Zarathos
Zarathos
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@powerbats said:
@yeet said:
people do well with freddy but i don't see anyone calling him powerful.
True but those that get know how to get the most out of him do so and the same for Rin. The Nurse is a perfect example of those that will learn the cahmp to the fullest will get the most out of them. IF you're not willing to work hard to maximize and learn them to the fullest they'll always be trash.
you know every killer has a limit to their power and their counters define their viability. Its not healthy when a killer like Freddy best build is the one that barely ever uses his power. The only advantage you should capitalize on with Freddy is his stealth run dream transition reduction and don't bother with any of the other add ons their all trash in high ranks. Nurse on the other hand has multiple blink builds and distance builds all which are incredibly powerful she also ignores what is for the most part been the hardest mechanic to balance in the game. Pallets and vaults. Nurse is usually always consistent because its all down to reads and muscle memory. No map abuses or pallets or lack there of. But back to my point some killers have to many limitations and not enough complexity or reliability to be good. The pigs is insanely good with combat straps and video tape but the rest of her add ons cater to the RBTs which are rng and incredibly inefficient.
You cant sit their and pretend theirs some super secret powerful way to make a killer like Freddy good because he as a killer is fundamentally flawed and badly designed.
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@Dabrownman1812 said:
Zarathos said:
BigKrazyKag said:I don't have a problem with DS because I've seen both sides of the spectrum. I don't just play Killer. I've been in good and bad games for both sides. Besides that like I said DS doesn't grant you the ability to live automatically. You have to make good on your escape. And even if it allows you to get away it doesn't mean you won't eventually fall and be sacrificed. That perk doesn't replace skill. I've been slowly learning that fact as I've tried to improve as a survivor. I've had some hard games as a killer but I won't blame it on one perk. I know that the person I am chasing will only escape me with skill. Simply hopping off of my shoulder won't be enough to get away and end the chase. But this isn't even an argument about DS at all. I just think either one thing or the other should be removed from that perk. NOED allows you to down your foe in one blow but it doesn't grant you the ability to kill and it can be countered simply by finding and cleansing the totem. This perk however allows you to down them in one hit and kill them therefore robbing them of the chance to escape unless you can remain hidden. And it's not a hex skill so you can't take out the totem. It's essentially NOED on one person without a totem and mori on that person as well. And it's not that I can't counter it. I just think it's rather cheap unlike DS which can only be used once per game and doesn't really grant automatic escape. The only way I could think of it giving you the automatic win is if you use it during the end game right by the exit gate. But by then you've already used stealth and everything else like pallets and windows to your advantage to stay alive that long. So you played smart to win anyways. I could go on and on with this argument but I think it's getting a bit to dragged out now. Everyone is entitled to their own opinions and I have already shared mine. Enough said.
Rancour gives you vision on killer how is that not a reasoanble enough downside. If your on a team thats devastatingly powerful and if your solo you will always know what direction the killer is coming from when a gen is completed. I keep saying this but ds is too powerful to be an individual perk in your kit. You dont have to meet any requirements its always available. Deliverance requires a safe unhook and a first hook state to not be expeneded adrenaline requires you reach the end game. No mither lets you pick yourself off the ground at the cost of a health state. Ds has no requirements to be met besides hitting a skill check which is the problem with dbds gameplay right now. Skill checks are routine actions that all high ranking survivours can do. They are only meaningfully influenced by one killer.
Rancour cannot be broken same as ds. But
there is more input required by the killer with rancour then the survivour with ds. You have to hunt your prey read there movement make predictions and move in a way that you giving the survivour your location for a brief period wont be expected. Being denied the use of your ds due to rancours mori is the first meaningful way a killer can respond to ds besides tanking it. Which i have alreday established is a bad idea as you need hook pressure immediatly or you will lose gens fast. As i repeatedly state its not hurting the mobile killers like billy or nurse its the weaker slower killers like pig doc and leatherface whi end up suffering the most.My experiance with survivour has taught me that this game gives you a lot of chances to win/escape with perks like adrenaline urbanevasion and iron will all which require significantly more skill and have a reasonable risk of failure. With these perks rewarding smart calls and clever movement not meeting a basic skill check. Ds turn survivours into greater timesinks and while you will get games where a survivour uses ds and they go down immediatly its the games where survivours get that extra gens worth of looping thanks to ds that you see how overpowered this perk is.
Rancour needs to lose its vision granting effect a survivour can make use of if you want to remove the exposed effect. But the mori should stay as a means to bypass ds and make it so we finally have a hard counter for this perks that has been continously debated as the most controversial perk in the game.
D strike getting changed n devs know this while bringing out this perk. Let's just think about the combo potential. D strike is strong but getting changed in a minth, let's not beat a dead horse.
Was responding to a player who was insisting ds was an ok perk, if some unholy necromancer is try to resurrects the dead horse d strike is balanced discussion you bet your ass I will explains the exact problems with the perks and why a nerf should and hopefully will be happening. I have doubts because devs tend to be extremely slow to fix survivor imbalances e.g. insta flashlights and pallet vacuum which existed for months.
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Not at the end of the game when everyone is sacrificed then you might as well do something constructive while the survivour is struggling. Obviously i wouldnt throw a game to to take potshots at a hooked survivour i might be attempting to predict a shot at the hooked survivour from the distance as their getting unhooked.Eveline said:You can practice it on moving targets it's more challenging.
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Recently was playing with a friend who just started dbd since it was a free week. Is it wrong for me to try and help a new player get to grips with the game faster and try and make sure they have a fun experiance?
I mean despite me being rank 1 we lost quite a few games because regardless of how good you are as a survivour the killer will have a lot of time to down you with lower ranked teamates who miss skill checks remeber in dbd the weakest team member will pull the entire team down.
That being said we still had fun and im glad i could help make him have a fun experiance considering how awful my first experiance was playing the game.
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Instablind duration would have to be heavily nerfed. A blind should not be instanteous. Its got nothing to do with skills it like saying an instasaw billy or machine gun huntress requires skill utterly ridiculous.
