Zarathos
Zarathos
About
- Username
- Zarathos
- Joined
- Visits
- 3,054
- Last Active
Comments
-
@twistedmonkey said:
knell said:@twistedmonkey said:
I am saying they are currently changing the matchmaking, all survivors and killer will load into a pre lobby and get matched up and every 30 second they will join the lobby we have now so all survivors will join at once eaxh and every game, some players dodged when that happens currently as it was a way to tell if they were swf, so they are with this new system removing that option.
That's the point they shouldn't be allowed they should play the game as it is and stop cherry picking games, with what I said above it seems the devs are already taking a step towards making that happen. The proof regarding the bugs is there for you to read yourself on this very forum, it is the reason they state they are changing the matchmaking, it just so happens that it also removed the killers way of all joining at once to dodge for swf, while that could be coincidental it seems logical with the lobby dodging problem it could also be an intended feature. With the emblem system camping can in fact be game breaking as it removes you from being able to get an emblem, doing gens and getting out punishes it but it also means you may not pip. Lobby dodging may not be bannable but do you honestly think they like it happening? As I already stated the new system will remove a way to tell if its SWF coincidental or not it's changing, they could easily add an swf indicator but you know they won't and for good reason. Of cours eit hold merit, any designer knows what tools are available, they chose to add swf knowing the tools to communicate were out there, do you honestly think it was never brought up in conversation when they were discussing it? The game is a coop multiplayer no matter the original concept it changed from the business point of view, it is and always will be part if the game, nothing will ever change that, the fact that the stats show killer over 55% win rate also tells the devs it's not as unbalanced as the complainers say, it is impossible to balance swf and solo, they need to nerf swf imo how they do I don't know but buffing solo isn't working, that doesn't mean I will agree t9 people cherry picking games as I beleive for one it helps to gives the devs the above false stats when only the best killers will decide not to dodge.
Think about it they added the option to play with friends, the dodging is being complained about constantly and they are now changing matchmaking due to it being buggy while coincidently also removing a way to tell if the lobby has swf, I personally think that tells you how they perceive dodging.
Given how you continued to: 1. express concern for people who have to wait for a lobby, but refused to have the same empathy for people being forced into unbalanced games, despite the fact that I drew the correlation multiple, multiple times over the last few posts, 2. started using phrases like "could also be an intended feature" to use speculations as a part of your argument, 3. call camping "game breaking," 4. state things like, "the devs frequently change their mind" two posts ago, but turn around and say, "it is and always will be part if the game, nothing will ever change that" just to fit your current argument, and 5. have a long sentence about the "impossibility" of balancing SWF and solo when all it would take is creating a new mode for it,
that you have absolutely no interest in holding a conversation, listening to what I am saying, or sharing an interest about balancing the game for the better. Good luck in your life.
1 I do express concern for this against SWF as I state I beleive it is imbalanced and needs nerfed, that doesn't mean I agree with lobby dodging as I have always stated you should play the game as it is now and now how you want it to be.
2 yes it's speculation, by using the word coincidental I imply that, do you honestly think the devs from a business standpoint are happy about the lobby dodging of the largest demographic!
3 I never said it was game breaking I said it can be, if you can't see how someone downing the first person and standing at the hook denying emblem objectives of the game, I don't know what to say, for your info I do defend camping in the right context as it is a legit tactic.
4 yes the devs change their mind on many things but swf has been one constant they have never budged or talked about in such a way, if you truly believe any business would remove the aspect which brings in the most money again I don't know what to tell you, the last stats had 30% solo players, that's could mean at peak time if all was equal it is around 15k around are in swf, half the population of the game.
5 a new mode seperates the playerbase and since thw last stats showed 70% of games had swf in them how many killers do you think would openly play versus them, you also have to factor in why and if its too good a reason then what happen to the ones in a solo queue? Its not as straight forward as you put it, they may as well give an see indicator which again would mean more dodges and something that I personally do not think they would add as they do not want players to find it hard to get in a match who bought the game.
So stating i believe dodging needs to be eliminated for the good of the game as its simply cherry picking matches and also I that I believe skews the balance figures, also stating I beleive swf should be nerfed is about balancing the game for the better doesnt say I am interested in balancing the game for the good of it? Ok then.............
i agree dodging need to be dealt with. But and this is important it should be coincided with nerfing swf. Primarily gen speed and healing speed progress reduced by a % based on the number of players who are swfed and the % should increase dependent on the number of players are on the same team. This would accommodate for a number of advantage swf has including totem location information and gen progress being communicated across the team.
-
@drunky26 said:
But no one actually uses the in-game tutorial so it's ok.It gives a good sum of bp for beating it and helps a lot of newer players. This will clean up some new player confusion good idea drawing attention to this op.
-
@Loit said:
There is a method of PS4 Killers disconnecting and causing survivors to receive 0 points.Its a known issue and and has never been fixed.
Likely you connection is messing up. Remember unlike most other games a loss in a connection even for a seconds immediately dcs you from the game. I have had killers dc via connection and the game allowed me to retain my points. Back when i had a awful wireless connection dcs that occurred usually were the result of my connection giving out.
-
Bubba massively enjoys sewing. Hes a great craftsman.whilst waiting for his chili to cook.
Billy drives around dirt tracks practicing his drifting.
Wraith likely meditates
Doctor probably reading up on neuroscience articles.
Piggy tinkering with her equipment.
