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Wolf74

Wolf74

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Wolf74
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  • @DepravedKiller said:

    @BLUE_APE said:
    (You can argue with me if you want, but I won't listen, and I know I'm right and your wrong)

    That line makes this a rant not a discussion.
    The button on forums is asking for new discussion threads however rant noted.

    You can edit all you like, but you don't want "balance", you just want free unhooks.

  • You want "toxic stuff"?
    How about healing someone while you are awake vs Freddy?
    Or bodyblocking awake for a sleeping teammate?
    Bodyblocking the hook?
    Tbagging behind pallets?
    Double windows abuse?
    Last second loadout switch?
    I could come up with more if you like...

  • Camping doesn't need a "fix", it is intended and legal gameplay.
    Deal with it.
    There is enough counterplay to it, especially since the hook timer got increased and tons of perks got introduced that give the killer a reason to leave the hook, but survivor still ask for nerfs to exactly this perks.

  • So nerf every perk according to the killer that can make the most out of it.
    This is important since survivor are just skins and EVERYONE can make the most out of everything.
    But hey, we balance survivor perks around the worst imaginable player, but killer perks should always be balanced around the best available killer AND player, right?
    [/sarcasm]

  • @foxboxunionttv said:
    Which I get but at that point they would need to remove thana so it wasn't a broken staking system. cause there is no reason for 2 perks doing 100 percent the same thing but one is removable. They should just make the gens take longer the more people there are. Make the early game viable while the late game feels more like a mad dash to finish up and escape.

    Erm… but Thana is actually a crap perk.
    It's terribly weak to begin with and with 84% of all survivor running Self Care anyway you won't get more than ONE survivor injured at any time.
    So what?
    Why not give the killer an encouragement to hook victims without camping?
    Right now the only real debuff to any survivor is BEING DEAD.

    I actually think this should be a thing WITHOUT the waste of a perkslot.
    Every time a survivor gets hooked he gets a PERMANENT X% debuff to actionspeed.

  • @jakeb_1993 said:

    Why to killer have to think they are entitled to four kills every match. You have speed advantages, you know where the generators and exit gates are at all time. You can also change your attack direction during a lunge??? You already have enough power. You just need to learn how to use it rather than being hookcamping scum cause you want to chain kills cause you can't tell everyone there is a hookcamping scum in the lobby. 

    lol
    You must be a noob or biased on purpose.
    The game is blatantly survivorsided.
    With literally ONE killersided patch per year.
    Every other patch was in favor of the survivor.
    Stop complaining about killer.

  • @foxboxunionttv said:
    Your describing thanthobia. That is already an ability that slows down speeds when they are injured. Honestly though id like the idea of gens being slower as more people die or get hooked. 

    This is not like Thana, because the token would stay, while Thana only works for as long as the survivor stays injured.

  • I still don't get it why survivor still complain about "camping".
    Can no one just accept that getting hook might eventually be you death?
    Is every survivor that entitled to play through the whole game?
    It's 4 vs 1, maybe just ONE of the team might be eliminated early… why is that considered "unfair tactic"?

  • @azazer said:
    If this became s fix, why wouldn't the survivors, knowing a dull totem could in fact be lit, not just got every dull totem they see, especially if they spawn next to it. Wouldn't that put us right back at the status quo?

    But still survivor would "waste time" just to cleanse dull totems because they "might be a hex" and otherwise the survivor would have ignored the dull totem.
    -> less gen rush

  • Actually the Devs said that the stun will happen early mid of the animation, which is basically at the beginning, like the old OP pallets. :|

  • Thx. Especially underpowered Hex perks like Devour Hope would benefit from it.

  • Any Hex should only light up after his effect got triggered for the first time.
    That way insta cleanse after a survivor spawned near it are fixed 90% of the time.

  • Beartraps should not become "darker" but more "transparent".
    So the surface wouldn't matter.

  • @pandorayr said:
    Yesterday I play against a survivor and he insulted me on live in Twitch for blocking the door and install a trap so that it will not escape, I think is unfair that the survivors crying when the killer body block and they sometimes try to help a injured teammate at the exit doors with some bobyblock.

