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apropos

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  • @Warfish70 said:
    Playing the 2.2 series as a survivor, i am experiencing following:

    • Wiggling doesn't work anymore. Killers can drag a lvl 148 Kate Benson with boil over III half across the playing field, even if a killer doesn't use iron grasp and i go from left to right like a madman on my PS4 controller.
    • Vaulting is waaaaaay too slow. Kate Benson's perk "Windows of Opportunity" III may look great, it doesn't work, when vaulting is this slow on the ps4
    • Iron grasp is too much. IMPOSSIBLE to get out of it on a PS4 (even with the kate mentioned above)
    • In the 2.1 series I managed to escape 1 in 6 games. In the 2.2 series (unless the killer is an utter noob) it is less than 1 in 20.

    So in my opinion the game is getting off balanced. As a survivor it isn't much fun anymore as (in my opinion) it has been made way too easy for killers.

    Hold down the run button when you vault.

  • I hate playing survivor, too. I really just don't... 'play well with others.' not because I don't like people, but because I like to try a new plan every time I play. A lot of people are ok with doing the same strategy over and over so long as they win, but I can't, I get bored.

    Also, I used to think that playing as a survivor was harder than playing as the killer, but once I learned how to juke I sorta felt bad for killers. That first person camera stuff is just so much harder to play with.

    As a surv I sorta felt like a badass when I would juke a killer and he would lose me, but sometimes I would lose a killer without trying, and I realized that the killer was losing me because of his perspective, not really due to anything I had done. A little off topic, but I always think of that whenever I get a Jake taunting the hell out of me as the killer. It's always a Jake that wants to play cat and mouse, and then brag when he drops a pallet on my face... repeatedly.

  • I don't know if anyone else does this, but I usually warm up with the wraith (I love his fast movement!), he wakes me up. Then I usually play leatherface or sometimes the doctor if I can put up with his fps issues on ps4.

    I'd say leatherface is my main, mainly because he can be such a big upset at the end of a match. He's so slow the whole trial, and the survs get it in their head that they've pwned you, so they start taking tons of risks and dicking around. Then, you down and hook one of em and it's all over; in a few minutes you will have all 4 sacrificed, or crawling to the exit.

  • @AgentTalon said:
    Anyone else getting just trash frame rates on PS4 over the last 2 days, much worse than normal.

    I played a few matches as the doctor last night, and it was like the game was being played as a .gif

  • I encounter these groups every once in a while, and I know how you feel. You literally feel toyed with, as your ass is playfully handed to you. I tend to encounter these groups after I've been playing for a while, so I wonder if we're just tired? I've tried to keep an eye for groups like this in my first couple of matches, and I think I've had them before, but I'm so attentive and aggressive toward them they stop screwing with me. They seem to stop teabagging and become task oriented after they try to juke during a chase, and you down them in two lunges.

  • According to Benedict Baker's journal, it appears that Vigo was distilling the putrid nectar from the pustulas that have been forming as the Entity purges it's blight. It seems implied to me that he was able to create some kind of a serum from the putrid nectar, and believed it contained some of the Entity's power when injected/consumed.

    Benedict Baker taking an interest ends up running some trials of his own, but is instead bitten by the rat he was testing on, infecting his wound with the serum, which seems to have given him some sort of 'power'. According to his journal entry on October 23rd he was worried that he was close to death, but then in his October 24th entry, he realizes his 'power' when he's attacked, and he kicks his assailant into a brick wall. Benedict seems to think this power might help him escape, and so he feels pressed for time, but we know how it ends for him.

    Assuming this is accurate, it's possible that the formulas we see in the preview represent one of possibly many experiments Vigo performed while trying to determine how to distill a serum from the nectar. It looks like all of the reactions fit, too. Hemoglobin controls oxygen entering and leaving of the blood stream; the nectar is putrid, and anything that is putrid is rotting and has had all of it's oxygen removed; so, maybe with a different substrate, Vigo was able to get the blood and nectar to react, passing on the Entity's power? Or maybe he was trying to remove oxygen from the blood?

    Either way, it must not have worked very well if the event's new cosmetics are any indication of the serum's results! The new cosmetics appear to be rotting from the inside out, yikes.

  • @Dreamnomad said:
    Watch the following video. Skip to about 42 mins in and you can see what the player's hitboxes actually look like: https://www.youtube.com/watch?v=56aSD99gmTI

    This explains why sometime as a survivor you can see the killer's swing come up short, but you still get hit. And for killers, it explains why sometimes you might see an attack go through the arm of a survivor but not get the hit. Basically, survivor hitboxes are like giant weiners. As the survivors move, sometimes a limb will go outside the "weiner zone". 9 times out of 10 this heavily favors the killer though as the hit box covers a lot of areas that the survivor's body isn't attached to.