Huntress likely reading folk tales and learning new nursery rhymes.
Couple of ideas off the top of my head. -
@thesuicidefox said:
@Zarathos said:
Balanced landing whilst situational opens up so many obnoxious loops houses drop down points the game, haddonfield map with bl is devastatingly powerful.I mean DH and Lithe are situational too if you want to get technical. And every map has at least 1 drop down point. The only map you don't want to get with BL is Shelter Woods because the only drop down points are basement steps and the tree (which is unreliable BTW). But it makes a HUGE difference on some maps like Haddonfield or Game.
Does lithe let you vault faster or dead hard let you gain additional bonuses only balanced landing continuously makes it so you take little to no stun from falling which massively extends and improves the power of the aforementioned loops. Also how the hell is dead hard situational its designed to be used anywhere to give you extra distance to reach that pallets or vault. lIthe requires you still be in chase and you cant time when you use it unless you avoid vaulting till you need it which is sub optimum.any where theres a drop down balanced landing will extend the surrounding loops as a result.Coal tower, the house on azarovs resting place,badham houses, preschool etc. Sheltered woods is undeniably the worst map for this perk 100% agree. However the number of maps it massively helps makes it imo the second best perk in the game.
-
From best to worst
Dead hard is the best perk imo since its the only exhaustion perk that actually helps you vs the best killer in the game nurse. Its also very powerful way to bait a killer into swinging into a pallet stun which will allow you to remove there bloodlust.
Balanced landing whilst situational opens up so many obnoxious loops houses drop down points the game, haddonfield map with bl is devastatingly powerful.
Sprint burst this perk has the downside of making you walk a lot to conserve it but against stealth builds it will allow you to avoid getting hit if your caught off guard.
Lithe is a solid perk but having it only activate in chase hurts its flexibility. When running t walls it encourages you to leave instead of making full use of your t walls which is problematic as well. -
Vigil needs a rework. Vigil should be used to make it impact and limit the effect of killer negative effects. Maintain existing recovery bonuses but make effects like mangled reduce the penalty whilst in the vigil players aura radius. Thatnatophobia, chainsaw repair effects,colourophobia. It should be a perk that protects the team from negative killer effects with its weakness being the user recieves none of the bonuses. This would make counterplay available but would make a powerful accessory to a support build.
Exhasution is a trump card one use for a chase for a reason. Multiple uses of exhaustion consistently caused massive looping problems. The proppsed change shouldnt cause too much havoc but it wouldn't be because its the right path to making this perk healthy but rather it wouldnt be that strong, but if they buffed the numbers on exhaustion recovery we would again see sprint burst become a huge problem.
I understand survivours want to see ways to access exhaustion perks when playing well but remeber exhaustion perks are primarily why most of the best killers are killers who can close distances and cover large streches of ground using there power. If this change was to be made it would further hurt weaker slower killer like clown, doctor, freddy etc and do little to affect the high tier killers like billy spirit and nurse. -
100% agree playing survivours to a high standard helps a lot in figuring out survivours patterns and developing a 6th sense when tracking and anticipating your opponets movement.LegitAdventurer said:I think your best bet would be to play survivor more. Playing survivor has made me infinitely better as a killer. I'm no longer afraid of SWF anymore.
Embrace slugging targets to end games once the oppurtunity presents itself and embrace scummy tactics if your opponets are playing optimally.
Finally put time into learning a top tier killer so you will have a killer that can almost guarrante you a win if you feel survivours playing are oppresively good at a given point of time. Recomendations billy, nurse, spirit and hag are all good options.
Force survivours to make saves at dead zpnes where there is no pallet and try and pick chases at weaker loops. Avoid difficult/unplayable loops. Never be afraid to give up on a chase early if the player is good at looping.
Finally always go into a killer game with the idea the odds are stacked against you so the loss doesn't hit so hard. Disable chat by hiding it as competitve players will want to chip away at you self worth so you continously play on tilt.
-
Its basic but important change that would make freddy not absolutly god awful at totem defense.
-
Without a doubt hag is the most boring because they are usually incredibly boring because most hags just focus on a single target. Obsses over keeping hook presure often wondering back to hooks even if no trap was triggered. A good hag who is everywhere is enjoyable to play against because at least theres is some interaction with pallets and vaults.
For me the boring killer is doctor as his shock serves only to be a time sink that effects have little to no impact on early high ranked players. His power is limited in what pallets he can actually shock and hit in. I also prefer to track via hearing and survivours screaming across the map messes with my ability to track survivours who are trying to hide in grass close by. -
Been toying with this idea for a while. How about reducing the gen speed and healing speed for swf players to accomodate for communication advantage. Have it be a debuff that increase based on number of players who are swf.
I play quite a bit of swf and killer and the natural advantage in regards to totem location shared across the team and ofc killer is on me or relaying his position is a bit silly. If you have no disadvantages. Perks like bond and empathy are on swf teams by default ffs. Hatch key shennanigans are also problematic for balance around swf.
Again im not saying nerf swf to oblivion but reduced healing speed and gen progression would go along way to help balance the game or at least make the game feel less one sided when an swf is in play. -
Boil over cant be allowed to be good because ds exists. The rework for ds is scrapped btw so boil over will remain to be a an inconsistent perk. Much like bloodwarden, monstrous shrine, detectives hunch etc.
