fluffybunny
fluffybunny
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@Poweas said:
@fluffybunny said:
@Poweas said:
@fluffybunny said:
@Mushwin said:
At least Clauds do things, urban invasion is good, but Jake's do farm or very much are useless, idk. Yes there are some out there, but when i play killer it's usually a jake dead first just because they end up farming, or just a little bit on the useless sideI'm farmed far more by Claudettes than by Jakes. Typically Jakes are flashy and the ones getting in the killer's face and looping.
@Poweas said:
@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.Your joking right? I main Claudette and I'm nothing like that... I hate how people make stereotypes for people who just play a skin.
Someone could say "I main Jake and I'm nothing like that." Just pointing out something. It's the player and not the character. As I said initially, the same could be said about Claudettes.
So? Dont make stereotypes over a skin, everyone is different.
Maybe you're overlooking what the topic is about. OP posted a complaint on how Jakes are inept and I gave what I experience as a counterpoint, later adding that you get bad and good players with every characters. Saying there is bad and good players in the community, regardless of the character they choose isn't stereotyping. Pointing out that someone's main also has people who give the character a bad name also isn't stereotyping, especially when they're the one who started with the point. Not sure what else you want.
Oh I misunderstood you. Sorry.
It's okay.
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DH is good for correcting mistakes in loops. For instance, if the killer is bound to catch up 'cause you took one too many loops, you can DH at certain points of the loop depending on what you're looping to gain a little bit of distance and throw down the pallet. DH is also good for dodging Nurse attacks as she has fatigue after, though it's possible they may wait out your DH or just teleport on you. DH is the type of perk that takes learning and practice to know when you should or can apply it. For instance you can use it to DH to a pallet or a window safely. It helps with prolonging loops and can help if you're being camped/tunneled off hook. You can also run around and not having to worry about wasting it.
Honestly if I wasn't taking DH, I'd take balance. It reduces the stun from dropping off a high places and can give you additional places to loop that would be hard to loop without it.
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@MegMain98 said:
We’ve had bad experiences with certain survivors. Personally, I do not like seeing Jake’s based on two past experiencesOne was when I was hooked by a dock on a small boat and Jake started working on a generator literally right on top of me. The killer was LONG GONE and he sat on that gen and I almost died until a Claudette got me down and Jake wasn’t even halfway done with the gen because kept crouching and working on the gen and just being USELESS.
Another one was just a troll who tried getting us killed but ended up being caught first and DC’ed.
I have had bad experiences on the survivor side with Jake, Claudette, and Dwight players
I have had good experiences with Kate, Laurie, and Quentin players
Just remember that it is the player behind the character not specifically ALL players who play that one character.
I've had bad experiences with Dwight, Claudette, Jake, and Kate. I've had good experience with Quentin, Claudette, Jake, Dwight, and Kate. For example, one Kate went the extra mile to get me off of the ground. Another one DCed 'cause she's toxic. Characters who are popular tend to have more of the base playing them, so there's a higher chance the characters will be toxic or bad.
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@NuclearBurrito said:
@fluffybunny said:
@NuclearBurrito said:
@fluffybunny said:
@knell said:
@fluffybunny said:
DbD isn't chest.I agree, DBD is not a chest.
@fluffybunny said:
I see it more as creating the story. The more you do, the better plays you make, the better the story is. It would be considered a "win" if you do a lot 'cause you're contributing to the "finale" and you won't "win" if you don't contribute to the end. When it comes to the "pipping = winning" mentality, it's about making the plays and doing what you can in the horror story so that what you do matters and it isn't just "they hid and therefore escaped" sort of scenario, though I do think it's still considered a win if you hid for most of the match and was able to get out? I haven't tried that tactic as I prefer a more active role, but getting out without being downed would be an iridescent and stealthing does count towards a pip now. I think what the game director was saying is that there's multiple ways to win, so there isn't a clear-cut win/lose condition.That's fine. If the way you play defines your winning condition, I'm fine with that. Like I said, I'm even fine if people want to treat DBD like a point salad game and define the victory condition in that way. The problem is when people are saying, "surviving is not the winning condition; pipping is the winning condition." Who says?
