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Zarathos

Zarathos

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Zarathos
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  • weird next time put your post like this in bug reports some people in bug reports may have a better idea what your dealing with.

  • Creates a lot more moving parts which is kinda a problem. If they are struggling to balance the gen rush meta already this will just throw gasoline on the fire. > @ChesterTheMolester said:

    Sorry but i have to oppose that idea. It sounds nice but it will inevitably result in a meta. And like 75% of all survivors already run Claudette, with 24% being Meg and the 1% being everyone else.

    Lets not make that worse.

    Meta's are inevitable on any game. Not a reason not too.

    @George_Soros said:
    One big issue with this idea is that survivors get significantly less BP. With good reason, but your proposed change would make the grind very tough for those survivor players who play different survivors.

    With killers, if you have more than one favourite, you have to amass an insane amount of BP to get all the perks and other goodies for them. But at least they get more BP. For survivors, it would be just too much of a pressure.

    That problem needs to be dealt with as its seriously messes up killer queues when double bp events happen. The grind should be alleviated for survivor they have just as many perks to buy and even require the item + the add ons. Granted they can keep their items but its not always gonna be possible once they encounter the really good killers.

  • Eesane said:

    Camping can never be completely removed. It's a choice made at any point in time by the killer. I don't think survivors getting more points in struggle phase in terror radius would stop a killer camping.

    It's a choice. Some killers just camp to get more kills or secure that one kill while the rest gen rush to activate noed; because the killer knows that if he camps they will gen rush so why not have noed to get more kills?

    How did that work out in tydes tournament? Oh ya the camping noed leatherface lost. Whilst ryun patrol leathrface won. 
  • @Malakir said:
    The pig is fine, want to do an anti loop? Occupy the pallet, take it hostage and crunch, fake and ambassador left for example and turn right rapidly.done, you hit that survivor, grats

    I'm happy to have bought the pig, her mind games are fun to execute as well as her power to slow down the game and keep them busy. Sometimds even catching them while trying to get that "hat" off while the box laugh at them giving sound notification even if way too quiet in my opinion

    Anyway right now she's cool, maybe need some tweaks I you wanna push her in higher tier but overall she has everything you need

    Her dash effect is heavily map dependent too many safe loops make it unhitable with a long cd on hit or miss that makes that makes m1ing the survivor better and if survivors run away from the loops into another loop your back to square one.Boxes being rng is inexcusable I don't get how some people will defend how you can lose a head trap on the first box that's crap game design plain and simple. Make it so two keys are required for the traps. make her dash cover more ground and have the same cd as normal m1

  • Obviously bait. But i got a solution. Make it so the killer at exit gates makes subsequnent hooks death hooks. Their ya go no camping involved. The game ends much faster now.
  • Lock the perk while queueing up with swf. Job done perk balanced. 
  • ShyN3ko said:

    @Poweas schrieb:

    @ShyN3ko said:

    @Poweas schrieb:
    Ok I get it, that'd make Pig great lol. I wish that happens.

    Thank you.
    I think you are right with the viable status from the killers.
    Some killer are just to weak, because survivor can easily destroy there power with looping.

    Yeah it's why I main Nurse and Hag. Btw you got some advice for learning Billy? I used to be godly with him but I lost a lot of my skill ever since I mained Hag and Nurse. I really want to become a good Billy again.

    I dont play Billy,Nurse and Hag.
    I just play Pig(love her), Myers,Doctor and Trapper.
    But i think Tru3talent can give you tips with his videos.
    He play all killers.

    Most of what true used to use with the lunge dosent work anymore as the minute a survivour hears the ambush noise or sees you crouch they just run straight away. Pig has really no snowball potential which is that heart of her problem. Her bear traps is widely accpeted to have too long a timer and are only really viable with tampered timer and crate of gears.

    Even then rng can screw you with the first box. Definatly reduce the timer to tampered timer level by default but reduce tampered timer reduction to 15 seconds instead of 30 as a ttap going off in a 1 minute 45 seconds with tampered timer is more reasonable then 1 minute 30 seconds. Make it so you need to get two keys instead of one and have the trap timer begin after being placed on the head for 1 minute.

    I agree with the above suggestion of making her capable of hoping over pallets with the dash attack. Not sure how she would be able to deal with sirvivours who just leave the loop tho. 
  • Montos youtube channel has a tombstone myers build which should help you achieve this. Its hard and difficult to achieve so avoid doing this at high ranks. The trick is to finding your obssesion as fast as possible get play with your food stacks and do not attack survivours. You can attack the survivours if their wising up to what your doing to keep the fear in them. 
  • Wolf74 said:

    @Zarathos said:

    Wolf74 said:


    Actually I have some fun atm with my Wraith build BS/End/SF/Bamboozle.

    Survivor seem to hate it.

    Although it is a petty shallow/one dimensional build.

    Glad to hear it. Aint nothing wrong with optomising your build for maximum scare your entitled to your fun. Not like its lacking in counters unlike some other perks. Sounds lkke those build would be devastating on a leatherface. No pallets, blocked window so no escape from his saw. XD

    But Leatherface is soooo frickin weak.
    And you do not need BS if you have a chainsaw.