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How does that relate to practising a skill like aiming a hatchet with the huntress. People with egos so big they teabag and hit hooked survivours have no class. But i guess giving the popularity of some streamers it pays off to be a toxic bad mannered player.Eveline said:Don't cry about being teabagged by survivors then. Don't be hypocrites. -
High risk high reward the dying light effect is nasty ya you can lose the game because you overcommit to it and the survivours is good but if they mess up a lot this perk can easily secure yiu a 4k. Besides playing a nix up of differents builds is fun for me. One day ill be playing an all hex totem build anither day ill be playing mori dying light freddy. Eventually you get tired of enduring bbq nurses ruin builds and you want to mix it up. End game builds are cool too sometimes. If you want to play optimum builds all the time it gets old fast.Tsulan said:
I stand to my opinion. The rule is, if a Freddy camps or tunnels, he's playing him wrong.powerbats said:@Tsulan said:
MegMain98 said:Then tell that to every Freddy who tunnels the obsession when they run Remember Me.
What's next? Survivors complaining about being tunneled by Dying Light users?
They have a point, killers say do this then when they say that's a bad idea get a response like yours.
As with any rule, exceptions apply.
Remember Me and Dying Light are both terrible perks. The killer wastes to much time focusing on that single survivor and therefore loses.
Better? -
Practising huntress hatchets throws. Trying to gauge distance and speed for future games nothing personal.
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How do you know it was deliberate if you run bond maybe when im running the killer around the map I might know your their but otherwise i have had survivours farm me for bringing the killer to them despite the fact that I was running the killer around the map for three minutes and needed to move to another area where their was more pallets.Eveline said:I dunno tbh. If someone brings the killer to me while I'm doing gens or I was already hooked twice and I'm injured, I get pissed. They should think about others when they pull stunts like that.
When i ask people why they farm me and i get this response all that goes through my head is why didn't you keep your head down or move to another gen the killer has a terror radius use it ffs. Also if you have someone who is injured running the killer around maybe consider giving them some time to heal up and get their exhaustion removed. Remeber your a team the minute you start playing for yourself is the minute the game will go down hill.
Then again these players tend to be running were gonnaa live forever so im not suprised they try to mask their poor behaviour behind a terrible excuse. -
Rancour gives you vision on killer how is that not a reasoanble enough downside. If your on a team thats devastatingly powerful and if your solo you will always know what direction the killer is coming from when a gen is completed. I keep saying this but ds is too powerful to be an individual perk in your kit. You dont have to meet any requirements its always available. Deliverance requires a safe unhook and a first hook state to not be expeneded adrenaline requires you reach the end game. No mither lets you pick yourself off the ground at the cost of a health state. Ds has no requirements to be met besides hitting a skill check which is the problem with dbds gameplay right now. Skill checks are routine actions that all high ranking survivours can do. They are only meaningfully influenced by one killer.BigKrazyKag said:I don't have a problem with DS because I've seen both sides of the spectrum. I don't just play Killer. I've been in good and bad games for both sides. Besides that like I said DS doesn't grant you the ability to live automatically. You have to make good on your escape. And even if it allows you to get away it doesn't mean you won't eventually fall and be sacrificed. That perk doesn't replace skill. I've been slowly learning that fact as I've tried to improve as a survivor. I've had some hard games as a killer but I won't blame it on one perk. I know that the person I am chasing will only escape me with skill. Simply hopping off of my shoulder won't be enough to get away and end the chase. But this isn't even an argument about DS at all. I just think either one thing or the other should be removed from that perk. NOED allows you to down your foe in one blow but it doesn't grant you the ability to kill and it can be countered simply by finding and cleansing the totem. This perk however allows you to down them in one hit and kill them therefore robbing them of the chance to escape unless you can remain hidden. And it's not a hex skill so you can't take out the totem. It's essentially NOED on one person without a totem and mori on that person as well. And it's not that I can't counter it. I just think it's rather cheap unlike DS which can only be used once per game and doesn't really grant automatic escape. The only way I could think of it giving you the automatic win is if you use it during the end game right by the exit gate. But by then you've already used stealth and everything else like pallets and windows to your advantage to stay alive that long. So you played smart to win anyways. I could go on and on with this argument but I think it's getting a bit to dragged out now. Everyone is entitled to their own opinions and I have already shared mine. Enough said.
Rancour cannot be broken same as ds. But
there is more input required by the killer with rancour then the survivour with ds. You have to hunt your prey read there movement make predictions and move in a way that you giving the survivour your location for a brief period wont be expected. Being denied the use of your ds due to rancours mori is the first meaningful way a killer can respond to ds besides tanking it. Which i have alreday established is a bad idea as you need hook pressure immediatly or you will lose gens fast. As i repeatedly state its not hurting the mobile killers like billy or nurse its the weaker slower killers like pig doc and leatherface whi end up suffering the most.
My experiance with survivour has taught me that this game gives you a lot of chances to win/escape with perks like adrenaline urbanevasion and iron will all which require significantly more skill and have a reasonable risk of failure. With these perks rewarding smart calls and clever movement not meeting a basic skill check. Ds turn survivours into greater timesinks and while you will get games where a survivour uses ds and they go down immediatly its the games where survivours get that extra gens worth of looping thanks to ds that you see how overpowered this perk is.
Rancour needs to lose its vision granting effect a survivour can make use of if you want to remove the exposed effect. But the mori should stay as a means to bypass ds and make it so we finally have a hard counter for this perks that has been continously debated as the most controversial perk in the game. -
Have you seen monto russian roulette video with hex totems. I tried the build out and its hilariously powerful. Free map information and an exposed effect alnost guarranteed whats not to like. Also how is an exposed effect a low reward. If even I get one or two downs its worth it for me.
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Honestly i don't know what to say besides is your build with enduring always on are you dodging swf lobbies. What killers are you playing. Because i swear if your telling me ds dosent affect you and your playing god damn hillbilly or nurse ofc it wouldnt affect you. You have a gap closer and are playing tier one killers. The problem i have with ds is if the survivour is competent they can turn the reactivated chase into more window looping and pallet plays which is not optimum if you have a killer with weak comeback potential.I've played killer at high rank and I'm well aware how ds works at that level of skill. I still don't see it as unfair. Like I said I've literally gotten them down again in a matter of seconds. It's not the DS that has given me the most problems in high rank play. It's the amount of pallets that get thrown down in the middle of chases and the amount of window play that takes up so much of my time. At some point I have to decide whether or not I'm going to even continue chasing or patrol gens. Some loops are obviously pointless to try and counter because of how much time it will take to get them down so I end up moving onto the next person. DS does not bother me anymore. Also I rarely see a whole team using DS. It's not that I haven't encountered it before but it rarely hits me. Either that or I don't even see everyone use it because I hook them to fast unless of course I run into the obession. But I just don't have a problem with DS. Also yes hag is very annoying. It would be nice if they did something to keep them from laying down so many traps at once. I'd like to be able to run around without randomly running to a trap because I didn't even expect one to be there. That's exactly why I think DS is fair. I know if I get hooked by a hag I'm probably not gonna see the end game. I need to be able to make good on that second chance.
