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akbays35

akbays35

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akbays35
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  • Idk if they nerf ds and hooks then it's a win win for non ds users, people might pick boil over and sabotage to save more.

    in FFS Comment by akbays35
  • @Dabrownman1812 said:
    One gen in the basement is bad, just rework basement perks to be more practical and have practical applications. Making some pallets more randomized is interesting and would make windows of opportunity more viable. No 1 killer should be equal to 1 survivor in any scenario, the killer should always be stronger. Not a guaranteed win, but stronger for sure by much and have a huge advantage. Maybe rework the gen kick, make it regress quicker as well.

    I think a basement gen or at least a dead room would make the game harder for survivors this is one reason why The Game is such a killer oriented map is there is one gen that's absolutely dangerous to do. Was watching Scottjund and Monto all night trying to figure out how to be better at killing and its about predicting survivor behavior as a whole part of it is understanding loop pathways in buildings and cutting them off, and figuring when they will go for certain gens or saving survivor. Like it's hard to play any killer that has mobility issues, simply due to map control.

  • @pemberley said:
    Also there’s way too many jungle gyms and obstacles for the killer. 

    Like for Nurse, she’s supposed to teleport right? Yet I run into so many places where the game is just all “haha screw you.” 

    As for the rest, it’s just really exhausting playing tag around things that take some killers much longer than survivors to traverse. Like the dwelling that only has like one staircase to the generator on a building that feels like a million square feet. Or the tractor that survivors can see your position from and make you waste precious time. 

    Yeah I feel like killers all need a passive movement buff or the maps just need to be smaller, even a normal chase that doesn't put you in BL1 or where the survivor doesn't use crutch/exhaustion perks can result in 2-3 gens done. Downing and hooking 1 survivor is barely 12% of your objective as a killer and doing a gen is 20% of the objective as a survivor and they roughly take the same time. I feel like if survivors had to find their objectives in the same way the killer has to then the game would seem more fair.

  • @iceman2kx said:
    Uh nothing. As a killer there's way to many audio ques for finding survivors. Even if I am casually grinding BPs like I often do, you are purposely handicapping your trials by playing music over the game.

    that's why i do music box, there's nothing like it in the game and its typically so low volume that it doesn't affect anything

  • I think the only way to reduce camping, or to reduce the effectiveness of it is to increase the duration of the survivor on the hook when the killer is nearby, this increases the innate counterplay for other survivors to get the gens done and escape. Honestly I camp to different degrees, if I know the hooked players team is around from bbq and chili I have no incentive to leave the hook and look around it for the other survivors, sometimes I'll leave the hook just long enough to run back and tunnel that one survivor, especially if it's an swf I'm not losing pressure when I can make it a quick 3v1. Part of this is context, if a survivor loops me a fair amount or has clutch perks like DS and dead hard, his ass is getting patrolled.

  • It's a couple of things, part of it is the crappy hit detection since the last 2 patches. Play against Billy and you will legit get hit by chainsaws that never touch the player model. I've been hit through walls by the killer by just being near a window. I've been playing other games, but I get bored, play a couple games of DBD but I find the experience disappointing and unfun. Playing killer feels cheap and annoying at the same time since it feels like I'm just constantly slugging and hooking survivors for 3 minutes straight and that's as Freddy and Wraith, a great deal of my games are 3v1s so there's that as well.

  • @Kind_Lemon said:
    Bloodhound is decent if you don’t have anything better and have issues with tracking survivors.

    It does help against survivor mindgame around the shack and jungle gyms from my experience, but I'm not sure if it's worth a perk slot.

  • That's usually why I get Whispers, it just seems like he just has visual chase assist perks, but nothing contextually useful.

  • I really feel like Wraith is more inconsistent now.

  • Tinkerer, Remember me, Nurses Calling, Whispers. Tunnel the obsession get 5 hits, kill one person before gates are activatable, camp the exit gates and get a 4k since they cant get them open.

  • yeah I'm talking about like how Myers has his mori with the add on. I figure it would make it somewhat spicy since a killer chasing one person to bl3 is probably going to tunnel and kill that one survivor anyway.