    Oh, awesome. Thanks for this :)

  • @Dreamnomad said:
    Looks like it's working as intended to me. The very last swing, the range is shorter and she was through the window. Your other attack just straight up missed.

    I agree that the second attack missed. Regarding the first swing, is there anywhere I can read that the final swing is supposed to be shorter? The chainsaw misses, literally, every time with that final swing. Even if I am on top of someone.

    There are a total of thirteen videos if you view the playlist. Unfortunately, I can't embed the playlist.

  • I am completely in love with the way the killer vs survivor is divided; it's hard to blame anyone else for one's own failures in DbD. The division of objectives makes it so that you can always work towards those objectives, without worrying about someone preventing you from completing them. Whereas in other games with PvP elements, you usually share objectives, and people find exploitative ways to slow you down, or to completely hinder your progress. But in DbD, say you decide as a killer to pursue someone the entire match, you are foregoing a more important objective, stopping gen progression. No one is responsible for that loss but the killer.

    Because of that structure, there are a seemingly endless number of ways a match could go depending on how the killer and survivor behavior. It gives the game enough complexity to try new approaches and new strategies that aren't solely based on things like perks and add-ons, a lot of the fun comes from the high speed strategizing needed to win. Not to mention, this is one of the only games I've played where the balancing occurs at the far ends of the spectrum; the survs are overpowered as a group, but weak as a single unit. As for the killer, it's like the way the survivors behave ultimately determines how powerful the killer is.

  • Something to do with corrosion, and acid. I gave up on finding exactly what it was, but if you scroll to the bottom of this page, you can read more, and see some illustrations of reactions similar to what you described in your original post. Not to mention, it's a fairly common hazmat you can find throughout industrial processes.

  • I love Leatherface, and I would agree that he is really good at camping, especially in the basement - I still haven't had a person escape that's been down there as I came down the stairs. But, he is definitely frustrating to play after rank 7. I constantly bounce between rank 7 and rank 6; it all depends on whether or not I have 'The Beast's Marks' and 'The Carburetor Tuning Guide'. If I have those add-ons I regularly pip up, but I rarely get those add-ons.

    After reading this thread, though, I think I might be playing him wrong, because I play him offensively, lol. Actually, I have a video that in about 30 seconds, summarizes what it's like to play as Leatherface. (without the aforementioned add-ons :smile: )

    https://www.youtube.com/watch?v=NdExnqrWaYI
  • I started as a doctor main, but I've moved on c_c Anyways, to add to what others have said:

    • The doctors movement speed is slower when in treatment mode (shock therapy) than it is in punishment mode; it can make a big difference when trying to get somewhere quickly.
    • His static field is as large as his terror radius, hence the mentioned terror radius perks/addons. There are times where his heartbeat can cover most of the map.
    • Madness has a chance to make skill checks appear in random places on the screen, which sucks as a surv.
    • Survivors cannot drop below madness level two by snapping-out-of-it.
    • To snap-out-of-it they have to be standing still, and pass even more skill checks. If they fail them, they scream. Hence the skill check perks.
    • Shock therapy hinders any survivors hit for 2.5 seconds.
    • You can see each survivors level of madness by looking at their health icon; the stronger the presence of static is, the higher their madness level.

    The builds already mentioned are a good starting point. If you don't mind hex perks, you might find it fun to try out huntress' lullaby. But, you know... hex perks.

    My strat was pretty straight forward; hit the survs with shock therapy, then quickly pull out the ugly stick and thwap em with it. They generally expect you to do this, though, so sometimes they will drop a pallet prematurely to avoid being hindered, if they do, I found it faster to simply run around the obstacle than to break the pallet.

  • I had made a post about totems recently, and after thinking about them some more, I recently decided that Devour Hope is fine, if they fix totems. I don't know why totems don't repair themselves after a few minutes, or at least allow the killer to keep their tokens for a minute or two after the totem has been destroyed.

  • @IronWolf115 said:

    @ShrimpTwiggs said:
    This whole Leatherface revolution is ridiculous but I love it.

    There is nothing ridiculous about fighting for our sovereign rights to be Bubba mains, to live in a world without fear of being bullied or bumping into an object unexpectedly and going into a 4 second long tantrum.

    I have a dream, that one day all Leatherface mains will be able to move at full speed while revving their chainsaw, that we will be freed from the shackles that bind us to the basement.

    I have a dream.