Patrolling gens might be easy with a billy or nurse but if your any of the mid tier killers its a nightmare to get that hook pressure and cover that distance if the team effectively utilises the ds. Ds kills momentum with little meaningful direct counters.
Much like dead hard some people even at higher ranks may make the perk look bad but in the hands of skilled players you will see how devastating the perk is the key difference being dead hards an exhaution perk with killers add ons that prevent it entirely or a killer can hit a survivour at point blank to stop it while ds has no killer interaction minus a doctor making the skill check potetially harder to hit or dribbling which is really easy to avoid as long as the obssesion dosent go down near a hook in which case you can dribble.
You said you ended the chases fast how is that a good application of ds. Also if the hag is giving people trouble revaluate the add ons and power and pinpoint where more constructive counterplay can be put in. Maybe more visible traps or a cleansing action? When you view ds as a solution your creating an arms race with killers who can exploit the game the most to win it is not healthy or sustainable. -
Aha i guess that could be good but I just dont see the urgency as for dead hard i rarely ever see a situation where dead hard is less effective then sprint burst minus escaping the basement and against exhaustion add ons. Also dead hards is way better for baiting killers if you intend to take the aggro of the killer as you dont use up your dead hard at the start of a chase. I agree other exhaustion perks are viable and often better in certain circumstances but DH is imo the most powerful of the exhaustion perks across the board. These distance gaining perks have activation triggers that arent always easy to satisfy. Sprint burst might be the most flexible but I simply dont see it as often as i see dead hard.Boss said:@Zarathos said:
@Boss said:
I'd like Killers to have a little bonus for landing a hit that isn't a lunge.M1 hits are 500 Bloodpoints each, and the devs do not make a difference between lunges and regular hits.
I'd like to see that changed: Nobody ever does a normal hit anymore, since a lunge comes with many benefits and no additional negatives compared to regular hits.Change the current "Hit" name to "Lunge" or "Lunge Hit".
Add a new action to Brutality called "Hit", which is worth at least more than 500 Bloodpoints.
One is gained doing normal hits, the other doing lunges.Catching someone also doesn't happen all that often and is worth 600 BP.
The new "Hit" could be that much.P.S. In case you're wondering: No, you can't earn both in 1 hit, you either get BP for hitting or lunging.
That not necessarily true if you played against survivors with dead hard (the staple exhaustion perk of rank 1 players) a counter to it for killer is walking right up to them for a normal hit. if you lunge you can time it to hit but its significantly harder then walking up and m1ing. Honestly i never struggle with getting large amounts of brutality since i play a lot of m1 killers like freddy and doc. If anything i think survivor needs increased bp for their scoring categories as point for altruism can be hard to come by if your not being crushed by the killer. Killer is fine for bp overall and i'm saying this with at least 600 hours clocked on killer and about 150 hours of survivor. Billy could stand to gain brutality bp for landing a chainsaw tho.
Hillbilly does gain Brutality BP for landing a Chainsaw hit.
I made this suggestion with 1850 hours clocked in, fairly well spread across both.
I play against Survivors with Dead Hard enough. You say it's significantly harder while i whole-heartedly disagree.
From the way you said it, i assume you think anyone goes in for the lunge immediately.
All i do is bait it out.
It's an incredibly short duration and since Dead Hard is ONLY good for evading attacks and not creating more distance, the lunge after that is almost always a guaranteed hit. (The only exception being is if they DH right past a Pallet.)Regular hits have little range, the cooldown's the same (Or the difference is so little that it makes no difference.) & you move faster. As long as you have the amount control required over your character to counter stuff like DH & 360s, almost never will you fail.
This suggestion is not to reduce the "struggle" for BP for Killers, i myself don't struggle.
It's to reward an attack that's simply less viable.
There's enough other good Perks that replace Dead Hard in people's builds, especially Sprint Burst.
And a 360 is easy to counter with either regular hits or lunges. (This is not to brag about it, but i can't remember the last time someone on high ranks pulled off 360s on me, and i always lunge cause i usually am in a chase before they 360.) -
@Eveline said:
Yeah I know but still...
I'm not even good myself but running into hag's traps is something you shouldn't do without appearent reason. Common sense.Crouching everywhere losses you precious time if the games going south you gotta push for gens and take some risks.A savvy player if they encounter a large number of hags will bring a map with yellow twine as it can be used to track the hags traps.Also removing hag traps and taking aggro maybe the goal of other survivors.
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@AStupidMonkeyy said:
@jordirex said:
Huntress never needed a nerf, devs have no clue about their own game, don't encourage their horrible decisions with a title like this. You know that Huntress considering the mecanics of its hatchets needed a big hitbox to compensate the slow projectile she throws. Now she is garbage. Devs said they are looking into it, but what does that means? A nerf not that heavy? Still an error and another stupidity to add to the list. Huntress hatchet hitboxes were fine and this killer has not ever been overpowered at all, in fact she was even a little bit weak due to her low speed and 45 meter humming.I like a little bit of a challenge and her hitboxes were WRONG at some points. Many of videos shows hatchets hitting WAY above the head or far to the right of a survivor but I agree that there needs a lot of hitbox fixes and make it so it hits limbs but overall, they hitboxes did need looked at. I had videos where I got hit when the hatchet was almost 2 meters away from me so don't say I shouldn't encourage devs. They need support, not just gripes and complaints. I play mostly killer and some survivor. I play both to get an understanding of each weakness and how to get better as both. As before, random hitboxes connected that shouldn't have hit and now, hitboxes are pretty much gone except for the spine so it was a tad too much but they do deserve praise when they do try to do something and try to look at their [BAD WORD]-ups instead of ignoring them like some other devs do on other games. Be patient. They are still INDIE DEVS, not AAA budget game devs.
I wonder about the hotboxes you mentioned like lets say i play a smaller model survivors like Claudette or Feng should i have an advantage with my hit box being smaller then the rest of the survivors. That sounds to me kinda unfair as there already harder to find why make them harder to hit. Remember gameplay balance has to come before logic as logically we talk all day about what does or doesn't make sense like the fact a killer can be decisive striked 4 times in a game and never learn wait i might need to drag the survivor by the legs to the hook.