    Normally lf was crap because he had no way of getting early game pressure minus basic killer mind games so games tend to go very fast around him. However now with spirit fury you can get that early hook pressure and lower the number of obstacles between you and his saw. So hes pretty good now. 
  • i wish this perk was changed it is so easily abused by sfw sqauds

    100% agree simple fix for this perk. Make it locked when playing swf. This perk should  be only available to solo survivours.Wolf74 said:

    Actually I have some fun atm with my Wraith build BS/End/SF/Bamboozle.
    Survivor seem to hate it.
    Although it is a petty shallow/one dimensional build.

    Glad to hear it. Aint nothing wrong with optomising your build for maximum scare your entitled to your fun. Not like its lacking in counters unlike some other perks. Sounds lkke those build would be devastating on a leatherface. No pallets, blocked window so no escape from his saw. XD
  • Wolf74 said:

    @Zarathos said:
    Wolf74 said:

    @Zarathos said:

    Honestly if the killer is chasing me all of my game that sounds fun to me. I'm not big on saves and gens. Ill do it for my team and i will be the gen jockey if i have to. But I find the chase to be most enjoyable aspect of the game.

    And here we have the core problem of the game.

    Survivor find it "enjoyable" to get chased.

    They do not "fear" the killer at all.

    The killer is no real threat to them, but just a toy to play with, because it is "fun".

    I mean stealth is kinda boring on both sides. As killer and survivour stealth is kinda dull. Some survivours love it but i can tell you as killer i hate it when i go against a stealth team. Do you enjoy hunting camoflaged urban evasion claudettes. Because i don't. Dont get me wrong I still get frightened espicially around a good killer. Its jist gameplay wise this game is built for the chase why else is bbq, whispers and doc a thing.

    The way you want killers to be feared promotes a dull boring game that a large portion of the community is not interested in. Dbd started out intended as a stealth focus game but the minute players started playing they found something more exciting. A game of wits and map knowledge which both sides can now largely both game. 

    That is YOUR PoV. I hate playing ring around the rosie or pig in the middle.
    I want the survivor to be afraid of getting chased.
    Instead they are following me.

    Perks like BBQ, Whispers, etc. exist, because the killer is on a tight time schedule and can't afford wasting his time searching empty areas. Getting an idea on where to even search is needed, because the game goes to fast (gen rush).
    Make the game slower and we could get rid of those things.

    Ok im interested in seeing the majority prefered playstyle for dbd. Is my pov the minority or majority.

    I understand your perspective of wanting that kinda power trip of being a force others hide from but even in the game of ring around a rosie you can dominate and scare survivours. Enduring and spirit fury for instance creates a massive oh crap moment that allows you to put fear into the hearts of your enemies nurse and spirit is your answer if you want to force stealth. The thing about the horror genre is not every survivour is a screaming coward.

    A lot of them are badass survivours who take the fight to the killer. Ash from evil dead, laurie from halloween, quentin from nightmare on elm street etc. 
  • Alternatively make a casual queue for it. Not ranked as tbh swf is not a competitively challenging to play in. Every time the devs try to balance around this it only serves to hurt solo survivour without comms the intended way DBD is meant to be played. Make a casual queue where people can play meme builds and have a less optomised death squad style gameplay. 
  • Wolf74 said:

    @Zarathos said:

    Honestly if the killer is chasing me all of my game that sounds fun to me. I'm not big on saves and gens. Ill do it for my team and i will be the gen jockey if i have to. But I find the chase to be most enjoyable aspect of the game.

    And here we have the core problem of the game.
    Survivor find it "enjoyable" to get chased.
    They do not "fear" the killer at all.
    The killer is no real threat to them, but just a toy to play with, because it is "fun".

    I mean stealth is kinda boring on both sides. As killer and survivour stealth is kinda dull. Some survivours love it but i can tell you as killer i hate it when i go against a stealth team. Do you enjoy hunting camoflaged urban evasion claudettes. Because i don't. Dont get me wrong I still get frightened espicially around a good killer. Its jist gameplay wise this game is built for the chase why else is bbq, whispers and doc a thing.

    The way you want killers to be feared promotes a dull boring game that a large portion of the community is not interested in. Dbd started out intended as a stealth focus game but the minute players started playing they found something more exciting. A game of wits and map knowledge which both sides can now largely both game. 
  • @The_Crusader said:
    It's kind of pointless for single player but SWF groups can make a good advantage from it.

    I'm not surprised killers tunnel them. They're relaying the killers position to the entire team at all times. They have to go.

    I am a solo survivor so I didn't think about that but it makes sense.

    Yeah either the killer assumes you're swf and he tunnels you, or maybe he goes for you because he can see where you are and is too lazy to look for others.

    I'd stop taking OoO to be honest. Its really not a great perk.
    Honestly if the killer is chasing me all of my game that sounds fun to me. I'm not big on saves and gens. Ill do it for my team and i will be the gen jockey if i have to. But I find the chase to be most enjoyable aspect of the game.
  • Once got a special offering to let me play pig. Guess which bloodweb i found it in? The pigs bloodweb. I swear behaviour you are quite silly. 
  • @DocOctober said:
    Sure, but then your Items and Add-ons will be single-use only.

    Do you want that?

    Most crazy strong items are consumables one use key insta's brand new parts etc. Toolboxes ya are problematic but that's a balance issue a slight nerf to toolboxes is definitely needed the depip squad proved that. What's important to note is a survivour needs an items and add-ons where as a killers power is default with add ons being the changing factor.

