Wolf74
Wolf74
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- Wolf74
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@Someissues said:
All Darkening addons on high ranks are useless, the only viable place is behind windows/ in jump spots/ in pellets. If there was an addon that makes Traps literally invisible, then it's a good addon. But changing colors to make traps darker are complete trash and not worth taking an addon slot
no survivors will dare walk on grasses when vs trapper unless they are forced to
@Wolf74 said:
- The "darkening" effect for traps should not just make them literally darker, but more transparent, so that the effect is beneficial on any surface.
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@Master said:
- We will have to see what the new addons offer
"Padded jaws"

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@MrChubChub said:
the changes to make:
- Time to fall asleep reduced from 7 seconds to 5 (a sweet spot from being too long to being too short
Please no, because I like my Class Phot add on with the longer timer, I even use a green dress along it.
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@DocOctober said:
Both are Perks that reward bad play from the user, which is something I find despicable in a game that is supposed to be based on skill.DS rewards the user by screwing up a chase and getting caught. It completely resets any progress the Killers has worked towards in that chase and can oftentimes make the difference between a kill or not, especially end-game.
NOED rewards the user for not being able to put enough pressure on the Survivors to prevent all Generators from powering. It tends to give a lot of kills that regarding the circumstances, are not deserved/earned by the Killer.
I'm completely against the usage of either Perk and would like them both removed from the game. Both Survivors and Killers should rely on their personal skill in a chase, not on crutches.
And yes, I'm aware that technically, Survivors can disable NOED before it even comes into play, but I couldn't care less about that. The Perk shouldn't exist in the first place.
Simpley, NO.
These perks are not on the same level.
Noed is still in control of the survivor IF it ever triggers or not.
It has a build in counterplay and if the survivor decide to ignore it, that is THEIR fault.
The killer just prepared himself for the lategame and made the choice to play the complete early game with just 3 perks instead of 4. He payed for this benefit in the end and the survivor had been to lazy to do totems, but rushed the gens.
Why should the killer be denied of the ability to prepare for that?
It is just another way to stop gen rush and force the survivor to do different objectives. -
@only1biggs said:
1. Yes
2. Yes
3. Doesn't matter
4. No. Stop trying to introduce realism into this. Runiver (I think) made a post about how nonsensical that would be.
5. No. Removing ways to play and counter play is not beneficial to the game.
6. Yes.
7. Doesn't matter
8. Not sure how they can adjust the darkeners correctly
Feel free to elaborate WHY you think things "Doesn't matter", because I don't why you say this.
And about your "Nos", why would a pretty obvious effect be a problem? It would be a simple buff and Trapper is in need of a buff. I don't see how going with a more "realistic" buff would be any difficult.
Same is true for DH, why should there be any more counterplay? Especially that strong form of counterplay. The survivor can sprint past it and the Trapper is blocked by his own trap. I this this is just to much. -
@bleep275 said:
Dead hard shouldnt be able to ignore traps especially because traps dont harm injured survivors anyway, just stops them for a bit.Good point, they had been injured before and would be injured after the trap… so nothing had changed.
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@Someissues said:
They just need to get rid of his color addons and replaced them. They are not viable in Rank 1 games, due to survivors not walking in grasses and u are meant to place them below windows and pellets. which colors does nothing to thatWhat do you mean "color add ons"?
The "darkening" ones? -
@SoulKey said:
@Wolf74 said:
@SoulKey said:
Hiding "exposed" notification kind of denies any sort of counter play to the perk, You gotta think about the other side as well
I do, just play it like BBQ, just expect every killer to have it until proven otherwise.
Back in the days when SFTS was powerful, every survivor needed to be aware of crows. That was glorious, because it made the game more intense, you needed to make decisions about the risks you want to take or not.Having to hide for 1 minute after each unhook is extremely harsh, seems way killer sided to me. You can't compare it to BBQ which is a 4 seconds thing. Don't make SoloQ even more harder for survivors. Plus sometimes you take a hit for unhooked survivor to give him a chance or take the aggro, This is a legit play and should not be punished this way.
