gen-Rushing problem, they really aren't. Neither is healing or any of such nature.
    The only thing that Self-care does is lessen the Genrushing problem, not insofar that it would nerf survivors in their current state, but because it strengthens the power of lower-survivor count teams versus high surivivor count teams, which allows us for better tools for balance.

    Self Care is a major component of gen rush, because it enables the team to spread out and everybody can do gen on his own, without the need to have mates near by to get healed.
    And especially when only few gens are available every survivor can just run to some place with no gens left and force the killer to drop the chase to "pressure the map/gens" and get a free heal.

  • @MhhBurgers said:

    @Wolf74 said:

    @Iceman said:
    @HellDescent

    How about for every injured survivor The Legion speed increases. 

    It is basically similar to how the devs mention about the idea of Freddy getting stronger every time a survivor is in the dream world. And it also punishes survivors for staying injured. 

    1 survivor 2% speed increase = 112 
    2 survivors 3% speed increase = 113 
    3 survivors 4% speed increase = 114 
    4 survivors 5% speed increase = 115 

    Injured or DW status?

    DW is healed up in 7 secs which would make this pointless.

    My question was more "injured" like only injured or also including DW.

  • @Iceman said:
    @HellDescent

    How about for every injured survivor The Legion speed increases. 

    It is basically similar to how the devs mention about the idea of Freddy getting stronger every time a survivor is in the dream world. And it also punishes survivors for staying injured. 

    1 survivor 2% speed increase = 112 
    2 survivors 3% speed increase = 113 
    3 survivors 4% speed increase = 114 
    4 survivors 5% speed increase = 115 

    Injured or DW status?

  • Those offerings are pretty much outdated.
    When the game was released first, the team needed to be together, for heals, working together on gens etc.
    But the way the game is actually played now is completely different.

  • Have you checked the survivors perks?
    Object of obsession for example?

  • @Sandt21 said:

    Ghostface (The Actor), with Woodsboro High School as the map, and Sidney Prescott as the survivor.

    Your thoughts? Also, who’d I miss?

    Ghostface = Legion
    But we also got Hillbilly before Leatherface, but after the community backlash about Legion, I doubt they will reuse that concept.

    What did you miss?

    Gremlins

    With Billy Peltzer as survivor, with Gizmo sticking out of his backpack.^^

  • @Orion said:

    @AlwaysInAGoodShape said:

    Why do you consider survivors being able to heal themselves up a problem?
    Hits aren't valueless. They are worth 32 seconds minimally for ever hit.

    I'm just gonna focus on this laughably wrong point.
    Hits are worth 32 seconds at best. An M1 Killer (i.e.: the majority of the Killers) also needs about that much to get the hit in the first place, meaning they've gained zero seconds on the first hit. In the mean time, Survivors have gained up to 96 seconds (3*32 being the ideal scenario where each of them is working on a generator).
    Hits are worthless when they don't buy you time and any progress gained from them can be reverted an infinite number of times without any drawbacks.

    I share Orions point on this.
    And because Self Care is so powerful any debate about putting something like this in a survivors "basekit" for free is pointless.
    There is a reason why 84% of all survivor use it, because it IS that good.
    Self Care is also the crucial component in gen rush, because gen rush works best if the survivor spread out.
    That way the killer can only put pressure on one survivor at a time and no one is "wasting time" searching for teammates to get healed and everyone just runs to some area that is either void of gens or full of looping spots and the killer basically has to drop the chase to keep the "map pressure". That way gives a "free heal".
    We all know from experience that each hit takes about 30-40 seconds, because that is what we experience when 3 gens get done on the 1st hook.

  • @Orion said:
    Making Self-Care a base mechanic only makes hits even more irrelevant than they already are and makes the healing problem worse.
    Right now, there are few drawbacks for getting hit during a trial. The biggest (and only) drawbacks are the noise you make, the blood trail, and the fact that an additional hit will put you in the dying state. This can all be reversed as long as you're healed, and you can always be healed an unlimited number of times. To emphasize: the penalties for being hit (i.e.: losing a chase) can be reversed an unlimited number of times. Making Self-Care a base mechanic without first changing healing so that hits actually matter would make the game much more unbalanced.

    SC should have a limited number of uses.
    And injuries should take longer and longer to heal the more hits someone recieved during the whole trial (something like "scar token" with every hit).

  • @AlwaysInAGoodShape said:
    @Wolf74
    Isn't strength completely relative?
    Couldn't we balance the game in the favour of the killer in such a way to where we'd all agree building all the perks into the survivors kit?

    Being self-sufficient in a horror game looks very healthy to me. Most people in a horror movie appear to be.

    Whatever tool a survivor would have; all of it could be balanced out and it could improve the game.

    I've personally never had a problem playing against self-care.
    I've only had a problem against pallets.
    If nobody had Self-Care, that would only increase the strength of SWF's.
    For every hit you get off against survivors you buy yourself a minimum of 32 seconds and as pallets disappear, the differences between a healed and not-healed survivor shrink.