    Every time a double bp or bp event starts up killer lobbies are crap. Because often you can farm up more points as killer. This makes getting consistent killer games annoying so why not make it so survivors get equal bp gain or at the very least slightly improve the amount you get as survivor.

    Survival point categories should award points for escaping the killer whilst injured. As a whole survival should award points based on other categories as well. Like benevolence healing someone up, and gen completion. To do this they could slightly reduce escape points but award points across all these activities.

  • Cancel all actions minus unhooking while dream trasitioning. Gens, totems, healing etc. There ya go easy fix to reward kreuger for trasitioning a buch of people. Make self care not generate skill checks. Its too popular as a perk to not make freddys dream power directly counter it. Med kits fine but self care brealing dream world is crippling. 
  • Simple fix allow the killer to pick the totem spot. All dull totems are designated with a blue/yellow glow. A simple solution to a simple problem your welcome. 
  • Myers works too. Tombstone judiths or piece. I would recomend tombstone piece personally judiths is a bad idea unless you all in on a build dedicated to getting the kills. 
  • I'm going to be straight being killer has been pretty good. As freddy I have been 4king consistently. I dont get how survivours can misplay there pallets but hey i aint complaining. Swf will always be a problem but simple relegating it to a casual queue should mitigate this problem and keep survivours with low awarenss of the games progress if comms are not available to them.

    Dont get me wrong an optimised swf will be frustrating to play against. But hey solo survivours has been getting a pretty rough time. So maybe 8ts time to relegate swf to casual and keep ranked play for smart decision making.
  • Hey, at least Freddy can do something, he has the ability to slow down the game. All I'm saying is, that's better than what Trapper, Leatherface, and Clown can do.

    Ok leatherface trapper i might potentially agree with you. But clown is the best 1 v 1 killer - nurse and maybe spirit. No other killer can mess up the pallet looping game of survivours like the clown. Just dont brainless hook someone in high ranks all the time. Clown can get a lot of slugs going if your smart. 
  • This is a more traditional killer build. Ambush freddy. You run block add ons whatevers on hand to reduce dream transition so you can hopefully start the chase with a hit. From there you should spread damage to any nearby survivours before commiting to a survivour chase.

    Perks wise you want save the best for last. Dont be afraid to hit the obssesion tho. Then sloppy butcher so when you ambush em again you can knock em down without an additional health state to worry about. Ruin because you want to slow the game down just a little bit. Bbq or bambozle last perk. This is mainly so you don't get stuck on obnoxious killer loops although you can mindgame some areas if the survivour is not to vigilant.  Bbq is just good for farming and freddy is high bp gain killer so its worth considering the long range map inforamtion is great too.

    Again dont be afraid to spread out damage and drop chases if another survivour is out of position. Espiciallly if the one your chasing is a good looper. Your power gives you a lot of long distance map information so dont be afraid to take advantage of it.

    On hook defense a common weakness for freddy you need to be tagging rescuers as they are coming for the save dont hang close to the hook. If you can successfully intercepts rescuers you can tag and track survivours and switch targets dependant on how close other survivours are to the hook. If a survivours is in dream state you can track survivours out of your terror radius. If they still go for unhooks hit the rescuer and knock the unhooked survivor down. Dont let survivours think they can get free unhooks as you will lose a lot of momentum and as freddy getting that momentum is harder then most other killers.

    Dont be too afraid to give the survivours a chance if there pallet game is weak tho. This hook defense strategy method is primarily built to overcome his hook defense weakness and maximise his power effectiveness against strong teams or excellent survivours. 
  • bendermac said:

    Hopefully with no more mist, unless it's an offering, and brighter surroundings. Sometimes it's extremely dark and I can't anything :(

    Never experienced the sight problems but then again everyones eyes are different. Hope when they fix that good for everyones eyes if dream realm mechanic is kept in some way.
    The mist is really hard to see thorough. So I 100% agree its ridiclously hard to spot distant survivours. Through a purple most add on and you can barely see 8 meters in front of you. 
  • A quick patch job of canceling all actions while dream trasitioning minus unhooking. Would be nice. Im not asking for a lot just a means to stop survivours from breaking my totem or finishing a gen while im just standing there fedora tipping. 
  • Rank 16 and two dcs? Sure. Look buddy ive taken this guy to rank 1 and there are means and ways you can play him in high ranks its just really dirty and it often involves primarily only block add ons the rest of his add ons are garbage. Pill bottle class photo is maybe good but the core problem of freddy is hes heavily countered by self care which is in every survivour build which utterly wrecks him.

    If they made it so you couldnt recieve skill checks from self care in the dream world he'd be fine but currently freddy is weak. He also cannot cancel action like cleansing totems or fixing gens which is super problematic. Covers these two gaping holes of weakness and maybe freddy might be viable. But overall his kit needs to be revaluated. Espicially considering thematically freddy power dosent fit his character. Hes suppose to be more deadly as he spreads fear yet the dreamstate only slows the game down. 
  • Zarathos said:
    Zarathos said:
    Fibijean said:

    For starters, "tunnelling generators" is pretty easily countered, a) by several perks designed for that exact purpose (overcharge, pop goes the weasel, etc.), b) by simply searching the area properly - most survivors when they hear you coming will not leave the area, but hide close by until you leave, and c) by using strategies such as the "3-gen method" . Hard tunnelling has no direct counter - you can try to bodyblock or distract the killer, but you can't force them to take the bait.

