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ad19970

ad19970

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  • @Blueberry said:

    @ad19970 said:

    @Blueberry said:

    @ad19970 said:

    @Blueberry said:
    I'd consider Myers but they gimped him too hard. If they gave him back multi-stalk and didn't put a stupid cap on how much you can stalk each person per game then I'd definitely put him on the list. Taking those things away was just too much of a handicap on him and lowered his skill ceiling potential a lot. He should be encouraged to try and capitalize on bad plays where multiple survivors are out in the open at once or focusing his attention on the weakest of the group to help handle the harder ones, those skillful plays were taken away.

    How is staring at multiple survivors at once and not having a limit to how much you can stalk survivors more skillfull? Personally I find Myers to be a very solid killer, especially with certain add ons he can become insanely good even against really organized survivor teams.

    Because you are then able to recognize a missplay and capitalize on it appropriately where your choice of actions would have been quite different if you knew you were only limited to one person at a time. If you are also not limited on stalk per person then you focus multitask on draining the weaker players to better handle the stronger ones. This is something I already said and isn't difficult to understand nor should it need to be explained. I think it's quite obvious. I also never said he wasn't solid, he just isn't "great". I think there's quite a difference between the two.

    Yeah but if anything being able to always stalk the weaker survivors to get to Evil Within Tier 3 would make him need less skill, although that can only be applied to rare survivor teams with very different skill levels, made possible thanks to the ranking system we've got at the moment. Nevertheless, personally I think it's good that he has a limit on how much he can stalk a survivor, since he's extremely strong when he can just one shot any survivor. Giving him some kind of limit is a good thing. I never had a game yet though where I wasn't able to stalk anybody anymore. Without a limit one survivor can just screw over his entire team really, really badly.
    About the multi stalking, I guess that would be fine. Than again I find him already very strong, and don't think he needs any kind of buffs personally. So just letting him reach Evil Within Tier 3 even faster is not such a good idea in my opinion. Especially since this is a buff that hurts inexperienced survivor teams more than experienced.

    He's still extremely weak to pallet looping and a group of strong survivors that don't make stupid plays will destroy him. He suffers from what most the other mid/low tier killers suffer from which is relying on capitalization of bad survivor plays and being very limited on actually making the plays happen by his own volition. We see this issue quite prominently when we contrast him with someone like The Spirit. While the spirit can capitalize on misplays, she is not reliant on them. A survivor could play very well and a good spirit can still win with an outplay, she doesn't need them to mess up.

    I suppose my point is that as long as the game is designed and balanced in the way that it is he will be fundamentally held down by that, which is why I don't think those buffs being given to him would be an issue. I also like the idea of them because those buffs would allow him to better capitalize on the chances he gets and make those misplays more punishing than they would be against say the spirit even though he still relies on them. A slight compensation I suppose.

    I get that. I never felt though that Myers fully relies on mistakes of survivors to be honest. At least not since the wonderful pallet density nerf that helped killers who struggle with pallets a lot. I mean it's not always the survivors mistake if they can't find a pallet in time now, and there are a lot of pallet loops that are mindgameable.
    However it does depend on the map, I'd say. Sadly coldwin farm maps have very few pallets that can be mindgamed, since the jungle jyms on those maps for some reason need to be transparent. The AutoWrecker maps also suffer from many pallets that aren't mindgameable. So i'd say it definitely depens on the map, but since the pallet density nerf, I feel like Myers has become very strong and viable. Mid to top Tier for me. Rather Top Tier actually. Don't have that much experience with him yet though, still haven't got optimal perks for him as well, not even Hex: Ruin, so this is just my opinion, should not be taken as a fact. I never believe my opinion is fact.
    I get that Myers has to deal with pallet loops like any M1 killer in this game. Personally though I always felt like his one shot potential made up for that.

  • I definitely like some of these perks. But some of them seem a bit overbuffed. For example Blood Warden. that would be way too good in my opinion. Also Dying Light is a terrible perk right now, but they way you have it makes it sound like it would just totally ruin the entire experience for the obsession if the killer runs that perk. That wouldn't be good. Dying light needs a rework so it doesn't promote tunneling anymore.
    And while I do believe that calm spirit could use a buff, I don't think increasing the sprint time after getting hit is a good idea. Just imagine the insane distance survivors could reach with extra 3 seconds of sprint.
    Also, I like your ideas for kindred, but personally I think we're at a point where many people agree that kindred should simply be part of a survivors base kit. Like exactly like you described the perk, except with the increased bleed out timer. I'd especially would like survivors to see the aura of killers near the hook, to nerf camping a bit.
    The two perks I really like are Hex (Bloody Sacrifice) and Hide and Seek. Those sound like really good ideas.

  • @Blueberry said:

    @ad19970 said:

    @Blueberry said:
    I'd consider Myers but they gimped him too hard. If they gave him back multi-stalk and didn't put a stupid cap on how much you can stalk each person per game then I'd definitely put him on the list. Taking those things away was just too much of a handicap on him and lowered his skill ceiling potential a lot. He should be encouraged to try and capitalize on bad plays where multiple survivors are out in the open at once or focusing his attention on the weakest of the group to help handle the harder ones, those skillful plays were taken away.

    How is staring at multiple survivors at once and not having a limit to how much you can stalk survivors more skillfull? Personally I find Myers to be a very solid killer, especially with certain add ons he can become insanely good even against really organized survivor teams.

    Because you are then able to recognize a missplay and capitalize on it appropriately where your choice of actions would have been quite different if you knew you were only limited to one person at a time. If you are also not limited on stalk per person then you focus multitask on draining the weaker players to better handle the stronger ones. This is something I already said and isn't difficult to understand nor should it need to be explained. I think it's quite obvious. I also never said he wasn't solid, he just isn't "great". I think there's quite a difference between the two.