And I agree with you - I prefer the playstyle of doing as much as I can as a survivor also. But that's just it; it's my personal preference. And there are times when I die as a survivor, getting ~15K points, and see that last survivor take the hatch and still has only ~10K points despite the hatch - does it annoy me? Yes. Do I try to make myself feel better by convincing myself that I won despite having been sacrificed? No, of course not. Because ultimately, the guy who hid all game took a gamble that 1. the rest of us will do a minimum of 2 generators without him, and that 2. he would be able to find the hatch before the killer. He could have died just like the rest of us - he didn't, so in my mind, he won, as much as I don't like that fact.
Hmm... well, I don't think the winning condition is so binary. For instance, I would consider what you did as a "win" as you're pushing the goal post forward, despite the odds. What the other person could constitute as a win, though it's also fair to note end game is rather tedious and typically leans towards the side willing to wait longer if both find the hatch. Still, everyone is just reset in the end, therefore death carrying less weight, and the game also measures the person's performance depending on what they do and so on. I think there's multiple ways a person could win. It isn't just strictly stuck to surviving or killing.
Winning or having fun? There is a difference. And again. If I gave you a list of games containing all of the outcomes and events of each game could you take that definition of "pushing the goal post forward, despite the odds" and use it to give the different roles a win loss ratio?
How much do you have to push the goal posts forward? What goals could you possibly be pushing if you have no win condition beyond that? Is it a win if you all escape against a ######### killer or if you 4k against potato survivors easily?
The thing is, survivor isn't supposed to have a 100% escape rate or even a high one and to make up for that, there's other ways to win, too. I think it's fair to use emblems to measure how you do. If they weren't intended for such things, they wouldn't exist. They wouldn't be present to take up space or raise someone up the ranks, regardless of if they escaped or not. They're supposed to represent a win state of sorts, there's just many ways to approach that "win" goal.
Why would they have a 100% win rate? They would have a 50% winrate max and realistically lower than that, which makes sense considering the current WR for survivors is 40%
It's also fair to remember that survivors only work as a unit with SWF. You get a group of solo players and half of the team is doing nothing, the few who are actually trying to push objectives are doing what the game is asking of them and therefore actually trying to approach the end game. That's why a person's performance isn't limited to whether they live or die. Like I said before, pips are meant to work as a win state of sorts so that you can get into games with other people who play competently. If it wasn't meant for such things, it wouldn't have been implemented, right? Killers can get a technical win without killing everyone depending on how well they pressure the gens. The only thing being alive changes is that 5k points, gold/iridescent pip, and the possibility of leaving with an item. In the greater scheme of the game, it's very small; it's just one aspect.
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If you could choose the killer you're facing, you could use perks to address their powers. For instance if you're going against Doctor for whatever reason (I won't judge), you could bring in calm spirit. Then Nurse players would also have issues finding people because people are unlikely to choose the stronger killers.
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@NuclearBurrito said:
@fluffybunny said:
@knell said:
@fluffybunny said:
DbD isn't chest.I agree, DBD is not a chest.
@fluffybunny said:
I see it more as creating the story. The more you do, the better plays you make, the better the story is. It would be considered a "win" if you do a lot 'cause you're contributing to the "finale" and you won't "win" if you don't contribute to the end. When it comes to the "pipping = winning" mentality, it's about making the plays and doing what you can in the horror story so that what you do matters and it isn't just "they hid and therefore escaped" sort of scenario, though I do think it's still considered a win if you hid for most of the match and was able to get out? I haven't tried that tactic as I prefer a more active role, but getting out without being downed would be an iridescent and stealthing does count towards a pip now. I think what the game director was saying is that there's multiple ways to win, so there isn't a clear-cut win/lose condition.That's fine. If the way you play defines your winning condition, I'm fine with that. Like I said, I'm even fine if people want to treat DBD like a point salad game and define the victory condition in that way. The problem is when people are saying, "surviving is not the winning condition; pipping is the winning condition." Who says?