Kate isnt alone in being a character with terrible perks. Look at the huntress territorial imperative and beast of prey. -
I could argue bt is also for crap rescuers. You should be bodyblocking for survivours and outplaying the killers power so not to get instadowned or dodge them hatchets. But that would be a stupid statement because its likely you wont be able to juke that killers saw or hatchet if there good. Just like if your killer your tr will give survivours enough time to evade you if there good.CronaWins said:Don't get caught. The fact that you got caught in the first place vsing a clown is laughable.
@Master said:
Because you cant see anyone on BBQ.Thank the recent BBQ nerf
The fact you need to run an aura reading ability to find survivors is also laughable. Only bad killers run BBQ for the aura reading.
Some killers like huntress have a directional lullaby ffs. Rember killers are on a very fast timer to find survivours nevermind the chase length which is all pressure put on them to get people off gens. Proxy camping and tunneling is epidemic not because killers are crap at the game. Its because the game has an unreasonably fast pace that demands instant chases with fast downs the marg8n for error as killer is miniscule.
If your not 100% on the ball with killer one mistake can be the difference between a 0 man and a 4 man. Aura reading perks allow killers to find chases and promotes killer survivour interaction. If you dont want the killer to find you there are plenty of stealth options and counters to existing aura reading perks. If all you play is survivour youll never understand the reason killers do half of the scummy things they do.
-
Leatherface requires good perks that cover for his basic m1 chase capabilites i.e. Bambozle or spirit fury and enduring. The saw is a good tool if you can force survivours into dead zones in which case windows and vaults will be limited in accessing. Which is imo why bambozle is mandatory on bubba if you want to get millage out of your saw.
His addons are garbage. The sound mufflers are a waste of space. The accelaration add ons dont work on survivour who will simply circle areas as opposed to run forward like a dumbass. His power should have some larger reach around loops. He shouldnt be slowed as much for pulling out his saw that is massively hurting his ability to remove pallets with an early charged saw unlile billy who suffers a significantly weaker slow.
He should by default have his saw apply some kind of gen progression debuff so he has some way to slow the game down. Ultimatly I'll continue to play leatherface but much like freddy its purely to style on my opponets. -
In times such as the event you really get to know how altruistic a survivour truly is. Once somethings at stake you see the true colours of a survivours desire to help vs securing there treasure.
Personally if I'm packing borrowed time or an insta I'm getting your asses out even if its over my cold dead body. -
A break from playing with players who are struggling or are weaker at the game primarily.
Secondarily to get in my opponets head and be exactly where they don't expect me. Stealth killers primarily are the main fun in the game for me.
Thirdly points farming bp with killer is often superior to survivour and that means i have more perks to play around with for both my survivours and killers. I reckon i earned 3/4 of my total bp invested in survivour from killer that i have invested in survivour. -
Clown is worth picking up purely for bambozle alone. I notice op billys your profile pic let me just point out bambozle massively help getting chainsaws at vault locations. As an indivigial killer he is a little reliant on add ons i agree the base slow is kinda crap but his add ons can really hurt a survivours movement.
Hes not a fantastic killer because his mobility is lacking which imo is a deal breaker if you want a tier 1 excellent killer. Large maps screw these kind of killers so i can only recomend him with good add ons most of his perks are powerful but hes still a middle of the road killer.
He is a satisfying killer to play its just the gen rush meta makes him just god awful. I hope this helps you make smart decision on whether hes worth it.
-
You mean like doctor and wraith and oh wait they werent nerfs they were powerful buffs that created cool new build and overall contributed to making these killer way better then previous iterations. Freddy has a specific playstyle that dosent differ at all. That in my book is a dull killer. Killers should have a variety of builds stealth anti loop gen control freddy as an attrition, stealth killer is his only playstyle which is unacceptable.DocOctober said:Any rework will nerf him. I'm sure of it.
Freddy requires time and effort to master. He won't become a second Nurse for it, but he is more than valuable.
Let me also remind you freddy is supposed to harness your fear and turn it against you yet his design so banal and simple. Simple changes like a dream meter that gradually increases to exposed effect would add to his theme and make him more in line with the movies hes based off. You want to retain this killer as is fine but don't you dare call this killer freddy he is far from a proper representitve of the dream demon himself. -
Pinheads mechanics has been touched upon by the community before. His movement should probably be 110% or 4.4ms. As a killer he is often depicted as calm slowly making his way towards his opponet.
The idea of a chain that grabs survivours and pulls them in was also an idea some have played around with the specifics of what blocks it or how far it can go should be left to the balance team and ptb.
My idea for him is to have his hook mechanics change. Pinhead should have the ability to extend the unhook process via chains that must be broken/cleansed/sabotaged. This power depending on its difficulty will probably only be useable on an indivigual survivour once.
The puzzle box is iconic however I'm not sure how you could work it in. It would be intriguing if we got a new survivour item with this killer that could be the puzzle box. The box could allow survivours to see the current state of gens at the risk of revealing there position to the killer whilst channeling for info similar to a map. It could also spot hex totems if like the map you are in range of the hex totem. Similar to how maps track objectives and miscellaneous stuff.
The puzzle box provides additional information on objectives at the cost of revealing the survivours position. Which would suit the theme of the puzzle box from the movies.
I reckon these ideas would make this chapter very special if it was to happen. -
Freddy power when it comes down to it is underwhelming and boring when you compare it to other killers and rember he supposed to be a dream demon reality warper. Ya i agree freddy can be good and has some cool end game builds with some ninja builds as well. But having literally no looping tech minus pill bottle (a specific addon) and the basics hide red glow etc is not good design.