    Yeah but if anything being able to always stalk the weaker survivors to get to Evil Within Tier 3 would make him need less skill, although that can only be applied to rare survivor teams with very different skill levels, made possible thanks to the ranking system we've got at the moment. Nevertheless, personally I think it's good that he has a limit on how much he can stalk a survivor, since he's extremely strong when he can just one shot any survivor. Giving him some kind of limit is a good thing. I never had a game yet though where I wasn't able to stalk anybody anymore. Without a limit one survivor can just screw over his entire team really, really badly.
    About the multi stalking, I guess that would be fine. Than again I find him already very strong, and don't think he needs any kind of buffs personally. So just letting him reach Evil Within Tier 3 even faster is not such a good idea in my opinion. Especially since this is a buff that hurts inexperienced survivor teams more than experienced.

  • Yeah there seems to be a bug with the gen spawning system right now. I saw two gens right next to each other on the Game map once. Literally the only thing in between them was the wall. They were like less than a meter away from each other. Pretty sure they are going to fix it though.
    Regarding the hit boxes, it's either a bug as well, obviously those hits shouldn't have connected, especially the Hillbilly hit, but it might also be caused by the online connection.

  • @Tzeentchling9 said:
    Built in Kindred, Bond, Empathy, Object of Obsession+Sole Survivor, Alert, Small Game, Detective's Hunch, Windows of Opportunity, Wake Up, and Open Handed is a good start to getting Solo Survivors up to the same power level as SWF.

    That seems a bit extreme, doesn't it? I agree with the first three, Kindred, Bond and Empathy, the rest are way too much.
    Honestly Kindred is the main advantage swf survivors have, Knowing what other survivors are doing while someone is hooked is such a help.

  • Clown is my favorite, followed closely by Doctor. Doctor just feels like a particularly unique killer with his ability that causes madness to survivors. But I just love clown for how good he is at chases. Playing him is so much fun to me.

  • @Blueberry said:
    I'd consider Myers but they gimped him too hard. If they gave him back multi-stalk and didn't put a stupid cap on how much you can stalk each person per game then I'd definitely put him on the list. Taking those things away was just too much of a handicap on him and lowered his skill ceiling potential a lot. He should be encouraged to try and capitalize on bad plays where multiple survivors are out in the open at once or focusing his attention on the weakest of the group to help handle the harder ones, those skillful plays were taken away.

    How is staring at multiple survivors at once and not having a limit to how much you can stalk survivors more skillfull? Personally I find Myers to be a very solid killer, especially with certain add ons he can become insanely good even against really organized survivor teams.

  • Well personally I have to wait up to I guess 5 or more minutes or sometimes less than 1 minute to find lobbies. It's not nearly as bad as it was during the event.
    However lobby times for killers have definitely increased and I hope the devs notice that that means they need to listen to survivor players as well. I think the most important change they could make now is finally nerf camping, which is by far the most frustrating thing for any survivor to deal with.

  • @Master said:

    @ad19970 said:

    @Master said:

    @pabloddiablo316 said:
    It does not work,. Period. Ever since the halloween event started barring a few chilled out killers, I was either facecamped or tunneled around 95% of my games and tonight witnessed by 3 friends, it happend with 4 different killers. A myers, a doc and 2 dif wraiths.

    All did same thing hook you stand there nodding at you and if anyone tries to save just hit em once so they go away to heal, rinse and repeat.

    My suggestion is this (cue the killer main hatred) Instead of losing emblem points, put a counter onscreen showing their bloodpoints for the game and while they stay in camp range, show their bloodpoints draining away.

    Lazy/bad killers will not give a damn about deranking or not ranking up if they can do this get crappy emblem results and stay where they are, but I am seeing it at rank 3!

    Several of my friends have told me they have been in games like this too. it sucks all the fun out of the game when it is played like that. And b4 the killer mains have a go at me, I play killer too, I dont camp as I find that boring, I actually use BBQ and chilli for whats its intended, bonus points nad to go hunt other players, much more fun that way, for everyone.

    I don't mind dying in game to a skilled killer, but a lazy swine should not be rewarded for facecamping. I have recorded some of it and asson as I get it to youtube (most likely tomorrow or saturday I will provide the link as proof it is happening.

    Don't get me wrong, I love DBD its probably up there with 7 days to die and FO4 for sheer amount of playtime it gets on my PS4, but when damn near every killer I face plays like that, its not fun and I start looking to play something else and maybe eventually give up on DBD.

    I have a rule with any game, if I no longer get any fun from playing it, its time for that game to go.

    The penalty works very well. I tested it myself. If you camp all the game, then you will go out with zero chaser or maximal bronze chaser if you had to catch the last 2 guys by hand.

    What BHVR doesnt understand is that noone wants to rank up as long as the game is such a mess at high ranks regarding unbalance and queue times. On top of that, there are ZERO rewards for ranking up.

    Also I dont understand why you dont simply do the gens and leave the killer behind with <10k BP? It is so easy, you just have to hold M1. But nope, survivors - as stupid/entitled as they are - rush the hook even though I make no secret that im standing directly in front of it.
    In the games where I tested the penalty, I easily 4ked AND even piped because the survivors refused to use their brains :wink:

    Dude, that's bs. "As stupid/entitled as they are" that's such an overreaction. In 4 man swf teams that usually works, sure. But in a group of solo survivors, once the last one has realised that the killer is camping, it's probably to late for the last 3 survivors to rush gens effectively against the killer. Has nothing to do with survivors being entitled or stupid. I mean if you play solo survivor, and notice that nobody is unhooking someone who got hooked. Chances are you will think that the other survivors are also doing gens or what not and you will then go in for the save.
    This is just the main strategy that can really hurt solo survivors, but not swf survivors. One of the biggest disadvantages solo survivors have.
    Also, this game is supposed to be fun for both sides. Camping is no fun at all for survivors. I'd rather get gen rushed by the best 4 man swf team ever than get camped. Cause at least when getting gen rushed I can still play the game.

    I play solo all the time and I always facepalm when my idiot mates throw themselves at the killer. No, you dont need voice comms for that, I can deduce that by using my brain too.

    Fact is that killers ESPECIALLY camp because SWF are way more altruistic than solos.