Plus you can already know if killer has make your choice without the exposed notification, just by hearing your scream after the unhook. For all i know, swf will only benefit from it since they will probably tell each other anyway.
Hiding for a minute is considered "harsh"??
Serious? -
No one cares about trappy boi?
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@Jack11803 said:
@Wolf74 said:
Simple "NO"
I don't get why people are so obsessed with this perk.In my opinion this only shows that survivor are to overconfident, if they gladly WANT to pick a perk that makes them take one less hit.
If they were overconfident, they wouldn’t need or want buffs. It’s human nature to seek something that makes you lose one aspect, but gain many. That’s exactly what no mither does, and people want more. They want more because normally these are a fair trade, but in no mither’s case it’s a blatant handicap.
You already get a trade off benefit, but you just want MORE.
If you consider it a blatant handicap, just stay away from that perk.
If you want to give your self a challenge, use it. -
@SoulKey said:
Hiding "exposed" notification kind of denies any sort of counter play to the perk, You gotta think about the other side as well
I do, just play it like BBQ, just expect every killer to have it until proven otherwise.
Back in the days when SFTS was powerful, every survivor needed to be aware of crows. That was glorious, because it made the game more intense, you needed to make decisions about the risks you want to take or not. -
Simple "NO"
I don't get why people are so obsessed with this perk.In my opinion this only shows that survivor are to overconfident, if they gladly WANT to pick a perk that makes them take one less hit.
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@SaltyKiller said:
As far as changes to MYC, I doubt they'll ever happen because Survivors would cry about it.
I know, but it would allow for much intense gameplay and true decisions for the survivor.
If I do not know in advance IF the killer has MYC I have to decide for myself if I want to tank a hit for the unhooked after I unhooked him or if I am just to scared to get an insta down.
That would make more of a horror experience than the perk now. -
From a "biased whinny" killer main… your right.^^
SB will still be the superior exhaustion perk. -
@Jack11803 said:
@Wolf74 said:
@Jack11803 said:
What’s the choice being made? How are you making a choice? It ruins the whole concept of the perk.The concept is, the killer made the choice to give a free unhook and the decision not to tunnel the unhooked for an insta down on the rescuer.
But because he needs to gamble, because he doesn't get to know when and if he is far enough away and the "victim" gets a notification and knows that he has to hide. Otherwise he might try to tank a hit for the rescued, but he gets all the Infos for free.In the SAW franchise, AND in DBD, (devs confirmed this) it’s the survivor making the choice. And that they even planned on adding a notification BEFORE the rescue. So no, don’t push your perception of what it means on me.
Source?
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@Jack11803 said:
What’s the choice being made? How are you making a choice? It ruins the whole concept of the perk.The concept is, the killer made the choice to give a free unhook and the decision not to tunnel the unhooked for an insta down on the rescuer.
But because he needs to gamble, because he doesn't get to know when and if he is far enough away and the "victim" gets a notification and knows that he has to hide. Otherwise he might try to tank a hit for the rescued, but he gets all the Infos for free. -
@hill_o said:
@fcc2014 said:
hMM said:For the killer mains: STOP THINKING THAT YOU MUST WIN EVERY SINGLE GAME AND WHEN YOU DON'T YOU COME
HERE AND COMPLAIN ABOUT HOW POWERFUL SURVIVOR PERKS ARE.
Don't worry despite the perk reworks they will still get eatten up by survivor mains and still complain. It will be casual players this will hurt and drive from the game.
Exactly!! Ah, that's what bothers me the most about these kinds of changes, honestly. They're clearly made from listening to the most competitive player base which negates, I'm assuming, the larger percentage of people playing. There are, contrary to how the community makes it seem sometimes, a LOT of casual players that don't have time to devote hundreds of hours to learning how to "pallet loop" (and honestly, since the game pushes for chases and then doesn't have very much variety in terms of what you can be chased through, that seems to be the much bigger weakness here) or how to 'git gud'.