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@Zarathos said:
I think for stealthy survivors its great but i do feel its very short on pallets which i think is reasonable since the stealth option is incredibly powerful on this map. If your against a freddy,doc or wraith you might be in for a rough time tho. As they can be incredibly hard to shake. one change i would like is a pallet located somewhere close to the basement in the house. Having a basement with no pallet protection is kinda silly as much as Love my basement builds XD -
I think for stealthy survivors its great but i do feel its very short on pallets which i think is reasonable since the stealth option is incredibly powerful on this map. If your against a freddy,doc or wraith you might be in for a rough time tho. As they can be incredibly hard to shake.
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@Boss said:
I'd like Killers to have a little bonus for landing a hit that isn't a lunge.M1 hits are 500 Bloodpoints each, and the devs do not make a difference between lunges and regular hits.
I'd like to see that changed: Nobody ever does a normal hit anymore, since a lunge comes with many benefits and no additional negatives compared to regular hits.Change the current "Hit" name to "Lunge" or "Lunge Hit".
Add a new action to Brutality called "Hit", which is worth at least more than 500 Bloodpoints.
One is gained doing normal hits, the other doing lunges.Catching someone also doesn't happen all that often and is worth 600 BP.
The new "Hit" could be that much.P.S. In case you're wondering: No, you can't earn both in 1 hit, you either get BP for hitting or lunging.
That not necessarily true if you played against survivors with dead hard (the staple exhaustion perk of rank 1 players) a counter to it for killer is walking right up to them for a normal hit. if you lunge you can time it to hit but its significantly harder then walking up and m1ing. Honestly i never struggle with getting large amounts of brutality since i play a lot of m1 killers like freddy and doc. If anything i think survivor needs increased bp for their scoring categories as point for altruism can be hard to come by if your not being crushed by the killer. Killer is fine for bp overall and i'm saying this with at least 600 hours clocked on killer and about 150 hours of survivor. Billy could stand to gain brutality bp for landing a chainsaw tho.
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Leather face is my favourite to play against since his power gives me extra loops because of the slow down on the saw and hes patheticly easy to loop. Billy is a close second since his saw is rarely a concern once you got a lay of the map and learn how to deny them saw hits.
Worst killer for me is a nurse espicially in high ranks as they tend to slug and run sadisticly powerful builds hags a close second worst but thats mostly with mint rag and make your choice. -
Wait what kind of idiot uses freddys teachables they are all terrible. None of them have any meaningful impact with the exception of remeber me with maybe rancour but even then dont chase the ds user thats killer 101 espicially on freddy your perks need to help you before exit gates why get perks for his late game freddys late game is terrible.MegMain98 said:@Wolf74 said:
@MegMain98 said:
@Wolf74 said:
There is no need to nerf Billy... EVERY killer should be at Billys level of performanceDon’t think that is possible. You won’t see Wraith and Freddy on the same preformance level as Billy and Nurse. You have viable killers like Myers, Huntress, and Clown but they just don’t have as much map pressure nor will they be on the same level as the top two killers.
Apropos map pressure … have played against a Freddy with Class Photo? That's applying tons of pressure on the team. But it is a purple add on and you can't play it all the time. :P
The reason Freddy has no map pressure is the same reason why Leatherface and Myers with Dying Light get a 1K...they are natural campers and tunnelers. Now don’t get me wrong...there is nothing wrong with a little camping or tunneling but with Freddy’s perks it makes him ONLY go after the obsession trying to get those 6 Remember Me tokens. I’ve rarely seen good Freddy players for this reason alome which also makes Freddy kind of boring to play against.
Freddy and Wraith’s power do not help them in a chase which makes them extremely weak in chases, but they are excel in tracking survivors. Freddy is your average M1 killer but even weaker with little map pressure. Wraith is only a step above that.
Yes I know that not all Freddy players tunnel the obsession, it’s just what I’ve experienced and one of the reasons why I’ve seen Freddy do so bad in rounds
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Definatly not now shes is utter trash who cant even hit a survivour vaulting a window. Everyone say it with me pretty good job so far. But seriously she is the most overated killer in the game. If every survivour made an effort to dodge her hatchets then she wouldnt be as much of a bogeywoman you survivours make her out to be. Dumb survivours make her look stronger then she actually is.MegMain98 said:@MichaelAMyers said:
She needs a base Speed Buff.Ehh...she has a long range attack which is why she is slow. The only killer that needs a speed buff is Spirit. Huntress is one of the top tier killers, not really necessary to buff her base speed.
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I would be ok with playing survivour if all the survivours werent morons and asshats throwing games by farming players off hooks. Trying to get wglf stacks. Im getting sick of these (usually ds players) farming trolls who will botch a game just to get there precious stacks. Even though you can get a stack by blocking a hit. But screw that right i want to live which is why if I see you in my games i will let you dangle on that hook and die and no amount of points will convince me to save you.
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Stop throwing pebbles at the killer. Silly XDTatsuiChiyo said:I main Kate Danson as my Survivor of choice, but Adam's new Deliverance perk has me playing him so I can unlock it for Kate. Now whenever I'm Kate, if the Killer is chasing a fellow Survivor and the Killer sees me they tend to leave me alone. But ever since I've started playing Adam the moment the Killer sees me they are on my black butt. Don't matter if I'm the Obsession or not, or if the Survivor they were chasing is injured or not. The moment they see my sweet black booty they are on it. What does everyone have against black people, huh?
Just in case it wasn't obvious, this is a joke post. Though I have seen myself getting targeted far more than usual.
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Ok here we go again alright boys and girls gather round were gonna have the talk. Ds is fundamentally broken and promotes hugely negative playstyles. In dbd a killers needs to hooks 4 survivours 3 times each and prevent 5 gens and an exit gate from being opened.BigKrazyKag said:@Spicybarbecue said:
@BigKrazyKag said:
I think it should only give the exposed effect on the obsession and not the ability to kill. I just did 3 and a half gens by myself and ended up being killed simply because I was the obsession. Makes me not want to use decisive strike simply to avoid it.so it's unfair because it gives a free kill but decisive is fine which gets you off the killers shoulder for free. at least the killer has to find you and down you to get the rancor reward where as you get the ds reward from being bad
First off you only get to use DS once per game and you can miss. Secondly it doesn't mean you will live and rancor gives the killer an immediate kill as long as you can find the obsession and down them. There is a very big difference between them. Also using ds doesn't make you bad. I've seen youtubers such as Monto using DS and they're excellent survivors. If you're just mad that some one hopped off of your back then say so but don't insult someone's skill level simply for using ds. It's not like you can keep getting away for free the entire trial. I've had people hop off of my back and got them right back up there in a matter of seconds. It's not like a flash light where people can shine it in the killers face to free some one as long as some one still has battery left. It's a one time deal and it doesn't grant you immediate escape. Obviously ds has nothing to do with Rancor and the two though both crutch perks are not really comparable.