    There's a difference between hook patrolling, and camping. I start patrolling hooks when I believe that other survivors are near the hooked survivor.
    However camping is just standing in front of the hooked person no matter what. And that needs to be nerfed. I already explained why solo survivors have a harder time dealing with killers that camp, but you seemingly just ignored that part. However, I can promise you that if the devs don't do something against camping, and instead nerf gen rush, killers will have the pleasure to wait in lobbies for more than 30 minutes until they finally get survivors they can play against. But I personally would rather not have that, since I main killer.

  • @AndreasLyUs said:
    @ad19970 Its also because of the Peer to Peer connection.

    Yes no doubt. Dedicated servers would help there a lot.

  • To be fair killers have gotten a lot of buffs lately. So nothing to cater for the other group isn't quite fair.
    Problem I see is that camping is already quite effective. If you instead give killers advantages when playing the game non campy, than not camping but using the incentives to not camp could become overpowered for killers.

  • @Master said:

    @pabloddiablo316 said:
    It does not work,. Period. Ever since the halloween event started barring a few chilled out killers, I was either facecamped or tunneled around 95% of my games and tonight witnessed by 3 friends, it happend with 4 different killers. A myers, a doc and 2 dif wraiths.

    All did same thing hook you stand there nodding at you and if anyone tries to save just hit em once so they go away to heal, rinse and repeat.

    My suggestion is this (cue the killer main hatred) Instead of losing emblem points, put a counter onscreen showing their bloodpoints for the game and while they stay in camp range, show their bloodpoints draining away.

    Lazy/bad killers will not give a damn about deranking or not ranking up if they can do this get crappy emblem results and stay where they are, but I am seeing it at rank 3!

    Several of my friends have told me they have been in games like this too. it sucks all the fun out of the game when it is played like that. And b4 the killer mains have a go at me, I play killer too, I dont camp as I find that boring, I actually use BBQ and chilli for whats its intended, bonus points nad to go hunt other players, much more fun that way, for everyone.

    I don't mind dying in game to a skilled killer, but a lazy swine should not be rewarded for facecamping. I have recorded some of it and asson as I get it to youtube (most likely tomorrow or saturday I will provide the link as proof it is happening.

    Don't get me wrong, I love DBD its probably up there with 7 days to die and FO4 for sheer amount of playtime it gets on my PS4, but when damn near every killer I face plays like that, its not fun and I start looking to play something else and maybe eventually give up on DBD.

    I have a rule with any game, if I no longer get any fun from playing it, its time for that game to go.

    The penalty works very well. I tested it myself. If you camp all the game, then you will go out with zero chaser or maximal bronze chaser if you had to catch the last 2 guys by hand.

    What BHVR doesnt understand is that noone wants to rank up as long as the game is such a mess at high ranks regarding unbalance and queue times. On top of that, there are ZERO rewards for ranking up.

    Also I dont understand why you dont simply do the gens and leave the killer behind with <10k BP? It is so easy, you just have to hold M1. But nope, survivors - as stupid/entitled as they are - rush the hook even though I make no secret that im standing directly in front of it.
    In the games where I tested the penalty, I easily 4ked AND even piped because the survivors refused to use their brains :wink:

    Dude, that's bs. "As stupid/entitled as they are" that's such an overreaction. In 4 man swf teams that usually works, sure. But in a group of solo survivors, once the last one has realised that the killer is camping, it's probably to late for the last 3 survivors to rush gens effectively against the killer. Has nothing to do with survivors being entitled or stupid. I mean if you play solo survivor, and notice that nobody is unhooking someone who got hooked. Chances are you will think that the other survivors are also doing gens or what not and you will then go in for the save.
    This is just the main strategy that can really hurt solo survivors, but not swf survivors. One of the biggest disadvantages solo survivors have.
    Also, this game is supposed to be fun for both sides. Camping is no fun at all for survivors. I'd rather get gen rushed by the best 4 man swf team ever than get camped. Cause at least when getting gen rushed I can still play the game.

  • Yeah there seems to be a bit of a discussion regarding hitboxes in this game on these forums. I do believe it's the problem you just described instead of hitboxes being actually broken. It's probably the connection.

  • @AndreasLyUs said:
    @ad19970 I dont think you know how broken hits can be like. You can get hit when your out of the animation and can walk. Its okay to get hit at the end of the animation but when your out of it and run? I dont think its fair.

    Ok see I think we are just arguing over definitions here. Personally, I don't mind getting hit as a survivor even if I started running just in that moment while still being in the range of the killers weapon. The killers do have arms that can reach far through vaults and that's fine. However, I do know that it does make some bull ######### hits possible as well. You know where you are clearly out of range of the killer and still get hit. And that certainly could be a bug. It's just that that happens to me so rarely I don't really bother. But I do understand your frustration over such hits.
    I'm not sure if it is a bug though. i always explain that to myself that it's because of connection. You know on his side of the game it looked like he was still able to hit you but on your side it didn't. I'd be happy if they were able to fix that though, no doubt.

  • @AndreasLyUs said:
    @ad19970 Of course its better to fast vault and im also try to fast vault any time i play survivor, but when its a medium vault the killer can hit you when your walking away from the window. If the devs get dedicated servers, then they can maybe change the way a hit is registared(when 2 hitboxes touch), so its can get more corret.

    Yeah but aren't the killers still able to hit you with their weapon when you get hit like that? I mean visually it always looks like that's totally ok. And balancing wise once I also find medium vaulting like that fine. At least from my experience as survivor I normally don't get hit while medium vaulting if the killer doesn't somehow reach me with his weapon anymore. If I get hit, than visually it also looks like I am getting hit.

  • Don't get mad at the people using a viable strategy in the game. Cause right now it is viable. And that's the problem. It is on the devs to nerf this strategy so that killers are forced to play fairly or just have very little chance at actually winning the game. Which should be the case considering how little skill camping takes as killer in comparison to playing killer normally.
    However do not confuse camping with hook patrolling. The latter is a must if the killer suspects someone near the hook.

  • @AgentTalon said:

    So you want any vault to be impossible to hit? When you medium vault and get hit through the window or above the item vaulted you were too close to the killer to make that vault safe. That's a positioning and strategy problem, not a vault problem.

    Am I wrong can anyone else try to explain if this is a bug?