Balance has to go top down. You can't balance a game around unskilled player.
Stuff like DS is exactly that and shows the flaw. Of course 4x DS is no problem, when not even half of them can hit the skillcheck, but if every single one of them can hit the skillcheck even with UP and/or madness, this is overpowered af! -
Reasons to dodge:
- More than 2 SWF (hard to tell with the new steam privacy settings, so if in doubt = dodge)
- More than 2 toolboxes (each can contain a BNP, so no)
- More than 2 flashlights (you can keep 2 in check but not 3, even with proper perks)
- More than 2 private profiles (see 1.)
- Killer mocking toxic nicknames (most likely bullies and trolls anyway)
- streamer tags (they want to entertain their fans and show off and bully and troll and I don't like being bullied in public without me wanting it)
- Map + Key combo (do you think I am stupid?)
- All Claudette in ninja outfit
- high ping (whole name only white squares :P )
… did I forgot anything?
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@Molotow said:
Killer perks nerf when? Why devs listen killers only?Because they listend to survivor only for almost 2 years now.
Killer have had plenty of nerfs, time to get some balance. -
- SB needs the nerf, not exhaustion overall.
- The main issue with SC stays, UNLIMITED uses.
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@Dragonredking said:
@Wolf74 said:
@Jack11803 said:
@Shadoureon said:
Maybe they should add a non screaming effect to tier 3 Iron Will.Or add it to calm spirit. That perks sucks.
That perk only sucks, because it is a 100% counter to a killer perk that got nerfed to trash.
No this perk is thrash because you have the exact same effect by crouching and that most of the time crow won't even fly off unless you step on them.
That was part of the SFTS got nerfed to trash.
Before the nerf SFTS had a radius around crows without the need to disturb them.
Most likely you simple do not remember how SFTS worked pre nerf.
It was bugged for a long while, right before the nerf and after the nerf people thought the perk is still bugged.
And at the same time they made Calm Spirit a 100% counter to an already trashed perk.doublekill
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Padded Jaws?
You are going to love padded jaws?? -
@Jack11803 said:
@Shadoureon said:
Maybe they should add a non screaming effect to tier 3 Iron Will.Or add it to calm spirit. That perks sucks.
That perk only sucks, because it is a 100% counter to a killer perk that got nerfed to trash.
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Trapper rework needed:
1. Fix trap placement preview
2. Fix the effective size of the beartraps, so you can shut down chokepoints again. -
@ThePloopz said:
But then how would people get the where did they go trophy?Key would work as usual.
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@thesuicidefox said:
You guys are missing the point.
Emblems are not a failure because I can't rank up. They are a failure because they force me to play in a way that's just not fun, on top of being highly inconsistent with my actual performance in the game (which itself completely defeats the purpose of a ranking system). BHVR decided to change the ranking system instead of just fixing the problems with the game. Survivor is less fun because pips are inconsistent and I don't have fun playing for pips. Killer is not fun because you deal with the same BS as before, only now you get shiney points at the end to make it sting less when you get bodied.
You guys are arguing about skill and rank. I'm arguing about the game being balanced and enjoyable.
+1 this
It's like Marth88 said. The emblem system is a smokescreen to distract from the real issues.
To rank up survivor have to play stupid, they are forced to give the killer extra chances to hit or kill to get their own pip.
Killer have to rely on survivor to play bad to have a chance and the emblems try to encourage that playstyle.
If you just do your job and survive, you dont rank up.That's why the Devs have wrong stats about escaperates.
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I know, but do you think it should be that way?
