Zet395
Zet395
About
- Username
- Zet395
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@Yamaoka said:
November 19th to November 26th
Are those dates when we are getting more details? Sorry, I'm really tired.
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@BBQnDemogorgon said:
Ever play Nioh?
I'm imagining something like the Yoki enemy type in that game with a rage mode.
I don't think it'll be a human in a mask but a human/demon entity with that mask.
I haven't played Nioh, sadly. I am imagining that he must have a sword, too, but y'know. I can't wait to see more about him.
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@Fibijean said:
Different regions have different proportions of killer/survivor players. The ideal ratio is 1:4 killers to survivors, but obviously that doesn't always happen. It sounds like wherever you live has a higher proportion of people in the killer queue, which is what makes queue times so long.
Well, that sucks. Guess I can't play Killer much, unless I'm willing to wait forever to find a match. I hope Dedicated Servers can fix this issue when they can finally do that. :(
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@will_i_am_14_85 said:
Sometimes they are not intentional DC's, if there is no sound when there is a DC it means they got kicked from the game.
I know that, but that's what I've been experiencing. It's never intentional, they always just disconnect, like my connection was bad.
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@ReikoMori said:
It's a dead by daylight centric issue. Players are purposely dcing at a high rate and the game is also forcibly dcing players at a high rate. So right now you've got to deal with dcs as best you can. Sucks though as dcs cripple scoring across the entire game for both killer and survivor.
That sucks. I thought it was a DbD issue, but a friend I talk to says he doesn't even experience DC's as high of a rate as I do, so I didn't know if it was a problem for me or not.
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In my experience, Survivors normally always say gg or nothing at all, because I play a little too fair, if anybody understands what I mean. I never camp, or (try) to tunnel, so I don't get a lot of kills most of the time, but it's all fun and good for me and that's fine. Because I played the way Survivors ALWAYS want Killers to play (it seems) they always say gg to me, because I wasn't "toxic." The problem is (and normally, I don't like to point fingers) but Survivor Mains are normally an entitled bunch, are the most toxic (even more so than killers it seems) and think that they should always have the privilege to live through every game and cry otherwise. To be completely fair though, when I play Survivor, I also get upset when I don't live, but this is mostly because it is very frustrating and discouraging when you don't get much BP at all for losing. Killer gets more BP overall and I don't really think that's fair on the Survivors, but I try to play my best on both sides. I'm not too good as Survivor as I am as Killer, but both of my ranks are 2 and I constantly find myself losing those games; however, because of this rank system, I can't DERANK, so I'm stuck there. I'm still trying to git gud, but I haven't had any luck just yet, when I am always matched with Killers that are generally better than what I am capable of just yet.
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@Boss said:
@Zet395 said:
@Boss said:
I'd make the sound of footsteps from Survivors while running MUCH louder.
Sorry if you disagree, but to me, when it's night, which is the time where things usually calm down outside in terms of sound, it only enhances the noises that do occur.Well, I feel like there would be better ways of going about tracking like that. Sadly, I don't think making footsteps louder would fix anything.
I'm not talking about it fixing anything.
I just feel they should be much louder.I'm not really disagreeing entirely with the idea, but to be fair, in some maps they actually are quite loud. (Like Lery's and Gideon.)
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@Boss said:
I'd make the sound of footsteps from Survivors while running MUCH louder.
Sorry if you disagree, but to me, when it's night, which is the time where things usually calm down outside in terms of sound, it only enhances the noises that do occur.Well, I feel like there would be better ways of going about tracking like that. Sadly, I don't think making footsteps louder would fix anything.
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@Chi said:
Remove blink addons from Nurse so she can't have more than 2 blinks.Can't agree with this one though, for one reason: The Nurse is the ONLY Killer in the game that can stop Survivors from looping and other crap that they normally do. See, if the game was more balanced, THEN I'd actually say the Nurse needs some nerfs, but for now, she's broken BECAUSE there is no balance.