    Yes that's how I understand that too. To make medium vaulting be worse for survivors so they are more vulnerable while medium vaulting.

  • ok yeah I get it totally. However, I still need you to explain to me exactly what's the problem, or what exactly you think is buggy. Cause yes, fast vault gives the survivor more distance than medium vault. But that's exactly the reason you don't get hit during the end part of the vaulting animation. You're to far away from the window. Medium vault doesn't get you as far. That's why, right when you get control of the survivor again the killer can stil hit you, cause the survivor is still closer to the vault. However, I wouldn't want the animation to be changed so that survivor would get farther away from windows, because that would mean just like with fast vaults that you couldn't hit the survivor during the end part of the animation. But the way it works now is intended, pretty sure about that.

  • @AgentTalon said:

    @ad19970 said:

    @AgentTalon said:
    There seems to be no real way to balance this game with all the moving parts. 1v4, SWF, Multiple Killers, etc. Without a serious overhaul/rebuild of the game from the ground up, which I'm not suggesting I have the ideas to do, I'm not sure you can make tweaks to the current system to any point that would make this balanced and fun for everyone.

    The balanced and fun part is a big issue. You could make a 1v4 killer in the power role balanced game but survivors would hate it or you can switch it to be balanced where an SWF v 1 killer is balanced but solo players would hate it.

    I'm fully convinced this game can't achieve balance and fun so you just have to roll with it and if it's not for you any longer find something else and check back in after a patch. It's what you basically need to do with any multiplayer game these days.

    Well I wouldn't say this game can't achieve fun. Personally I'm having a lot of fun with this game as both killer and survivor at the moment. In fact, even though I'm a killer main, personally I find getting camped by far the most frustrating experience you can have in this game. More so than getting gen rushed by an insane 4 man swf team.
    However, I agree with you that this game can never achieve perfect balance. The entire add on sytsem already contributes to that, with add ons being so different in power.

    That's why I always say the best they can do right now is buff solo survivors to the level of swf survivors with aura reading abilites, nerf camping and then buff (or in Nurses case) nerf killers to get them all to a similar level of viability. Making all killers as viable as Hillbilly, together with solo survivor buffs will help create a solid foundation of which the game can then be balanced of better. Cause right now buffs and/or nerfs either hurt solo survivors or weaker killers too much or make swf survivors and strong killers too powerful. We need more of an even ground of which the game can then be balanced off.

    I'm not saying it's not fun. I don't think it can achieve being balanced and fun at the same time.

    That's interesting. I do believe that if the game somehow manages to be more balanced, it will be more fun. I mean I am enjoying this game a lot as both sides right now. But who knows, This game certainly can't achieve full balance, that's for sure. But maybe it doesn't need to, at least I believe it was never to be meant to be a competitive game.

  • @PhantomMask20763 said:

    @ad19970 said:

    @PhantomMask20763 said:
    I'd agree with buffing some stuff but first they need to give survivors more objectives so that survivors have to use their pallets even more wisely than normal, they would have to add in a few more pallets though but the objective would have to be something that takes a while to achieve. I'd suggest like have some parts like gears or mechanical parts scattered around the map that spawn slowly or one by one. If we do that boom killers have more time, survivors get their interactions with the killer and most importantly more teamwork, because if 3 people are trying to bully a killer and only 1 person is actually working on getting the objectives done then those 3 people are just helping the killer. Anyway if we just give more objectives you indirectly buff most killers. People didn't like the Hallowed Blight objectives because their teammates wouldn't help them, but if they're doing a mandatory objective then they're technically helping them. Killers like Freddy, Pig, Micheal, Doctor would all rise and become powerful and then survivors could finally get the nerf they've all wanted which is nerfing Nurse and Billy (Not too bad though pls we need them to be fun)

    Do you also aggree with the changes he suggests to medium vaulting, pallets and flashlight saves?
    I'm curious because honestly, I believe that first of all devs should nerf camping and buff solo survivors, and only then they could add a second objective. I agree though that some maps will need an increase in the minimum amount of pallets allowed on those maps, but I wouldn't change how medium vaulting, pallets or flash light saves work. Another problem with a gen rush nerf is that certain top tier killers, as well as killer add ons would need some nerfing as well. Just imagine Nurse with a second objective for survivors. Adding more pallets would do nothing against her, she'd become so brokenly overpowered. That's why I really liked the pallet density nerf of the last patch, it was a buff to all killers except for nurse.
    I'm honestly scared that devs will add a second objective to the game to soon. It will lead to 30+ minute lobby times for killers.

    Well like I said, more pallets with a second objective. But with the window vaults and flashlight saves, I've personally never had a problem with the windows when I'm survivor. Same with flashlight saves. As for pallets there are some hits that seem a bit weird but that's normally because of the connection and stuff. With the flashlights I normally get the timing right and I'm able to save my teammate, some addons should be buffed for the items but not too much. Solo survivors need to be brought up to swf though because right now they suffer the most. As for camping I think the killer should be rewarded for leaving but not be punished. But if we are going to add a punishment it should ONLY be if there are no survivors near the hook or all the gens are done. I normally look around once I hook someone and I normally stay near the hook when all the gens are done and the gates are open.

    I fully agree with everything you said here. And yes, I have definitely experience both as killer and survivor a few weird hits at pallets and even at vaults, but these, at least for me, have always been extremely rare. If pallets and vaulting work like intended, they are totally fine and fair in my opinion.
    And yes, there's no doubt to me personally that solo survivors need some buffs. I mean I still enjoy the game a lot when I play survivor, and I only play survivor solo, I don't find solo survivors as problematic as some people make them out to be, and I also wouldn't call them underpowered compared to most killers, but with every further buff to killers from this point on, the solo survivor experience will suffer too much.
    I also agree with you on camping. Of course I only mean camping, not hook patrolling. The changes that were made to the chaser emblem should be also applied to the Bleedout Speed of hooked survivors. So survivors bleedout at half the speed if a killer is within let's say a 24 meter radius of the hook, after like 15 seconds after hooking that survivor. But this effect should not apply if the killer is within a chase or if there's another survivor within that 24 meter radius. And it shouldn't apply if the exit gates have been powered.