  • @Nickenzie said:
    akbays35 said:

    @Nickenzie said:

    So, I think I have enough evidence and experience to voice my opinion about what's wrong with the game. Before I start, I'm gonna say how many hours I have which is something I usually don't say because it really doesn't matter but I'm going to anyways to show you that I know what I'm talking about! :)

    MY DBD HOURS: Roughly 600 Hours
    
    Problem: In Spoiler
    

    (What's Dead by Daylight?)

    (Spoiler)

    Solution: (Make killers four times as strong than a single survivor & give survivors more stealth opinions)
    

    (Spoiler)

    I've never seen a game won on survivor side that was 1v3 where the killer didn't just meme and let them win. You can't balance the game around 1 vs 4 in terms of power you have to balance it on terms of mistakes and that's what survivors need is more opportunities to make mistakes, they need to fix skillchecks to have random inputs instead of just space and they need to put more skillchecks into the game. Plus stealth is boring for both killer and survivor, killers don't like having to check around every corner and every locker and being a crab person is not ideal for survivors.

    Survivors won't be weak if they work together, that's the point of a asymmetrical game. Survivors need to work together to overwhelm the killer, that's called teamwork and that's how a survivor should be able to have a fair chance against a killer including nurse. When you see high nurse gameplay, you'll see survivors getting absolutely destroyed because survivors aren't used to working together which was how the game was designed. Survivors are so used to being as strong as the killer that when they face a nurse that requires them to work together, the survivor team falls apart because they aren't used to working together. The power role will overwhelm the minior roles because again, teamwork is necessary to overwhelm the power role. No teamwork, you'll lose. Period.

    I'm saying make the game harder for survivors not easier for killers. A killer makes a mistake and he loses a survivor, loses pressure, if a survivor makes a mistake he can fall back on his/her team mates. I do agree that some of the killers need buffs and fixes to bring them in line, but the game on the survivor end needs to be more difficult, there's such a low skill ceiling for survivor compared to killer.

  • @Nickenzie said:
    So, I think I have enough evidence and experience to voice my opinion about what's wrong with the game. Before I start, I'm gonna say how many hours I have which is something I usually don't say because it really doesn't matter but I'm going to anyways to show you that I know what I'm talking about! :)

    MY DBD HOURS: Roughly 600 Hours

    Problem: In Spoiler
    (What's Dead by Daylight?)
    (Spoiler)

    Solution: (Make killers four times as strong than a single survivor & give survivors more stealth opinions)
    (Spoiler)

    I've never seen a game won on survivor side that was 1v3 where the killer didn't just meme and let them win. You can't balance the game around 1 vs 4 in terms of power you have to balance it on terms of mistakes and that's what survivors need is more opportunities to make mistakes, they need to fix skillchecks to have random inputs instead of just space and they need to put more skillchecks into the game. Plus stealth is boring for both killer and survivor, killers don't like having to check around every corner and every locker and being a crab person is not ideal for survivors.

  • I'm not a high rank player but I do run into a ton of overskilled low rank swfs and the best way for me to get a 4k (technically if one of them doesn't dc) Remember Me, Tinkerer, Nurses Calling, Whispers. Find the obsession and tunnel them, hit them to the ground and pick them up, if they dstrike you get another hit in, otherwise hook them once, do not kill the obsession until you have 5 hits if you need to leave them on the ground and wait for a survivor to heal them and put them both to sleep. Track down anyone finishing a gen and try to cut them off if you get a 2k before the gens are all done then gj (this never happens to me). Once the gens are all done then the game really starts, put anyone you find at the exit gates asleep and just focus on anyone touching the gates, you're in slug mode now since they cant use the gens to wake up put the squad to sleep and keep hitting them especially if they keep trying to self care to wake up or heal team mates. This might take 3 minutes (not joking) of just hitting them and hooking them do not let them get the exit gates open (it would literally take them a minute to do that), but you should get them soon.