His hook defense is unacceptably bad and his inability to stop an action while in transition occuring is really bad. Lets not forget adreanline is a meta survivour perk that crushes a lot of his end game builds and throws a spanner into the works. I still enjoy him as a killer but his kit is missing some form of pallet tech. -
So let me put a scenario forward so you understand how it can be abused. If my teams is doing badly and someones gonna die and depip anyways I can tell my swf friend to dc so we all get an improved chance at pipping and recieve points.JoannaVO said:@Zarathos said:
JoannaVO said:I agree that, just like how killers get points when somebody disconnects, survivors should be given points too that would equal 1 safe unhook or something.
So this wont be exploited right? Wrong a team that knows its going to lose can have one player dc to give the rest enough points to safety or pip. We shouldnt award people for dcing we should punish dcer with soft bans. 5 minute waiting time if you dc. This increases to a 10 minute waiting time if you dc again on that day and it doubles until a survivour goes 24 hours without dcing in dbd.
It's not awarding people for DCing, lol. You just give the other survivors somewhat a chance to atleast save pip so that they don't get screwed by the fact that somebody had to disconnect. It's unfair to punish somebody who hasn't done anything wrong. And no, this can not be exploited. There could be added a limit so whether 1 person disconnects or 3, the amount of points is the same. But atleast survivors will have something MINOR that can help them out getting a save pip.
You dont get assitance for someone screwing you. Instead you punish the players who made is dcing. Currently survivours dcing is making games boring and dull. Behaviour needs to punish these survivours with short term consequnces. I dotn care about pipping or points when a survivour dcs what I care about is playing a game where all sides are contributing putting their best foot forward.
If there are survivours dcing then the game should not be focused on rewarding survivoirs who are affected by the dc. Instead the problem should be dealt with at its source.
-
You don't need to camp the slugged. Thats the point of knock out. Down em and continue hunting. A slugged player can't do gens and is often better then eating a ds in a lot of circumstances. You can camp a downed survivour without knockout its just really boring and they can easily get up if you leave em as the team will have no issue finding them from across the map.Arroz said:@Zarathos said:
You wanna counter DS sure plenty of perks out there.But you wanna punish ds players. slug'em with knockout make sure their not in a swf. Leave em to die on the ground. Did it to a laurie once she spent 75% of the game on the ground. She crawled up to a hook for me later on she learned her lesson and then she was able to play the game again. Condition these animals killers if the dev's don't want to fix the perk then its up to us the killers to fix the players who use it.I dont care about if someone let me die in the floor, im just gonna move on and find other game, btw it's your time and they can rush you.
-
So this wont be exploited right? Wrong a team that knows its going to lose can have one player dc to give the rest enough points to safety or pip. We shouldnt award people for dcing we should punish dcer with soft bans. 5 minute waiting time if you dc. This increases to a 10 minute waiting time if you dc again on that day and it doubles until a survivour goes 24 hours without dcing in dbd.JoannaVO said:I agree that, just like how killers get points when somebody disconnects, survivors should be given points too that would equal 1 safe unhook or something.
-
Its mostly becaise the game was built around solo play hence why bond and aftercare exists. Having an swf on comms has spme serious imbalances. You can run a object of obssesion uav drone that hangs around an obnoxious loop and constantly update your team on the killers position.Arroz said:It's funny how killer main complain about SWF teams with voice chat... But the game is nominated as "best with friends" at the steam awards .. what a coincidence,...
Gens are done faster as the team awares each other of any gen that are close to being done that a solo survivour could miss. Adrenaline is devastating on a co-ordinated team. If one survivour spots a hex totem everyone knows where it is. The list goes on but the point is swf still needs some tweaks. It shouldnt be removed.
The co ordination and advantages of swf should come with consequnces i.e. slower gen progression a single use mori for killer. Maybe two hooks states im spitballing ideas but its undeniable that swf is a little to strong and needs to be toned down in some way that gives the killer a chance. -
The pip system gets harder the earlier and harder you rank up. Gatekeeper is a stupidly designed emblem. You have no control over an optimum team that rushes gens but if survivours arse around you can easily get a gold, iridescent gatekeeper.
Then legion has the advantage of racking up point via malicious because of all of the hits he gets with his power as a side note. -
Wait suvivours keep wglf but killers dont get bbq hell no. Also you would have to refund all player who unlocked bbq for their character otherwise there would be massive backlash.xxnazgulxx said:Simple Solution for that...
Just add the actual best Perk of each survivor as skill and don't unlock this as perk for all survivors. So only Meg would have Sprint Boost, only David has Dead Hard etc... This would make them more unique and less toxic. Same for the Killer. BBQ just on Leatherface, Nurses Calling only on nurse etc -
Coming back to pig was refreshing her dashstll has limited use but when it works it is incredibly rewarding. Also the box changes has increased my head pop rate dramatically but that could just be rng favouring me lately.
-
I wonder why bhvr buffed this perk after legions release hmmmmmm. I have no idea why bhvr woud buff a perk this way. (sarcasm) In all honesty its a good answer to a 3 gen strat early in the game it increases the risk of a killer snowballing when they find you espicially against myers and billies. Its a feast or famine perk imo. It has enough downsides to make this perk balanced from my experiments with the perk.