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@Countfunkular said:
@Zet395
The funny thing is they admit to looking at it. However it may take awhile for them to actually figure out the role they want to take.I know they want to change them, but they never seem to be sure what exactly they want to do. I have faith in them though, because they have surprised me before. For example, they really surprised me with the Clown's perks. His perks are amazing, so I have faith they have SOME ideas in store.
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@Countfunkular said:
I have to be honest if I had to change something or alter it in any way I would primarily add some more way of life changes. Like having certain loadouts and being able to name them or even cooler yet having an entire list of loadouts that you can equip if you have the perks.One thing else I would probably change is Believe It or Not The Wraith and Freddy's abilities. I know how to play as both of those killers and I do so pretty well but it's not really that interesting in a Chase. They're purely tracking abilities
Yeah; Wraith and Freddy need some love. I do like your loadout ideas though. Quality of Life updates are always nice to have.
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@ShrimpTwiggs said:
I would make more pallets and looping spots mindgames, I would fix the report system, I would add secondary objectives to slow the game down, I would balance out some broken perks, and I would try to improve the frame rate on all platforms. Those changes, I think, should take priority at the moment. Though it's not as big a deal, I would like better communication between the devs and the community. Overall, the devs seem to be turning the game on a a better course and they've already talked about some of the changes I'd make, so let's hope they keep going for improvement.Fingers crossed, because this game is amazing kinds of fun to play, but it has just sooo many issues that need to be fixed. Hopefully, the game will get the treatment it deserves sometime soon, because it would be sad to see it die.
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@Delfador said:
@Zet395 said:
It's been a while since I've posted any questions to the community here, so I wanted to start again with a question I thought was interesting when it came to my mind. Today I ask, what would you change in DbD? (I'm going to not include balance in this question, because that would be an obvious cheat for answers. What I want to know, is what you would change to make the game better that ISN'T about balancing the game.)I would include killer specific practice mods for huntress nurse billy clown etc.
A specific basement design that is related to their story for every killer. Torture machines for pig, fingers and private things for clown, toys for huntress etc.
Voice chat for survivors (I know killers will need huge buffs but it will be very enjoyable for survivors)
A base mori kit that is not overpowered for killers.
A mechanic that will make both survivors and killers more powerful as the game goes on. For example. Instead of enduring I II III, we can start with enduring I and by accomplishing different things we can unlock enduring II and III. Just like the system in death garden.
I have other ideas but these 5 are my favorite ones.
I like some of the ideas. Not sure how I feel about the perk idea though. BP is a grind in itself, but if we had to do even more, I'm not sure how I'd feel about it.
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@Baphomett said:
Zet395 said:@Baphomett said:
Nope, devs decided to leave it alone.
I thought it was coming in the next patch?
Check the Q&A from last week. They decided to back down and leave it alone.
Ah, okay. Thanks for letting me know.
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@chemical_reject said:
Zet395 said:@chemical_reject said:
I second increased frame rate on ps4. Maybe if dedicated servers and (dramatically) increased console frame rate were to happen we could make it cross platform. I'd like a bigger player base. Idk if im just unlucky but I feel like I run into the same toxic people.
Toxic people are always going to be a thing. I don't know a single game community out there that doesn't have a toxic member or two. Just got to learn to ignore them.
Yea but it would increase the pool of people I can play with. Decrease wait times and whatnot. But Ur right I would probably find just as much toxic waste.
Ye. The more people, the more toxic the community could be. There's always going to be people you don't want to see in a game.
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@chemical_reject said:
I second increased frame rate on ps4. Maybe if dedicated servers and (dramatically) increased console frame rate were to happen we could make it cross platform. I'd like a bigger player base. Idk if im just unlucky but I feel like I run into the same toxic people.Toxic people are always going to be a thing. I don't know a single game community out there that doesn't have a toxic member or two. Just got to learn to ignore them.
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@Baphomett said:
Nope, devs decided to leave it alone.I thought it was coming in the next patch?
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@PigNRun said:
I would remove Self Care and give everyone with that perk 10 "Baby's First Medical Kit" with the same effects. Once they run out of them... done.Well, Self Care is getting nerfed soon anyway. lol
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@Baphomett said:
Dedicated survivors, more emphasis on stealth, fix map design, communicate more frequently and more fluently. That would pretty much make any other issues, even major balance changes, pretty tolerable IMO.Yeah, you're right. Just a bit anyway.
