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Zarathos

Zarathos

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Zarathos
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  • @Hillbilly420 said:

    @thesuicidefox said:
    @Hillbilly420 Adding more objectives isn't the right choice. When killers have a good build with good RNG, those extra objectives can be really unfair to survivors. I think that there needs to be more ways to force saves and rescues.

    Like, if the killer gets a hook on someone maybe that should lock gen progress for something like 10 seconds or until they make a rescue. Then killer would stay by the hook for a short time to make sure no one saves right away, and survivors would be forced off gens if even a little bit forcing them to rescue, get into a chase, or hide.

    Another person who doesn't read obviously. I suggested multiple other solutions to the problem. I'll quote myself again since clearly you fail at reading:

    "Increase the time it takes for Survivors to leave. This can be achieved in so many different ways that it's laughable. You could introduce secondary objectives (I.E. gather parts for the gens in order to work on them). You could increase the base time for gens to be completed. You could introduce a system where hooking a Survivor automatically reduces action time dramatically, so basically it would be Thanatophobia but good."

    Also, the devs have hinted that they want to add secondary objectives. So you can blow a dick.

    I never said you didn't suggest other stuff. I'm saying that secondary objectives is not a solution. Buff perks, mess with numbers, but no more objectives. It should be gens, heals and saves as the objectives unless killer uses a totem in which case it's also a totem. I will say totems need something to make them more of a priority.

    I was thinking it would be better if the totem applies to every totem, and the killer would need to keep 3/2/1 totems up to keep it proc'ed (number of totems needed depends on tier, the effects should just be flat across the tiers eg. NOED just puts Exposed on everyone, Devour just let's you mori after you 1 hook everyone, etc.). So when you have Ruin or any totem it can't just go down right away. If killer has an ACTIVE totem (which Ruin shouldn't be active until first skill check, Third Seal before first hit, etc.) they will all be lit, so as a group of totems they are easily to find but then totems overall are harder to just body at the start of the game. Then make TOTH a perk that isn't a totem but just meant to protect totem perks (with aura reading), give survivors the explosion when any Hex totem goes down and killer the explosion when the last totem goes down (with aura on last totem), and that would make totems that secondary objective like everyone wants. And if they do this they can add special effects if you have 5 totems, so then maybe Ruin with 5 totems has no great skill checks, so they have to do AT LEAST 1 to start doing gens, then work on the next 4 over time.

    I would also say that if you cleanse a dull totem it should give you a notification of NOED, so survivors will want to at least do 1 totem themselves to check. That slows them down a little even if you don't use a totem, and if you have NOED they will spend all game looking for totems. Obviously this makes NOED less of a surprise tactic but I think it's main goal is to just scare survivors to slow down, and punish the ones that rush. It sucks as a solo survivor to be the first one hit with NOED, but if you know it's coming that's different. If I'm solo I'll try to do totems but if the Hex icon is still on my screen when the gens pop I will know to expect a NOED. I'm rewarded for doing something other than gens but if the killer is chasing me and hits me I still go down. Alternatively I know killers hate when their totems are shown to survivors, so maybe if you clean any dull totem and the killer has totem you get the Hex icon but nothing else. If you want to find out what it is you have to play through the trial. Then killers can use other totems beside Ruin, like Third Seal which has potential to slow the game because it makes it harder to do saves if you weren't paying attention to the hook (and beats all aura reading) but is awful simply because it gets bodied long before you can even get it going. Do this and killers can use a totem, just 1 totem, to slow the game and won't have to worry about losing it right away.

    I like this idea some reasonable nerfs and more powerful hex perks but the totem spawns need to be fixed as well. Some totems need to be moved around with the following rules in mind. They must be concealed behind an object never in the open. A totem needs to be located away from gens never located next to them. 
  • @Zarathos said:
    In my experience Freddy is a win more killer. If he has a lead he can easily 4k probably better at 4king then most killers on account of being invisible and excellent at tracking. However he is reliant on m1ing survivors which is a gigantic weakness no instadowns built into this guys kit. His pallet games is also insanely weak no ways of stunning or slowing survivors so a solid survivor can loop'em with ease. Currently I'm on a mission to see how far I can push this guy the goal of reaching rank 1 with freddy. Slugging is probably the best option for him. Once you have killed 1 survivor begin to slug the rest of the survivors. Other then that you will have to consistently mindgame survivors as a single failure can cost you the game. He has great tunneling capabilities too if you want to remove a player but survivors are body blocking then tag only the one who was unhooked. this make it so other survivors cant body block. Is tunneling nice no but if the devs didn't want freddy to be a heavy tunneler killer they wouldn't have nerfed him in the first place.

    I play Freddy and you have to use mind games. Every time I face a Freddy or watch someone play him on YT, they do the same thing other killers do. Check gens until they find someone. Sleep them, hit them, down them, hook them, use BBQ for next survivor. Rinse, repeat until end of the game. People chase with Freddy like a normal killer, and he can to a degree you are right about him not having any way to stop survivors.

    BUT he doesn't have to chase like a normal killer because he can see auras. You can let survivors run and cut them off or catch them in a bad spot if you just pay attention to what they are doing. And you can chase multiple survivors at once, if you get them scrambled good enough then they will get in each other's way. I found that Freddy is most effective at just harassment with sleep until someone makes a mistake THEN you chase. I use Class Photo + Z Block. I look like a baby Freddy when I sleep someone, but if I find 1 person I can find everyone. So I sleep the first one, make it look like I will chase then go sleep the next. Depending on where the other 2 are I will either go sleep another or hit the guy. If I think I can't catch him I will chase, but otherwise I will go to the others (who are almost always on a gen and I know what gen), sleep them, yadda yadda. Once I get 3-4 asleep I let them run around and when I see a chance for a hit I take it. If I see a chance for a hook I take it. If I see you healing or doing a gen to wake up, I come to you and hold sleep on you if you wake up, so you either have to start running, or get lucky you fail a skill check in time THEN start running. But now I sleep you and if anyone else woke up I will see them. If someone is asleep and near me, I see them. I run Dying Light/PWYF/Ruin, and I will do this until I can hook the obsession. Once I do that, if my Ruin isn't down or you don't have 2 gens done, the game is effectively over for you. Even if everyone is awake when my obsession dies, I just need to find one of you. And I'm invisible so I'll just stand around somewhere and wait for one of your to try and immerse your way past me.

    When you play him like a normal killer he sucks. When you give him strong perks and Class Photo, and just harass everyone with sleep until you get a hook, he is quite strong.