-
That was a funny post. Someone talking about the spirit being oversexualised. I dont know how someone came to that conclusion about a yokai hacked up spirit but eh im not gonna kink shame. XDShad03 said:bUT HeR OuTFiT iS sEXUAlLiZING ASiAns
-
Behaviour pls. This genuinely is clever id love to see more liberties taken with some skins.
-
Im on board with auto aim for nurse on console she has enough problems shes entitled to a little lee way.
-
The gens are a win condition for survivours as survivor dead is the win condition for killer. The mori idea allows for spreading out hooks without being punished. There is another suggestion recomended by the community an action speed decrease that reduces gen progression and healing the less hook states a player has.fluffybunny said:@Zarathos There's perks you can run to help you know where to apply pressure and perks that can help with chases for killers that are weaker in chase. There's options for killers that creates a situation where they may not need to camp and tunnel if they so choose to. Adding a mori to the game would be like suggesting everyone comes with DS or BNP automatically without a perk or an item. I don't think it's a good idea and would probably only end up hurting game play. The people who tunnel are still going to tunnel that doesn't really change anything and it would create a situation where the survivors would have little to no hope in escaping unless they were coordinated and facing someone inept.
Still, looping and tbagging is a survivor and killer interaction the way camping and looping is. Three gen and gen rushing are more related in a way as they both have to do with generators and pressure.
It would be a hollowing effect that would make survivours weaken the more closer to death they are so a killer is not necessarily required to seal the deal by outright killing them. The difference with giving a survivour a bnp or ds is that survivours dont need it at all.
A killer who has a one use mori would alleviate the tunneling in games as players will play in a manner that allows them to win. This being a potential option to turn the tables would only be available to player who spread out there hooks. Limit the mori to being only available if all 4 survivours are up.
No perk lets you cross maps fast and reach far gens which is why most of the low mobility killer are low on tier lists. You cannont make up that key weakness with a perk. This problems gets worsened around giant maps with lots of cover to conceal survivour movement like yamokas residence, mount ormound, fractured cowshed etc. Something has to give either big maps need to be cut down with its cover reduced or killers at base all need cross map potential in terms of movment. Some form of fast travel.
Im spitballing ideas at this stage but these problems are massively limiting design space and killer variance in high rank play. Unless as i said your tunneling or camping to make up the difference. Tell me what does spitrit, billy and nurse have in common and then explain to me why killers like clown, doctor, freddy and pig often struggle in high tier play when played in a manner that dosent rely on tunneling or camping. -
Likely red paint brush and a z block or pill bottle. Red paint brush reduces freddys tr dramtically on top of monitor basically makes it a 0 meter terror radius. It also reduces his transition. However it reduces his speed to hag, spirit, huntress, legion levels so its generally pretty crap add on. Its fun against weaker players but i have always struggled with using it due to his ms being utter crap.
-
The logic of tunneling a gen vs tunneling a survivours is linked to the survivour being a killers objective similar to gens. From an empathetic persepctive tunneling can ruin a survivours enjoyment of the game. But if you ever played a multiplayer game besides dbd youd know that no one cares about the enemy perspective. The fighter player dosent stop using grabs if a player struggles to counter them. The moba player doesent let the enemy player farm up to catch up if they got annialated in the lanning phase.
No instead the player applies presure to the wound until the opponet succumbs and losses. Dbd gameplay is more prone to frustration due to players being made unable to play the game once caught. Its design is unique but from a gameplay perspective is flawed as it can often result in waiting several minutes just to die on a hook or get smacked getting off.
Ive said it before but this game needs a faster means to remove a survivour besides 3 hooking everyone. That is not feasible at high play unless you focus your effort on at most two targets. Which isn't fun for the survivour. I recommend having a baseline single use mori available after hooking either every survivour once or hooking 4-5 times. This would allow a killer to spread out hooks and make tunneling less common.
Then theres tunneling a threat out of the game a key user a flashlight carrier vs a hag etc. Tunneling is often done because it eliminates a player faster but sometime the player is an actual threat and can disable or weaken your killer dramtically for example if i see a player running object of obssesion and im killer. Im going to tunnel you out of the game. Too many swfs on this game makes it too dangerous to assume they are not on comms. The perk should be disabled for swf play only available to solo players Imo.
My point is tunneling is done due to poor balance in high ranks when playing low mobility, low snowball killers. I get its not fun but something needs to be done about the hook system to enable a means to kill someone early if a killer is to spread out his hooks. Gen time is not gettign changed and to few killer are viable in high ranks without resorting to cheap dirty tactics. -
You can be hit over fences on haddonfield that is a design decision by the devs. Normal walls i have yet to see that but ill take your word for it. Killers like huntress can tread the needle and hit through some holes with hatchets.Master said:@Melomanas said:
I wanted to say stop dcing from the matches and ruining every other survivor games leaving us with 5 gens, but after today i think i know why you are doing this, today was one of the worst days playing this stupid game, first i had a problem with hitboxes, huntress axe landed on me while i was deep behind the wall, then facecampers and tunnelers appeared, then items not worked when it should have. Oh and after that even more tunneling happened. And if those are the reasons why you are deranking i understand you now. Sorry this post doesnt make sence, all i wanted just to share my frustration.You can be hit behind walls if latency is high.