  • @Dabrownman1812 said:
    akbays35 said:

    @Dabrownman1812 said:

    akbays35 said:

    @MikeLatin7 said:
    
    useless perks, Spirit Fury she still gets stun, same thing as if she got hit by the pallet useless,  hunted ground useless if the survivors know that that killer is the Spirit they just wont cleanse the lit totems unless they are just greedy players. Blind as a bat with no radar when using her abilities what would they come up next? I work hard for my money and the Devs. do too. I am in supporting the game but sell me something I'm going to use. Don't get me wrong I love Spirit moei/animations/looks great, but come on blinded abilities far less fun for me. Not to mention a very, very dark map screen at 100% still can't see much.
    
    
    
    Haunted Ground is op I'm just glad other killers haven't learned the perk yet, it will be ridiculous on characters like Huntress and Nurse. Spirit Fury at least has a use, I think it's best designed for killers that get stunned frequently (wraith, trapper, clown, hag, pig, freddy). Rancor is outright op I've seen spirit kill the obsession every game they have it especially with save the best for last, you get a benefit for both perks (focus non obsession then mori the obsession)
    

    How does that make rancor op lol 

    having a guaranteed kill is always strong.

    Nothing is gauranteed for killer perks. So that's exaggeration guy lol. No killers have gauranteed anything especially since rancor shows obsession the killer to stealth. Don't be that guy and go straight to an exit gate, or go straight to one gate and turn for the next after 5 seconds like you would bbq. Guaranteed is a word most of my survivors use as exaggeration, many times I know of survivors who dodged rancor. Why? Cause it has much counterplay. 

    The perk is bitter murmur with some sole survivor to balance it out, but it has a mori to go with it. If you don't utilize that you can see them when they finish the last gen and the obsession is exposed then you aren't playing well at all or you're against an swf that is overly protecting the obsession. You can couple this with tinkerer and stealth onto their location, kill one survivor, if you have dying light they will take 20 seconds longer to power the exit gates. Rancor gives you so much power if you couple it with other obsession perks since you don't have to take another aura perk for it. I say guaranteed cause I have seen every obsessed survivor get killed by rancor especially if the killer is having a bad game and needs that one kill.

  • @Dabrownman1812 said:
    akbays35 said:

    @MikeLatin7 said:

    useless perks, Spirit Fury she still gets stun, same thing as if she got hit by the pallet useless, hunted ground useless if the survivors know that that killer is the Spirit they just wont cleanse the lit totems unless they are just greedy players. Blind as a bat with no radar when using her abilities what would they come up next? I work hard for my money and the Devs. do too. I am in supporting the game but sell me something I'm going to use. Don't get me wrong I love Spirit moei/animations/looks great, but come on blinded abilities far less fun for me. Not to mention a very, very dark map screen at 100% still can't see much.

    Haunted Ground is op I'm just glad other killers haven't learned the perk yet, it will be ridiculous on characters like Huntress and Nurse. Spirit Fury at least has a use, I think it's best designed for killers that get stunned frequently (wraith, trapper, clown, hag, pig, freddy). Rancor is outright op I've seen spirit kill the obsession every game they have it especially with save the best for last, you get a benefit for both perks (focus non obsession then mori the obsession)

    How does that make rancor op lol 

    having a guaranteed kill is always strong.

    1. Get my daily done.
    2. Get lots of points.
    3. Don't get stressed cause you can't die
    4. Get at least a 2k against swfs
    5. Camp people who hide in lockers.
    6. Let people with d strike die on the ground slowly.
  • Both, I'd like to see billy have some sort of cooldown on his chainsaw just a few seconds just to bring him in line. Leatherface legit has mobility problems, I think players need to get speed oriented perks for him (play with your food, noed) I think Rancor would help him out since it's an all in one perk.

  • @MikeLatin7 said:
    useless perks, Spirit Fury she still gets stun, same thing as if she got hit by the pallet useless, hunted ground useless if the survivors know that that killer is the Spirit they just wont cleanse the lit totems unless they are just greedy players. Blind as a bat with no radar when using her abilities what would they come up next? I work hard for my money and the Devs. do too. I am in supporting the game but sell me something I'm going to use. Don't get me wrong I love Spirit moei/animations/looks great, but come on blinded abilities far less fun for me. Not to mention a very, very dark map screen at 100% still can't see much.