This is fine in lower ranks but in high ranks your ability to win is dictated by how long ruin stays up and how crazy powerful your addons are vs how crazy add ons your against i.e. Toolboxes insta med kits etc. Ds in the hands of competent teams gives the surviour a second chance. The requirements is merely hitting a skill check the killer has very limited options to respond to this no timed attack to counter it and a reactivated chase which must be ended to get badly needed hook presure.
In a 4 man team of ds its devastating as each second your stunned a gens getting more time done every second that newly activated chase is losing you the game. No perk even compares to ds. No killer or survivour perk even matches its absurd power. Worst yet ds promotes and encourages killers tunneling survivors if they are hit by a non obssesion ds survivour as their is a chance other survivours will have it. That one use perk can be the difference between finishing a gen or getting a kill and i encourage you to play killer to at least rank 5 to see how devastating this perk can be against killers.
Also monto builds are not balanced they wouldnt be entertaining if they were. His builds are wacky often crazy powerful bordering uncounterable. For example his toxic nurse vid with an ebony mori is not balanced in the slightest. His unhook this hag build has no way of saving a hooked survivour with the hag. Making the minute they hit the hook gg. I like montos content because its entertaining but his builds are entertaining ign because they massively exploit the games inbalances.
Rancour exists due to massive inbalance. Survivours gets a second chance killers get a free killl remeber killer is suppose to be the power role. -
I'm guessing your one of the people who backed freddy being nerfed to the ground simply because a killer had an annoying element to their kit for survivour the huntress needs to be fixed immmediatly shes no longer playable and is now the second worst killer in the game.Dabrownman1812 said:
Idk bout revert since survivors could get hit with bs hurt boxes but something new for sure. Since hit boxes are shapes her hatchets are probably going to get bs hits or bs misses.thesuicidefox said:If all they did was fix her lunge and the maps like they did, I'd be totally fine with wonky hitboxes on hatchets. It's impossible to hit people now, they pass right through them at point blank. They need to revert this change in a hotfix ASAP.
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Your opinion was a paragraph long that did not address the flaws the op mention. Using an actual competitive games like overwatch to justify the size of her hitboxes and you call it spam? If you want unfair hatchets not to hit you then you need to elevate the huntress reward for playing her well to be higher. This means making her hatchets have faster wind up and faster speed by default. Which would turn her into a nurse like impossible to win scenario even if survivours played well.Dabrownman1812 said:
Devs are aware and posts like these are just spam, there was unfair 1hko hatchet hits and now unfair misses, devs will find a middle ground which is needed with her ohko hatchets especially.jordirex said:Before talking about the ways to counter Huntress, I will argumment about the hitboxes used in an Esports game like Overwatch on which you can either see characters that are hitscan and other that use projectiles.
Hitscan means that where you shoot is where the "bullet" automatically goes, projectiles, as you can imagine, need some seconds to land on the objective.
Widowmaker is a hitscan sniper, this heroe shoots at hitboxes that are equal to the shape of the enemy character.
Hanzo is a slow/fast projectile héroe, depending on how much you charge your arrow, which uses hitboxes bigger than the shape of the character and does not need to reload. Both have the same rol on that game.Huntress is pretty much like Hanzo, you have 5 hatchets that you need to charge to shoot without crosshair at moving targets that are more difficult to hit depending on the distance and the survivor's ability to dodge them (which is not very difficult to adquire).
With the current crosshair Huntress is not viable. Mid range hatchets that are capital to be effective are now very easy to dodge, the survivor just needs to be looking behind. This killer is one of the more skilled required ones and now can be countered heavily by almost every new player even if the huntress is pretty good.Why Huntress doens't needed a nerf and actually needed a buff:
She has a directional distance Humming of 45 meters, that allows every survivor to get an alert if she is approaching to him. Huntress is a slow killer, so then if the survivor starts to run from her once she is pretty far away from him, the huntress would need to either try to shoot a mid range hatchet to hit the survivor which needs a lot of skill to be able to predict survivor's dodges at that distance (which most huntress are not allowed to do) or just get closer to be able to hit with success the survivor. Two situations on this escenario:
Situation 1:
The huntress has to get closer to be able to shoot the survivor at less than let's say 10 meters. but usually it's lower.
Since the chase starts before the actual chasing status begins the huntress doesn't charge bloodlust for the first maybe 10, 15, 20 seconds depending on the map, she loses a lot of time. Result, the huntress is countered and two gens are popped at least if she is able to actually down that survivor when she gets closer to him.Situation 2:
If we take in consideration the case on the huntress is very good and can hit with guarantees a mid range shoot, anyway she is going lose time to get closer to be able to have a clear view for the second hatchet and despite being skilled, in some maps, is just imposible to hit range hatchets because there are too many obstacles. So you are forced to procede as in situation 1. Survivors that are good dodgers complicate a lot this situation (in prepatch, now is not even considered).The current state of the hitbox completely disrupts situation 2, since mid range hatchets are now very easy to dodge, and the skill of the huntress is now not considered, just the capacity of the survivor to be able to look behind. It also complicates situation 1, since even if you get close it is pretty easy to miss hatchets, even if the survivor screw up at loops, or jumps at windows. Low charged hatchets are completely useless now, charged ones are still easy to Dodge.
And as you already may know, sometimes the hatchet even pass through the survivor's body without hitting.
In conclusion, she was a decent killer that had some flaws even in a case that the Huntress was skilled. Now she is pretty much not viable, not fun, she does not reward skill and hours put into her, because the success of the hatchets relay only if the survivor trys to Dodge them or not.In fact, most of the experienced part of the community was aware that huntress needed that humming distance to be reduced to at least 40 meters. After this nerf she is not viable anymore.