Regarding the DCing, lets hope that it will be punished once dedicated servers are here. -
Application of spine chill is going to be tricky for those new to it. Once it lights up you know the killers coming or is close by. Move out of sight but try and read the direction there coming from. Try and face the gen from an angle they can't see you. Avoid sprinting so you leave no tracks.
Premonition is a weaker version of spine chill that gives yout the direction of a killer close by. But its cooldown is less reliable then just spine chill lighting up when hes heading your direction.
Beware spine chill does not work against cloaked wraiths or tier 1 myers. So keep your eyes open even if spine chill isnt active. With stake out is pretty nice combo to as you cash in those stacks for extra gen progression if you don't always hit greats.
Iron will is insane against killer who use audio to tracks as your pained moan can be quite loud and making shaking killer hard sometimes impossible.
Lithe + dance with me is insanely strong if you fake going a direction and run around the other side of a loop. -
Shes a high potential powerhouse killer if you can get those shots at loops and your opponets arent taking full advantage of your hum radius. Imo behaviour has to cut back on designing big maps or make her humming radius non directional as its a bit to easy to exploit when survivours are engaging in the fabled stealth gameplay.
-
Your movement and suggested victory conditions. Involved your failure in losing him. Good legions hard to lose is a lazy excuse. I play a wide variety of killers and tracking being my main skill as killer has been outwitted by clever players before. You lose chase vs legion that is his strength his power. Every killer circumvents aspects of the game with a cost. Legions chase is his strength.Ryuhi said:@Zarathos said:
Ryuhi said:@Orion said:
There are counters, but most Survivors DC if the first two things they try don't work and come to the forum begging for nerfs.
I'm genuinely curious, whats the counterplay?
There are strategies to mitigate his effectiveness, sure, but I have yet to see an actual possible counterplay.
Any killer with a definitive counter is crap. Having a definative counter to legion is drawing out the hunt as long as possible or alternatively when hes in ff break line of sight take an unexpected movement hanging around corners and sneaking past them. Its gets easier if you run iron will. His power like spirit can bork him worse then any m1 killer as you can easily lose a survivours if they use his ff against him.
So literally every single other killer in the game (including the nurse) is crap? I'm lost. There is not a single way for survivors to outplay a legion, which is what counterplay means. This is the core of the problem with legion, the inevitability of his victory in skirmishes. his victory in the grand scale is nowehere near confirmed (and often quite the opposite) yet in the microcosm of an individual battle of wits, there is no way to outwit him. Again, even the nurse can be juked with LoS and baits for a substantial amount of time, but the legion just doesnt have that because of how his kit is designed.
One big difference in counterplay with the nurse vs legion is that winning is actually a BAD thing vs the legion. If you counterplay the nurse, you waste her time. If you "counterplay" legion, you just force your timer to tick down faster, and immobilize yourself so he can kill you. Ironically, the "best" way to fight the legion is to continuously frce yourself into his LoS to force a chase so the game will not let you suffocate yourself with his DW mechanic. Of course it all comes to an end since once you get low enough you cannot do anything regardless and must sit in place, immobile, and audibly giving away your own position. literally no ther killer has that level of training wheels (not even the god tier nurse,) which is why its such a big deal.
to emphasize: literally the only "weaknesses" in legions kit in regards to a chase are 100% the player's own incompetence, not an opponent's ability to overcome. its a very distinct difference.
The dbd meta has always been the chase. Never ever stealth or evasion. Nurse is the only force right now that promotes losing the killer and stealth. We need more killers like legion. A threat that rewards us for being evasive and punishes players for only understanding looping mechanics with no knowledge of evasion tactics or controlling the trail of your scratch marks.
This incompetence you speak of is an excuse to say you cant lose a great killer in dbd that is complete baloney. Read his hunting patterns move in odd routing patterns that are hard to predict. Every single legion complaint is vaults/pallets dont work broken killer. Meanwhile I'm juking and evading every legion with ease. Should he have a higher skill floor ya sounds good making a miss consume some of the gauge is a good idea to punish mistakes made on swings.
Making the bleed out bar pause while in his tr take blood tracking off whilst in ff these are solutions to fix his skill cap but everyone is so fixated on he vaults things broken killer its hard to take anyone seriously. -
Any killer with a definitive counter is crap. Having a definative counter to legion is drawing out the hunt as long as possible or alternatively when hes in ff break line of sight take an unexpected movement hanging around corners and sneaking past them. Its gets easier if you run iron will. His power like spirit can bork him worse then any m1 killer as you can easily lose a survivours if they use his ff against him.Ryuhi said:@Orion said:
There are counters, but most Survivors DC if the first two things they try don't work and come to the forum begging for nerfs.I'm genuinely curious, whats the counterplay?
There are strategies to mitigate his effectiveness, sure, but I have yet to see an actual possible counterplay.
-
I got a glass splinter to play pig in my pig bloodweb.
-
Flashlight clicking is a tactic like camping and tunneling. I just expect more from both sides that they will try to just play without resorting to provoking the other player just for an easy win. My stance on competitve bm is ya you can be that guy its a tactic but chances are im going to be way less easy on you and your team. You open the door to competitve bm I'll basement, tunnel, camp and 3 gen strat your team. When you play to win using whatever tactics are open to you dont get pissy when i start doing the same.thesuicidefox said:I actually find it hilarious how people say flashlight click or teabagging is toxic. No it's not. It's a mind game, where you are purposely trying to get the killer's attention. Yea a lot of killers take it as a sign of disrespect, which is why they get angry, but these sorts of things have existed in games since forever. Making your opponent angry is a way to get them to mess up. Studies have shown that when you are angry you are more likely to take risks, and it's those risks that you're capitalizing on. As long as you can say GG at the end of the game, it's all fine. It only becomes toxic when the player takes it too personal and then reciprocates, usually in post game chat.