    Haunted Ground is op I'm just glad other killers haven't learned the perk yet, it will be ridiculous on characters like Huntress and Nurse. Spirit Fury at least has a use, I think it's best designed for killers that get stunned frequently (wraith, trapper, clown, hag, pig, freddy). Rancor is outright op I've seen spirit kill the obsession every game they have it especially with save the best for last, you get a benefit for both perks (focus non obsession then mori the obsession)

  • Sadly it's Kate's best perk, you will always find use for it. Best thing is that it helps you keep track of pallets being used if the game drags on or if you have a team mate that uses a lot of pallets in a chase.

  • @Orion said:

    @akbays35 said:

    @Tsulan said:
    But those things could save you unexpectedly. Imagine you rush for the window and the killer sees that and tries to hit you. But then you enter the locker and dodge the hit.
    That's a win!

    that has happened 0 times my dude, they hear that locker noise and go for the locker.

    Well, duh. He's talking about when you're being chased and go in the locker instead of the window. You were also talking about when you were being chased, in your OP. Did you forget?

    not just that, but the instance that I'm talking about on Lery's has happened more than once and I've even seen Angrypug have the same thing happen. It's almost like the hitbox on lockers actually overlap vaulting options so it always gets priority.

  • @Tsulan said:
    But those things could save you unexpectedly. Imagine you rush for the window and the killer sees that and tries to hit you. But then you enter the locker and dodge the hit.
    That's a win!

    that has happened 0 times my dude, they hear that locker noise and go for the locker.

  • @jacowwow said:
    Ive already had countless Moris performed on me as Im running to leave because of this perk. Alot of these times I hadnt even been hooked. Why is there no criteria if youre killing someone out if the game. Its irritating and doesnt seem fair. Last I checked killers were complaining about D strike being op (just cuz u break free and get to run again).. does anyone really think that getting to one shot and instantly kill the obsession even if theyve never been hooked is fair? Shouldnt the obsession at least get to open the hatch without a key or something? obviously the killer will be guarding the gates so shouldnt the potential victim has some kind of way out? Doesnt seem fair to basically have a sealed fate of death. You cant even go to save a friend because camping killers will protect their hook and instakill the obsession. What are your thoughts?

    Rancor + Save the Best for last is pretty broken, you ignore the obsession until the end then mori them lul.

  • @Dabrownman1812 said:
    akbays35 said:

    @Dabrownman1812 said:

    akbays35 said:

    @Dabrownman1812 said:
    
    akbays35 said:
    

    @Dabrownman1812 said: akbays35 said:

    I'm curious about this, it seems really dumb.
    

    So you can't spin around and snipe people just because I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.

    It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first. 
    
    
    
    Ok chase range, same difference. I think it's a substantial problem though,  freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy.
    
    EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.
    

    I main freddy and 4k without tunneling, even at high rank. It's all about set ups. What kills freddy is the transition, make it 5 seconds and make it so players can't do channeling actions except unhook for transition and freddy can now defend. So now though dream transition takes time, freddy has defense. It is chase range so you cannot snipe, seeing someone from meyers long stalk range and sleeping them sucks cause you can literally spin and find people since people don't know where you are.

    Well I'm a low rank pleb against swfs and the only way I can get a 4k as freddy is tinkerer, remember me, whispers, and nurses calling. Camp the obsession, get 5 hits on it, watch the gens get done in 3 mins (at most), put the remaining survivors to sleep at the exit gates, slug hook and repeat for like 5 minutes cause survivors take a century to kill. Freddy has no map pressure AT ALL, he has no way of easy downing survivors unless with perk setups, unless you go lategame obsession(dying light, remember me, noed, blood warden) and camp you are not going to even get a 2k even against a low rank derp team, objectives(gens, hooks, attacking) actually work against freddy and the less there is on the map the better off he is ironically. I suggested a range buff to give some kind of map pressure for Freddy since he severely lacks it.