    Furthermore, the kind of tunnelling you're describing isn't really an issue. Obviously, it makes sense to go after the first survivor you find, especially if they're injured already. The style of tunnelling that most people take issue with is when the killer tunnel-visions on the unhooked survivor, ignoring everything else in their path. Someone else could be standing right under their feet and they will ignore that person and keep going after the injured survivor, not because they're injured (they could easily turn the bodyblocker into an equally appealing target by that standard) but because they're easier to kill having already been hooked.

    The only time I really consider this playstyle okay is if they're running for an exit gate and tunnelling the injured survivor means the difference between two escapes or an escape and a kill. In any other case, yes it's efficient, but arguably no more so than any other method, and yes it can be fun to play mercilessly. But no one enjoys being knocked out in the first half hour of a Monopoly game and having to watch everyone else continue without them - it's the same thing. It may be fun or lucrative for you, but you can't deny that it's both unkind and unsportsmanlike.

    Funny i would say tunneling is easily counterable as well. You can run perks that counters tunneling kindred, borrowed time adrenaline, decisice strike iron will + quick and quiet, dance with me + lithe other players can deliberatly muddy scratch marks make the player harder to track. But ya all of these solution's can be outplayed same as gen tunneling. Swf comms, bond, empathy all can be used to find nearly finished gens. Overcharge is a skill check nuff said. Pop goes the weasel requires the gen to be close by and the chase has to be quick so the gen dosent get done in the chase. The 3 gen method is a massive gamble and only works with a select few killers as you are often letting gens get done in the distance to protect 3 gens.

    The problem with this fresh hooks killer playstyle is there is no competitve incentive to do it. I have an idea for fixing that but it involves giving a killer a mori for that game if they hook all 4 survivour players. Its hard to take terms like tunneling seriously when its said whenever you hit someone after punishing a greedy unhook otherwise yoi relinquish massively needed hook pressure. Then you get games where your behind as killer and you know someone has to die in order to stand a chance of coming back into the game. Now i know some might argue you had a bad start you should take your loss. To which I say survivour gets hatch. This means irregardless of how well you play hatch is likely going to open and give the last player a free escape or you can run noed which is in my opinion way worse as a noed killer get so many free kills at the end.
    There is incentice though. Go watch any of the rank 1 streamers, then hool and then start a new chase.

    Patrolling around the hook waiting for the unhook to tunnel is a losing strategy in red ranks becauzse the other hit the gens unopposed. You need map pressure to win. You dknt get map pressure by standing wjthin 30m of one guy all game.

    Im not saying if you hook someome then you need to hook the other 3 before you can hook that first survivor again. Im just saying go look for a new chase. Hook someone else. Then if you bump into that first survivor well thats another hook for you.  Just dont wait around waiting for the unhook.
    Ok let me be clear why quick unhooks fk you up as a killer if you dont punish an early unhook. It puts 4 players back on gens before you can find another player which is problematic as your back to square one. I play with the goal of finding other targets but when you unhook 20 seconds after i hook. Then not going back and punishing costs me dearly.

    Now if you do go back and you see the injured survivour but the other player is hiding im called a tunneler because your teammate decided to hide and leave you to die. Alternatively the player does stay and the unhooker is hanging around a very safe pallet or is heading to an insanely powerful loop. I.e groaning storehouse or boat grim pantry. I will not take those loops so I hit the injured in the open or chase in an easier loop location.

    See the various reasons a killer tunnels. You dont realise the amount of thought that goes in to picking your chases and understanding what places are good to chase and what arent. Injured survivours make terrible routes because they panic. You need to learn how to bait. If it means forfeiting a hit do it. Otherwise accept killers are gonna kill your ally and stop moaning about tunneling. 
    You consider 20 seconds a quick unhook?

    I normally wait to unhook. I don't get off my gen until the hook has been made. By the time I get to the hook the killer has normally hit someone else therefore I know he's distracted and unhook.

    If I get there early, then I hide near the hooked survivor until I feel the killer has gained enough distance that he can't be bothered coming back

    It normally works out fine.

    But then you get those trappers who walk away to give the illusion that they're gone, but you hear their terror radius on/off and they've just been waiting nearby for the unhook specifically so they can tunnel. Or they'll be chasing someone, hit them, but theh throw lff their chase just to go tunnel the unhooked guy. Trappers never go more than 32-35m out.

    Or you get spirits who walk out then phase walk back hoping to catch an unhook. If they dont, then they do it again, walk away and phase walk back.

    Or you get those who walk to kick a nearby gen and bait an unhook but start coming back before the unhook has even been made because they want to tunnel and that's their strategy for the entire game, match after match.

    There's a difference between taking advantage of an opportunity presented by a rushed survivor unhook....and specifically basing your entire game around staying at just the right distance so that survivors wont be afraid to unhook, but not so far that you cant make it back before they can hide/heal.

    Again - go watch a number of the rank 1 streamers. They consistently win gamed and some flat out refuse to hit whoever has just been unhooked. I wouldnt go THAT far, ya know if the guy bumps into me then its his own fault, but only crappy killers think you NEED to tunnel.
    Its not something you should do every game i say this again and again but killers need to be unpredictible and if the survivours knows they will get free unhooks then it can be massively abused. I understand trappers if they trap up a spot its hard to capitalise on his power unless your close by to your traps and setting them up in new areas eats up too much time.