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@Glossed said:
When ever you get downed and the killer picks you up you have the option to wiggle, right? Have you even been right about to wiggle out at 99% and then the killer teleports to the hook which stops your wiggle so you don't wiggle out. I have died many times because of that and It gets annoying after a while. For example, let's say you are the last survivor and you are looking for the hatch then get caught. The only option is to run, right? The killer downs you and you see the hatch in the distance and you are at 99% wiggle then the killer teleports/Vacuum to the hook and you die because of that. It's like pallet vacuum but for killer. In my opinion I think this should be fixed.What survivor player like to call "hook vacuum" is just the animation getting in line, because player complained about the hook teleport.
Now the animation is just smoother, but as soon as the hook prompt appears and is hit so that the animation start you are hooked. Period.
99% is not a 100, so you get hooked, even if the latency seem to fill your bar to 100.
Do you know how the "hook vacuum" could get fixed?
Swivel hooks for killer.
This would remove the need to line up the animation.
Survivor can already unhook from all angle, why not killer hook from all angles?Let me guess, you don't like that solution, right?^^
Survivor try now to get a pass on all kind of made up "vacuums" just because their unintended pallet vacuum was fixed at last.
It only took the Devs a year to realize that buff to pallets was to much. -
+1 this
Just do some consistency on your perks, Dev.
Either it IS healing or not.
But for one perk it is considered healing and for the next not, is garbage.
Ofc I know that this argument will be twisted and instead of making it work with Coulro they will rather remove it from NC.
rolleyes -
@weirdkid5 said:
Lemme ask you a simple question.Can you reach your arm through an open window?
If the answer is no, you may have no arms.
Grab your sibling… give him a stick and tell him to hit you through an open window… can he do it?
If yes, you deserve a real good smack on the head.
If no, I totally support your complain. g -
@LatexT said:
Before the update the first gen popped a little after I hooked the first guy, which takes from 30 seconds to 1 minute, now when I hook the first survivor almost always 2 gens pop, and almost 1 gen is completed per hook. Even using ruin won't prevent the first gen popping instantly, I tried several times.Just 1 or 2?
The first hook is usually worth 3 gens.
Every hit takes like 40 seconds plus the time to carry the victim.
3 remaining survivor all work on different gens needing 80 sec MAX will result in 3 gens done on the first hook.
That's what is called "gen rush", the missmatch in time needed to do survivor objectives versus killer objectives. -
@Jonathanskilz said:
My ide to change it
Make it to a perkBe a totem
Ex ammount of hooks 4-5 hooks maybi less your get the ability to insta down people with hatchets.totems gets destroyed you can no longer use it.
Right now its way to OP just bringing it to the game and using addons and stuff to get more hatches and there is no way for survivors to remove it.Nice. Again a survivor showing that anything being a "Hex" is considered a NERF.
Wanna nerf something? Ask it to become a Hex!
Because all killer abilities should be able to be taken down, right?
And waste a perkslot at the same time.
Ofc also delay the use, so they have to earn "token" first, because it is such a "fun" mechanic , right?
Look at Devour Hope... such a well used perk… right? Oh no, no one uses it, because it sucks!
Are there any survivor perks that can be taken away? Or that need token to activate?
God forbid that you can use another very rare add on to reduce the huge drawback that you took on you for using an ultra rare add on... huiuiui… pretty much overpowered. -
Just yesterday I played a match with trapper that once again showed the trap size issue.
I trapped a chokepoint, but the traps was to small (maybe not placed 100% right, because of the wonky preview) and the survivor could get past it, but I got trapped in my own beartrap (survivor hitbox is smaller than killers).
And since freeing yourself from your own trap is resetting the trap, I also had to pick it up, before I could resume the chase. -
@ACoolName said:
How about we keep it as it is, but every time someone is hit, all survivors get a 1/1.5/2 % action speed regression?
Would stop body blocking too that way.
And slightly affect Self Care since it will take longer and longer to heal.Permanent or until healed?
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@Nos37 said:
Have Calm Spirit be a counter to Sloppy Butcher, reducing how often pools of blood are left on the ground.If you want a buff to Calm Spirit, just buff SFTS.
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What happend to trapper?