I'm a huntress main that has more than 1000 hours on her. I used to be effective, but anyway when survivors just took advantage of that humming distance and the map i was still very counterable. Now, Huntress is just awful. The hitboxes prepatch were the ones that a killer like Huntress with it's characteristics needed. Using only "the shape" of the survivor as the hitbox is an error, not balanced considering how she works.
I'll take wonky hitboxes anyday over ridiclously powerfull high skill killer that annialtes your team simply because her mechanics in terms of difficulty outclasses survivour mechanics by a massive margin. In order to get the huntress your asking for devs have to go over every map and painstakingly fix invisible hitboxes on debris and cars. Otherwise her nerf will never be justified.
Also her ohko hatchets are the most overated add on in dbd. I have continously played against this build before and its ridiclously easy to counter as huntress losses wind up and has her hatcjets reduced to 3 on her add ons making her hatchets incredibly easy to dodge provided you maintain distance and vault windows only when your sure you have the distance needed. Flower babuska and infantry belt are the best add ons iridescent is a bad add on for players who know their against bad survivours.
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I play both killer and survivour to rank 1 and i can't fathom what kind of game you are playing if you think bbq is harder then wglf. Survivours will regularly dive hooks to get the stacks often to the detriment of the team. First as killer all you have to do is not tunnel the injured unhooked survivour and go for the rescuer.Tsulan said:@greenzebra64 said:
Giving up a perk slot for that perk isn't worth the bloodpoints. BBQ is way better plus killers get more bloodpoints than survivors.WGLF is superior to BBQ because it´s way easier to get WGLF stacks than BBQ stacks. If i have a good match i leave with 50.000+ BPs as survivor. Without any offerings.
Second you have to compete with other survivours who want stacks as well. The best course of action is to reduce the number of stacks required to achieve 100% bonus points also we could award increased boldness points for being in the killers terror/lullaby radius. Have it marked as stealth points. Increase in point gain in general for survivour healing and boldness stand out as the main low scoring categories. -
Buddy survivours are getting iframes going out the window against huntress hatchets theres no way you play huntress to a good standard if you didnt pick up on this. Stop pretending you play huntress as if you understand the damage done to her kit.alivebydeadight said:its a fix, rework not a nerf or buff, its just gonna be removed much quicker because you plebs not knowing how to hit a survivor with hatchets, I always try to hit survivors dead on with hatchets anyway, if you tried to hit a broken hitbox with a hatchet then get good at the game
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If they broke self care or bt would you be chill I wouldn't. The huntress is straight up unplayable. Survivours are getting iframes from vaulting a window against huntress hatchets. An online game like this you always revert when the problem is so aggregious it messes up the character to the point that their power is too unreliable to be used.Dabrownman1812 said:I mean now the box is too small. Wasn't an intended nerf, relax and let them figure it out. Huntress isn't getting nerfed forever, wasn't intended to be a nerf, calm down guys, not the end of the world. People would exploit the old one and get miss hits on the instadown hatchets which was an issue. Devs just doing their best. -
Ya and if we got that balance the huntress would be unplayble. Since most maps have terrain thats not possible to fire over making her power unuseable. Seriously who struggled as a rank 1 survivours aginst huntress i always found her mid tier at best. Ridiclously overated for what i now consider to be one of the worst killers in the game.Dabrownman1812 said:
If there's collision, if not she had some easier unfair hits. Points is there needs to be a middle ground, having a hitbox too big leads to unfairness too.Zarathos said:
Except they werent on account of the fact that her larger hitboxes would collide with a lot of terrain even though the hatchet was clearly going above the terrain.Dabrownman1812 said:
Hard to make good boxes then, cause before they were op in terms of having huge hitboxes that hit the survivor's hurt box but not the body.jordirex said:its so frustrating. Now survivors laugh upon you, she is not strong. One of the highest skill caps on the game and she just got destroyed. Not viable compared to top killers like Billy nurse and hag, much boring killers that doesn't need aim.
I was top 500 in Overwatch being widow main and i cannot hit ######### now xDDDD.
@Dabrownman1812 said:
If it's not in the patch notes, it's a bug
it is in the patch notes, it is a really heavy nerf to a killer that was already counterable.
If we want precision aim to be a requirement for huntress then the difficulty should reward greater power. Were talking about way better wind up by default and faster hatchet travel speed. A player should be rewarded equally for skill required to play them. She needs to be rasied to nurse levels if this is the requirements to play her as anyone who has played this killer will tell you her hatchet wind up are awkward and the movement of the hatchets are too easy to juke. Without using flicking which is incredibly unreliable.
Ps vaulting windows is giving survivours invincibility frames against huntress hatchets please fix this garbage. -
Except they werent on account of the fact that her larger hitboxes would collide with a lot of terrain even though the hatchet was clearly going above the terrain.Dabrownman1812 said:
Hard to make good boxes then, cause before they were op in terms of having huge hitboxes that hit the survivor's hurt box but not the body.jordirex said:its so frustrating. Now survivors laugh upon you, she is not strong. One of the highest skill caps on the game and she just got destroyed. Not viable compared to top killers like Billy nurse and hag, much boring killers that doesn't need aim.
I was top 500 in Overwatch being widow main and i cannot hit ######### now xDDDD.
@Dabrownman1812 said:
If it's not in the patch notes, it's a bug
it is in the patch notes, it is a really heavy nerf to a killer that was already counterable.
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Here a quick fix to limit being slugged. Do not use ds. If you do and we killers know you have it we will slug your ass. At one point i ran knock out primarily only to deal with these kinds of people making sure you stayed on the floor. Whilst I'd hook and pick up the rest of the survivours. Nowadays i slug but bring rancour to properly punish people who use that perk.
Something of note a killer will often switch up their tactics if the game isn't going well. So if as a team you finish 3 gens and no ones dead expect the killer to start slugging/tunneling or camping to try and eliminate a player. This is mostly because it very easy to lose a game hard if all 4 survivours are still up. -
@DeadByFlashlight said:
@MikeLatin7 said:
yeah, the spirit is blinded when using her powers/abilities, and one of her peaks is a disability, just makes her walk funning, look I'm all for supporting the game, but really?, they should have made her more like the hillbilly, she has a great look/animations great mori great, look with all the glass on her she should be able to see forwards and backwards or something useful something, HelloNo money from me for any unviable killers. Im not supporting this trend
Go watch truetalents videos on her. She rewards players who can make good predictions. If you play killer often enough you wont even need scratch marks to figure out where a survivor is running. Plus you can hear a survivors footsteps and moans of pain. Their are other tricks to like using the speed boost to cut off a survivor on where there routing. She not a simple killer you need to know the maps and be able to read the players using your ears and scratch marks which will lead you to the area of the survivor but you have to use your ears to give you the exact location once close. I'm betting she will be a powerful force once people have nailed down her power. Some people have even described her as a more difficult nurse although the nurse is still likely to be the best killer in the game.