    Tactics wise trapper need some time before survivours spawn to set up as his power is just not built for a game like dbd. Spirits on the other hand I 100% agree abuse this but as a killer she is a lot easier to juke then most when you can turn her power against her it does requires a lot of practise though. 
  • darktrix said:

    @Zarathos said:
    I'm here to talk about DBD's most frustrating gameplay style. Tunneling if I am kicking a gen you cant touch it and have to go for another gen. This is because i have freshly kicked the gen and you tunneling the gen is making the game go to fast and is ruining my fun as a killer as games are going too fast. 

    So obviously this post is a joke about tunneling. People often describe tunneling as hitting someone who just got off the hook. I wanted to point to the parallels between tunneling a gen and tunneling a survivour.

    When a survivour is on one less hook state and i see them and hear them and are injured its considered a dick move and poor form to hit them. Which is pretty stupid when you stop to think about it. I am obliged to hunt a healthy survivour who is heading to a powerful loop. 

    Gen tunneling is doing a nearly done gen I kicked in a safe place. Asking a survivour to move on to another gen that hasnt been started and is in a dangerous place is absurd. It leaves you vulnerable and susceptible to the killers attacks. It also makes games go much slower so its sensible for players to finish a gen.

    I hope these parallels makes you realise how stupid tunneling is as a statement and makes you think twice before expecting a killer to let you have a free unhook. 

    I actually do go to another gen when a killer comes by and kicks it. Hey get the message out to all the other killers not to tunnel me...oh right, you can't.

    So a gens 90% and you move onto another gen instaed of trying to finish that gen right. Now i could argue that 90% gen has been kicked but you as a survivour realise one of your friends have adreanline, is on death hook and is being chased. You will go back to the kicked 90% gen and finish it. Its the sensible thing to do.

    Now let me compare tunneling a player there on death hook 2 gens are left one of which is 90% and there is still four people up. You can tunnel the unhooked injured survivour or go after the unhooker who has been unhooked once at full health.

    I dont fault survivours for tunneling a gen its sensible just drawing parallels and trying to explain why killers tunnel when there in a bad spot. I don't want to personally tunnel unless my hand is forced. Also ds for the love of god dont unhook with ds because if the killer is passing through. They will not go for the ds player. Its to risky takes way too much time. 
  • Zarathos said:
    Fibijean said:

    For starters, "tunnelling generators" is pretty easily countered, a) by several perks designed for that exact purpose (overcharge, pop goes the weasel, etc.), b) by simply searching the area properly - most survivors when they hear you coming will not leave the area, but hide close by until you leave, and c) by using strategies such as the "3-gen method" . Hard tunnelling has no direct counter - you can try to bodyblock or distract the killer, but you can't force them to take the bait.

    Furthermore, the kind of tunnelling you're describing isn't really an issue. Obviously, it makes sense to go after the first survivor you find, especially if they're injured already. The style of tunnelling that most people take issue with is when the killer tunnel-visions on the unhooked survivor, ignoring everything else in their path. Someone else could be standing right under their feet and they will ignore that person and keep going after the injured survivor, not because they're injured (they could easily turn the bodyblocker into an equally appealing target by that standard) but because they're easier to kill having already been hooked.

    The only time I really consider this playstyle okay is if they're running for an exit gate and tunnelling the injured survivor means the difference between two escapes or an escape and a kill. In any other case, yes it's efficient, but arguably no more so than any other method, and yes it can be fun to play mercilessly. But no one enjoys being knocked out in the first half hour of a Monopoly game and having to watch everyone else continue without them - it's the same thing. It may be fun or lucrative for you, but you can't deny that it's both unkind and unsportsmanlike.

    Funny i would say tunneling is easily counterable as well. You can run perks that counters tunneling kindred, borrowed time adrenaline, decisice strike iron will + quick and quiet, dance with me + lithe other players can deliberatly muddy scratch marks make the player harder to track. But ya all of these solution's can be outplayed same as gen tunneling. Swf comms, bond, empathy all can be used to find nearly finished gens. Overcharge is a skill check nuff said. Pop goes the weasel requires the gen to be close by and the chase has to be quick so the gen dosent get done in the chase. The 3 gen method is a massive gamble and only works with a select few killers as you are often letting gens get done in the distance to protect 3 gens.

    The problem with this fresh hooks killer playstyle is there is no competitve incentive to do it. I have an idea for fixing that but it involves giving a killer a mori for that game if they hook all 4 survivour players. Its hard to take terms like tunneling seriously when its said whenever you hit someone after punishing a greedy unhook otherwise yoi relinquish massively needed hook pressure. Then you get games where your behind as killer and you know someone has to die in order to stand a chance of coming back into the game. Now i know some might argue you had a bad start you should take your loss. To which I say survivour gets hatch. This means irregardless of how well you play hatch is likely going to open and give the last player a free escape or you can run noed which is in my opinion way worse as a noed killer get so many free kills at the end.
    There is incentice though. Go watch any of the rank 1 streamers, then hool and then start a new chase.

    Patrolling around the hook waiting for the unhook to tunnel is a losing strategy in red ranks becauzse the other hit the gens unopposed. You need map pressure to win. You dknt get map pressure by standing wjthin 30m of one guy all game.