    I agree with letting survivors escaping and ambushing them later but dying light is a bad idea without a mori. At higher ranks swf players will conceal the dying light player and the DL player will hide. My advice is to go save the best for last. Since Freddy is reliant on m1ing the CD on his hits gets him a lot of extra hits. Sleep everyone around you when you can.  Your time needs to be spent hunting players. 
  • Vietfox said:
    mcNuggets said:

    @Vietfox said:
    mcNuggets said:

    @only1biggs said:

     @Master said:
    
       @TheLegendDyl4n1 said:
    
         @Master said:
    
           @only1biggs said:
    
             @TheLegendDyl4n1 said:
    
               @only1biggs said:
    
                 @pauloandrade22 said:
    
                   @only1biggs said:
    
                     @mcNuggets said:
    
                    This maybe works on idiots, but most killers dodge 4 swf or 4x flashlights.
    
                   
    
    
    
                    This might work for massive idiots, but most killers know how to play around 4 swf or 4x flashlights.
    
                 
    
    
    
                  I play around by avoiding them? That counts.
    
               
    
    
    
                LOL
    
                No, you do things that don't allow them to use the flashlights. You pick up facing away from them or face a wall. You bait pick ups. You slug, et al.
    
             
    
    
    
              well yeah with the new update since all the killers whined about flashlight saves being op they made it to where you have to start blinding at 1 sec instead of 2 so you have to be right next to the killer when he pick up to flashlight save
    
           
    
    
    
            It was easy to counter flashlights before the updated pick up animation. People just thought it was easier to moan instead of getting better and doing something different.
    
            @only1biggs said:
    
             @TheLegendDyl4n1 said:
    
               @only1biggs said:
    
                 @pauloandrade22 said:
    
                   @only1biggs said:
    
                     @mcNuggets said:
    
                    This maybe works on idiots, but most killers dodge 4 swf or 4x flashlights.
    
                   
    
    
    
                    This might work for massive idiots, but most killers know how to play around 4 swf or 4x flashlights.
    
                 
    
    
    
                  I play around by avoiding them? That counts.
    
               
    
    
    
                LOL
    
                No, you do things that don't allow them to use the flashlights. You pick up facing away from them or face a wall. You bait pick ups. You slug, et al.
    
             
    
    
    
              well yeah with the new update since all the killers whined about flashlight saves being op they made it to where you have to start blinding at 1 sec instead of 2 so you have to be right next to the killer when he pick up to flashlight save
    
           
    
    
    
            It was easy to counter flashlights before the updated pick up animation. People just thought it was easier to moan instead of getting better and doing something different.
    
         
    
    
    
          Thats the survivors way of life. Why git gud when you can instead complain, project power, review bomb and get what you want anyway without any practising
    
       
    
    
    
        its also the killers. why do you think they changed it in the first place?
    
     
    
    
    
      What are you talking about?
    

    You think the killer problems are a git gud issue? Take a look at the official tournament games where a non-nurse killer has been played

    Full of bullshit.

    This guy in the video doesn't even know how to properly play killer.

    He acts like he never versed a team, where all you can do, is loose.

    I faced him long ago and believe me, he does know how to play as a killer. I didn't know him by that time, a friend told me who was he after the match.
    You will believe what u want at the end, you just dont want to admit what the video says because counters all your excuses.

    If he plays a weak killer and got a map not in his favor, he won't stand a chance againt a "good" swf with voice comm.
    He explains how to player killer well, I know all the strats, because I use it for my own.
    But he explained the flashlight issue completely wrong and he explained the gen rushing issue completely wrong.

    Flashlights were overpowered as hell before the pickup speed change, especially for killers like Huntress or Hag.
    You won't have major issues with Hillbilly or Nurse with flashlights of course, but with every other (not viable high mobility) killer.
    Survivors don't die in a wall normally in SWF, so this is not even an option. (They most likely have all DS)
    You can waste a perk slot or accept the free rescue. (Flashlight saves while picking up and not being able to move yet seemed to be a network issue anyway, like freezing on objects before being able to use them)

    Gen rushing is no survivor spawn issues or a bad map pressure issue.
    It's there because the gen timer is a constant value not affected by how many players are alive.
    If you don't play an overpowered killer, you don't stand a chance against gen rushing.

    Basically you have to down and hook a survivor before 1-2 gens are popped to even stand a chance against good survivors.
    If the map is not in your favor, you are screwed when there is no possibility for a 3 gen strat.

    I still manage to get 3-4k nearly every game as killer.
    Even with extremely bad killers.

    I don't like the high tier killers, I prefer mid-low tier killers like the pig, the wraith, the shape etc.
    For me the game is no fun getting gen rushed by a 4 swf with flashlights and dstrike.

    He represented these 2 issues completely wrong. (or only for the 2 top tier killers)

    In the video he talks about this kind of swf pro squads, and he says 2 important things:
    1-That facing them as a killer doesnt happen as often as many killer mains try to make us think.
    2-That even being a top tier squad, everyone makes mistakes, and if they dont make any mistake and do everything perfectly they honestly deserve to live.
    I agree with both points.
    Sometimes survivors die in a matter of seconds, sometimes killers get 0 K. We just gotta deal with that and move on to the next match.
    Buddy post rank 5 it's nothing but swf unless your dodging them. You will rarely encounter solo players. On pc if your in the higher ranks killers typically dodge swf groups leaving players like myself to takem on. I don't mind this were it not for players brazenly believing swf is not broken as fk.

    Point 2 would be acceptable if it was easy to mess up but many maps are survivor sided with the exception of the game. Blatantly exploitable loops in maps with very limited counterplay.  It's really hard to fk up survivor as many pallets are ridiculously safe with no opportunity to mind game.

    The man's advises killers to target a weak link breaking chases until you find a weak player who may or may not be in the game. He claims rng make dbd as a competitive game impossible. Not like a card game like hearthstone doesn't have a competitive scene oh wait. Doesn't address the terrible totem spawns and claims this game should be a party game,  balancing is pointless. 

    Then he sell short the dmg ds has on the killer claiming it dosent appear to often just yesterday 85% of my games had at least on ds player in it. 

    His arguments are pathetically flawed he thinks killer should only be reactive never proactive which is a massive limitation to the role. I say respect the man's opinion but don't buy his submissive tone. Dbd has created proactive killers like huntress, nurse and Billy it can bring the rest of the killers up to that level but it has to stop making the depth of survivor gameplay patheticly low. Pallets need to have more loops where killers can mind game them less simple autohaven loops.