    There's add ons for range, so just use them

    I know there is they actually don't make freddy any more effective than what he is sadly, the dream transition ones are a must have because it takes forever for them to go to sleep. It really shows that Freddy suffers from time lost more than any other killer especially since he can't interact with survivors without his power.

  • @Dabrownman1812 said:
    akbays35 said:

    @Dabrownman1812 said:

    akbays35 said:

    @Dabrownman1812 said:
    
    akbays35 said:
    

    I'm curious about this, it seems really dumb.

    So you can't spin around and snipe people just because
    
    
    
    I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.
    

    It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first. 

    Ok chase range, same difference. I think it's a substantial problem though, freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy.

    EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.

    I main freddy and 4k without tunneling, even at high rank. It's all about set ups. What kills freddy is the transition, make it 5 seconds and make it so players can't do channeling actions except unhook for transition and freddy can now defend. So now though dream transition takes time, freddy has defense. It is chase range so you cannot snipe, seeing someone from meyers long stalk range and sleeping them sucks cause you can literally spin and find people since people don't know where you are.

    Well I'm a low rank pleb against swfs and the only way I can get a 4k as freddy is tinkerer, remember me, whispers, and nurses calling. Camp the obsession, get 5 hits on it, watch the gens get done in 3 mins (at most), put the remaining survivors to sleep at the exit gates, slug hook and repeat for like 5 minutes cause survivors take a century to kill. Freddy has no map pressure AT ALL, he has no way of easy downing survivors unless with perk setups, unless you go lategame obsession(dying light, remember me, noed, blood warden) and camp you are not going to even get a 2k even against a low rank derp team, objectives(gens, hooks, attacking) actually work against freddy and the less there is on the map the better off he is ironically. I suggested a range buff to give some kind of map pressure for Freddy since he severely lacks it.

  • Been having issues with Freddy as well and wanted to propose some buffs as well:
    Increase the Dream Transition range to his sight range and maybe increasing/decreasing the dream transition with range, his sight is already limited with the wacky dream state fog where it's harder to see things and it's silly that his power has such a short range.
    Replace all range enhancing add ons with something more useful like shortening his innate dream scouting distance range, messing with survivors having to make great skillchecks to wake up instead, having to make 2 failchecks to wake up,.

  • @Dabrownman1812 said:
    akbays35 said:

    @Dabrownman1812 said:

    akbays35 said:

    I'm curious about this, it seems really dumb.
    

    So you can't spin around and snipe people just because

    I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.

    It's not melee range, and it's too long a range guy if it's like meyers stalk. Cause you can snipe and know where they are. Unbalanced to see someone from afar, sleep them. There's add ons to increase the range if you need. Freddy of done with all his powers in mind is op cause he can control the dream environment too, Freddy is cool how he is cause you need to find them first. 

    Ok chase range, same difference. I think it's a substantial problem though, freddy can only get a speed increase by putting people in dream state. The dream state has such a short range and a survivor takes off, I have to chase them down, then put them in dream state which sucks if they have sprint burst (always). If they can just get the into the trans if I aim and put them on line of sight that would help with some of Freddy's power discrepancy.

    EDIT: I also wanted to say that Freddy's Power is really bad in general, you're having to waste so much time just to hit survivors. Maybe I need to play him more, but I feel like you cannot succeed as Freddy unless you go full tunnel to secure a 2k or depend on bad survivors.

  • @Dabrownman1812 said:
    akbays35 said:

    I'm curious about this, it seems really dumb.

    So you can't spin around and snipe people just because

    I just feel like it should be treated more like Myers stalk, if they are within line of sight they should be put in dream state, not where they are almost in melee range.

  • @Orion said:

    @akbays35 said:
    90% of survivor perks are this way...

    Strong by themselves? You're right, they are.

    nah i mean they require other perks to function. Like try running any aura perk without bond or empathy. Legit all of Ace's perks are just add ons and don't do much on their own. For killers their perks are just under powered or underused or so situational. i really feel like Territorial Imperative should give auras of players opening chests, I think Spies from the Shadows needs a much bigger range.