    Im not saying if you hook someome then you need to hook the other 3 before you can hook that first survivor again. Im just saying go look for a new chase. Hook someone else. Then if you bump into that first survivor well thats another hook for you.  Just dont wait around waiting for the unhook.
    Ok let me be clear why quick unhooks fk you up as a killer if you dont punish an early unhook. It puts 4 players back on gens before you can find another player which is problematic as your back to square one. I play with the goal of finding other targets but when you unhook 20 seconds after i hook. Then not going back and punishing costs me dearly.

    Now if you do go back and you see the injured survivour but the other player is hiding im called a tunneler because your teammate decided to hide and leave you to die. Alternatively the player does stay and the unhooker is hanging around a very safe pallet or is heading to an insanely powerful loop. I.e groaning storehouse or boat grim pantry. I will not take those loops so I hit the injured in the open or chase in an easier loop location.

    See the various reasons a killer tunnels. You dont realise the amount of thought that goes in to picking your chases and understanding what places are good to chase and what arent. Injured survivours make terrible routes because they panic. You need to learn how to bait. If it means forfeiting a hit do it. Otherwise accept killers are gonna kill your ally and stop moaning about tunneling. 
  • ShyN3ko said:

    @Azi schrieb:
    Killer mains everywhere approve of this message. It's even better on the nightmare

    NO.
    No Blink Nurse is perfection.

    You forgot fire up bambozle no blink nurse. Imgaine the terror of seeing a nurse vaulting a window at high speed. 
  • Master said:

    If you play solo, you can simply say goodbye to fun. Especially at higher ranks, it's insane how much I've got teams who have literally no idea what they're doing. Most of the people I get in Rank 1 are people who urbanly evade all the time and don't touch gens. It's incredibly boring, frusturating and unfun. The killer atleast gets a 2k or a 3k everytime. This is exactly why people play SWF more.

    Then there's SWF, you play with your friends, you have comms and you will have much more fun that way. Yes, we all know SWF gives some advantages, but that doesn't mean they are unbeatable. Most SWFs are usually chill people who want to have fun on the game, they don't bring instaheals, DS and stuff like that all the time and that is beatable.

    Yes the rank system needs to  be fixed.

    And nobody claims that you can't beat any swf, if they don't actually try to win then it's usually a 3 or 4k because they always rush hooks like idiots 
    True randos are often a little obssesed with getting their wglf stacks or enough emblem points for an iridecent benevolence. Chaser and lightbringer should be the main way survivours rank up. The benvolence emblem is kinda broken right now. 
  • @ClementineS4 here's how I see it: your success is shown in your pips, not merely surviving. I die in about two thirds of my games, yet get +1 or +2 pips most of the time.
    I mentioned this in another discussion, but gonna repeat anyway: it's a misunderstanding to think that you failed as a survivor if you died. You did fail if you died when there were still 3-4-5 gens left to do, or if you got your buddies killed by unsafe rescues. But dying itself makes little difference. Much of the flame between survivor and killer mains does not come from real imbalance (this game will never be perfectly "balanced", there are just too many different killers, abilities, a variety of builds). It comes from FRUSTRATION. That's something a lot of people just cannot take. But the ones who can are having a lot of fun, regardless of their survive/kill ratio.

    I don't want to lecture you or be condescending, so I'm not saying "git gud". I'll just say: get tough. Learn to take some of those horrible defeats and move on to the next game. You will succeed on the occasion, and some other times you will just get demolished. In which case, just have a good laugh about it.
    Very true i often find the survivours who drop a gg and despite what build or tactic i use are the best loopers and optimised gen repairsmen. Because they ujderstand how the game works and accept the death despite probably piping since they tend to be the ones who get the longest chases from me.

    Now ds players I swear those guys are 90% of the time the weakest links. 
  • Vietfox said:

    Imagine if the killers have a perk that when they lose a survivor they trigger a skill check and if they successfully hit it they are teleported to the suv and he gets insta downed. Sounds ridiculous? well. exactly that is decisive strike. It doesnt need a buff or nerf, it needs to be removed or completly reworked.

    @Aidan_fowl
    Not this excuse again pls.
    DS doesnt guarantee a safe escape, your idea DOES guarantee a hook.
    It guarantees a chase though. Short or long. Time is valuable commodity anything that guarrantees you an additional health state is amazing. Espicially in high ranks where gens are optimised and additional chases are a death sentence. 
  • Poweas said:

    @Mister_Holdout said:
    DS needs to be removed from the game immediately.

    Remove Noed then. You survivor mains and you killer mains want one thing gone but wont bother asking for its counterpart to go .-.

    Sounds good to me. I stopped using it long ago because how many free kills you get with it. Best to make noed lose its instadown and maybe slightly buff its stats to compensate. Decisive strike lose its killer grasp escape and allows survivours to click a command prompt like dead hard which stuns the killer for 3-5 seconds allowing for flashlight saves or to allow survivours time to set up for bodyblocks. You cannot wiggle whilst the killer is stunned. 
  • Hilarious unecessarily powerful counter. Use a map with the twine that allows you to track killer belongings to identify where traps are placed. Works on hag too btw. Throw on a crystal bead to show a survivour in a chase what loops are safe and what arent. 

    Spirit like nurse is dependant on her making a mistake iron will makes a spirits phasing chase much harder. Watch out for when she stands still she maybe faking phasing to see what direction your going. 
  • Justicar said:

    I consider it exploitative and refuse to do it.

    Man up and just get the DS out of the way.