    Give killers more time to work or as I have said many time before segregate swf and solo player experiences. Create an incentive to play it ie killers get an additional perk slot or bonus BP. Increase the times on gens in swf mode. Reduce the effectiveness of toolboxes. 
  • In my experience Freddy is a win more killer. If he has a lead he can easily 4k probably better at 4king then most killers on account of being invisible and excellent at tracking. However he is reliant on m1ing survivors which is a gigantic weakness no instadowns built into this guys kit. His pallet games is also insanely weak no ways of stunning or slowing survivors so a solid survivor can loop'em with ease. Currently I'm on a mission to see how far I can push this guy the goal of reaching rank 1 with freddy. Slugging is probably the best option for him. Once you have killed 1 survivor begin to slug the rest of the survivors. Other then that you will have to consistently mindgame survivors as a single failure can cost you the game. He has great tunneling capabilities too if you want to remove a player but survivors are body blocking then tag only the one who was unhooked. this make it so other survivors cant body block. Is tunneling nice no but if the devs didn't want freddy to be a heavy tunneler killer they wouldn't have nerfed him in the first place.

  • Have an idea I want to circulate around the community. Replacing the black box with a ultra rare that continuously sleeps survivors every minute after they wake up or make it so the obsession suffers from this effect the time can change dependent on how powerful it is but it is an ultra rare it should be powerful.
    Alternatively make it so the black box put this obsession in a permanent sleep no wake up. Is this enforcing tunneling yes but currently the black box is utterly useless.

  • @GT_Legend2 said:
    I had a thought a while ago that everyone begins the trial in the dream world. Freddie can see their auras and they will rush to miss a skill check. This gives Freddy so much information and potentially a great start while still allowing people to have that little bit of time to escape when retransissioning into the dream world. Just a thought, I’m sure adjustments are to be made.

    This sounds like a fantastic ultra rare add on forget the black box trash this is a good idea. But lets go a step further make it so survivors fall asleep every minute or whatever time frame sounds more balanced.

  • Usually to pull killer off hatch or away from a survivors who may be in a precarious position if caught. If its all of them then likely free hits out of respect if tea bagging is involved they want a reaction because the game before they got face-camped or were screwed in some way that they feel taunting a different killer makes everything even. People are illogical and shortsighted.

  • @Master said:
    Yes until you hit high rank and get genrushed.
    same for survivor btw, its way too easy to pip unless you genrush. If you arent careful and escape too fast, then you will only blackpip. (######### is this design?)

    Sure I understand that the game is balanced around rank 20 where no genrush happens, but come on.... its not that hard to pull off.

    Gen rush is hurting killers and survivors.It makes momentum for killers massively important and makes slugging heavily relied on to keep survivors slowed down. If you lose momentum at any point in a game gens can pop so incredibly fast and that's without toolboxes. The hunting aspect of DBD the quiet before every hook and unhook is non existent and this fact is criminal since its theme is a horror game. I was fine with whispers but bbq and tracking perks are along with toolboxes the main culprits of this tension less meta. First nerf toolboxes, raise the time to gens but create points on a gen where it will no longer regress back from unless killer uses a perk like pop goes the weasel and nerf bbq.and some of the doctors tracking abilities. I would like to see DBD actually move to a meta where we could see an upheval of the chase and bring in a game more focused on stealth. Maybe make separate modes to dbd. The game has so much fun unexplored concepts why settle fo this chase meta.

  • Honestly the reason this happens is so survivors can't duplicate items. Like if a killer frankie's you and another survivor takes your item you could share items with other players. If an items is white warded you could make it so no survivors could pick it up and it would disappear on your death but item duplication has to be dealt with in someway.

  • @TheLegendDyl4n1 said:

    @Orion said:

    @TheLegendDyl4n1 said:

    @Orion said:

    @TheLegendDyl4n1 said:

    @Master said:

    @TheLegendDyl4n1 said:

    @Master said:
    TheLegendDyl4n1 said:

    @Master said:

    The stun already is guaranteed, you only need to time it correctly.

    But I guess you want to go the super easy way

    its not a guaranteed if the killer picks up the survivor with the survivor vaccum that sucks the survivor to him by a foot or two if there was no vaccum where the killer could suck the survivor to him by a foot or two he would be forced into picking up a dropped survivor in the middle of a palete where they are and it would be easier but now all he has to do is be more than halfway put of the palete and move imediatley out and sometimes it doesnt even register but gives the bloodpoints for stun after he is moving

    There is no grab vacuum anymore. That might have been an excuse for before, but now it's completely your fault if you mess up the pallet timing 

    thier still is a grab vacuum not as much but just enough to move out of the pallet as i throw it down and he is safe and then i cant drop it as the animation ends because it never drops and gives me points for the stun but not the actual stun

    There is no vacuum anymore, ######### are you talking about?

    the multiple videos of proof i have on my xbox account of killers being able to pick up survivors from a good foot away

    So within arm's reach? You know that Killers have arms, right?

    how should a killer be able to pick up a 120- 150 pound survivor unless they are right over them thier is no arms reach they should fix it or make the animation longer if you want to suck the survivor closer to you by a foot like it happens in the game. it looks unrealistic.

    Because the Killer is supernaturally-empowered by a god-like Entity. The lack of animation doesn't make it unrealistic; it just makes it look weird.

    but if a survivor is picked up where he exactley is in the dying state it would make it more realistic and better to get pallet saves

    Wait what how is it realistic for a killer to pick up a survivor on top of them have you watched a horror movie most killers grab the survivors and drag them by the legs. Its more dramatic on account of the fact that the animation of a killer dragging a survivor is more chilling then one of a killer standing over a survivor and grabbing them. There is more hostility in grabbing the survivor from his legs then body.

  • @akbays35 said:

    @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    I should emphasis that the self heal would be faster than a medkit but for one full health state for yourself and have the medkit efficiency. Yeah but I feel like they are buffing bleeding timers just to counter self heal, there are other ways of healing through bond and pharmacy. I've gotten quicker healing for myself and team mates from that green medkit than from self care. I feel like Self Care allows for more bodyblocking and toxic behavior from survivors since it's so versatile. Plus, no one grabs empathy and it has the largest aura read of any perk.

    Empathy is actually pretty powerful on a stealth builds as it gives you the location of an injured survivors letting you know where the killer likely is. Its redundant on swf teams for obvious reasons but nonetheless is insanely powerful.

  • @Chrona said:
    That is the kind of nerf that takes a must-pick, and turns it into a never-pick. If I remember correctly, even the highest one heals at about half the speed of a common medkit. It's a very good perk, no argument. But I feel it is relatively balanced. I would say, at most, more frequent skillchecks, which would give survivors more of a chance to mess up, and end up notifying the killer.

    Oh hell no what about the poor Freddys they have it hard enough time with this perk also. Your helping players heal faster when players land greats lets not make higher rank play harder then it already is. Did you know when the depip squad was running a no perks challenge they found Freddy were significantly more dangerous then the average killer. Ya turns out self care is a super hard counter.