    Leatherface has recently become my favorite. But there are two things that just don't make sense. First, I can't count the number of times I've charged the chainsaw and perfectly circled some obstacle ending up on top of a survivor and nothing happens. Two, his add-ons are broken. What does chili do, does it even work? The noise reduction add-ons don't serve any significant purpose. I'd agree that the tantrum is too long.

  • I've been playing leatherface to get BBQ, and the add-ons for noise reduction, and stun reduction from bumping into things don't make sense to me. Not to mention that two of his killer specific add-ons, the chili ones, don't even work - according to the wiki. The add-ons say something about acceleration, which I haven't seen described anywhere in the game.

  • Ohhh, I like where this is going... Can we have a perk to destroy pallets before they've been set down, too? :D

  • @Jack11803 said:

    @apropos said:
    You're not even addressing the point. You're comment is seemingly meant to garner attention in the same way using green text font does.

    If comms are gonna be added, they’re gonna be full distance and killers won’t be able to hear it, so the gap between solo and SWF is ACTUALLY closed, not kinda bridged by proximity chat that swf will just use a chat app over, STILL LEAVING SOLO AT A DISADVANTAGE.

    So, wait, am I understanding this correctly? You think the current issues with voice comms is that solo survivors can't hear the conversation of swf survivors, so to balance this, they will add voice comms?

  • I shrugged this post off initially as it just being lag. But I just played 4 trials and in each one I kept missing survivors when I was on top of them. Ruh roh.

  • @Kilmeran said:

    @apropos said:
    As Leatherface, I haven't seen a single survivor make it out of the basement, yet.

    Bubba, you guard that basement. You hear me, boy? You guard it and you don't move!

    /Rev's chainsaw :D

  • As Leatherface, I haven't seen a single survivor make it out of the basement, yet.

  • As it is, I think you can get a character to level 37 with a million, I think? So, I don't know if I understand why either. The only thing I can come up with, is that the cap serves as a deterrent to people who might be trying to farm them with automation. It could be argued, though, if someone goes to that length, they will likely automate spending them as well.

  • @Eveline said:
    Sorry but I won't bother with recording any videos, because even if I did it would lead nowhere. There's tons of videos on youtube already showing survivors getting hit when they shouldn't.

    I've played all of the killers a lot, and I rarely ever land strikes through windows as the hag or the pig. But as Leatherface (6'4") and Michael Myers (6' 7"), I land them quite often, which makes sense in my mind; 95-120cm arm length wouldn't be far off, paired with a 20 cm long machete or 50cm long chainsaw... and if you consider it wouldn't be hard for them to bend over the window casement.

    Not to mention...

  • @Khalednazari said:
    Want BBQ & Chili in the shrine. More power to killers. 

    Right?! I didn't get BBQ when I got the game; it was in the shrine. I said eff it and bought Leatherface. Leveling him isn't taking long at all with BBQ. I'm feelin pretty dumb for not doing this earlier! It would have been so nice to have BBQ during the 2x Bloodpoint event.

  • @BACKSTABBER said:
    not to mention... there are too few Shrine of Secrets slots

    1º) DBD was born: x4 slots

    2º) Now with +x2 of perks: x8 slots (nope, just 4)

    3º) End of game +x3 of perks: 12 slots (nope, just 4)

    now tell me again this may break the game~

    When I bought my car, it had 4 cup holders, and I had 8 cans of soda. But now I have 16 cans of soda, therefore I need 8 cup holders. Eventually I will have 32 cans of soda, so I will need 16 cup holders.

  • @OrionQc24 said:

    @Orion said:

    Sure it does. The current game is boring, but you get a free win. You take that free win and get into another game. Hopefully, that one will be more amusing. What you don't get is to dictate how another person plays the game, if they're not cheating or exploiting.

    Honey that's what were trying to change. You realize slavery wasn't always illegal right ? Same applies here.

    You're implying that... being camped while hooked is similar to being enslaved? Even if the killer runs away, and you're not being camped and the other survivors don't save you, the probability of unhooking yourself is so low that the other survivors would actually be the one's who are enslaving you because they are the only ones that can free you. lawl.

    But in all seriousness, slavery is a violation of a human's rights, the right of an individual to make their own decisions; everyone is allowed to screw up all by themselves. You're entitled to that same freedom at the beginning of the trial, you get to choose how you survive. What you're not entitled to as a survivor is to be unhooked... just because you were hooked. When you are hooked, you should consider the game to be mostly over for you, as from this point on, your success depends solely on the actions of others. You lost your independence, it wasn't really taken from you because you foresaw the potential costs of your actions. If you didn't see those costs ahead of time, now you will.