    Your wrong and hell no. No free escape for you but if your lucky I might just tunnel your ass out of the game lucky you ds player. 
  • In the pursuit of becoming a master nba killer i will dribble the distance out of a smug satisfaction that your ds will not be used. 
  • akbays35 said:

    Running a blind corner with Leatherface with your chainsaw revved and hit 3 survivors.

    Have you thought about buying a lottery ticket that crap is a rare beautiful occasion
  • When you dribble the Decisive user to the hook, and they rage quit on the third pick up :lol:
    Proper nba basketball skills friend XD. WP. 
  • It's a lovely mess. You can get anything from grandmaster survivors and killers to confused casuals. I actually like it.

    Gives perspective not long ago i saw a post of a person talking about rank 15 survivour struggle which involve 2 no mithers hiding in lockers and thoight that sounds pretty fun and wacky. As for the toxcity just laugh and try make a big joke of there conplaints great way to disarm the toxcity. 
  • Brot said:
    So when adrenaline activates while being on the hook or while being carried by the killer the perk is still there and you get healed as soon as you get off the hook/off the shoulder. But when the last gen gets finished during the pick up animation your icon changes from dying state to injured and the perk is lost. Does anyone know is this intended or is that a bug?
    Probably a bug. I have never seen this happen tho. 
  • Fibijean said:

    For starters, "tunnelling generators" is pretty easily countered, a) by several perks designed for that exact purpose (overcharge, pop goes the weasel, etc.), b) by simply searching the area properly - most survivors when they hear you coming will not leave the area, but hide close by until you leave, and c) by using strategies such as the "3-gen method" . Hard tunnelling has no direct counter - you can try to bodyblock or distract the killer, but you can't force them to take the bait.

    Furthermore, the kind of tunnelling you're describing isn't really an issue. Obviously, it makes sense to go after the first survivor you find, especially if they're injured already. The style of tunnelling that most people take issue with is when the killer tunnel-visions on the unhooked survivor, ignoring everything else in their path. Someone else could be standing right under their feet and they will ignore that person and keep going after the injured survivor, not because they're injured (they could easily turn the bodyblocker into an equally appealing target by that standard) but because they're easier to kill having already been hooked.

    The only time I really consider this playstyle okay is if they're running for an exit gate and tunnelling the injured survivor means the difference between two escapes or an escape and a kill. In any other case, yes it's efficient, but arguably no more so than any other method, and yes it can be fun to play mercilessly. But no one enjoys being knocked out in the first half hour of a Monopoly game and having to watch everyone else continue without them - it's the same thing. It may be fun or lucrative for you, but you can't deny that it's both unkind and unsportsmanlike.

    Funny i would say tunneling is easily counterable as well. You can run perks that counters tunneling kindred, borrowed time adrenaline, decisice strike iron will + quick and quiet, dance with me + lithe other players can deliberatly muddy scratch marks make the player harder to track. But ya all of these solution's can be outplayed same as gen tunneling. Swf comms, bond, empathy all can be used to find nearly finished gens. Overcharge is a skill check nuff said. Pop goes the weasel requires the gen to be close by and the chase has to be quick so the gen dosent get done in the chase. The 3 gen method is a massive gamble and only works with a select few killers as you are often letting gens get done in the distance to protect 3 gens.

    The problem with this fresh hooks killer playstyle is there is no competitve incentive to do it. I have an idea for fixing that but it involves giving a killer a mori for that game if they hook all 4 survivour players. Its hard to take terms like tunneling seriously when its said whenever you hit someone after punishing a greedy unhook otherwise yoi relinquish massively needed hook pressure. Then you get games where your behind as killer and you know someone has to die in order to stand a chance of coming back into the game. Now i know some might argue you had a bad start you should take your loss. To which I say survivour gets hatch. This means irregardless of how well you play hatch is likely going to open and give the last player a free escape or you can run noed which is in my opinion way worse as a noed killer get so many free kills at the end.
  • If you play solo, you can simply say goodbye to fun. Especially at higher ranks, it's insane how much I've got teams who have literally no idea what they're doing. Most of the people I get in Rank 1 are people who urbanly evade all the time and don't touch gens. It's incredibly boring, frusturating and unfun. The killer atleast gets a 2k or a 3k everytime. This is exactly why people play SWF more.

    Then there's SWF, you play with your friends, you have comms and you will have much more fun that way. Yes, we all know SWF gives some advantages, but that doesn't mean they are unbeatable. Most SWFs are usually chill people who want to have fun on the game, they don't bring instaheals, DS and stuff like that all the time and that is beatable.

    Pity you have no way of knowing whether or not your against a super optimised swf versus a casual swf. Ah well just bring in your best add ons and an ebony mori to be safe. Just in case.

    Seriously though most of the crap players wouldnt be at rank 1 if swf players who go solo werent so bad at reading whats happening in the game. Ever wonder why a team cant spot a camper or aren't saving you its likely they are used to being told what to do by the team leader instead of making their own calls. Basically decision making of your average high rank player can differ dramtically if swf carried them their like a crutch.