  • Honestly guys just because survivors have exploited the game horrendously doesn't give you grounds to be just as bad. Killers like Hannibal expect class from their peers its pathetic that this bug hasn't been fixed yet but irregardless I'm avoiding tinkerer perk until its fixed.

  • @TheLegendDyl4n1 said:

    @thesuicidefox said:

    @Jack11803 said:
    Dont get it twisted, you’re not some host because that’s what killers should be, you’re only so because it works, and it’s cheap for servers. Anything involving manipulation of lobbies is your privilege, not your right

    Call it what you want but switching last second is a cheap tactic done by people that just want to bully the killer. If the killer doesn't want to play with you they have every RIGHT not to, it's their lobby not yours. There are plenty of killers that will be fine with full bloody SWF w/ flashlights, but those are the killers these survivors purposely try to avoid by last second switching. It removes any sort of counter-pick on the killer's side, putting the survivor at a serious advantage they wouldn't have otherwise, hence why it's a cheap tactic and done by people that are too scared to play fair.

    so if i dont want to go against a michael with tuft curl of hair and tombstone with play with your food so he goes faster than normal i should be able to know that and dodge the killer cause i dont feel like going against a toxic add-ons (survivor items) and the michael with bloody clothing that i dont see unless im in game. check my other reply for the fix to this and make it to wherre your locked in so people cant change characters in lobbys

    Knowing the killer will give a ridiculous advantage to survivors. A full sabo squad for trapper is terrifying and urban evasion teams annihilate the advantage a hag has with traps. The reason a solo killers gets the info of what items a survivors is bringing is because they are alone. They have to be the force that drives the game..The power role. Some killers have glaring weaknesses that are overcome by certain survivors perks irregardless of what add-ons they use. Michael's and Freddy is spine chill or premonition. On top of that many of these add-ons are single use. Where as a survivors merely has to escape with the item in the trial to use them again. Funny you should mention tombstone myers considering his counter-play is glaringly obvious. Jump in a locker when he tier 3's he has to hook you buying your team time and maybe theirs a chance that you may escape.

  • @hill_o said:

    @thekiller490490 said:

    Killer toxicity examples. So I know you want me to acknowledge that killers can be toxic too. Like hook hitting. It's kinda like t bagging because it really doesn't affect gameplay and is a way many (including me) celebrate a 4k or owning a toxic survivor. Lobby dodging is also a problem and I did mention a way to fix this.

    If you're a hook hitter, you should expect some teabagging. It might be a fun way for you to celebrate, but you're just opening up the door for survivors to be like "but teabagging at the gate is just how I celebrate my victory, haha!"-- bad manners are bad manners regardless of what side they're on.

    Bullying on either side ruins the enjoyment of the game all around.

    Now in fairness if your using ds to cuck a killer and they get hooked afterwards your entitled to a smack on the hook after all how are we killer gonna vent our sexual frustration. XD

  • @Jack11803 said:

    @thesuicidefox said:

    @Jack11803 said:
    It’s literally survivors trump to dodging. Only reason killers are host is because it’s simple, and cheap, don’t let it get to your head.

    Actually no it's a cowards way to play. Killers dodge, no doubt, but when you get the one killer that doesn't dodge that actually means something. It means he won't be a pushover, he sees your p3 Claudette with a flashlight. He knows it's purple and you have DS. He doesn't care, he hits 'ready up' anyway.

    You want killer that are pushover. You want the ones that would normally dodge you because you know that killer won't be as good as the one that doesn't dodge.

    And if you don't want to be constantly dodged don't bring a flashlight, especially if someone else has one. Really, why do you need it EXCEPT to harass the killer. Throw up a purple coin and go looking for one in a chest. With Plunderer's you are almost guaranteed a flashlight, usually a green one.

    First off I’m a rank 1 killer. Second, dodging is just as cowardice. Third, why does it matter if it’s cowardly? Forth, luck is stupid. Fifth, same reason you use add ons on killer, to get an advantage. Sixth, if somethings annoying, and it pisses people off, you fight to use it, not break in immediately. Seventh, there is no way to know if a killer will dodge or not, and saying you screwed over an honest killer is ireevlant; what’s the saying “killers shouldn’t be honoroubly or honest, they’re there to kill.”? Get outta here with your hypocrisy and talking in circles.

    Let me guess you used to run sabo back when hooks were broken permanently. Theirs a very good reason why people don't play flashlights comps because they usually only show up in the middle ranks where killers are still learning. You might not know this but people game the system so there matched with weaker killers by including a lower ranked friend who hasn't played since reset. The goal is never to rank up but rather farm the killer by blinding them continuously. Also fighting to use a particular item or perk leaves you vulnerable to facecamp by pissed off killer.

    Some killers have an honor code this is truth in reality too btw. The huntress wont kill little girls. I personally won't kill a team of two survivors unless they want to move on to the next game. About dodging as well if your playing a killer like wraith an you get hit by a flashlight squad and you don't dodge that's not cowardice its common sense. Your vulnerability to light will make your stealth form unusable unless you have light burn resistant add-ons.

    For a rank 1 killer do you stick to chasing a survivor all the time or do you break chase to hunt a survivor who is in a less pallet loopable area, because if you do then i could easily misconstrue your decision to break chase as a show of cowardice. Those who preach cowardice often are illogical. Here some advice if the party doesn't ready up before you dodge em unless your willing to deal with last second switches.

  • Ok so many people may not know this but their was a time hook saboing was a thing. Permanent destruction of a hook no fixing. It created the most hated meta of all time. The slug meta. If a killer didn't have any hooks they would knock all the survivors down and bleed them all out. it was long boring and dull. Imagine if killers could smash a gen completely overtime that was the equivalent to what you did to a killer. Camping survivors became standard fair if you managed to hook a survivor during this meta. Also hooks are incredibly fast to break with a sabo box with decent add-ons. I would make sabo more effective for breaking totems. Hook saboing was and still is an ill-thought out plan that basically deny the killer their objective. It had very little counter-play and was ridiculously fast.

  • @Peasant said:
    Chrona said:
    So, how does the attitude shift in the community? Do people play the same? Harder? More generous, or more trolley?

    Last time there was an event like this there were roaming Saboteur squads that would farm the gens and deny special hooks all game. I hope that this time will be different, but only time will tell.

    I remember accidentally bumping into one of these sabo squads it wasn't during the event tho. At first i thought they would gen rush then my game started to explode with noises. I only equipped hangman's trick because my pig had no survivors transport perks so I used hangman's trick. The team sabo hooks only for the hooks to regenerate 10 seconds later and they didn't stop until ended up 4king all of them. Honestly sabo is a terrible mechanic why not make sabo just better at smashing hex totems?