-His add ons are outdated and relics from a different meta of the game
-His add ons never had been that good (very rare add on with 50% RNG to work)
-Traps under hooks got removed
-Effective size of traps got unintentionally smaller
-Preview of trap setting placement is off
-Basement build was gutted, when IG got nerfed to trash
-Disarmtime is so short now that he doesn't get any timeadvantage from setting traps and they can get disarmed literally mid chase
-Survivor got perks like Dead Hard or Detective Hunch
-A lot of high grass areas on maps got removed
-Indoor maps got introduced with only few places to set hidden traps -
He is like a lot of killer.
Fun mechanics to play, but unfortunatly not very effizient. -
If you want to buff Thanatophobia, nerf Self Care.
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@BLUE_APE said:
Also big question, has anyone who plays doctor been hit with DS? I have never been able to land the skill check after I have hit madness.
I mained Doc for quiet a while and yes, there are survivor out there that can hit the skillcheck anyway.
Even with UP running they hit the check in madness 2 anyway.
I for sure would not be able to do it as a survivor, but there are those survivor who can do it, -
@Fibijean said:
@Wolf74 Those aren't so much survivor rules as they are personal rules imposed on themselves by killers who like to be kind. Any survivor who expects most of those is being unreasonable, because they're asking the killer to not play the game properly in essence. Although the first two of those are really unsportsmanlike and in my experience are only employed by killers who aren't good at the game or get triggered easily, the others are things no rational survivor would have a problem with. Sure the 4% thing sucks when you actually get it and then get put back on the hook, but if a killer does any of the last 5 things on that list I consider it a bonus of him being nice, not something I am entitled to.Sorry, but that is not my personal experience.
These sort of "rules" are only brought up by survivor mains.
I have never seen a killer main talking about playing stupid.
And I doubt you being a killer player when you call camping and tunneling "unsportsmanlike". -
Survivor came up with some weird "code of conduct" how killer should play.
-Don't camp
-Don't tunnel
-Let the last one escape
-Respect kobe (4%)
-Don't use Noed
-Don't use Insidious
-Don't use the basementNowadays they are just social tools to use peer pressure to shame killer player into playing stupid and giving easy wins.
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@Nos37 said:
80% of the rage quits I see are Doctor matches. 90% of mine are, too.They always run Distressing.
It always covers half the map (or the whole map on certain maps).
All he has to do is check lockers if no one's screaming.
Tier 1 Madness messes with the skill checks.
Tier 2 Madness gives way to his crutch add-ons.
The Madness takes forever to get rid of and won't drop even if you're in a locker b/c the Doctor's on the same half of the map as you, pausing the regression.Wow... so you admit that you are a leaver and ragequitter?
You complain about player using certain killer and answer that by illegal behavior that is a banable offense.
That's smart...
With that logic, survivor could enforce nerfs on any killer they don't like by just DCing enough.
That's basically blackmailing.How about killer always just DC when they see you using SC?
Just to enforce a nerf on that perk.
It's no "fun" to play against Sprint Burst... so I just leave every time someone burst away.
Devs please fix. /s -
Some old "infintes" are still "long loops" that waste to much time.
Red Barn on coldwind, Loopings storehouse, Iron works hole in the wall... with bad luck, you have a nearby jungle gym or some pallets and one survivor can loop the killer for 4-5 gens (if his mates are doing their job). -
@weirdkid5 said:
Two of this game's biggest issues that remains as a general QoL issue are the problems of lobby dodging and last second switching. For those who do not know the term, dodging is what a Killer, or a Survivor using a program to detect the Killer's IP, does in order to pick and choose their matches. Of course, one of the main reasons for dodging is SWF groups and personally I understand because of balance reasons, but that is a separate issue. For now, we will be talking about Killers that seemingly only dodge for items and cosmetics like prestige and Legacy.To address both of these issues in a single update, all that needs to happen is make the lobby have 2 stages.