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Exactly freddy in the films always has the upper hand in the dream world. He can warp reality slowing his fleeing prey and strength grows from the fear he generates through his consistent nightmares.FayeZahara said:
I feel like he doesn't feel like freddy in his actions. Doctor has more freddy then he does and that is my main problem. If you license a charecter must have there essence. Pulling people in dream realm is not what freddy just does. There is reason people like freddy cause he controls his realm and has fun with his victims in it. I feel like a buff provides nothing to him as freddy. Might as well buff him then replace his model and call him The Sandman with his current power state.thesuicidefox said:Well I want him buffed, not reworked. He has a particular style to him, you can't play him like other killers. If you rework him you basically change what makes the character fun to play in the first place. Freddy needs buffs and tweaks, not a complete overhaul of his mechanics.
I grew up with this franchise as my first foray into horror and it pisses me of to see them miss the point of this horror movie villain. (Then again I mostly blame the fact its based off of the subpar reboot rather then the original film series.)
If we wanted to properly create a true freddy power set his sleep ability should become more powerful the longer survivours are exposed to it. So think a madness meter except instead of tracking makes it a sleep meter applying powerful effects to the survivour.
For example
Tier 1 reducing the dream transition time as the survivours become more exposed to it
Tier 2 A movement speed decrease
Tier 3 Apply an expose effect
Make it so the survivour cannot go below tier 2 But tier 3 immediatly decreases once a survivour wakes up. A buffering zone where tier 3 can stay applied should be tested.
In order to balance this killer some other abilities to spot him should be applied. Some kind of shimer or cloud of ash that could float low below him. Keep the lullaby this will just help him be more easier to spot. Remove the obnoxious mist for survivours only appearing when survivour hit dream state. Make healing skill checks unable to break survivours out of the dream world. Dream transition cancels and prevents any actions except unhooking.
Surviours whilst hooked no longer leave the dream world but will have sleep meter reset to tier 2 upon being hooked. Freddy no longers tracks survivours out of his terror radius. Freddy dream realm action speed progression may need to be reviewed depending on how much impact these improvements make.
These are massive changes that will require new add on changes with many of the changes needing to be tested but I believe this will give freddy the power and respect he deserves. -
Game mechanics are mostly to blame. That and certain popular individuals who will not be named simply because they don't deserve the attention they get.
The hook mechanic creates a king of the hill style gameplay where the killer will often need to balance the hunt with protecting the captured person so to delay the game. This gameplay makes one player incapable of playing the game whilst hooked and makes any failed escapes feel horrible and directs anger at the survivors or killer. This has made many people vengeful towards killers so they will do anything to mess up the killer and if they are in control will use that position to make the killer incapable of performing his role i.e. flashlight stuns decisive strike and rushing gens with powerful toolboxes.
Killer then respond back with mori's and aggressive play styles with little opportunity for survivors to play. slugging and hard camping using nasty perks like insidious and mori's to remove players fast. This creates a cycle of survivors and killer each trying to exploits the imbalances of the game to get their revenge. Its a cycle that has some solutions. Rancor for me has allowed me to play in a less exploitative fashion as i can deal with the obnoxious ds user by instadowning and mori them outright. This directly hurts the players who is exploiting an imbalance in the game the same way hard camping killers can be massively hurt by perks like borrowed time making tunneling less attractive. Then their are perks like bamboozle that fix certain exploitable areas in the game so killers can respond to players who rely on large crazy powerful loops.
As for popular personalities a lot of players like to see the flashy plays if you'll pardon the pun and with perks and items like ds, flashlights and instaheals. Chases can be prolonged massively making many games frustrating for killer. In turn this creates an audience of killer players who want the ds players to be moried next to the hatch or bleed out on the ground whilst nodding and hitting hooked players.
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@DeathGripp said:
I will agree that his power is underwhelming, but that's only because survs wake up way to easy. his power in my opinion is excellent. yes you have to wait if you not using addons for them to enter the dream state. but you see there auras and they have a huge debuff with action speed. if there all asleep and all gens are powered it takes a very long time for them to open the exit gates giving you plenty of time to kill them.. also everyone is playing freddy wrong. what you should be doing is sleeping people and regressing gens. keep doing it until an opportune moment pops up. rinse and repeat.Hell no. Freddy whom I did a journey to rank 1 freddy only became good the less infuses I put on using his power. The best add-ons were dream transition reduction and a lot of the memey add-ons like class photo and red paint brush were unplayable in higher ranks. The build I used was sloppy butcher, save the best for last, bbq because ofc and ruin. His power becomes more effective as you start to wipe out survivors. He is one of the easiest killers to 4k with if you get a lead however getting the lead is insanely hard. His power is best used with low dream transition to get a free hit that's it. He has some strong slugging potential but you will usually have to eliminate a player first before you can start slugging. His power is useless for stalling games when their is four survivors up as they will escape the dream world fast and work to fast for freddy to gain momentum off his power.
Freddy's slow down is a delay that needs the added hook pressure to win. At this stage his tracking needs to be sacrificed for a more deadlier dream world that debilitates survivors the longer you can hold them in it. Not soft hallucinations or tracking, no were talking about movement speed reduction exposure effects on your third or second time transitioning to dream world. You can keep the gen l slow down to make the idea of escaping the dream world attractive but punish players who get continuously sleeped by Freddy with exposure and movement speed reduction.
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Some other tips would be that many killers run nurses calling a perk that lets them see someone healing don't heal close to a killer if you hear the terror radius music stop healing and keep your head down. Try and hang by pallets for safety. Killers will often go for the weakest target so focus on making em pay for chasing you by improving your evasion.
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- use it to catch up to a survivor don't use it for too long as you might lose them.
- stand still to bait smeone to coming across the pallet for a free hit.
- Focus on the sounds a survivors makes footsteps and moans of pain this will let you track targets better this is where a good headset comes in real handy.
- Use perks like rancor to better track players nurses calling is also good but note it will not work while phased alternatively you could use stridor.