  • The tip of the weapon is still a hit. Its hard to see but the lunge on a killers is slightly tipping you with there weapon. This hit detection gets weird around sub optimum ping but you cant really do anything about that. Hopefully DBD get its own dedicated servers like deathgarden.

  • A majority of these problems are map design issues but dev's simply refuse to change maps. Many of the existing loops have been here from the start and dev's are unwilling to change these locations. I want to see these maps change because right now as huntress when I choose to leave the hook going far is a bad idea as time spent traveling farther to hunt is too precious and patrolling seems like the only solution. If devs don't want to change the maps close vault spots after being used twice or make bamboozle gate closing effect the default. As for the great skill checks idea make it a passive effect on ruin so even when destroyed you have something to slow the games down.

  • @Michael_Myers said:
    Good vid showing how useless camping is https://www.youtube.com/watch?v=CsSSgpWQzBE

    https://www.youtube.com/watch?v=mlz5_XDVGqo
    Video debunking a dishonest camping experiment

    Camping works but not mindless camping. At fking rank 2 I as Myers downed 2 people who were trying to make a save on one player I nearly 4ked but got outplayed by a kate who kicked my ass barely dodging my lunges. I nearly 4ked because of this.Exits gates were powered they could leave but i left that game with two kills because i camped the last survivor at rank 2. I had a game recently where an insidious leatherface 3ked despite my warnings to others players this was at rank 8. Camping works sometimes but if you mindlessly facecamp it won't work as well. Remeber you might say the gens being faster to complete counteracted camping but it didn't in fact it just made the situation even worse killers will see tow gens no ruin as a death sentence and just give up and camp the last player in hopes they can get one more players afterwards and salvage a 2k game. Camping makes it so time wasted hunting for survivors is not consumed. This is so important as time is a luxury in DBD.

  • @Bravo0413 said:
    Zarathos said:

    @Bravo0413 said:

    Eninya said:

    @krick said:
    

    @DarkGGhost said:

    @Grimzy i will to know why you say kilers are on top now .
    

    R1-R5 killer stats (without DCs, moris and NOED) The requests for stat generation were as follows:

    High Rank (Ranks 1-5)    Excludes games that have less than 4 survivors spawn.    Only counts sacrifices as kills; meaning it excludes DC's and Mori's from adding to the kill list.    Specifically excludes games where NOED is used.
    

    level 1

    not_Queen_bhvr
    
    Developer
    
    9 points ·
    
    4 months ago
    
    · edited 4 months ago
    

    I am forwarding this question to our Data analyst! EDIT: He went with the specifics you asked for. Quick note, NOED is used in 14.6% of the games in Ranks 1 to 5. Killer and % Sacrificed HillBilly: 60%

    
      
      

    You do realize that the numbers are most likely inflated with stupid decisions... 4ks that shouldn't be 4k's etc.. .

    I'm guilty of this as well. As a team we all got to exit gates except one of us who was hooked. We saved her in the end but all three of us were hooked and killed in the process.

    @krick Exactly what this dude said... a lot of games survivors can feel guilty/cocky etc... and end up making a decision to save 1 person and then more people die.. but theres no way of keep track of those stats is there because that doesnt appear to be your agenda...

    They could discount any killl's +1 after exit gates are powered its rare a killer will down multiple players and be able to hook them once exit gates open.

  • @Bravo0413 said:
    Eninya said:

    @krick said:

     @DarkGGhost said:
    

    @Grimzy i will to know why you say kilers are on top now .

    R1-R5 killer stats (without DCs, moris and NOED)
    
    The requests for stat generation were as follows:
    

    High Rank (Ranks 1-5) Excludes games that have less than 4 survivors spawn. Only counts sacrifices as kills; meaning it excludes DC's and Mori's from adding to the kill list. Specifically excludes games where NOED is used.

    level 1
    

    not_Queen_bhvr

    Developer

    9 points ·

    4 months ago

    · edited 4 months ago

    I am forwarding this question to our Data analyst!
    
    EDIT: He went with the specifics you asked for. Quick note, NOED is used in 14.6% of the games in Ranks 1 to 5.
    
    Killer and % Sacrificed
    
    HillBilly: 60%
    

    EDIT: oh yere thees stats where before, pallet vacuum, 3 seconds pickup timers, and exhaustion timer going down while running

    I like how Hillbilly was statistically broken even before killer buffs, and without using a major endgame perk. But lel, "all killers should be brought up to Hillbilly's level".

    You do realize that the numbers are most likely inflated with stupid decisions... 4ks that shouldn't be 4k's etc.. .

    I'm guilty of this as well. As a team we all got to exit gates except one of us who was hooked. We saved her in the end but all three of us were hooked and killed in the process.

  • @mintchapstick said:

    @Runiver said:
    As soon as you're fine with the game, it's good.
    Here's my advice, on the long run :
    Just consider every single survivor as an offender. If they don't do it, it's mostly because they do not have the skill level just yet to feel confident to do it.

    Basically, they're just cattle and you have no reasons to go easy on them if you don't feel like it, because even if you do, it will very likely go unnoticed and you'll get insulted/flamed whatever happens.
    Just rekt them if you can, lose if you cannot, and throw a "gg wp" in the endgame chat and leave the lobby without trying to discuss. It will save you a lot of time, and brain cells.

    Well, that's not a very healthy way to look at things.

    @ OP, as long as you had fun! It's a video game! Fun is what matters.

    Boi that's the healthiest way you can play dbd. Chat is a sewer dump 90% of the time and I'm being generous with the 90% btw. I've never seen a game allow other players to freely drop the n word and be so volatile. Even league has a healthier community fking league. Treat chats like pollution zones and avoid them.

  • Just make gens longer ffs or have ruin integrated in to the game so I don't have to waste a perk slot on a perk that is often spawned next to gens or on a hill or in the open. Imagine if I could kick a shrine and suddenly every survivor lost an essential perk like self care it would be stupid. Hex perks should have a passive effect. Ruin could have the effect that greats for the trial returns no gen progression. Devour hope maintains any stacks it has collected - 1 upon destruction.

    Huntress lullaby could maintain its regression penalties without the skill check noise loss. Hex perks are the biggest failure in terms of design. It locations next to gens, on hills and in the open is inexcusable. In the words of monto my nephew could make better totem locations. Passive effects on these totems would ease the loss of losing a totem and make losing an entire perk slot feel a lot less #########.