    Bodyblock is legal for all.

    https://clips.twitch.tv/TiredSquarePandaM4xHeh?tt_medium=clips_api&tt_content=url

    I propose to clarify in the rules of the game that body blocking not is a cheating.

    Smart play. Good job.

  • @jakeb_1993 said:
    I agree with Hodderfodder.

    The Trapper is perfectly fine as is. I think the issue is people playing as the trapper expect too much of their traps. Higher level traps can be almost impossible to escape from.

    Besides most killers just use the traps to AFK Hookcamp. I tend to find Trappers are among the worst Hookcamping offenders. 

    Dude… are you aware that traps under hooks don't exist anymore…? Like half year or so?No "Afk hook camping with traps"
    So what you say is… not so smart...

  • @foxboxunionttv said:
    I personally dont understand the point of the white ward as a suvivor. I never have an item i dont want to lose besides instant heals and those are depleted  anyways. If this is a real problem for others why not have the white ward duplicate the item at the end of the game if its detected as lost ? They have that lost item screen that is useless right now anyways. 

    Because the system can't see the difference between "lost" and "dropped".
    So the survivor could "drop" his super rare item with top add ons and another player could pick it up and escape with it and you have basically duplicated the item.
    So way more rare items would be around than there should be.

  • Most survivor have a super mario mindset.
    Every hook just removes one live <3
    And they feel entitled to play through all 3 lives, no matter what.
    That's why they complain about camping or tunneling.
    Because after they lost one <3 they want everything reseted to full health.

  • @Eninya said:
    They posted stats from a long time ago, and the only 2 killers to fall under a 50% sacrifice were Wraith and Freddy, and that was before a lot of changes that can be construed as buffs for the killer(s). The stats excluded disconnects, Mori kills, and NOED.

    As far as I remember the stats INCLUDED DCs as kills.

  • @fluffybunny said:

    Lmao, you guys are hilarious. No, it happens quite often. Why I don't bother with wards and as someone else had said, alt+f4 is a better protection than the actual "protection" item.

    So you didn't say that, huh?
    Some people really have a hard time grasping the concept of forums and scrolling back, right?

  • Please anybody complaining about The Game... name another killersided map.

  • I would agree on the exhaustion recovery thing, but sneaking in just an extra buff is a Nono.

  • @fluffybunny said:

    @theArashi said:
    Pretty much that:
    Last 100 games I have used that purple toolbox/medkit/flashlight with best addons to 99% and I escaped every time. On game 101 killer had FD and he made me lose that item even though I used ward.
    IT ISN'T FAIR.

    Lmao, you guys are hilarious. No, it happens quite often. Why I don't bother with wards and as someone else had said, alt+f4 is a better protection than the actual "protection" item. I don't get why the community isn't open to discussion. Generalization and assumptions don't help anything and as I've said before, the offering is supposed to protect the item, but gl getting it back from the Meg who decided its hers now. Try playing survivor sometimes instead of assuming all survivors are a certain way. Expand your horizon. We may be on "teams," but we're a community. I want things to be good for killers. Why wouldn't you want the opposite? We should strive to make it good for everyone.

    So you rather abuse an exploit to keep your item... Gotcha.

    Actually that's part of the problem, why the Devs came up with this band aid perk (FD).
    There are to many superrare items around, because people just DC to keep them and others pick them up and escape with it.
    There is an unintended and unhealthy amount of top notch items at the survivors disposal.
    Far more than regular bloodwebs should create.

  • He wants back the old fast vault from any angle.
    Guess what? It got nerfed for a reason.
    Not every survivor is a parcour athlet.

  • @Lagoni said:

    @Wolf74 said:
    Why should it be "fine" to remove exhaustion?

    I think it's fine, since i try not to tunnel the guy on the hook anyways. It's sort of a safety against campers as well. If you get unhooked, and your DH or SB is ready, you have a chance to get away, if the killer is right there.
    If exhaustion still regenerated during chases, then i would be against it.