    Sorry, in general I agree on a lot of your points throughout all the stuff you post, but -I have a pretty strong opinion on Self Care.
    Self Care is the main source of unbalance in this game.

  • Rank up into red ranks.
    Billy, Nurse Huntress. ;)

  • @AlwaysInAGoodShape said:

    @Wolf74 said:
    That trade off is no where near equal.
    SC is much more powerful than Ruin.
    I play a lot of killer without Ruin, but I never play survivor without SC.

    The problem with making this Intergrated version of Hex: Ruin too strong is that Hex Ruin is already a partly flawed way of tackling the core issues of the game.

    To reach the perfect balance between this trade-off together with finalised game balance would be buffing the killers through different means.

    Though with this trade-off, killers already get an extra tool to defend them against being pallet looped, survivors only get it after they've been hit.
    It's a healthy trade-off in as much that in order for survivors to use their new power, they need to be hit and left alone, where-as killers get their buff from this game the moment the match starts.

    Think about it (:

    I thought about it and guess what?
    Self Care is waaaay to powerful to begin with.
    Being self sufficient in a horror survival game should be worth spending a perk on instead of being a build in thing.

  • @Raccoon said:

    @alivebydeadight said:

    @BigBubs said:
    Shards/cells

    how much for the other female? in shards

    Only 17, 550 for the set.
    Note, this is a blue haired variant.

    If you want the Pink Haired version, of Susie, you need to spend Cells.
    878 for the set.

    And it's not just the hair… overall the auric version is of course the better looking, with the better colorscheme.

  • That trade off is no where near equal.
    SC is much more powerful than Ruin.
    I play a lot of killer without Ruin, but I never play survivor without SC.

  • I am not sure, but killer do actually move slower is they touch a wall, right?

  • Survivor get all their info notifications about everything for free, but hell forbid the killer willg et any Infos, right?
    The HUD mark came into being, because survivor wanted it. To many followed the No Mither dude and wanted to heal him.
    So survivor got what they asked for.

  • Already happend.
    Just indirect.

  • It's basically the same with the offerings to start together or spread out.
    The killer does not want them spread out. :P

  • It's not just Rotten Fields... it's all Coldwind Farm maps.

  • @Arroz said:
    Just bring rancor, dont be pussy killer, ds is complety balanced.

    LoL

  • @Troman said:
    It was about time to nerf this wall-hack perk.

    And that's why we need the LoL button back. ;P

  • Best counter = hard camp

  • @Dehitay said:

    @Peanits said:
    It's not really something you can fix. There are times where that is objectively the right choice. Sometimes a survivor will sprint right up to a hook with the killer hot on their tail. If you 'fixed' facecamping, the killer would basically be punished for not allowing the survivors to rescue each other in that situation.

    I'm pretty sure if you made it to where if the killer stands within 2 meters of a hooked survivor for 10 seconds, all the other survivors on the map getting a visible buff that increase gen repairs by 25% or something for as long as the killer remains in 2 meters, then anybody who reads patch notes would stop face camping and start patrolling or hunting for other survivors.

    Have you even read Peanits answer before posting??
    That's the whole point; ANY punishment for the killer could get abusive.
    There could always be a legal scenario that would need the killer to do so, but this mechanic would punish him anyway.
    It is just not your choice to force another player to play the way YOU want him to
    Killer don't like gen rush and looping, should survivor get a similar penalty?

  • @ScottJund said:

    @Wolf74 said:

    @Doc_W__HOLLIDAY said:
    Wolf74 said:

    Survivor mains call anyone asking for true balance "biased", because they want to keep their edge.

    Some survivors believe looping and genrushing every single game is how it was meant to be.

    Looping is basically an exploit and gen rush is bad gamedesign (miscalculations on how long a chase takes, compare to how long a gen takes to get done).

    I will never understand how people non-ironically say walking around objects is an exploit.

    hurr the killer hitbox bigger auhhhh. You're also 15% faster than the person which means you're catching up way faster than they're getting away.

    Yes, killer are15% faster, because they are meant to catch up to survivor. Because this is an asymetrical game and how else should a killer ever catch anyone if they where the same speed?
    That's intended.
    But the different size in hitboxes(collisionboxes) partially negates this speedadvantage, when running around objects.
    If you can't understand that, go back to school and ask your old mathematics teacher if he can get over simple circlecalculations with you again.
    But by mocking people who actually understand mathematics, you only embarrassyourself.

  • @Doc_W__HOLLIDAY said:
    Wolf74 said:

    Survivor mains call anyone asking for true balance "biased", because they want to keep their edge.

    Some survivors believe looping and genrushing every single game is how it was meant to be.

    Looping is basically an exploit and gen rush is bad gamedesign (miscalculations on how long a chase takes, compare to how long a gen takes to get done).

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