  • @AgentTalon said:
    There seems to be no real way to balance this game with all the moving parts. 1v4, SWF, Multiple Killers, etc. Without a serious overhaul/rebuild of the game from the ground up, which I'm not suggesting I have the ideas to do, I'm not sure you can make tweaks to the current system to any point that would make this balanced and fun for everyone.

    The balanced and fun part is a big issue. You could make a 1v4 killer in the power role balanced game but survivors would hate it or you can switch it to be balanced where an SWF v 1 killer is balanced but solo players would hate it.

    I'm fully convinced this game can't achieve balance and fun so you just have to roll with it and if it's not for you any longer find something else and check back in after a patch. It's what you basically need to do with any multiplayer game these days.

    Well I wouldn't say this game can't achieve fun. Personally I'm having a lot of fun with this game as both killer and survivor at the moment. In fact, even though I'm a killer main, personally I find getting camped by far the most frustrating experience you can have in this game. More so than getting gen rushed by an insane 4 man swf team.
    However, I agree with you that this game can never achieve perfect balance. The entire add on sytsem already contributes to that, with add ons being so different in power.

    That's why I always say the best they can do right now is buff solo survivors to the level of swf survivors with aura reading abilites, nerf camping and then buff (or in Nurses case) nerf killers to get them all to a similar level of viability. Making all killers as viable as Hillbilly, together with solo survivor buffs will help create a solid foundation of which the game can then be balanced of better. Cause right now buffs and/or nerfs either hurt solo survivors or weaker killers too much or make swf survivors and strong killers too powerful. We need more of an even ground of which the game can then be balanced off.

  • @AndreasLyUs said:
    @ad19970 Thanks for understanding. Im saying it for last time now. I dont want to buff survivors much, i want to balance. A pink addon should do something right? But it does not do anything like much other survivor addons to flashlights. I will upload a video that show you what the problem with medium vault is.

    Ok I'm curious to see the video. If we end up still disagreeing that's totally fine. Forums are not there for making people magically agree with each other about anything. I as well just want this game to be balanced, but in my opinion survivors simply need help in other areas.
    Also I have no experience with the flash light addons so I can't comment at that. Of course a pink add on should do more than add ons of lesser rarity. I just think flash light saves being very hard to pull off is only fair since it can hurt the progress of killers so much if that survivor than escapes to the next pallet.
    I have been blinded by a flash light once at a pallet that made me blind for like 3 or 4 seconds, which was pretty insane.

  • @PhantomMask20763 said:
    I'd agree with buffing some stuff but first they need to give survivors more objectives so that survivors have to use their pallets even more wisely than normal, they would have to add in a few more pallets though but the objective would have to be something that takes a while to achieve. I'd suggest like have some parts like gears or mechanical parts scattered around the map that spawn slowly or one by one. If we do that boom killers have more time, survivors get their interactions with the killer and most importantly more teamwork, because if 3 people are trying to bully a killer and only 1 person is actually working on getting the objectives done then those 3 people are just helping the killer. Anyway if we just give more objectives you indirectly buff most killers. People didn't like the Hallowed Blight objectives because their teammates wouldn't help them, but if they're doing a mandatory objective then they're technically helping them. Killers like Freddy, Pig, Micheal, Doctor would all rise and become powerful and then survivors could finally get the nerf they've all wanted which is nerfing Nurse and Billy (Not too bad though pls we need them to be fun)

    Do you also aggree with the changes he suggests to medium vaulting, pallets and flashlight saves?
    I'm curious because honestly, I believe that first of all devs should nerf camping and buff solo survivors, and only then they could add a second objective. I agree though that some maps will need an increase in the minimum amount of pallets allowed on those maps, but I wouldn't change how medium vaulting, pallets or flash light saves work. Another problem with a gen rush nerf is that certain top tier killers, as well as killer add ons would need some nerfing as well. Just imagine Nurse with a second objective for survivors. Adding more pallets would do nothing against her, she'd become so brokenly overpowered. That's why I really liked the pallet density nerf of the last patch, it was a buff to all killers except for nurse.
    I'm honestly scared that devs will add a second objective to the game to soon. It will lead to 30+ minute lobby times for killers.

  • @AndreasLyUs said:
    @ChesterTheMolester lol have you seen @ad19970 picture? Doctor is the perfect killer for babys lol

    Dude you can't be serious now or? Just because I disagree with you, even giving you obvious reasons why I disagree with you, you come up with that. That's just insanely immature.
    A shame because I'm even one of those "baby" killer mains that is hoping for the devs to buff survivors now before they buff killers in any other way, like the gen rush nerf people have been crying for. I'm against a gen rush nerf until they've nerfed camping, tunneling and buffed solo survivors.
    But immature responses of survivor mains like you, or for example this ridiculous Radiant guy just aren't helping survivors cases in any way. I can just pray that devs realise they need to even out the survivor experience before buffing killers any further.

    @AndreasLyUs said:
    @ad19970 I know but the problem is, when you have medium vaulted and move forward the killer still hits you because you get more far away when you fast vault.

    I think I even said that I wouldn't mind if survivors wouldn't be able to get hit once they are out of the animation. I admit it to be slightly frustrating to get hit even though I started running away from the window again. Although at the same time I don't think this really is too much of a problem, since that is exactly how it medium vault is intended and visually it makes sense. However, my point was that while survivors are in the animation of medium vault, they need to be able to get hit since that's the point of medium vaults, being more vulnerable as a survivor. If they just get farther away from the window during a medium vault, than that means that killers won't be able to hit survivors during the end part of the animation, which would defeat the purpose of medium vaulting.

    FYI if they'd have the clown as a profile picture I'd switch to him since he's my favorite killer. Sadly though for some reason they haven't added him yet. But I find your conclusion about Dr very weird, since playing the Doctor effectively actually requires quite a bit of skill and isn't easy.

  • @AndreasLyUs said:
    @ad19970 But if its can reach medium vaults, why cant it reach fast vaults? Because its a bug k? I dont want to make ######### fight at this forum because all the killer mains dont care about balance.