    And just because YOU choose to comply to the wonky code of conduct that survivor try to enforce on killer. you think it is "fine"?
    Not tunneling, not camping… just attack the healthy unhooker instead of the unhooked.
    Giving free unhooks, free bloodpoints, free altruism emblems, free 2nd chances… or in other words, just play plain stupid.
    And supporting any mechanic to force every killer to play like that is "just fine".
    Because… hey FUN. Of course "fun" for survivor, right?
    Because killer player have no friends and are weirdos anyway and don't deserver fun, that's exclusive for survivor player, because they are the sane heroes.

  • @CallMeRusty420 said:

    @deadwolfwalking said:
    Yeah. They're fixing it. They're installing Kindred into base kit and nerfing bloodlust. Genrushing should be ALOT easier soon.

    Wait seriously? If so that's utter bs.

    Nope, he is talking about the last Q&A session.
    After one killersided patch in a whole year, the next patches will be completely survivor sided.
    -Palltes get rebuffed.
    -Kindred given for free.
    -Bloodlust speed gets reduced, with no trade off in time it needs to gain BL stacks.
    -Getting hooked will remove exhaustion (maybe even all status effects, because after getting impaled by a rusty iron hook will remove bleeding effects or being mangled)

  • @Lagoni said:
    The exhaustion thing is fine, but some killer builds focus on giving you status effects to slow down the game. If this would be reset upon hook, there would almost be no point to any of it.
    If this was implemented, i think slug builds would rise in popularity, since it would be the only way to not reset your hard work, and i just don't think its fun to play as or against.

    Why should it be "fine" to remove exhaustion?
    Serious, I don't get the thinking behind that.
    For me it's plain stupid and I can't figure out any real argument to support this change.

  • Still the buff makes no sense at all... there should be a REASON to hook victims, like permanent debuffs to action speed.
    Why should I NOT tunnel someone if killing it the only permanent debuff?
    Now hooking someone will even BENEFIT the survivor, so I better camp him to make sure he doesn't get any benefit from it.
    And survivor will again complain about more camping.
    #########?

  • @Chrona said:

    @Wolf74 said:

    @fluffybunny said:

    @Tombstone218 said:

    @fluffybunny said:
    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    Not only does that idea make the perk incredibly weak, but it doesn't even make sense in the context of the killer it's coming from. Franklin's Demise is based off of a scene in The Texas Chainsaw Massacre, in which a character named Franklin is brutally murdered by Leatherface, dropping the flashlight he was carrying as result. It's a direct tie to the movie in which Leatherface came, and a good perk. Is it really all that difficult to find your item later?

    The issue is when someone else takes the item when you have a white ward. Someone else suggested the item would go back to your inventory regardless (if you didn't use it up). I was also thinking it may be a good idea to like lock it to the character (like make it not visible and pick-up-able to others).

    That would lead to terrible exploits.
    SWFs would use white wards to create copies of items, because they can drop it at the gate and keep it anyway, while someone else picks it up and keeps it also.
    Very bad idea.

    Did you even read the second half of what fluffy said? You know, the bits of the suggestion where she puts in, essentially "not interact-able for the other survivors"? Because if the other survivors can't interact with it, they can't make copies. And right now? There's an even easier exploit: Alt f4. If you disconnect, you keep your items and addons, as a survivor. Honestly, even if the killer IS running franklin's demise, if they find you, you can outright quit and be assured you still have your item. Abusing disconnects is actually a better protection for your item then the in game safety net offering. Think a bit on that.

    Yes, I read it and still it is a stupid idea that will be abused if it is not implemented correctly… and according to the trackrecord of the Devs handling stuff in this game... I highly doubt it to be handled with care.

  • This is just a stupid buff that doesn't make sense at all.

  • @FrenziedRoach said:

    This whole "trying to bring solo survivors up to SWF" thing has been going on for months, and it's par for the course.

    I support it because it will give them more room to buff the killers further.

    But the reality is: They do NOT buff killer.
    They bring solo survivor closer to SWF and still NERF killer.

  • @Mrbombastic said:
    What did the devs screw up this time?