    Until maps are redesigned bamboozle should be integrated into the game as well. To many locations like the crotus prenn loop, lerys loop, cowshed loop and meat tree loops are terribly designed with no mind game options open. The problem with survivors who are against nerfs to there broken suite of perks is that blatantly broken killers are being balanced alongside normal solid killers. Billies should have a fuel mechanic that recharges or needs to be refilled at a locker. I'll get a lot of flak for this i know but something to slow him down and require him to restock or use his saw more sparingly would balance him dramatically. But no instead we have exhaustion recharge upon unhook and then bloodlust getting nerfed. do you think that effects billy huntress hag nurse. Hell no. But survivors players don't play killer to a high standard so their idea of balancing the game is pathetically uninformed. If you don't even reach rank 5 as killer your input on how to balance this game is invalid.

  • MegMain98 said:
    Orion said:

    @Grimzy said:

    @Orion said:

    @rObLoCo said:
    Seriously, this guy has a good point when was the last few updates that nerfed the killers? The survivors do get nerfed non stop, it’s fact. Add directional sound for survivor and in game comms and that will level the playing field some for the 4v1 the killer cries about so much... it’s not 4v1 it’s more like 2v1 max and the killer shouldn’t be buffed to play 4 survivors when they are really playing 1v1 and time is the enemy because the longer they stay on one survivor the less they get to catch all 4.

    It's a 4v1 asymmetrical game, it should definitely be balanced like a 4v1 asymmetrical game should be, with the 1 being four times as powerful as any one of the 4.

    The problem is the changes that happen make the killers feel like its 12 vs 4 because they got simply way too much buffed. Its to oeasy for them to camp. I agree that survivors should get free escapes but at the same time killers should not get free kills either, and thats what they have now after the recent changes.

    No such thing as free kills. For a Killer to camp, they had to work for it, to get the Survivor on the hook. For a Survivor to be rescued from the hook by a Killer who willfully leaves it unguarded, someone else just has to hold M1 for 2 seconds.

    Sometimes it is a lot easier said than done for your teammates to come get you off the hook. Not a guarentee that anyone will even come and get you so it isn’t a “free escape” especially when you get to struggle phase and cannot be hooked again.
    Why should escapes be free? That's ridiculous they should be dangerous. Otherwise rescuing players would have no tension hence invalidating the point of playing a HORROR game. Yes I know you people often forget its a god damn HORROR game. That element of being helpless is thematically accurate for its genre of praying that the killer isn't gong to find you after being unhooked. The grunts of pain slowly guiding the malevolent killer closer as you attempt to evade them.
  • BLUE_APE said:

    @M4I3X said:

    @BLUE_APE said:
    Becuase from what I've heard and seen.

    T bagging, looping, juking attacks during a chase.

    There must be more, but these right here cannot be all there is. Because this just sounds like Killer anger issues to me.

    1. T bagging: Accepted
    2. Looping: I would not count that as "toxic" because you just want to use the pallet effectively so why wasting it?!
    3. Juking attacks during a chase: Man, why should that be "toxic" you just try to avoid getting hit and especially if you are half life you try your last chance to avoid from getting downed.

    But there is one more thing you could add to your list, clicking with your flashlight at the killer to get his attention or just doing it in a active chase.

    This is stupid if killers are getting mad at this. And if they feel like camping because of it, then they saying you made me mad so I'm justifide. Well at least when I start maining killer, I can say I'm better then them campers.

    The flashlight thing messes with our audio when tracking. As for Tbagging its just disrespectful I get it your glad you survived and want to celebrate but teabagging is just full blown gloating. Good lord you don't need to act like ochidio or Logan Paul to get respect just demonstrate excellent skill. Their is no humility in sitting there t-bagging at the gate.

    Is the concept of going gg that was fun not enough that ya want to provoke a negative reaction out of a killer. People who do this are no different then the asshat's who say its just a prank bro get over it. Because for some reason we decided having manners and being good sports is boring. We just have to have drama.

    As for the camping they probably gave up chasing people and just want a kill before the game ends to soften the blow of a ######### game. As dbd is right now their is no concede button for killer so if your getting wrecked hard having ridiculously long chases killer might speed the game up by hooking someone and camping them so the game ends faster. You always can quit but apparently that's bannable. Unlike survivor who can give up on hook.
  • Nos37 said:

    @Zarathos
    I hate SWF. It makes it tougher for the killers; tougher for the devs to balance; we'll never get a doppleganger killer because SWF can use voice to shut that down; and now this, too.

    I mean the fix seems kind of obvious. Though just make swf a separate mode with more difficult gen time and cleansing speed. Create an incentive like killer gets a fifth perk or extra bp. Swf seriously has to be balanced in a separate mode its to different from killing randos.
  • @MegMain98 said:
    rObLoCo said:

    Seriously, this guy has a good point when was the last few updates that nerfed the killers? The survivors do get nerfed non stop, it’s fact. Add directional sound for survivor and in game comms and that will level the playing field some for the 4v1 the killer cries about so much... it’s not 4v1 it’s more like 2v1 max and the killer shouldn’t be buffed to play 4 survivors when they are really playing 1v1 and time is the enemy because the longer they stay on one survivor the less they get to catch all 4.

    You can’t say your opinion because the community is toxic and will shut down your response. I can respectfully agree or disagree with somebody who posts something but when killer mains say “get gud” or “salty survivor” or “crybaby” they are JUST as toxic as the survivors who they complain about. The person who made this post made some valid points but nobody wants to agree with them because killer mains will attempt to shut them down by being extremely disrespectful.

    His point was wrong because if you've been following the nerf's for the longest time killers were getting the short end of the stick. Do you remember when they made the nurse stuns stack or how about when flashlight didn't require timing and the pickup animation was obnoxiously long. These idiots who your talking about who say "git gud" are in both camps loud and obnoxious. Ignore them and don't give them attention its called bait, Some people enjoy trolling others.

    No one wants to agree with you because for the first time in a long while upper rank survivors are seeing variance in killers. Did you know what happened once you got passed rank 10 previous to these patches. You would see nothing but nurse,billies and huntresses. 3 killers from the entire cast. My problem with some survivors arguments is their not targeting the actual broken points of killer. For example billy's instasaw or machine gun hatchets huntress which got nerfed when they changed tinkerer. Yes killers did get nerfed as well but its through more subtle elements because killers for the longest time used broken build to compete in the broken survivor meta. The recent nerfs give the weak cast of killers a chance to see higher ranked play. The exhaustion nerf had to happen so many m1 killers can see play.

  • It could kind of be counteracted by an swf group tho. As any downside would be mitigated by saying your location to your team. I love the idea of this perk but going in with friends would make this perk unbelievably broken.