Like you guys should go watch some Gears of War eSport matches. These guys will say the nastiest things to each other, to the point that TC/MS had to step in for Gears 4 and lay down some rules on what you can and cannot say (namely you can't use the word "#########", among the obvious racial slurs and such). They SCREAM this stuff at each other all throughout the game, as a means to get into the opponent's head and mess them up. But when the game ends, they all shake hands and go back to being best friends, like nothing ever happened.
Sorry but if you take these actions personally then you're the toxic one.
Do know tho if you are running a macro on your flashlight i will report your ass to bhvr. There are still many bugs related to macroing the flashlight that can break audio. -
How dare you shame a killer for being camp. Myers can be as fablous as he wants. Killers should be free to truly express themselves without being judged as guilty for simply embracing his sexeh self. We need some sexeh trapper, myers and billy skins.
Jokes aside killers who camp are best dealt with by doing gens and rushing him so they learn there lesson. Never play into a camp killers playstyle. If we punished camping killers it would take the tension out of saves which would hurt the gameplay and make killer a much weaker role. -
@No_Mither_No_Problem said:
@Zarathos said:
So let me get this straight you want to make a killer who wins by attrtion as opposed to winning by getting fast downs and excellent play. That does not work in dbd. Their are two killers who were focused on this style of play doc, pig and freddy all are killers who are often at the bottom of tier lists because you can't stall in dbd. You have to act fast getting downs. Snowballing is the key to killer success stall is meaningless.Ff does need more counterplay yes. But focus on that. My idea for nerfing and buffing ff is to make it so legion cannot see blood in ff as well as having pallet stuns reduce his gauge regardless of whether or not its in use. Make missed hits matter with legion by having a missed hit expend 1/4 of his power bar. Do not make mend anymore oppresive or time consuming then it is as with the green and purple knife add ons that action is frustrating to deal with.
Buffs should be to make a deep wound survivour bleed out whilst in chase. But and this is important make it so it cannot bleed out past 30% whilst in legions tr. Finally I like your idea for improving his duration. Currently his duration does need a buff and your duration speed solution would go along way to helping that.
Final thoughts I do not want another m1 killer who gets a free hit and existence is only to stall untill they win via attrition. That gameplay is historically despised. We have enough m1 killers in the game. Power based killers like legion are more satisfying when using their power. Stop pushing doc and freddy killers stall doesent work you need to improve regression reduce gen time in order for this to work which will only push nurse, billy and other strong killers into an op state.
So, I can't exactly understand what you're saying, but I'll focus on your main idea that Legion as a stall killer is bad because of two supposed reasons:
- Doc, Pig, and Freddy are stall Killers and they suck.
- Stall Killers are not fun to play against because they stall.
For your first point, you are egregiously false on several fronts. Firstly, Doctor is by no means a stall Killer. Madness 3 is not a stall ability just because it stops one or two Survivors from working on gens for 5 seconds. The purpose of Madness 3 is to make finding Survivors easier, as is with the rest of Carter's Spark when outside of a chase.
Secondly, anyone who says Pig is low tier does not now how the game works. She is the uncontested best stall Killer in the game because her traps give Survivors a full-on second objective. While a large portion of her stall is based on RNG, it will nevertheless create pressure and excellently slow the game down. Also, her power can be used at loops to do one of two things: Mindgame with a dash and get a free hit, or force the Survivor away from the loop, allowing you to not be looped anymore. Pig is, at the VERY least, mid tier, and that is an objective truth.
Finally, Freddy is low tier not because he's a stall Killer, but because it's too easy to make his power not stall, which, with the way it's designed, that fault is not because his stall is bad—it's because the devs are clowns who don't know how to balance their game. Some of the simplest buffs would make Freddy the best stall Killer in the game—no Self Care wake up and no waking up during the Transition, just to suggest even the slightest thing. Not only that, but the mob mentality of "you have to tunnel with Freddy" is worse for him than many of the weaknesses with his power. I can say from experience: Playing Freddy as a hit-and-run instead of a tunneler will DRAMATICALLY improve his ability to slow the game down since he'll have more than one Survivor asleep at a time—which is something that concerns your second point: These Killers being unfun to play against.
Doc is unfun to play against because his power will tell you exactly where Survivors are without any effort. Not only that, but timing a shock well will leave you unable to defend yourself in a chase for a moderate length of time, since you cannot vault, drop pallets, or use Dead Hard for that duration. That's why he's not fun to fight, not because he's a staller.
Pigs who play well are never unfun to play against. They know perfectly well how to outplay you, and having a second objective with a much higher urgency than generators is very exhilarating as a Survivor—at least, in my opinion. Idiot Pig players who tunnel the guy with the RBT on and think crouching is stealthy aren't fun to fight, but they're idiots. They don't know how to play the Pig. People who do are terrifying, and I love it.
Freddy players, as I've said before, have been brainwashed into thinking Freddy is the tunneling machine. That's why isn't fun to play against. I'll just leave it at that.
In short: All the stall Killers are not fun to play against for reasons that have nothing to do with their stalling.