  • Do a mix of both? I often just break chases from vaulting mindgaming then hiding somewhere random and waste more of the killers time than just looping and eventually getting hit from blodlust.

  • not sure if they "fixed" it or not, but if you auto attack when they hit the skillcheck it should interrupt it. This works in other ways as well because they programmed attacks to implement before stuns or other effects, so you can actually avoid trap stuns with trapper (did this to block basement), flashlight blinds somewhat, this is also why attacks hit when you get hit with pallets. Essentially killer auto attacks are programmed the same way as dead hard is for survivors.

  • @Peasant said:
    I do not think that the designers would give Doc a literal "Baldi" skin. However, you can use the current cosmetic options to recreate the look to a degree. There's a green doctor coat, a wooden bat, and his natural bald head. So to a degree, I believe you should be able to recreate the signature look for your kid. Heck, there's a Doctor loadout you could use to recreate the map and feel of the base game as well:

    Carter's Spark

    • Carter's Notes Calm
    • Class II Calm

    Broken Glasses (To get Lery's Memorial Institute)

    Monitor and Abuse III
    BBQ and Chili III
    Enduring III or Bamboozle III
    Brutal Strength III or Fire Up III

    Your terror radius will be non-existent while in Punishment which can recreate the initial gameplay which is quiet, minus the clapping of the ruler. After switching to Treatment your TR will suddenly become enormous which will put everyone on edge and give most of the map madness. This will in turn mirror the immense pressure Baldi offers at the end of his game with the loud white noise.

    While this is by no means a perfect solution to your problem, I think that it's as good as you're going to find.

    eh close enough i would say, I'm suprised that the devs haven't tried getting creepy pasta and internet spooks on this game.

  • In this regard, ghostface should just be a myers skin same with sydney.

  • Pallets counter the clown you need to bait pallets out longer in chases as much as possible and not waste them. Dead harding through his poison can help too, also urban evading circle spin in the poison can help juke. Main issue is if clown camps, he can get some easy hits and tunneling by just staying within bottle range of the hook and punishing altruistic team mates.

  • just keep trying, i usually watch youtube when the wait happens

  • Best game I ever had was Pokemon Blue.

  • My issue is how the devs are forcing killers and survivors to play to rank up. Why the hell should I depip doing 4 gens and escaping while 2 other survivors rank up from farming hooked survivors and doing nothing else, to me that's just dumb since you're rewarded for playing bad and not focusing on objectives and winning.

  • @Master said:

    @akbays35 said:

    @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

    Killers hitboxes are not being reduced AFAIK, where did you get this info from?
    Also the exhaustion nerf had a really small impact on looping

    they did it last patch 2.1, haven't you noticed? They don't put this stuff in patch notes and they barely address it in the dev logs and q and a but it is noticable in game. It's one of the things that has made Leatherface stronger and Hillbilly since they have lowered object collision with terrain. They mostly did it to nerf flashlight blinds but they made the whole hitbox smaller, plus they increased survivor hit boxes to even them out which is why survivors get hit after vaulting now and even post vault animations especially against killers like Freddy. This is also why hitting a survivor when they throw a pallet or mid throw animation is so common now instead of getting stunned.

    You can really tell with older objects that haven't been changed like the Lockers, they still have their original hitboxes so you can actually use them to block if you stand near them at certain angles.

  • Nurse is only op with the triple blink and a player knowing how to zone and predict properly, on the survivor end she is harder to 'loop' you have to find certain areas where she can blink into the wrong places or hit into larger and wonkey terrain. Besides that she has immense map control and you have to listen closely to her screams and where she's heading off to. If they ever nerf nurse I think they should just remove the 3 blink add on because you can be just forcefully zoned off where you eventually get hit.
    Hag is only op when team mates play poorly, she has notable weaknesses but she can really curb stomp bad teams. When you play against a hag you need to keep an eye of where she is on the map if you have aura reading for your team mates this is the best way, otherwise just do gens and run. She is the strongest camper and I find them having make your choice and just setting traps all around a hook. In a sense she is the most punishing killer due to this tactic. If players are just having issues the only nerf I could consider is increasing the distance from putting traps near hooks. I've had so many insta-nabs playing hag that it stops being funny after a while.
    There is a notable problem with these 2 outliers is that they are incredibly unfun to play against I find myself seeing most of the team dcing if they encounter a good nurse or hag since those killers can easily get a 3-4k before 2 gens are done.