  • Fun unique add-on not a competitive add-on a truly great meme add on with a unique play style and build whats not to love.

  • Mah boi tap is on the case breaking your totems and rushing your gens.

  • Most of these huntresses tend to be new or inexperienced huntress killers. I've seen it with billies as well. I always tend to assume if their tunneling or camping it's a lack of faith in their own abilities. I might say that its sad and pathetic but I 've been in situations like that where i just wanted to get a nurse daily for sacrificing and just camped the survivors at exit gates because i knew otherwise i would have to play 2 or 3 more games of nurse. Which were miserably annoying. You might say just ignore the daily but if you haven't notice DBD is pretty grindy when it comes to blood points considering how awkward the god damn bloodweb system is.

  • @CptainPotato said:
    The issue with that is to prevent people from lunge-hitting survivors and then killing them, it's way easier to do thath, that to simply hit a survivor without lunge to mori them instantly.
    For the gen and such, I still agree, you should be able to kill them instead of just putting them on your back.

    I mean you still have to build up the EW to access tier 3 so is it that unreasonable. To allow for a lunge hit + mori. I mean you get a god damn movement penalty as well so how is it unreasonable to mori someone on the god damn ground.

  • @Master said:

    @Zarathos said:
    Hmm this is where you need to examine your killer preferences. Some killers handle these loops pretty poorly but some killers like doc and huntress can hit the survivor with a ranged attack to stun them or get a hit. Another is the clown who can slow them with his bottles. Personally I've been playing a lot of huntress and while these loops are still annoying I have a brief points in these chases where I can lob a hatchet and hit them going out the window.

    Try and keep the gens farther away from the barn from being completed so they will not have enough time to reach the cowshed.

    I highly recommend hag after her buff now.
    Immediately go to the main loops and trap them up. Once you find a survivor, they will use sprint burst to get to the super safe loops you already prepared, its so funny.... :lol:

    Some are saying shes the second best killer in the game and i gotta say its looking that way for now. We will have to see how survivors adapt to the changing occurrence of killers. From my experience with survivors its pretty hard but not impossible to beat a hag.

  • Such is balance. Survivor game play has become harder and for good reason the game has for the longest time dramatically favored survivor players. As a result survivors are struggling because the old tricks that bailed you out no longer work. More focus need to be put on losing killers and playing stealthy as exhaustion no longer is recharging during chase. Killer mechanics cannot be simply circumvented with the basic meta perks. Now unlike most killers heres some advice to adapt to this new meta.

    First the chase you need to lose the killer stop trying to run em around the map they will catch up and they will come down hard on you. Use sprint burst lithe etc to get distance and hide somewhere using perks like urban evasion to walk around the killers quick and quiets or come dance with me will help a lot in this category but i recommend you experiment with these perks.

    Next is saves these must be conducted carefully a killer will camp if they can. Always assume this never think a save is free. Make sure you have vision of the killer and know hes far enough away to guarantee a proper save. Never assume a killers gonna play nice. The minute things look bad for a killer they might start hard camping if this occurs start blasting through these gens so they de-pip and learn their lesson never try to save a friend from a face camping killer 9 times out of 10 you will end up giving him more kills. leave and de pip his ass so you won't have to play with him again.

    Perks that i think will form the new meta will be self care, lithe , iron will and urban evasion. These perks will get you much farther then ds and sprint burst due to the recent changes urban is mostly here because the hag is a huge threat and having urban massively helps. take iron will to allow you to juke nurses as they rely heavily on your grunts of pain. Self care is good in general and is good for the rare Freddy.now lithe and sprint burst are both pretty good i prefer lithe because i can control when it goes of and when i want the chase to end as once i burn lithe i usually want to end the chase then and their.

    I get that these changes are pretty rough for survivor's who are used to the old meta but for once survivor's are seeing variance in the higher ranks and that's important as for the longest time it was just billy, nurse and the rare huntress.

  • @Zarathos said:
    Hillbilly420 said:

    An Ultra Rare where his charge speed is moderately decreased and he gives them the Mangled effect when chainsawing would be nice. Status-effect add-ons are kind of "eh" at best.

    Alternatively you could have an Ultra Rare that TREMENDOUSLY just decreases his charge speed so that way he gets instant saw and can use another add-on to do whatever.

    Their are so many add-ons similar to that with hillbilly. We could look into upgrading his m1 in someway as well.
    DarXide said:

    That's the point. If he has an Ultra Rare that tremendously reduces the charge for his chainsaw then he can instant saw without needing two add-ons. That way he can instant saw and still leave them mangled or affect repair speed or be able to turn on a dime with the Moonshine.

    I suppose with the tinkrer change this would allow billy to access that insane power again with it being an ultra rare that does sound reasonable. I'm just thinking about what unique ultra rares can we give'm huntress has the iri heads. The doctor has the iri king. There is definitely room for another ultra rare on top of what your suggesting. Also another thought should the billy rev noise have a different sound to distinguish it from the regular chainsaw sound?
  • Hmm this is where you need to examine your killer preferences. Some killers handle these loops pretty poorly but some killers like doc and huntress can hit the survivor with a ranged attack to stun them or get a hit. Another is the clown who can slow them with his bottles. Personally I've been playing a lot of huntress and while these loops are still annoying I have a brief points in these chases where I can lob a hatchet and hit them going out the window.

    Try and keep the gens farther away from the barn from being completed so they will not have enough time to reach the cowshed.
  • One thing to help you get better is also to break chase with some survivors who are simply looping you to well. Even the best killers break chase if a player is to much trouble. There are also certain areas survivors will use that can net them an ungodly amount of time.

    Some examples would be a window at a place in this concrete building called the groaning storehouse, the meat tree can be pretty bad if you see a survivor their and you can't get the pallet down early just move on finally the house at the red forest is a nightmare sometimes as their are so many windows to vault. Their is also what I consider to be an essential perk called bamboozle on the clown. It helps a lot in dealing with some of the obnoxious loops.

    TLDR If a survivor is giving you too much trouble move on to a different one. Some spots in dbd waste too much time chasing so recognise them and either cut off the survivor or leave and hunt other prey. Best of luck buddy you already have a pretty solid set up I look forward to seeing you in the fog!
  • An Ultra Rare where his charge speed is moderately decreased and he gives them the Mangled effect when chainsawing would be nice. Status-effect add-ons are kind of "eh" at best.

    Alternatively you could have an Ultra Rare that TREMENDOUSLY just decreases his charge speed so that way he gets instant saw and can use another add-on to do whatever.