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@FrenziedRoach said:
@Zet395 said:
@qpwoeiruty said:
Make pallet drops so it either stuns the killer, or you don't drop at all and take a hit. Remove the dropped pallet/take a hit mechanic. If this gets slanted towards the killers im 100% cool with it just get annoyed by the trade.Hit detection in general in this game is really dumb, I've noticed. Either you miss when you shouldn't, or get hit when you should be out of range.
Hit detection is always going to be a bit dicey due to how Peer to Peer networking works. As the host, the Killer is always a game state or two ahead of the survivors. However, given the game only hosts 5 players at a time, it's not economical to use dedicated servers for this game. (Unlike say, F13 which hosted 9 players per game, and For Honor which hosts up to 8 players in each game)
Yeah; I wish dedicated servers were a thing. I don't know who thought Killer hosted games was a good idea.
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@CoffengMin said:
yes i know but then they could nerf high agro perks , pallets and windows and make the game scarier as well as fair because stealth is the most viableStealth should be more viable, I agree. I think survivors should get points for evading the Killer's sight. It would give them more to work with, other than just Altruism.
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@qpwoeiruty said:
Make pallet drops so it either stuns the killer, or you don't drop at all and take a hit. Remove the dropped pallet/take a hit mechanic. If this gets slanted towards the killers im 100% cool with it just get annoyed by the trade.Hit detection in general in this game is really dumb, I've noticed. Either you miss when you shouldn't, or get hit when you should be out of range.
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@CoffengMin said:
the lightning id make it more dark so its hard to find survivors(evon tho as killer im blind) decent killers can see you easlilySurvivors can be awfully sneaky sometimes.
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@FrenziedRoach said:
I'd rework a couple of the older Mori'sI'd remove Rotten Fields from the game completely
Mori's could be better. I agree. Not sure how I feel about the map, honestly.
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@Killigma said:
The developers?Well, while I will agree that the team isn't the best I've ever seen, I can't imagine actually being on that kind of team. I tend not to judge teams as a whole too much, as I probably wouldn't be any better.
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@EnititysServant said:
*and great skillchecks won't be there.It's an interesting idea to say the least. Not sure how it'd work.
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@Noct said:
Zet395 said:@Noct said:
What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.
Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
I was thinking that they could make a separate queue. Somewhat of a "Hardcore Mode" for more experienced players.
I'm not concerned about people adapting to changes. It's a good thing actually, otherwise any new mechanic would be too oppressive. The goal should be to find a middle ground, and be able to change a game aspect incrementally.
Ruin Hex, for instance, is actually a very balanced perk. The only issue comes from the skill gap between lower and higher ranks, where lower ranks know exactly how to adapt to it.
I suppose this is true. Low rank players don't necessarily know how to counter and find Ruin too well, compared to the high rank that finds them near instantly. It would be interesting to have a different queue for high ranks, but I am only worried what that would due to the game. For one thing, this could possibly make queue times even longer than they already are at high ranks, or it COULD be too oppressive. It all comes down to what the devs actually do about these issues, if they do anything at all.
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@Noct said:
What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
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@SovererignKing said:
jeridan said:You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
https://m.youtube.com/watch?v=j9dM4oNPA18What about Killers like me then? Your coin has two sides as well. We’re getting screwed by Gen Rush without that as well.
Second of all... If a Nurse/Billy/Leatherface “storms the spawn area” and slugs everyone out, isn’t that a miss-play by the Survivors? Why are you still hanging around in the area with The Killer right there? Most of all when you’ve got one or more people on the floor? Why are you making it easy for the Killer to patrol the people on the floor? Why would The Killer leave the area if he knows all the other Survivors aren’t at Gens across the map putting pressure on the Killer the leave the area?
If you dont give the Killer reason to leave, he won’t. You speak of tactics, however your scenario implys the Survivors have no tactics other than being overly altruistic. So much so it’s to the point the Killer leaving the area would be the most tactically bad decision.