  • @Master said:

    @Peasant said:
    @akbays35 Just add a new effect to killers called "Frenzy." After hooking a survivor the killer gains the ability instantly down survivors for twenty seconds. It will discourage farming as well as discourage extreme altruism rushes.

    With loops being a thing, you wont be able to find and catcha survivor within 20 seconds after the hook and this is exactly the reaosn why killers camp at the first place (those doing it strategically and not for toxicity)

    loops are a problem on the dev side they are tuning it to be better by lowering the killer hitbox, the exhaustion nerf helped with loops immensely. The main issue is map spawns and they are working on that. Killers camp just to get safety pips and possibly to just bm based on context. If the Devs changed how killers pipped in the way survivors have, they would play differently.

  • @Master said:

    @akbays35 said:
    I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.

    Bloodlust is lost after a pallet, also it can only be active during chase so that doesnt make sense

    Killers wont be punished for staying close to the hook, devs tried that already and survivors always abused such a mechanic

    thats why survivors would have the exposed if they stay near the hook too long, there shouldn't be hook standoffs imo. they could change it or just give the killers a different temporary boost in some aspect like a mini noed.

    1. Hatch Standoffs: Allow the Exit Gates to be openable when everyone else is dead.
    2. Nurse Balance: Remover her triple blink add on, everything else is fine with nurse tbh.
    3. DS balance: Make it 2 skill checks instead of one, this would increase the fail rate and make it more skill based.
    4. Freddy Balance: They are working on Freddy, my main issue with him is how reliant he is on his power to interact with the survivors, he can't hit them or pull them off gens without his power and he's countered by self care.
    5. SWF needs to be limited to just duos, no 3 or 4 man squads or swf has to be a 3v1 lobby automatically.
  • Pretty much every killer will get noed and every survivor will get Wake Up, doesn't sound fun to me and it will be harder for survivors to rank up. I like something like this in theory cause I feel like Survivors troll the exit gates but I'd rather everyone be put on a borrowed time dying state timer after the exit gates have been opened for the match.

  • @Mc_Harty said:
    Once you go past rank the lower ranks (20 - 16) you'll start facing players that actually know how to play the game.

    Good luck :)

    What he's meaning to say, if there's anyone above these ranks they were unsuccessful at depipping and wound up at rank 15. It's probably the only way to have 'fun' as a killer since you get the worst survivors and end up with everyone dying in 4 minutes playing as freddy or wraith.

  • @Sleepy said:
    I've noticed lately on the forums that surprise surprise, opinions have changed regarding the new killer. People went from saying "she's OP, she's great" to "she's weak" and that she needs changes.

    I don't understand what the point is in making a feedback sub forum if the devs will literally say that they will not listen to feedback because "it makes the spirit OP".


    This guy must be high.

    So, since the devs clearly do not give one single [BAD WORD] about our opinion, let's also not give a single [BAD WORD] about their DLC.

    Please, folks, let's vote with our wallets - If this gets deleted or anything REPOST it. Don't let them WIN.

    We give them money, we want the changes we ask for. We're not "entitled whiny brats", we're paying customers who want a product to be a certain way. This is NOT a free DLC. We have a right to complain.

    Devs are making content on a timely schedule, the are releasing patches on a regular basis and keeping their game fresh and entertaining and very cost effective. Issues pop up, but they are working on it.

  • Do you have a fever? One that can only be cured with more cowbell?

  • They should just give it a limitation, just like 1-2 full health states.

  • H.H. Holmes with the murder castle.

  • @Mister_Holdout said:
    Don't know why they're complaining.

    So far, I'm really liking this chapter.

    my issue after thinking about it is that this killer can be countered by Spine Chill, good thing Survivors don't know what that perk is or does LUL.

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