    Because at a certain point the survivor is far away from the window. I mean wasn't that the point? You reasoned survivors getting hit during medium vaults but not during fast vaults because they don't get so far with medium vaults. Look at your main post again.
    As long as survivors are close enough to the window while fast vaulting, killers can still hit them.

  • @AndreasLyUs said:
    @ad19970 Use your brain. If you have a iq above 10 you should know a person cant hit you when your at the other side of a window, but in dbd you can because of the hitboxes. Like sometimes when i play killer, i move a little bit forward when i have medium vaulted but i still get hit. Thats because the hitboxes touch eatchother and the game think its a fair hit, but its not. Do the hitbox smaller, get dedicated servers or do so you get more far away from the window then you have medium vaulted will fix it (im not saying to speed the animation, just so the survivor get more far away from the windows when medium vaulting)

    Dude I have an IQ over 10. That's how I know that killers have arms they can use to reach through windows. It only makes sense for them to hit survivors while medium vaulting. Has nothing to do with broken hit boxes.

  • @AndreasLyUs said:
    @ad19970 Why do you not agree with number 5? The problem is when the survivor medium vault, he dont get as far away from the window so the killer can get hits at the end of the animation.

    Yeah that's the whole point of medium vault. If you make them gain more distance it would just be a slightly slower fast vault. Which it isn't supposed to be. I think it's totally fine, and limits the loop potential of survivors on some window loops. I don't see how that's unfair. Killers should be dangerous when you get chased by them.
    I hope that makes some kind of sense.
    Once again, I'm not saying ignore any survivor buffs. I just think they need buffs elsewhere. Camping needs to be nerfed and the gap between solo and swf survivors needs to be reduced considerably by buffing solo survivors.

  • @Arsoul said:

    @ad19970 said:

    @Dudddd said:
    Do you want 2 survivors to be injured at the start of a trial? or maybe 1 on death hook to make it easier for you baby killers. I can already tell you respect pallets with a passion 

    Damn don't need to go all crazy because of a post like this. I can safely say he does not want survivors to be injured right from the start. You're just once again being ridiculous. All he wants is to modify the loop of the killer shack, though I heavily disagree with that. Killer shack is fine as it is and should stay the way it is now. Survivors having some safe loops is important for this game. But you really don't need to get that whiny because of a post like this. Just chill.
    And stop the "baby killer" crap. That just sounds so cringy. Don't get why people even use that term.

    Thank you Ad19970

    See, this is how you can disagree with a post without...well, sounding like the post above.

    Feel free to disagree, but there are ways to politely do it. Then a respectful debate could be had. Damn, if your reasons are good, I might even reconsider what I posted.

    Exactly. I have to be fair though, this guy's frustration may also be caused because of killer mains acting exactly the same. You can easily get some stupid comments from killer mains as well if you suggest any kind of survivor buff or even just a quality of life change. It's a bit of a domino effect that is causing toxicity in this community sadly.
    But yeah personally I disagree because if you play right you can in most cases always foirce the survivor to throw down the pallet because at one point they can't use the window any more without getting hit. Once the pallet is gone killer shack isn't very good for survivors anymore. It's a bit about mind games though, it's one of the safer areas for survivors, and with the recent pallet density nerf that in my opinion was so good and important for the game, I think safer loops like the killer shack should also exist for survivors.

  • @Dudddd said:
    Do you want 2 survivors to be injured at the start of a trial? or maybe 1 on death hook to make it easier for you baby killers. I can already tell you respect pallets with a passion 

    Damn don't need to go all crazy because of a post like this. I can safely say he does not want survivors to be injured right from the start. You're just once again being ridiculous. All he wants is to modify the loop of the killer shack, though I heavily disagree with that. Killer shack is fine as it is and should stay the way it is now. Survivors having some safe loops is important for this game. But you really don't need to get that whiny because of a post like this. Just chill.
    And stop the "baby killer" crap. That just sounds so cringy. Don't get why people even use that term.

  • I definitely do not agree with your 5., 6. and 7. point. Pallets work just like they should now. If you get hit while stunning a killer than you just dropped the pallet a tad to late. I mean hitting killers with a pallet won't make their arm and weapon just disappear into thin air. This is the fairest that pallets can work like. Vaulting also seems totally fine. I wouldn't mind if survivors couldn't be hit through windows once they are out of the vaulting animation, but if they are still in the animation, than that's totally fine. That's why survivors need to try and fast vault in chases.
    Also flash light saves can reset a lot of progress the killer has made towards his objective, something like that needs to be hard to pull of, or it's not fair for killers.

    I agree though that some killers will need some nerf if there is ever a gen rush nerf. Killers like Hillbilly would become overpowered, and Nurse in my opinion is overpowered even now already.
    What the devs really need to do now for survivors is buff solo survivors to the level of swf survivors, so survivors gain the advantages that swf have because of communication through aura reading abilities. And then they should nerf camping. I feel like those are the two biggest problems for survivors right now. Especially if camping gets nerfed, I definitely believe more people will play survivor again. Camping might just be priority number one in my personal opinion for the devs.
    However, regarding chases survivors are still pretty good and can survive for quite a bit, so they do not need buffs in that regard in my opinion. Again Nurse is an exception, since I find her to be overpowered.

  • To be fair, the entire ranking system needs some reworking. I feel like it's still a little to easy to rank up as killer and as survivor.

  • Do you really get camped that often? Cause I definitely don't. Seems like you only got very unlucky. But yeah, something needs to be done about camping because otherwise killer lobby times will increase to 15 or 20 minutes again. And I personally don't want that, since I main killer.

  • I know it doesn't do much. Especially since some people don't care much about pipping. What they need to do in order to finally make this strategy less viable is to apply the same changes to the Bleedout Timer of hooked survivors that they added to the chaser emblem. So after 15 seconds after hooking someone, if the killer is within a 20 or 24 meter radius of the hooked survivor, then the Bleedout Speed of hooked survivors is decreased by 50% or 60%. This effect shouldn't apply if survivors are within that radius or if the killer is within a chase. And it shouldn't apply once the exit gates are powered.
    This way camping wouldn't be useless, but reward killers much less, which only makes sense since camping doesn't really take any skill.