    Generally, it's a good idea to accept one's mistakes and move on to try again. But no, that's simply not good enough; the people who embrace this tired argument expect to receive an optimal experience at all times. That's an unrealistic expectation, because you can't expect yourself to perform perfectly all of the time. But, maybe you understand that, so instead you place the responsibility of receiving an optimal experience on the person playing the killer, or the developers, rather than the survivor who is getting themselves hooked.

    Ah-ha! All these survivors have to do is learn some accountability, i.e. git gud.

  • Holy #########, I thought squatting was t-bagging regardless of the direction the player was facing.

    Tbagging does bother me at times, specifically when I've ran across the entire map from one exit to another, just to find all four survivors tbagging as they run through the exit. But, regardless of that, I still enjoy the interaction, because it's sort of like saying 'neener-neener' which makes me laugh... sometimes!

  • @chococri

    Just to add to the answers for your first question about luck...

    Luck is going to affect anything you do that is based on chance. So, for instance, when repairing a generator, you have a chance to receive a skill check every second, and let's pretend that chance is 15%. If you have a perk that improves your luck by say 5%, then every second while repairing a generator, your chance of receiving a skill check is now 10% rather than 15%.

    Similarly, if you had a base chance of 5% to unhook yourself, then perk would give you a 10% chance to unhook yourself, instead. So, some chances will go down, whereas others can go up, however, the effect will always be in your favor. Considering that... luck is a very powerful thing to increase!

  • I haven't experienced that one yet. But that sounds like a hardware issue.

    Maybe the bluetooth driver crashed? Orrrr... maybe just interference? 2.4ghz signals and usb 3.0 can cause a lot of noise and disrupt bluetooth, but it would be strange for it to affect the DS4 considering each packet is authenticated.

    I wonder if it has anything to do with that new firmware they released.

  • @Tsulan said:

    @apropos said:
    The way I see it, this is good for the game. People make lots of progress with new killer, they're more likely to continue playing, especially for players who had played before, but came back. Besides, how long is the wait, really? On PS4 it's only about 5 minutes.

    30 minutes. As stated several times.

    I only see it stated one times, lawl

    I wonder how much his rank impacts his waiting time?

  • The number of perks we are allowed to use in any given trial is limited to four because those are the constraints the devs chose to work with for balancing the game. If they made more perks available to use per trial, they would likely need to overhaul each and every perk because each one yields power in relation to the traits of all other perks, and the 4 perk slots... and add-ons, and offerings, and powers etc..

    I suppose they could have already sorted more perk slots out a long time ago, and are just waiting for a DLC or big update to implement it, but in my opinion, there are too many imbalances that can be created with 5 perk slots.

  • I had a good moment the other day. The exit gates were powered on, and I only had one survivor hooked. Another survivor tried to save one that was hooked, I interrupted them and picked them up. But, I immediately saw another survivor trying to save the hooked survivor. So, I dropped the survivor I was holding, and interrupted THAT survivor. If only I had been able to get the fourth... who knows what I would have done with them, though! Anytime I've had 4 downed survivors with the exit gates open, one either bleeds out, finds the hatch, or I can't find a hook and they wiggle free and escape.

  • The way I see it, this is good for the game. People make lots of progress with new killer, they're more likely to continue playing, especially for players who had played before, but came back. Besides, how long is the wait, really? On PS4 it's only about 5 minutes.

  • @OrionQc24 said:
    Then you shouldn't be able to see what I bring into the game. I can see your perks once dead...big deal! You see what everyone has equipped (med kits, tool boxes, keys) before the match even start and can act/build accordingly. So what if I see that you have iron grasp and nurse calling once I'm dead ?

    If you read the guy's post...

    But, it really only matters if people are on voice chat together. Mainly because seeing the killer's perks can be communicated via voice chat to survivors that are still alive, which means they can then play around it, e.g. 'No One Escapes Death'. This isn't something the developers intended for the game, so it should be prevented if possible. Unless they decide that they want it in the game, but they haven't... so.

    Also, seeing survivor items before the match doesn't change much; survivors can pick up items in the trial.

    @DisturbedZ said:

    I agree on this. I dont see a point in blocking the end. most of the time you can pretty much tell what a killer is running by the end of the match anyway. I play both sides and I dont care

    ...

    I do think the items being used at the beginning due need to be hid. Too many killer quit when survivors use purple items or come in with tools or flashlights, and yes as a killer I do make changes to my killer based upon what I see the survivors holding or even who I am going to go after first if I run up on a group of them. Its common sense to do that and it would make the game more interesting to hide that.