    Their are so many add-ons similar to that with hillbilly. We could look into upgrading his m1 in someway as well.
    DarXide said:

    I think his Ultra Rare could be an extension of Begrimed Chains in the fact that he already gets the effects that Begrimed gets, but with the added ability to add yet another status effect on them like a Hemorrhaged effect even when they're fully healed, but it has a negative trade off of it having a slightly longer charge time compared to Begrimed Chain

    I like the longer charge time trade off. Maybe double the length of begrimed chains effect or increase the length of time by half of begrimed chainsaw effects might be better. It would make a slow heal build insanely strong and some perks revolving around stronger heals might make its way back into the meta. As it stands hemorrhage while thematically accurate might not be enough to make the add-on worth running.
  • @Swiftblade131 said:
    Maybe something like.

    If you injure a survivor with a the chainsaw, they cannot heal themselves for X amount of time. Forcing team heals or something.

    Kinda specific but i suppose everyone runs self care. It also not much of an incentive to put on over the other billy add-ons. Maybe an add-on that smashes pallets and continues moving forward.

  • Funny fact about stream sniping apparently with killer lobbies being bugged the only game many streamers can get is with stream snipers. Talk about going from a negative to a positive. Don't get me wrong its still awful when you queue up as hag and get 4X urban evasion but its just a hilarious situation i wanted to point out.

  • I've been playing her this season and nothing but her and I'm currently at rank 6. So far my experience has taught me that I needed to rely more on my melee attacks and less on my hatchets. Before I could run the machine gun build and go full hatchet nowadays i have to mind game survivors so they have to guess whether i'm going for a hatchet or a swing. I'm not entirely happy she needs add-'ons to be good but its not like leatherface where half of his add-ons are terrible.

    TLDR huntress is fine you can still do well just don't be afraid to M1 survivors if their close and trying to dodge hatchets.She does have an issue with large maps tho it would be nice if she had movement speed out of chase as it would make patrolling certain maps less of an issue. Cough cough pale rose.

  • @Khroalthemadbomber said:
    @Zarathos hell even on HIM it's been weak lately. Four matches in a row as Doctor with Unnerving active. I down an Obsession and they are T3 insanity. Every god damn one of the lands the d-strike skill check.

    Ya survivors don't tend to miss D-strike since they know its coming. Also does doc mess with positioning of D-strike skill check?

  • Another thing you can do to stop getting camped is to be a giant waste of time. Any killer worth their salt will back off if they know your too much hassle to chase so getting better at the chase helps a lot. Using flashlights on the killers as hes breaking pallets is a really good idea as you can use the times hes blinded to slip away from him just make sure to not leave tracks marks from sprinting too much. Be warned this will not work on billies who chainsaw pallets.

  • @DepravedKiller said:

    @Touken said:
    So i wanna know how is it possible to adapt as a new survivor if you keep getting camped? 

    Also aren't the killers too op for noob survivors basically moving noob killer up and down between ranks because they arent good too?

    ps.Im not new im just a bad at the game, im more of a killer main (rank 13 huntress) so i know how you most killers think but im not sure i can agree with most of it

     

    Depends on your mindset when entering the game, i use to help the team by jumping on a gen straight away but soon found out i was the only one doing this hence getting chased first. With the new exhaustion perk changes i tend to be more cautious when playing survivor....unless i'm playing drunk then i invite the chase

    David: Come here you Hic* limely ######### i ll kick your ass.
    Feng: David don't provoke the myers he gonna kill you.
    David: that little ######### dosen't have the balls to kill me at worst he'll hook me.
    Tier 3 myer sounds plays.
    Myers moris david.

  • This might be an unpopular opinion but I think unnerving presence is the worst. Don't get me wrong it might work well to a degree with the doctor but on the rest of the killers it actually helps survivors. By making skill checks appear more often you are effectively giving really good survivors more great skill checks which boosts progression. It might work on lower ranked players and as i said doctor but otherwise its one of the few killer perks that helps survivors.

  • @Dabrownman1812 said:
    Zarathos said:

    @powerbats said:

     @popoles said:
    
    @powerbats 
    

    But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess. 

    Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.

    Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks

    Idk if you played identity v, but they have an interesting idea, hitting a survivor mid interaction with vault, chest, anything, cause instant down. Even a lunge strike. Nice built in mechanic.

    I've seen game play for it. I'm kinda at odds with that game mechanic. It seems to strong to be honest it could heavily punish survivors for abusing loopable locations but I think it might be too punishing. Perhaps making windows close after two vaults might be better or just remove pallets close by so these spots can't be looped too often. The shack i d say is fine but places like the crotus prenn and ironworks loop need to be closed or alternatively have the basement guaranteed to spawn in these location's so survivors that mess up face the dreaded basement situation.

  • @powerbats said:

    @popoles said:
    @powerbats
    But your correlation to chess is wrong from the very start. In chess, both players have the same powers, abilities and advantages (someone likes to go 1st or 2nd). In dbd, mind games are present, but in no way they are present in chess. 

    Actually my correlation was correct in the sense that both require skill, both require you to think ahead and strategize. Also you're wrong that mind games aren't present in chess when in fact they are, faking out your opponent is a key strategy in chess. You play mind games with them making them think you're planning one thing but are actually planning something else.

    Your comparing the chess the greatest most balanced game in human history is similar to DBD. How in gods name does that correlate to DBD as a game. Where the map you get heavily dictates how you play. This would be ok if map imbalance weren't so huge. some killers are straight up unplayable on larger maps as their mobility is too low.Lets not forget some killers have no way to respond to heavily loop-able locations like the tree beside moving on to another survivor. You might say that a killer can adapt his perks to handle their perks but you forget how the game is laid out. You as a killer, the power role and you have only four perks slots the same as your opponents who can each cover an individual role to defeat the Killer. DBD has done a lot to make mind games more possible i respect that. But that's not the case still in a lot of locations. Currently we have bamboozle to counter a key broken feature in the game. This perk is a teachable locked behind a killer countering in DBD should never be done via a perk a basic mechanics should be available to counter these perks

  • @Chi said:
    Eh no. Plenty of killers that can turn a game around at 2 generators without camping, if you can't you are either unlucky or bad. (No offence intended.)

    Plenty of killers! Hmm are you sure about that. Last i checked their are only two killers who can travel across the map is billy and nurse. Unlucky is a funny way to describe getting hit by a gen rush squad as well. Usually by then you need to start slugging if you want to turn it around and that kinda requires at least one good slug perk nurses deerstalker etc. My problem is gen time its too short to complete the gens I do think gens are this way for a reason tho. It allows survivors the chance to finish them when situation gets really dire i.e. 2 survivors left. I'll have another post up soon with an idea to fix this. Its no secret that gens are done way too fast.

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