  • @No_Cluie_Louis said:

    @Murlin said:
    I enjoy play with randoms(as survivor) but it's obvious devs are balancing the game for SWF, then randoms players have a huuuuuge disadvantage.
    When we have this? or this idea it's cancel?

    I like the idea but then bond and empathy will be made obsolete

    Bond and Empathy honestly also feel like perks that swf survivors already have in their base kit. They don't make as much of a difference than having Kindred in survivors base kit, but that as well can give them an advantage, which is why I hope some kind of form of these perks will also be built into survivors base kit. The down side is that they will also have to rework those two perks, since they are teachables and can't just be taken out.

  • @AnotherRandy said:
    ad19970 said:

    Boy I hope they do that soon. This is pretty much the by far biggest advantage swf groups have over solo survivor groups. As long as there is a big difference between solo survivor and swf, this game will never be balanced perfectly.

    Thanks, finally more and more people are understanding this. I'm preaching this a lot and a long time, people need to understand this 

    Exactly. Especially those people who want a gen rush nerf. That can't happen without buffing solo survivors first. In my experience killers don't seem underpowered anymore, at least thanks to the pallet density nerf they feel a lot stronger now. Which I like, but now the next thing this game needs is to buff solo survivors to the level of swf survivors. And then the devs can see where killers might still need a buff or not.

    I do find the game quite balanced right now, even as a killer main. I'm enjoying both sides, but by far the most frustrating thing that can happen to you now in this game is getting camped. So I'm honestly also rooting for a nerf to camping. Which is why I'm hoping we'll get Kindred Tier 3 and not Tier 2, because Tier 3 is what swf survivors pretty much have, just with a larger radius for the aura of the killer. Cause a 4 man survivor team will always know if a killer is camping or not.

  • Boy I hope they do that soon. This is pretty much the by far biggest advantage swf groups have over solo survivor groups. As long as there is a big difference between solo survivor and swf, this game will never be balanced perfectly.

  • I don't know.Quite weird. Have been playing all evening at rank 1 and almost always got 3k or 4k. Of course maybe I just got lucky. I mean I just started the game like 3 months ago. But to me the game seems pretty well balanced at the moment.

  • damn right now I'm playing and i am finding lobbies instantly. Like 1 or 2 seconds after I start a lobby. At rank 1. No idea what's going on with the match making right now.

  • @Radiant said:
    @HP150 @SoulBagel lol
    Typical killers main full of hate.

    Get over it, survs have lost the fun and they are nit playing as much as they used to.

    The additional obvious proof is the BP event right after another BP event: they try to have players back.

    During the event "is a bug"
    Then devs said no bug "is the event vial cap"
    Then they removed cap "is the event, wait until it finishes"
    Then the event finished "is a bug"

    Rotfl guys, rly...
    Let's hope i am wrong, what to say...

    Dude give it up finally. Don't you have anything better to do? We'll see how this game will be in a few days from now, maybe you are right, maybe you are wrong. I do hope you are wrong, because that would be ridiculous if survivors just stopped playing the game because of a healing and pallet nerf. I certainly hope most survivor mains aren't as whiny as you are.
    Also, yesterday I had to wait like 2 or 3 minutes to fill up lobbies, and that is at rank 1.

  • Actually, today the longest time I had to wait to get a match as a killer was like 2 or 3 minutes. That's at rank 1. So it does seem like it's getting better.

  • @se05239 said:

    @ad19970 said:
    One question about this game. I notice everybody using voice comms in the game. Is that mandatory? Because personally I heavily dislike using voice communication with strangers in video games. So that would be a problem for me.

    Sadly, yeah. Since it's hosted over Discord's services, it just bunches all players together as if you're in a group speaking to each-other.

    Damn that sucks. What if someone doesn't have a micro attached though? I mean the game looks really good but I'd rather not communicate with strangers.

  • @Visionmaker said:

    @ad19970 said:

    @Visionmaker said:

    @thesuicidefox said:
    Only the obsession should get to use DS. For every instance of DS in the group make the skill check zone larger (shown by a number on the perk for all survivors using it). This forces people who want to be the obsession to take other obsession perks. Also survivors need at least 2 more obsession based perks to offset to the 5 killers have (and because OoO and SS suck).

    No. That's an awful idea because it forces survivors to harass each other to use a perk they each earned.

    Players using DS should just have a UI indicator visible to everyone. That way the killer isn't caught off guard and the survivors need to work together to get DS to proc at all for non-obsessions. It will also make it easier for solo survivors to get assistance/help others with the perk, without having to change anything about it.

    Wait, I'm not sure I understand. You want everyone to know who is using DS and not? So that survivors can bodyblock so that non obsession survivors can also use their DS more easily? Wouldn't that just be buff for DS for all non obsession survivors?

    Yes. Except non-obsession DS survivors already have that benefit from playing in SWF. This is the same reason why the devs chose not to implement the DS change: because only SWF benefits from the current and proposed iteration. Having the indicator available to everyone will allow SWF to help solos, and solos to help other solos.

    Also no, because the Killer will know who has DS and who does not. It will no longer be a surprise, and they will be far less likely to be caught by it by going to the nearest hook. It will not be an issue now that hooks are evenly spread out across the map.

    I don't think that knowing as a killer that someone has DS will help him a lot, especially if other survivors just start body blocking him. This will just encourage the killer to slugg like a crazy man, nothing else, because that would be the only counter for him.
    I agree with you that solo survivors in general need the same amount of information that swf survivors get with communication. But regarding DS, that perk just needs a rework. Just like NOED.
    It's just no fun to get your progress wiped out like that because of one perk.

  • @Tsulan said:
    Just wait for the rank reset.
    The event messed the ratio up by forcing to many survive mains into playing killer. On top of that, most of the survivors depiped non stop, because they got their vials and disconnected or suicided. 

    If the lobbies are still [BAD WORD] up after the rank reset, I'll start believing that there are not enough survivors. Until then... meh, just hot air.

    I'm hoping it's that as well.