    ...

    It wouldn't punish me to not see it unless its a perk I'm not familiar with and wanted to see what let the killer do something in the match. Being able to see that a killer does have bbq and not have a buddy watching a stream telling him where someone is is kinda important if you are suspecting a killer of cheating. Just saying that would generate a whole lot of false reports because no one wanted to wait around for the match to be over just to verify it was a perk and not a snipe.

    It's interesting that in the same post you say that hiding perks doesn't matter and that you don't care, even if it is to prevent cheating. Yet, you argue that the devs should hide survivor items before the trial starts because of your fear that the killer might be cheating.

    Also, I'm not sure why you would choose perks based on what survivors are going in with, considering they can get items in the trial. I mean, the only time I would think a killer shouldn't be worried about survivors using items is if they're playing as the nurse or hillbilly. Considering I don't play those killers much, I've never ran a build that didn't have overwhelming presence, or franklin's demise in ranks 1-10.

  • @Jack11803 said:

    @MegaWaffle said:

    @Jack11803 said:

    @Jack11803 said:
    @MegaWaffle

    Then buff both. You have to agree the survival catagory of points is bullshit though.

    As Tsulan suggested, I think instead of catagory caps at 8k, it should be a generalized cap at 32k. Allowing for more point gains on both sides, and more specialized roles.

    Only problem there is that people who only want to be chased will ruin the game for those trying to do gens and escape. By making it mandatory to do at least a little of everything it creates incentives for players to participate in each category.

    As a solo player I often end up doing most if not ALL the gens in my matches because people just want to be chased and hook rescue. If they remove the BP/Pip cap then these types of players will hyper focus those roles and really ruin the game for players looking to complete objectives and escape.

    Buff objective points. Make survival points after you escape based on how many hit you took. Each hook phase you have left is an additional 1,000. Not getting downed gives 2,000, etc

    I think this would have some people complaining; as an example, say, the obsession doesn't get hit the whole match, but then is killed at the end due to rancor.

    Also, specialized roles might seem like a good idea, but the 'division of labor' indirectly protects survivors by forcing them to choose their perks knowing that they could partake in any aspect of the trial, at any time. If they specialize, they might feel justified in complaining about how difficult it is to be 'the distractor' or 'the gengineer'. Assume the devs cater to those complaints; the gameplay could then become linear, in that certain survivors would need to be killed first, etc.. I could have a slippery slope there, but changes to the scoring for survivors could alter the experience of the game entirely, and it seems to me that the current bloodpoint distribution for survivors prevents these sorts of things from happening.

  • Sooo... as a killer main, you're complaining about how annoying camping killers are?

    But for seriously, not to beat a dead horse, but killers have four targets whereas survivors have shared targets. Their objectives aren't harder to meet, either, they just have more conditions placed on them. It's sort of a double edged sword regarding team play. Survivors benefit from a sort of weak omnipresence, being capable of being in 4 places at one time, completing individual actions, assuming all of them are alive. Not to mention, and this is the part that makes me doubt that you're a killer main;

    • killers lose their add-ons after every trial unless they use a rare offering
    • killers can't just pick things up within the level like survivors can

    You might argue that our power is like an item we never lose, but the downside to that is that we have to level a new character to use a different 'item'.

  • @CoolAKn said:
    They really need to change up the end game when at least one exit door is open. It's so stupid that some survivors can't just move on to the next match and instead want to ruin the game for the killers. If the exit gates are open and I'm the last person, I get out immediately. I say empower the killer to go all out on survivors that refuse to leave: reveal auras, instant downs, mori, just to start.

    I like this. Say like, 300 seconds after hatch or exit gate opens, any survivor remaining in the trial will have their aura revealed for 5 seconds, every 60 seconds.

  • @Orion said:

    @apropos said:
    Real pro-tip: At the beginning of all matches, run into random corner of the map, circle around some dumb thing a bunch, then run away. Come back in 2 minutes and some survivor will be there. /fist pump

    Another pro-tip: if the hatch is open, stand still in a random location with clear line of sight of your surroundings. The Survivor will think you're at the hatch and come to you (if they don't know where the hatch really is).

    See. These survivors don't even know! It's us who are watching them! bwahaha

  • Real pro-tip: At the beginning of all matches, run into random corner of the map, circle around some dumb thing a bunch, then run away. Come back in 2 minutes and some survivor will be there. /fist pump

  • @luvcraft said:
    This is more of a clarification request than a balance tweak:

    Can "exposed" please be renamed to something like "defenseless" or "fragile" or "brittle"? "Exposed" to me suggests "visible", rather than "can be downed in one hit", and my tiny brain keeps expecting exposed to reveal survivors' auras rather than what it actually does.