You don’t want The Killer to “storm in and down everyone in less than two minutes”, then don’t give The Killer to opportunity to do so. Slugging all 4 Survivors at the same time is not easy if they aren’t grouped together.
This is true. More often than not, you don't even find more than 1 survivor at the start of a game.
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@Mike_Steele said:
@Zet395 said:
As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them.Whew boy, you should've seen what hitting great skillchecks did before they were nerfed...
I'm glad I didn't. lol
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Well, I'd normally see where you are coming from, but things never change for me in the high ranks. (I am rank 3 now) No matter which Killer I am playing, it's always the same. Granted, I'll actually find those lobbies where there are survivors that make me question "how did they get into these ranks playing this bad," but those games are far and few between. I barely ever play Killers with high amounts of map pressure.jeridan said:@Zet395 said:
I don't see what your point is here. For one thing, it's our job -- as Killers -- to kill in any way that we can. If we can't even do that to ONE survivor by the time all the generators are done, then that's a problem.What I am saying is perhaps your storming in to down everyone in under two minutes promotes genrushing. I for one know that when I see a killer strategically play that I also slow down and play strategically instead of running from gen to gen doing what I can before I'm in the chase wasting as much time as possible. Unlike what seems to be the majority of survivors I don't like being chased, farmed and tunneled all the time.
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I don't see what your point is here. For one thing, it's our job -- as Killers -- to kill in any way that we can. If we can't even do that to ONE survivor by the time all the generators are done, then that's a problem.jeridan said:You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
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It's true, but to be fair, if gens didn't get done too fast, we wouldn't even need Ruin.TigerKirby215 said:@Zet395 said:
TigerKirby215 said:@Doc_W__HOLLIDAY said:
No thanks.
On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
The problem is, Ruin is so core to slow the game down, but with every hex perk, they are destroyed at the very start of the match 90% of the time, leaving you with only 3 perks. Honestly, I think Hex perks need to be remade as a whole.
Don't rework Ruin rework the game.
Ruin's problems are a problem because generator speed is a problem. If Generators didn't finish before anyone's sacrificed on average (let's be realistic here that is the average) then there's clearly a problem. One team shouldn't be able to finish their objective entirely before the other team even gets a fourth of their objectives done.
If Gens weren't literally done in the span of around a minute then Ruin could be reworked to be less oppressive and hex totems could be reworked as a whole so they aren't as easy to find. But as it stands now Ruin has to be opressive cause Generators are done too fast, and Totems have to be easy to find cause Ruin (as well as Devour Hope, to be fair) is too oppressive. -
The problem is, Ruin is so core to slow the game down, but with every hex perk, they are destroyed at the very start of the match 90% of the time, leaving you with only 3 perks. Honestly, I think Hex perks need to be remade as a whole.TigerKirby215 said:@Doc_W__HOLLIDAY said:
No thanks.On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
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@brokedownpalace said:
Are you a kill jockey when you play killer?Yes.
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@brokedownpalace said:
ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
Yeah that sounds so fun. Now we can press the same button a couple more times!!
Like Survivors don't do that all day. lol
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@Tsulan said:
Survivors need 2 or 3 new objectives.
People have proposed gas cans for ages. But the devs don't seem to like the idea.
I would add gas cans, parts to repair, and some kind of power switch that connects several gens with a gate. Survivors can't run while carrying the gas, but can drop it. Parts could be hidden freely on the map or in new chests and killers could set the power switches off to cut the power of gates. Survivors could set the on again.This would also be a good idea.
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@Nickenzie said:
ChesterTheMolester said:TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
I was thinking about increasing the repair time to 90/65/50/35 seconds with 90 being one survivor on a generator and 35 being four survivors on a generator. Additionally the environment should block more sides of a generator than there is currently to force higher repair times and prevent multiple survivors from working on a generator.
Let's say there's a 10% to see a four side generator and a 100% chance in every game to see a single side generator.Also an interesting idea. Generally, increasing the overall repair time would help a lot.