    Heres a fix make a casual queue and a ranked queue. Have swf only playable in casual. At its core DBD rewards smart decision making comms circumvents the challenges that come with making a smart decision. 
  • Entità said:
    @Zarathos Specific items, add-ons and offerings are not rewards for a good trial: if they will become so, then the change must concern both the killer and the survivors.
    I was thinking of incorporating it into the base game and only useable during the trial you are playing. Maybe have a status symbol to aware the survivour that the killer can mori. Even then survivours can fish for items with add ons (albeit with a specific perk) in dbd so the concept isnt nuanced either. I was just trying to come up with an idea to reward the killer for spreading out his hooks instead of tunneling the survivour who got off the hook. 
  • @akbays35 said:

    @Zarathos said:
    friendlykillermain said:

    @Zarathos said:

    friendlykillermain said:

    shapes teachables are worth it dying light is great save the best for last is the only perk that reduces succesful attack cooldown and play with your food is amazing with a mori
    

    Not a big fan of play with your food except for a super specific tombstone build. Save the best for last is such a fantastic snowball perk for killers like freddy, wraith and pig. Dying light is insane with a mori. 

    when i first saw stbfl i didnt see it said succesful attack cooldown instead of missed like unrelenting when i realized what is was i felt like an idiot immediately used it and i love how fast you can attack

    Cant play freddy without it imo. Actially made my freddy viable at rank 1 albeit with some survivours utterly crushing me. Remeber me, blood warden, noed  and a perk of your chosing are fun perks for end game builds. Very unreliable and easy to count er but its nice to get a beautiful blood warden survivour scare moment. 

    yeah freddy's individual perks are tailored for him, I wonder if doc could use them though. Remember me could also be good for wraith and pig since they are good for tunneling 1 survivor.

    Contrary to what you might think Freddy is best played with perks that help him throughput the game. endgame perks are by their very nature very unreliable. Fun meme build definitely. In general you want to run ruin,stbfl,sloppy butcher and bbq/bambozle.

    Remember me is really good as you don't necessarily need to kill the obsession just keep em away from the gate either hooked or injured. Pig can always save a few traps for late game if you want to keep them in hell a lot of survivors will do anything to buy there friend some time doing a box might get you another survivors trapped happened to me at rank 1 vs a twitch swf group turned a one k into a 3 k. Do be careful about perks like remember me and blood warden often weak killers want to draw out the game instead of drawing out the late game where the exit will always be their. Doc for instance can be very frustrating with sloppy butcher etc.

    Minus surveillance every perk can have some fun cool builds and with devs reworking so many perks surveillance might get a rework that dramatically improves it the same way stbfl went from trash tier being one of the best m1 killer snowball perks.

  • Why not make hooking all four survivours grant the killer a mori. It promotes anti tunneling and rewards killer for finding and hooking all four survivours? 
  • I've changed my mind. DS is fine. So many killers camp/tunnel/noed that I can see why it's in the game now.

    I've had a few games where I dont get hit all game and then go down right as the exit gates are powered. I DS out, get to the door and its open and I escape :lol:  its the killers been a bit campy/tunnely then they get a cheeky tbag too.

    <3 Decisive Strike

    Good killers can get rid of it early. Bad killers camp one player, try to noed a second and DS levels the playing field.
    Except getting rid of it yields you nothing. You lose time and gain an additional chase. If you as a ds player do not get a chase out of your ds you missused it or got hilariously outplayed by the killer.

    Good killers will not have time to eat a ds as it can often be the difference between getting a gen done or getting free unhooks. From a killers perspective, not being able to maintain hook pressure is a really bad.

    4 active or 3 active survivours on gens is what you fight against at the start and when you start spreading chaos injuring and hooking ds allows you to stabalise.

    Thats if their is only one in play. If there are two or four and the team takes hits to get it off or go down far from hooks you now are losing more gens and time.

    Momentum is the key to a killers victory ds is a momentum killer. Imagine if a killer could take a hook state from you imagine how broken that would be. If a killer could take a perk that allowed them to pink mori you every game. That is ds.

    Noed definatly cpmpare to ds as well and is a good parallel but even as freddy the weakest killer in the game i refuse to use noed even though ds exists so what's your excuse. 
  • @Zarathos said:
    friendlykillermain said:

    shapes teachables are worth it dying light is great save the best for last is the only perk that reduces succesful attack cooldown and play with your food is amazing with a mori

    Not a big fan of play with your food except for a super specific tombstone build. Save the best for last is such a fantastic snowball perk for killers like freddy, wraith and pig. Dying light is insane with a mori. 

    when i first saw stbfl i didnt see it said succesful attack cooldown instead of missed like unrelenting when i realized what is was i felt like an idiot immediately used it and i love how fast you can attack

    Cant play freddy without it imo. Actially made my freddy viable at rank 1 albeit with some survivours utterly crushing me. Remeber me, blood warden, noed  and a perk of your chosing are fun perks for end game builds. Very unreliable and easy to count er but its nice to get a beautiful blood warden survivour scare moment. 
  • shapes teachables are worth it dying light is great save the best for last is the only perk that reduces succesful attack cooldown and play with your food is amazing with a mori

    Not a big fan of play with your food except for a super specific tombstone build. Save the best for last is such a fantastic snowball perk for killers like freddy, wraith and pig. Dying light is insane with a mori. 
  • mcNuggets said:

    "dribbling" explains what kind of survivor you are and what you demand.

    What a "decisive strike" eheh ill let myself out. 
  • Honestly I know you might want to win but in ways that sounds fantastic and a fun rank to be at. Too many people take this game to seriously. Climbings nice but meme builds are much harder to run as you rank up.

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