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Nevermind previous statement
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He also suffers from the classic problem all immobile killers suffer from. Not being able to cross the map effectively which is hugely problematic considering his traps are spread across the entire map. Large maps are practically a death sentence. A good fix for him and a few other slower killers would be to make a perk that allows killers whilst out of chase to move faster around the map.
One other potential idea i have is creating an add on that reveals the survivours aura after they disarm a trap. The survivour will be made aware they did this so there will be counterplay. -
I agree with tinkerer nerf it was needed however the wraith buffs had his reappearance transition apparently changed according to devs to accommodate the changes they have made to his add-ons such as windstorm and swift hunt. How this affects him in game we will have to see. Overall the hag is definitely a stronger killer trapper with the best add ons is pretty good but he does require the best add-ons to see high tier play and that is partially because of the collision radius change on his traps. Wraith buffs overall looks amazing in the ptb so I'm looking forward today in testing them out. The best killer billy and huntress took a well deserved hit however huntress as a killer has lost her high tier status as poor map design screw her pretty hard. I.e. massive loops with no ability to fire over them. You might play the killer but being able to spot there weaknesses is important if your talking balance as blatantly exploitable weaknesses can push killers very fast into being un-viable.powerbats said:@Zarathos said:
Cough tinkerer nerf for huntress and billy. Killers are getting nerfed but it is the killers who are strong who are being nerfed as well as opposed to the weaker ones who are sorta getting nerfed as well. With the pallet change faster drops are gonna make mindgaming pallets way more difficult but well have to see how that turns out. Also trappers "buff" came with some serious consequnces i.e. A nerf to his trap collision radius which makes blocking some areas with traps impossible if the surviour moves to the edge of the trap.
But you have to play these killers to pick up on this so im not suprised you missed that. Patch changes have things called stealth nerfs you need to pay close attention to these if you want your opinion to be taken seriously.
Bahahaha, tinker nerf was needed since it was broken and killers are getting nerfed yet buffed. Weaker ones getting nerfed wait what? Wraith getting huge buffs, Freddy getting his long overdue rework.
So now the argument becomes I have to play these killers, do you even read what you type before posting such utter nonsense? I main Trapper and Pig, I play Billy and Huntress and yes I play Nurse and Leatherface.
Oh and I also play stealthy so now you've got to come up with a new bag of insults and excuses to try and debate with.
You were criticizing the persons early statement by saying that killers were getting buffed and listed trapper as buffed which is not necessarily true unless you only play him with his best add-ons. Its rarely ever a guaranteed buff of nerf when it come to patches as usually their is a catch. With all that in mind I find trapper to have received and underwhelming improvement mainly because of the trap collision and a lack of movement traveling around the larger maps which is a death sentence for many killers. -
What annoys me about it is it interferes with my ability to track a survivours injured noises. So ya it does give an unfair advantage albeit very specific and iritating.
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Slug bait is probably the best option but you need momentum early on as killer so eating a ds is in many ways a death sentence. Your assuming im picking up the ds user when i can just win off sacrificing the other 3 non obssesion players.MegaWaffle said:Slugging doesn't counter DS it just prologues the use time of it. If you manage to down a DS user early on in the match just use her as slug bait or get that DS out early. DS gains value the longer the match goes on so you never want them to have it late game. I honestly think it was a misplay on his part that match even if he "won".
Who cares if the ds players bleeds out. It just means a way to put a player off the gens unless survivours expend gen time getting her up. But rember they have to get within 16 meters to figure out where they are or use perks like empathy/bond but who the hell plays with those perks.
Also survivour lose the ability to know if you picked up a player or left them on the ground which means you can suprise opponets more easily.
Ds loses value as the game goes on as you have less people on gens which means less activity spent on getting gens done. If you refering to the trapdoor you can always pick them up after slugging the second last survivour and finish em off. -
This is more reasonable. The ping of fellow survivors is revealed the killer and survivours and a vote to kick can be initiated.Orion said:Vote kick, if it could only be initiated by the Killer, might work to kick out high ping Survivors, since Killers can't communicate with Survivors, but no one player should have the ability to remove another one from the lobby.
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For consoles yes for pc no.
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Cough tinkerer nerf for huntress and billy. Killers are getting nerfed but it is the killers who are strong who are being nerfed as well as opposed to the weaker ones who are sorta getting nerfed as well. With the pallet change faster drops are gonna make mindgaming pallets way more difficult but well have to see how that turns out. Also trappers "buff" came with some serious consequnces i.e. A nerf to his trap collision radius which makes blocking some areas with traps impossible if the surviour moves to the edge of the trap.powerbats said:@Wolf74 said:
@powerbats said:
They've already talked about how they're buffing solo up to the level of swf so they can then buff killers around all 4 survivors being equal.But in fact they actually nerf killer every patch… and on stream they keep talking about further future nerfs.
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Cough Hag buffs, cough Trapper buffs, cough soon to be Wraith buffs but hey they keep nerfing killers every patch.
But you have to play these killers to pick up on this so im not suprised you missed that. Patch changes have things called stealth nerfs you need to pay close attention to these if you want your opinion to be taken seriously. -
I was wondering if the devs would implement a guarranted lobby of survivours regardless of rank if you spent 5 mins waiting. Sure people would ######### about matchmaking but not getting games seems more aggregious.
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My personal favourite ally survivour close to hatch while that person is slugged on the ground - dcSwiftblade131 said:@Just_Clown1n_Around said:
How dumb is a survivor who plays all game, only to dc and lose all bp at the end simply because of a dumb perk? Give me my mori and my bp and I will move on to the next game.Let's see...
Survivor Mori'd - DC
Survivor Hooked - DC
Survivor Downed - DC
Survivor Grabbed off Gen - DC
Survivor Almost Sacrificed - DC
Survivor Hit - DC
Survivor Sees X killer - DC
Survivor Gets hit by X end game or perk - DC
Survivor foolishly stays in the trial when its over - DCThere is probably more, but these are all far to common of an encounter for me.
There really is no end to what will make them DC, they have to much pride.
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I love playing against LF mostly because i can pallet loop him and he can't pressure me in any way with his saw. The mindgames are easy to play around thx to the red stain and with so many maps having a large amount of pallets lf might as well be a ######### wraith because at least wraith has a power that functions in a meaningful way.
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Welcome to the club now if you wait 10 seconds you will be able to transition from sadness to despair XD