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@TheXenoborg said:
I find the second objective idea intriguing. How about instead of looking for separate parts, the survivors have to salvage working parts from other generators? What I mean is since there are 8-9 generators on each map, survivors are required to work on various generators to extract working parts from them and put them back in generators they want to finish. They will have to scavenge through all generators and bring parts back to generators with other parts.A gen can require 4 total parts. If a part is put in a gen, it can also be taken out again, which can allow survivors to finish gens completely. This might require breaking gens to be reworked. When breaking a gen, a few parts or one part, fall out requiring survivors to put them back in.
A very interesting idea! I find the secondary objective idea interesting as well. I am excited to see what others can think up.
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@EpicFailTryHard said:
it is why high rank is undesirable. how are five minute matches against microphone mavens fun at all? something needs to happen. not sure what.Something indeed. Considering the fact that little is being done for Killers though... A change -- if any -- is probably far off...
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@Master said:
@Zet395 said:
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.
I know the feel man... Lery's is a bad map anyway.
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@thesuicidefox said:
Nope.If they want to do something add a buffer so that you can't complete a gen within 20 seconds of one being completed. That would be the most reasonable option.
An interesting idea. I can't say how many times I've lost a bit of hope seeing 2-3 gens done at the same time.
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@ChesterTheMolester said:
Zet395 said:@ChesterTheMolester said:
TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.
Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
Holding M1 even longer would not fix survivors bombing the gens while making the game insufferable. Maybe have them collect gas cans to fill their generators would do it. They are giant V8s anyway.
It's true that my idea isn't the best, but I am just trying to come up with ideas that seem reasonable or not too drastic. This isn't entirely about my idea though. I'd personally love to read all the interesting ideas the community can spawn, thinking of ideas to make the game better!
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@ChesterTheMolester said:
TBH a new objective like finding gas cans would make the game take longer while also be more fun for survivors.Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
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@Countfunkular said:
Okay this is going to hurt because again I'm torn well at least a little this time...I have to be frank... I'm going to have to go with Michael on this one. Mostly due to the fact that his presence alone can scare the heck out of a Survivor and keep that scare for the remainder of the match because you don't know if he's going to instantly down you or if he's right behind you.
🙄 also don't know of anybody has noticed but insta down killers are always the flavor of the month apparently.
Ask for mrs. Squeal she can be pretty powerful just because she can slow the game down as a natural ability. Especially if you have the right add-ons to slow the game down. It's almost like a mini ruin. Not to mention the fact that the ability to just stop your heartbeat is still pretty terrifying especially on maps where you can easily see the Survivor but they can't easily see you.
I suppose it does always depend on the context. Some killers are better in certain situations compared to others.
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@Mr_Jay_Stark said:
Zet395 said:@Mr_Jay_Stark said:
Myers because getting those grabs is hilarious! but also that fact that you can outright kill someone without even touching them is awesome! Oh and that chase music 👌🏻👍🏻
All extremely fun. I sadly have not gotten the chance to use a tombstone add-on yet.

Oh you are missing out my friend especially when you catch up to that one survivor that crouches up and down (what most people call a t-bag) and flashlight clicks and all of a sudden boom dead! Greatest feeling ever! Of all time!
That my friend, is the finest of justice.
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@Mr_Jay_Stark said:
Myers because getting those grabs is hilarious! but also that fact that you can outright kill someone without even touching them is awesome! Oh and that chase music 👌🏻👍🏻All extremely fun. I sadly have not gotten the chance to use a tombstone add-on yet.

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@Mister_xD said:
@Zet395 said:
@Mister_xD said:
Myers.
I cant play the pig tbh...It's definitely not as easy as it sounds.
I think that sounded a litle wrong...
I'm not a bad pig, but I cant play her for more than one time in a row, since I kinda dislike her features (like everyone getting the traps off 1st try or sprintbursting away from my ambush attack .-.)That's what I meant. Sprintburst counters her hard and the bear traps are hardly ever a threat.
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@Mister_xD said:
Myers.
I cant play the pig tbh...It's definitely not as easy as it sounds.
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@Mesme said:
I play both and well I like the Pig more but she isn't as great as Myers.Yeah. Pig definitely needs some kind of buffs. Either more bear traps, or a shorter timer in some way.