    -BL nerfs incoming … just getting slower, with still the same time needed to gain BL ofc
    -Free Kindred for all survivor
    -faster pallet drops + earlier stun (moving stun from almost the end of the animation to almost the beginning of the animation)
    -beartraps get new(old) counterplay
    -DH gets buffed to make up for latency issues (not being consumed even if triggered but hit [#########?] )
    -invulnerability after unhooking (maybe also going for kobe)
    -getting hooked will remover exhaustion and possible all other debuffs (this is really the dumbest thing of em all)

  • @akbays35 said:
    Am I the only one that liked this Q&A session?

    No , you are not the only one, EVERY survivor main will like all the extra candy they get … (again)

  • @fluffybunny said:

    @Tombstone218 said:

    @fluffybunny said:
    Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    Not only does that idea make the perk incredibly weak, but it doesn't even make sense in the context of the killer it's coming from. Franklin's Demise is based off of a scene in The Texas Chainsaw Massacre, in which a character named Franklin is brutally murdered by Leatherface, dropping the flashlight he was carrying as result. It's a direct tie to the movie in which Leatherface came, and a good perk. Is it really all that difficult to find your item later?

    The issue is when someone else takes the item when you have a white ward. Someone else suggested the item would go back to your inventory regardless (if you didn't use it up). I was also thinking it may be a good idea to like lock it to the character (like make it not visible and pick-up-able to others).

    That would lead to terrible exploits.
    SWFs would use white wards to create copies of items, because they can drop it at the gate and keep it anyway, while someone else picks it up and keeps it also.
    Very bad idea.

  • @TheXenoborg said:

    The HUD icon really makes it a tough perk to use.

    All the notifications that survivor get about killer perks also make them tough to use.

  • @TheXenoborg said:

    The HUD icon really makes it a tough perk to use.

    All the notifications that survivor get about killer perks also make them tough to use.

  • Just nope.
    The game is only good for a couple of niche killer and killer builds, no need to take that away.
    There are a lot of killer that do not benefit from this map at all.

  • @yugidragon said:
    Let me put some points first, you have those 2 killers that really similar (Hillbilly and Leatherface) and I think Hillbilly is actually stronger since he can basically do the same as Leatherface (instadowns), but also has that insane mobility which gives him great pressure over the entire map.

    With that being said I think Hillbilly should be nerfed, but not drastically of course.

    I think maybe if his base speed was lowered to be something like the huntress' speed he would be fine and still a decent killer. He would still have his insta downs and super mobility to cross the map, but he'd be weaker at chases. With that you would have Leatherface which would be stronger at chases and Hillbilly with the bigger map pressure.

    They are similar, but different.
    And one is stronger than the other.
    So, why not buff the weaker one?
    +
    Typical survivor main crap, just drag all killer down to Freddy level and later complain that you only see Nurse at rank 1.

  • If survivor still ask for buffs to No Mither, they just show that they are still overpowered.
    They WANT to run a perk that leaves them injured, because they are so overconfident, that they think they still should be able to get away with it.
    You already break a lot of mechanics with this perk and make ANY one hit ability useless, so stop asing for more if you decide to run a hardcore mode perk on yourself.

  • @Baphomett said:
    Killers also cant get items out of chests.  Fair is not the same as equal in a 4v1.

    Survivor can use the same item+add ons for multiple matches anyway and restock stuff ingame from chests.
    There is really no need to complain about it being unfair that every now and than you might meet a killer using FD or that you have the rare occasion that your ward meets FD.

  • @fluffybunny said:

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand?

    How about, no?
    Because dropping the item and forcing the survivor to make the decision to either be greedy and search for the item to retrieve or just go on is the most important part about the perk.
    It's not just about shutting an item down for a few seconds which would be terribly weak.

  • @Deverer said:
    Probably not the best example. That clown wasn't playing very well, …

    And here we go… the usual excuses "the killer played bad".
    Strangely the majority of player (survivors mostly) expect the killer to play flawless, while the survivor can mess up multiple times.
    Killer always judged by flawless games. Most people expect killer to be balanced around the best possible player, otherwise it is their fault for being bad.
    But survivor on the other hand should be balanced around mediocre players at best.

  • @Mc_Harty said:

    @Judgement said:
    Yeah no worries, let me just pull out some bottles of narcotic gas out of this locker really quick, ey?