    That's one of the meanings of the word, though. You might be mostly familiar with it's use as a term to describe exposing something visually, but even then, that simply means you're exposing something to light, where it can be seen - everything you see is nothing more than light that is being reflected onto your retina.

    More commonly, the word is used to describe something that is subject to change, due to it's interaction with what it's exposed to, and therefore vulnerable to it. Go outside in the snow without a jacket? you're exposed to the elements.

    Look at it this way, now you know that there's another way to use the word exposed.

  • It's pretty frustrating that you really can't make a good use of her ability until you find someone. But, I don't find her to be a complete loss, just incredibly punishing for making any kind of mistakes. The first couple of times I played her, and even with more experience, I still phase over to nothing, ending up with the survivor behind me or something.

    So far, i've found that the best way to play her is to use her ability from afar, as soon as you see someone start phasing, and phase over to them. My reasoning for this is that survivors don't have a perception of how quickly she can move while in phase. So when you stand still from afar, they aren't sure if you've seen them, yet. You might be looking around, or you might be phasing, "but you're so far away, why would you phase?" Only to end up right behind them, as they're peeking around the corner...

    Sometimes I just phase in place, and don't move, or run behind a nearby wall; so many survivors run to her husk thinking it's safe there. Sometimes I will run way ahead of where I think they are going, and turn around to greet them, which works occasionally.

    It's also important to not overshoot survivors too many times; 3-4 times is all it takes for your brain to assume it knows what to expect. This is a good time to phase to land on top of people, if only to throw them off.

    Even then, I still feel that she needs something else... I was thinking:

    Either:

    • Allow her to charge phase while moving,
    • OR
    • While charging phase, the spirit becomes invisible and stops to charge, but the husk keeps moving, either by running forward, or if she has bloodlust, have the husk adopt the travel path of whichever survivor may have activated her bloodlust.
    • As well as, increase the number of passive phases that emanate from her after phasing, relative to the amount of the power bar used.
  • She's really not overpowered, I mean, you have to find someone at 110% movement speed before you can really use her power effectively. Even then, if you ever develop a recognizable pattern of play, you're toast. If you can keep people guessing, then she's incredibly powerful; nothing else generates anxiety in someone as quickly uncertainty does.

  • Killer's usually don't sympathize with those that they're trying to kill...

  • The doctor, because anytime I try to help people, I end up hurting them :'(

  • @Sandbagger69 said:
    Try playing myers with this new map.. take every jungle gym and add these huge bushes that you cant see through in it.
    By far worst map.. kinda wondering why they didnt listen to people's comments on it when it was on the ptb..

    Yeah, I imagine it's like trying to play the nurse, or the hag in gideon's meat plant. Killer's aren't meant to be awesome everywhere, if we're going to have some semblance of balance.

    Oh, I think this is why they have those level selection offerings, too. That way, you can reserve your best add-ons for levels that pair well with them.

  • I still need to play her, but I'm skeptical of these complaints of her being too weak. I mean, every time I've seen someone try to play her on youtube (granted, I haven't watched much) people always try to use her ability to land on people - that's gonna be really hard to do. I really want to describe how I'm going to play her, but I really don't want to give it away. I will say this, her ability isn't only useful in catching up to survivors...

    As for any modifications, it would be nice if while using her ability she could leave a manifestation of herself in a random position, within a 10 meter radius of her current position, to further confuse the survivor to where the spirit is.

    I think the most enjoyable aspect of this game is surprising survivors. My first deranking experience was the most recent one, and man, you can tell that those higher rank survivors are still learning. During a chase, they run right into you when you cut them off because they're busy looking behind themselves. It's what makes looping a disadvantage for a lot of survivors, sure it seems like a good idea to do it, but often times survivors will commit to vaulting before they're even there. Which puts them in a position to be exploited. Expectation is a survivors worst enemy.

  • I'm so excitededed. I haven't finished downloading the update yet, but I saved all of my add ons from level 35-50.

  • @TheLegendDyl4n1 said:

    @apropos said:

    @TheLegendDyl4n1 said:

    @apropos said:

    @TheLegendDyl4n1 said:

    @apropos said:
    Yes and No.

    Yes; If in the weird case they DID add comms, two things should happen:

    • Everytime survivors communicated they would have to give away their position, because it should effectively work as if you are calling out to one another.
    • If the killer was within 32 meters, they could hear the communication between survivors.