In Stage 1, both Survivors and Killers are allowed to pick their gear as usual. Technically Survivors should have their gear already set before joining, but coordination with teammates on items is also an intended aspect, so giving you 30 seconds to adjust your build should be enough. Once 30 seconds have passed, the Survivors are locked in and CAN NO LONER SWITCH ITEMS CHARACTERS NOR LEAVE THE MATCH. Leaving the lobby in this event will result in a 15 minute penalty that exponentially increases.
In Stage 2, the Killer is allowed to continue picking his build in response to the Survivors' builds, but also CAN NO LONGER LEAVE THE MATCH. The Killer will be penalised the same way Survivors are if he dodges after 30 seconds. The reason for this is because, like Survivors coordinating builds, the Killer having the ability to counter the Survivors' builds is also an intended feature, one that last second switching exploits.
Aside from SWF, neither side would have a reason to dodge and this would make getting matches quicker and a much more surefire deal, rather than just hoping your Killer or Survivors stay or don't try to last second swap you. Add in a SWF Indicator or something for the Killer (as well as looking into actually balancing them) and this would rectify these QoL issues.
Please discuss.
As long as I get a SWF indicator in the first 30 seconds, i am good to go with that.^^
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@mdg2018 said:
@only1biggs said:
@mdg2018 said:
@only1biggs said:
Dude, it's like, 40 seconds. If someone isn't ready, why would they select "ready"? This is the opposite of them being ready.People leaving at 6 seconds is even rarer than people quick swapping at 6 seconds, so why would this even be considered a problem?
You're also forgetting that people like to check pings to decide if the lobby is playable, a feature they added not long ago which was wanted by nearly the entire player base for a long time. Your suggestion would mean they revert this change and implement whatever nonsense you just suggested.
I'm just going to say it...your suggestion is stupid.
Well we all have our own opinions, Just like i think your comment is stupid
Your idea is objectively terrible and if you think my comment is stupid then you shouldn't leave your nonsense thoughts here. Try public toilets... I'm sure you'll get some crazy people agree with you and possibly, some fun times.
if you think my suggestion is terrible... ok.....its not like your anyone who could actually do something about it, you could have easily not said anything and kept your opinion to yourself,
So you make a suggestion and expect every critic to just stfu??
Only agreeing comments allowed?
Anyone else should leave?
That's a really smart way of debating… not. -
This should never apply for killer.
Killer are meant to be able to change their loadout depending on what they see stalking their prey at the campfire.
Why should a killer bring FD when no survivor brings any items? -
@only1biggs said:
LOL the reason the killer has to wipe the weapon is BECAUSE it would be overpowered to then just tap another survivor.As for survivors body blocking...who cares? Get more hits in on the way to hooking or just drop and kill another. Part of the killers job is to find the survivors..if the survivors give themselves to you then take advantage of it.
The idea is a little silly to be honest
The next "pro killer" advice.
Sounds like an experienced veteran killer, right?
/s -
@Jack11803 said:
@Wolf74 said:
Giver survivor more points….points for getting hit… points for getting hooked… maybe points for failing skillchecks?Just reward failing more, so they get a reason just to fail more.
The killer already needs them to fail, so encourage them to fail!/s.
Sarcasm noted. Well anyway, I don’t see the problem with getting “distraction” points. It’d reduce camping complaints, reduce hook suicides, and besides; killers have always told me they should be strong enough to catch the survivor, so in that case, wouldn’t it be the status quo for the survivor to get caught, not a fail? Honestly survivors get way less points anyway, I don’t see why killers are complaining, when this will ONLY be beneficial
"Should be"... yes, but is it the case at the current state of the game?
If we get to the point that you are talking about, we can talk about "rewards for distracting on the hook", but right now, getting caught is considered a "fail". -
Giver survivor more points….points for getting hit… points for getting hooked… maybe points for failing skillchecks?
Just reward failing more, so they get a reason just to fail more.
The killer already needs them to fail, so encourage them to fail!/s.