    Makes more sense then him pulling it out of his ass.

    Luckily, sense and Dead by Daylight don't correlate with each other.

    But survivor healing themself by rubbing their belly is fine?

  • @Someissues said:

    @azazer said:
    Buffing survivors should be done for the sake of game balance, not to keep these entitled emotional children happy. Trying to blackmail the devs by holding yourself hostage is hot garbage. If the game is too hard for survivors after settling into a cushy roll for so long, they need to come to terms that they became soft weak and lazy only doing loops and relying on crutch perks instead of learning to keep hidden and lose the killer. 

    Well I would like to see some incentive for people to still play Survivors, course right now they are bombarding the reviews on steam and soon this will turn into Freddy situation

    They are just social terrorists.
    They use their strength in numbers, since this is a 4v1 game, to get their way.
    They don't care for balance and I hope the Devs don't cave in again.

  • Now something really serious from me as a known killer main:
    I would love to see some stuff for survivor to "fight back".
    Like a sawed of double barrel shotgun with rock salt filled shells.
    Item = shotgun + add ons = shells
    Or a self made flamethrower to burn the killer.
    Item = hairspraycan + add ons = storm lighter and duct tape
    Or a simple rock to throw to make a noise indicator go of where you threw it at.
    But all that could and should only get into the game AFTER we got it balanced.
    And I mean really balanced, with the killer in the powerrole that he should be in.

  • @Ihatelife said:
    Sure, I don't even camp so it's for me neutral

    It would affect every killer.
    Every killer can choose to camp or not. That part of the game, because it is meant to be "horror" and uncertainty is a big part of the horror genre.
    If you just "force" the killer to leave the hook, you make the game more predictable for survivor.
    "Oh look someone got hooked, let's go get our juicy unhook points, because the killer can't camp anyway"
    Btw, if camping gets punished, would the bloodpoint reward for unhooking get reduced? To like 150? Because no risk = no reward?
    The killer needs the OPTION to camp, even if he decides not to, otherwise there would be no need to a smart, stealthy unhook.

  • It's a band aid change to help the killer with time anagement.
    It's a simple small thing that the Devs can change easy, but the impact is very very small.

  • @Luigifan64 said:
    Are you kidding me?
    There is a global nerf to avoid survivor from using exhaustion perks twice during a single chase and you ask for NM to to be able to use DH TWICE and dare telling me you are NOT asking for a buff???

    Because the exhaustion nerf makes using NM worse when it doesn’t need to be, most killers can get a NM guy down pretty easily, so keeping a long chase with NM shouldn’t be punished. I see how this is seen as a buff to you, I personally see it as just not making the perk worse. I’m sorry I accused you of not doing something you clearly did do, and I apologize that I got overly defensive and tried to write off you’re opinion because I misenterpreted it.

    "Long chases" are the main problem for killer!
    Chases in general take way to long.
    That's the big thing about "gen rush"; chases take to long, gens are done to fast. Put both together and the result is "gen rush".

  • @Luigifan64 said:
    Wolf74 said:

    Please stop asking for No Mither buffs.

    If you don't like the perk, don't run it.

    It is not meant to be a "good perk", it's meant to be a niche perk.

    There are certain people with dedicated builds that do well with it, but it is not meant to be a survivors go to perk.

    Most people forget that the whole perk denies any one shot powers.

    What's the point of taking MYC if the survivor gets downed in one shot anyway?

    It’s not a buff, it’s keeping it the same as it has been for a while because it makes sense to try and stay alive with it. I didn’t mention a buff at all, it makes it seem like you didn’t read the post.

    Are you kidding me?
    There is a global nerf to avoid survivor from using exhaustion perks twice during a single chase and you ask for NM to to be able to use DH TWICE and dare telling me you are NOT asking for a buff???

  • Please stop asking for No Mither buffs.
    If you don't like the perk, don't run it.
    It is not meant to be a "good perk", it's meant to be a niche perk.
    There are certain people with dedicated builds that do well with it, but it is not meant to be a survivors go to perk.
    Most people forget that the whole perk denies any one shot powers.
    What's the point of taking MYC if the survivor gets downed in one shot anyway?

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