    This could actually create for some interesting gameplay; on the other hand, I could see survivors being really fugking mean on comms, knowing that the killer could hear them.

    No; Voice chat has the potential to create the greatest imbalance in the game, primarily due to the fact that there are four survivors, and one killer. As an example, you can easily communicate to one another where the killer is, thereby bypassing any real need to use detection perks.

    • John says "Yeah, I got him chasing me, I'm gonna loop him a bit, then pull him over to the killer shack; Cindy, can you take him from me for a bit?"
    • Cindy says "Ok, let me know when you vault inside, let him hit you, then run out and pallet it stun him, I'll take him from there."
    • Marci says "We're gonna be at the gen near the other one we finished."

    Later...

    • John says "Ok, I just vaulted inside... ready Cindy?"
    • Cindy says "Yeah go ahead."
    • John says "Oh crap, hey Marci he turned around, he's suspect of that skillcheck fail."
    • Albert says "Ugh, everyone head towards John and Cindy, I'll get the killer to follow me for a bit, let him hook me while you finish gens. I'm going to take him as far as possible from John and CIndy's current location. After you guys finish a Gen, come over and save me."
    • Cindy says "Ok, before the gen finishes I'll run back to keep an eye on the killer before coming to save you, if need be, I'll reel him away."

    why not read my suggestion to how it would work since the killer could hear survivors not at a 32 meter range since normal humans cant hear at a 32 meter range but instead around maybe a 15-20 meter range and couldnt understand what they are saying except they would hear a gargled version of whats being said. and other survivors could barely hear each other at 24 meters and once they got to about 17 or 16 they could hear each other clearly.

    I started to read what you had written, but the structuring of your writing isn't easy to follow.

    then learn english please :)

    Im dyslexic #########.

    then say i cant read it because im dyslexic. not i cant read it because i (me) have poor hand writing skills on a fourm.

    Youre writing is pretty effing atrocious; one of the first things you learn when learning how to write is to be considerate of your audience. You also learn to accept constructive criticism. Besides, I'm not really all that thrilled about telling people about a learning disability.

  • @TheLegendDyl4n1 said:

    @apropos said:

    @TheLegendDyl4n1 said:

    @apropos said:
    Yes and No.

    Yes; If in the weird case they DID add comms, two things should happen:

    • Everytime survivors communicated they would have to give away their position, because it should effectively work as if you are calling out to one another.
    • If the killer was within 32 meters, they could hear the communication between survivors.

    This could actually create for some interesting gameplay; on the other hand, I could see survivors being really fugking mean on comms, knowing that the killer could hear them.

    No; Voice chat has the potential to create the greatest imbalance in the game, primarily due to the fact that there are four survivors, and one killer. As an example, you can easily communicate to one another where the killer is, thereby bypassing any real need to use detection perks.

    • John says "Yeah, I got him chasing me, I'm gonna loop him a bit, then pull him over to the killer shack; Cindy, can you take him from me for a bit?"
    • Cindy says "Ok, let me know when you vault inside, let him hit you, then run out and pallet it stun him, I'll take him from there."
    • Marci says "We're gonna be at the gen near the other one we finished."

    Later...

    • John says "Ok, I just vaulted inside... ready Cindy?"
    • Cindy says "Yeah go ahead."
    • John says "Oh crap, hey Marci he turned around, he's suspect of that skillcheck fail."
    • Albert says "Ugh, everyone head towards John and Cindy, I'll get the killer to follow me for a bit, let him hook me while you finish gens. I'm going to take him as far as possible from John and CIndy's current location. After you guys finish a Gen, come over and save me."
    • Cindy says "Ok, before the gen finishes I'll run back to keep an eye on the killer before coming to save you, if need be, I'll reel him away."

    why not read my suggestion to how it would work since the killer could hear survivors not at a 32 meter range since normal humans cant hear at a 32 meter range but instead around maybe a 15-20 meter range and couldnt understand what they are saying except they would hear a gargled version of whats being said. and other survivors could barely hear each other at 24 meters and once they got to about 17 or 16 they could hear each other clearly.

    I started to read what you had written, but the structuring of your writing isn't easy to follow.

    then learn english please :)

    Im dyslexic; I rely on punctuation to help me figure out what it is that I'm reading. Without it, I tend to mix things up a lot more.

    @Jack11803 said:

    @apropos said:
    Yes and No.

    Yes; If in the weird case they DID add comms, two things should happen:

    • Everytime survivors communicated they would have to give away their position, because it should effectively work as if you are calling out to one another.
    • If the killer was within 32 meters, they could hear the communication between survivors.