  • Honestly both sides have toxic mains, you can't just say one side is toxic while the other isn't.

  • Toxic people like that are idiots, honestly whenever I see someone like that it just gives me a good laugh. Using tunneling and camping isn't really that toxic though. Because sadly both strategies are viable and supported by devs. I wish this wasn't the case.

  • In my opinion that wouldn't even be enough. Solo Survivors need all the advantages swf Survivors have built in to their base kit. This would be kindred 3 with a bigger aura radius for killers, Bond (at least when someone is injured so he can run up to that survivor to get healed) and even other smaller advantages like knowing where a totem is if one survivor has found it, so revealing the aura of that totem to all survivors (although that would mean Hex Perks would finally need some kind of rework).
    Only then can this game be properly balanced, like survivors getting a gen rush nerf without hurting solo survivors too much, or you know just buffing all killers to the level of Hillbilly. This game needs to be balanced around swf but that's not possible in the game's current state because it would hurt solo survivors too much.

  • @ConsoleNurse said:
    ad19970 said:

    @ConsoleNurse said:

    ad19970 said:

    @ConsoleNurse said:
    
    You forget about these things.
    
    1.Swf should removed
    
    2.Pallets are still strong (if you think like that i suggest delete this game)
    
    3.Please buff hillbily more he is very fun to play and against (actually no he is too easy and not much need effort)
    
    4.DS should be removed
    
    5.Noed should be baseline
    
    6.Remove Sprint burst and Dead hard (just lol)
    
    7.Remove claudette (you guys racist too)
    
    
    
    Lol some of these points are just ridiculous, obviously. But what exactly is bad about pallets now?
    

    It is very unsafe now.I am okay that shouldn't be ultra safe but now every killer can swing trough so easily

    I find that so weird though. I never have problems with pallets. Survivors are still able to drop pallets early enough to stun killers without getting hit, they do that all the time. It's just about timing it right. I do believe I have had a few weird hits through pallets, but in most cases, if a killer hits you while you are dropping a pallet, that hit is totally fair. Survivors just have to drop pallets early enough.

    If you are playing on console though then maybe that's a problem with framerate. I started on console but then switched to PC because of the framerate. Maybe on console pallets are unsafer, that's possible. But on PC they still work well from my experience.

    Maybe u right because on console ping always above 130

    Yeah console is a bit problematic. I'm still hoping they improve performance on console. I mean I'm not sure about your framerate but if you have a bad framerate that just might pile on to the problem. This game is a bit different on console than it is on PC, balancing wise at least. 360's for example are safer on console than on PS4, because reacting as a killer to these 360's with a bad framerate is much harder. Similiarly, I find Skill Checks more problematic on console than on PC. I even missed a few skill checks because the framerate got so bad that I couldn't press in time. I can see Hex: Ruin be particularly frustrating on console, that's for sure.

  • @ConsoleNurse said:
    ad19970 said:

    @ConsoleNurse said:

    You forget about these things.

    1.Swf should removed

    2.Pallets are still strong (if you think like that i suggest delete this game)

    3.Please buff hillbily more he is very fun to play and against (actually no he is too easy and not much need effort)

    4.DS should be removed

    5.Noed should be baseline

    6.Remove Sprint burst and Dead hard (just lol)

    7.Remove claudette (you guys racist too)

    Lol some of these points are just ridiculous, obviously. But what exactly is bad about pallets now?

    It is very unsafe now.I am okay that shouldn't be ultra safe but now every killer can swing trough so easily

    I find that so weird though. I never have problems with pallets. Survivors are still able to drop pallets early enough to stun killers without getting hit, they do that all the time. It's just about timing it right. I do believe I have had a few weird hits through pallets, but in most cases, if a killer hits you while you are dropping a pallet, that hit is totally fair. Survivors just have to drop pallets early enough.

    If you are playing on console though then maybe that's a problem with framerate. I started on console but then switched to PC because of the framerate. Maybe on console pallets are unsafer, that's possible. But on PC they still work well from my experience.

  • @WalterWh1te said:
    It is the Event! Oh wait...

    It is a bug! Oh wait...

    Every single survivor deranked on purpose! Oh wait...

    A lot of people stopped playing survivor because its not fun to go against the same Ruin, Camping, Tunneling Killers! This can't be it. It just doesn't fit my personal mindset about balance in this game!

    It is Russian Hackers! Obviously!

    (If ou find the sarcasm, you can keep it)

    Wait what's the problem with Ruin? I mean sure I would love to see Ruin appear less as well, but right now it's the only viable perk for killers to slow down the game somewhat, which killers need because of the insane speed at which gens can be repaired. I wish Thanatohpobia and Pop Goes the Weasel would be buffed, as well as Dying light Reworked to have some alternatives to ruin, but as of right now, Ruin is by far the most viable perk in the game.

    I understand tunneling and in particular camping though. It always baffles me when people finally want a nerf to gen rush, but then are totally ok with camping and tunneling. Sadly right now tunneling is one of the most viable strategy against gen rush, because once one survivor is dead it will slow down the gen progress quite a bit. But camping needs to go and if gen rush ever gets nerfed so does tunneling.

  • @Visionmaker said:

    @Nickenzie said:
    ad19970 said:

    I actually really like this idea a lot. Less frustrating for killer but a nice counter to camping.

    I'm guessing killers should also not know what hooks are sabotaged and what aren't or they'll just try and avoid those hooks.

    Then they can make destroying hooks a ultra rare add-on like BNP.

    That's actually pretty cool. I like these ideas a lot.

    Fair and allows the devs to play with sabo without having to balance the "fun" aspect of it because it wouldn't feel as frustrating.

    Exactly. And anything that helps against camping is more than welcome in this game.
    I do believe they would have to increase the sabo speed with tollboxes a bit, increase the percantages of saboteur perk to something like 75%, 80 and 85%, to make it more effetcive, and then have all survivors be able to sabo hooks even without tool boxes and the saboteur perk, with a slightly higher speed than saboteur allows right now. Like 60% of the normal sabo speed with tool boxes. This way sabotaging multiple hooks won't seem like wasted time.