All this said, back to Legion. Legion is unfun to play against because he cannot apply pressure, and that forces him to make low-brow moves. He'll have to constantly keep Survivors in Deep Wound so he can take the time to break pallets, but because Deep Wound doesn't give him that time, he's just boned either way, so the only way for him to win chases is either cheese Deep Wound or tunnel with Feral Frenzy—something that is completely unfun for everyone.
If we were to nerf these and then buff other areas of Legion that give him power in slower, less direct ways that are more powerful in the end, people who know how to be a good player will dive on this new method of winning if they play Legion. The Legion I see is perfectly capable of being avoided, of being countered, and of being looped, but by giving him more presence both in and out of Feral Frenzy, he can slow the game down to a point where enough pallets are broken that he can't be looped as much, and he has more presence. You don't even need to break ALL the pallets. You just need to break enough. And hell, who's to stop you from getting an easy M1 before then?
I believe that the Legion I have in mind requires good strategy and planning: deciding whether it'd be better to stall or to break pallets or to chase, figuring out where the Survivors need to be for him to plan his next move, deciding if he should combo his Frenzy to slow the game or if he's free to finish off the guy he just hit—it's a fair deal of quick decision making and planning ahead. I firmly believe that there are enough ins and outs to Legion's kit that give him additional skill barriers that raise his skill ceiling further than just spamming Feral Frenzy in a chase. Sure, he's not the hardest, but he's most certainly not a pickup-and-master Killer. He's a learn-and-master Killer. So i we were to buff these strategic bits of him in the way I imagine, I believe his pressure and presence will be at a moderate level, and his pallet-forcing capabilities will be small enough that should he genuinely reach the point where he can M1 all the time, then that Legion played very well and the Survivors have nobody but themselves to blame.
My point was none of these killers worked because we have yet to see a successful top tier stall killer. No one even scratches the top tiers first doc. You might say docs core power is finding people that true but his shock literally brings no lethality minus a very conditional/unreliable stun and screaming survivours. His shock can function well whilst slugging and forcing survivours off gens. Also hostage doc is basically a doc who shocks continously and sets up 3 gen strats. So yes he is a stall killer.
Pigs traps being rng is massively important the extra objective argument falls apart when you observe that the best killers have virtually no stall but have the best anti loop/lethality or mobility.
Freddy i agree maintenace of dream state is his problem. Spreading out dmg dosent always work out due to his lack of mobility and large maps and even in the dream state survivours are hard to ambush on a large amount of maps. Freddys ability to ambush is limited by his tr compare with myers who has that alongside a tier 3 ambush pptential.
I get the argument that freddy shouldnt just tunnel but currently he is not mobile enough and is sorely lack in antiloop if survivours choose to just hug the pallet. Making him a very weak killer. Stall isn't enough for a killer anti loop and lethality need to be integrated to make them viable.
Legions problem is chaining hits as plenty of survivours just split up to deny him multiple hits and prevent him from spreading out his damge. His inability to play loops well at 4.4 ms makes loops unplayable. He needs his lethality to amplify attrtion gameplay does not work in dbd gens get done to fast for this strategy to work you need downs and hooks to stall the game effectively.
-
Im glad to see my tapp brethern get some recognition we are small few but I like to believe we are an elite few.Misa22 said:I don't really know why but P3 Tapps WRECK me.
I still have flashbacks of a couple matches *shivers* lmao!
Pretty much agree with the quentins they tend to run all the crutches as well as being pretty solid loopers. Their aittude is a little arrogant too. -
Stridor is nice as well as you wont have to be limited to a blood trail and you can start one hell of a end game slug when things get hairy. Iron will is a strong counter to it tho.
-
Each killer brings a new bag of tricks you need to play around. For stealth killers they have breathing myers, pig crank that volume up. Spirit got a whoosh noise if you want to take the aggro and help cover for your friend sprint and create scratch marks then when you hear the whoosh strenghthening walk to one side and relocate to a pallet.
Around trapper assume all the grass is trapped and assume hags traps are in the middle of an area or in front of the hook.
Billies gonna chainsaw back so have a vault close by. Never ever expect a save to be free killers punish the complacent. If you suspect a killers close muddy his scratch marks with your own and prepare to be chased. -
Blood warden should not have rudimentary counterplay. Bloodwarden is a crap perk without being limited by gates being open or not.
-
Again my problem with pig is not time but lethality. She has very limited snowball potential. By making her traps more reliable your granting time and potential lethality which should be what every killer focuses on delay tactics do not work in making a killer viable. Doc freddy are clear examples of this failure. Male the pigs trap less rng gives stability to her traps. A stat debuff feels like a low interactive input.HatCreature said:@Zarathos said:
A debuff like that is nasty strong i get pig might struggle but the key to making her strong is improving her dash and makes the default keys required to be 2 as opposed to 1 this guarrantes more value for your traps and makes potentiap head pop builds more viable.This isn't any stronger than all 4 Survivors hurt with Thanatophobia, this is one Survivor or more at a time with a temporary penalty. Begrimed Chains lasts 180 seconds as well and the debuff could only be 5% or 10% for a minute and 20 seconds, nowhere near as bad as perks that cannot be turned off. Combined with Thanatophobia it could be strong but most Survivors are healed before checking boxes anyway. But I suppose 180 seconds could be too much, 30 seconds would still be enough to make a dent.