    This could actually create for some interesting gameplay; on the other hand, I could see survivors being really fugking mean on comms, knowing that the killer could hear them.

    No; Voice chat has the potential to create the greatest imbalance in the game, primarily due to the fact that there are four survivors, and one killer. As an example, you can easily communicate to one another where the killer is, thereby bypassing any real need to use detection perks.

    • John says "Yeah, I got him chasing me, I'm gonna loop him a bit, then pull him over to the killer shack; Cindy, can you take him from me for a bit?"
    • Cindy says "Ok, let me know when you vault inside, let him hit you, then run out and pallet it stun him, I'll take him from there."
    • Marci says "We're gonna be at the gen near the other one we finished."

    Later...

    • John says "Ok, I just vaulted inside... ready Cindy?"
    • Cindy says "Yeah go ahead."
    • John says "Oh crap, hey Marci he turned around, he's suspect of that skillcheck fail."
    • Albert says "Ugh, everyone head towards John and Cindy, I'll get the killer to follow me for a bit, let him hook me while you finish gens. I'm going to take him as far as possible from John and CIndy's current location. After you guys finish a Gen, come over and save me."
    • Cindy says "Ok, before the gen finishes I'll run back to keep an eye on the killer before coming to save you, if need be, I'll reel him away."

    “let’s add a mechanic to make solo peeps as strong as SWF, but then do it half assed and let the killer hear it! HAR HAR HAR

    You're not even addressing the point. You're comment is seemingly meant to garner attention in the same way using green text font does.

  • I'd be surprised if this rule will ever be enforced because it would be so damned hard to prove. I'd venture to guess that people who are reported for violating this rule, would be banned sooner for something else.

    @Well_Placed_HexTotem said:
    This is a dumb rule that is too open to personal interpretation. Also as a killer main what if I focus someone not to “ruin their game experience”, but to improve MY game experience? There are a number of survivors who always abuse the crappiest loops on every map, run the most “toxic” perks, always carry flashlights. Survivors whose sole purpose every match is to annoy the killer and waste as much of their time as they can while their teammates obliterate the gens.

    Im not allowed to remove these players from my game ASAP? That doesn’t make sense. If I see these players in my lobby it’s either a mori or a hard patrol when they’re hooked and they aren’t lasting long after that.

    Then again I’m on Xbox so I don’t think bans are even possible there.

    This times a million ^ There are people that just run around activating my traps while I'm playing the hag... it seems like it's all they do. They follow me, wait til I set a trap, and immediately activate it. Really obnox, but hey, it is what it is I suppose.

  • @TheLegendDyl4n1 said:

    @apropos said:
    Yes and No.

    Yes; If in the weird case they DID add comms, two things should happen:

    • Everytime survivors communicated they would have to give away their position, because it should effectively work as if you are calling out to one another.
    • If the killer was within 32 meters, they could hear the communication between survivors.

    This could actually create for some interesting gameplay; on the other hand, I could see survivors being really fugking mean on comms, knowing that the killer could hear them.

    No; Voice chat has the potential to create the greatest imbalance in the game, primarily due to the fact that there are four survivors, and one killer. As an example, you can easily communicate to one another where the killer is, thereby bypassing any real need to use detection perks.

    • John says "Yeah, I got him chasing me, I'm gonna loop him a bit, then pull him over to the killer shack; Cindy, can you take him from me for a bit?"
    • Cindy says "Ok, let me know when you vault inside, let him hit you, then run out and pallet it stun him, I'll take him from there."
    • Marci says "We're gonna be at the gen near the other one we finished."

    Later...

    • John says "Ok, I just vaulted inside... ready Cindy?"
    • Cindy says "Yeah go ahead."
    • John says "Oh crap, hey Marci he turned around, he's suspect of that skillcheck fail."
    • Albert says "Ugh, everyone head towards John and Cindy, I'll get the killer to follow me for a bit, let him hook me while you finish gens. I'm going to take him as far as possible from John and CIndy's current location. After you guys finish a Gen, come over and save me."
    • Cindy says "Ok, before the gen finishes I'll run back to keep an eye on the killer before coming to save you, if need be, I'll reel him away."

    why not read my suggestion to how it would work since the killer could hear survivors not at a 32 meter range since normal humans cant hear at a 32 meter range but instead around maybe a 15-20 meter range and couldnt understand what they are saying except they would hear a gargled version of whats being said. and other survivors could barely hear each other at 24 meters and once they got to about 17 or 16 they could hear each other clearly.

    I started to read what you had written, but the structuring of your writing isn't easy to follow.

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