And I agree with you - I prefer the playstyle of doing as much as I can as a survivor also. But that's just it; it's my personal preference. And there are times when I die as a survivor, getting ~15K points, and see that last survivor take the hatch and still has only ~10K points despite the hatch - does it annoy me? Yes. Do I try to make myself feel better by convincing myself that I won despite having been sacrificed? No, of course not. Because ultimately, the guy who hid all game took a gamble that 1. the rest of us will do a minimum of 2 generators without him, and that 2. he would be able to find the hatch before the killer. He could have died just like the rest of us - he didn't, so in my mind, he won, as much as I don't like that fact.
Hmm... well, I don't think the winning condition is so binary. For instance, I would consider what you did as a "win" as you're pushing the goal post forward, despite the odds. What the other person could constitute as a win, though it's also fair to note end game is rather tedious and typically leans towards the side willing to wait longer if both find the hatch. Still, everyone is just reset in the end, therefore death carrying less weight, and the game also measures the person's performance depending on what they do and so on. I think there's multiple ways a person could win. It isn't just strictly stuck to surviving or killing.
Winning or having fun? There is a difference. And again. If I gave you a list of games containing all of the outcomes and events of each game could you take that definition of "pushing the goal post forward, despite the odds" and use it to give the different roles a win loss ratio?
How much do you have to push the goal posts forward? What goals could you possibly be pushing if you have no win condition beyond that? Is it a win if you all escape against a ######### killer or if you 4k against potato survivors easily?
The thing is, survivor isn't supposed to have a 100% escape rate or even a high one and to make up for that, there's other ways to win, too. I think it's fair to use emblems to measure how you do. If they weren't intended for such things, they wouldn't exist. They wouldn't be present to take up space or raise someone up the ranks, regardless of if they escaped or not. They're supposed to represent a win state of sorts, there's just many ways to approach that "win" goal.
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Generally speaking, people who pick on others tend to do so in an attempt to make themselves feel better. If we're talking about the ones who bully rank 15~20, they're doing so with those intents more than likely and hoping for an easy match and easy points. If they were to actually play at their rank, they would have to work for the pip and the points.
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@knell said:
@fluffybunny said:
DbD isn't chest.I agree, DBD is not a chest.
@fluffybunny said:
I see it more as creating the story. The more you do, the better plays you make, the better the story is. It would be considered a "win" if you do a lot 'cause you're contributing to the "finale" and you won't "win" if you don't contribute to the end. When it comes to the "pipping = winning" mentality, it's about making the plays and doing what you can in the horror story so that what you do matters and it isn't just "they hid and therefore escaped" sort of scenario, though I do think it's still considered a win if you hid for most of the match and was able to get out? I haven't tried that tactic as I prefer a more active role, but getting out without being downed would be an iridescent and stealthing does count towards a pip now. I think what the game director was saying is that there's multiple ways to win, so there isn't a clear-cut win/lose condition.That's fine. If the way you play defines your winning condition, I'm fine with that. Like I said, I'm even fine if people want to treat DBD like a point salad game and define the victory condition in that way. The problem is when people are saying, "surviving is not the winning condition; pipping is the winning condition." Who says?
And I agree with you - I prefer the playstyle of doing as much as I can as a survivor also. But that's just it; it's my personal preference. And there are times when I die as a survivor, getting ~15K points, and see that last survivor take the hatch and still has only ~10K points despite the hatch - does it annoy me? Yes. Do I try to make myself feel better by convincing myself that I won despite having been sacrificed? No, of course not. Because ultimately, the guy who hid all game took a gamble that 1. the rest of us will do a minimum of 2 generators without him, and that 2. he would be able to find the hatch before the killer. He could have died just like the rest of us - he didn't, so in my mind, he won, as much as I don't like that fact.
Hmm... well, I don't think the winning condition is so binary. For instance, I would consider what you did as a "win" as you're pushing the goal post forward, despite the odds. What the other person could constitute as a win, though it's also fair to note end game is rather tedious and typically leans towards the side willing to wait longer if both find the hatch. Still, everyone is just reset in the end, therefore death carrying less weight, and the game also measures the person's performance depending on what they do and so on. I think there's multiple ways a person could win. It isn't just strictly stuck to surviving or killing.
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You can thank connection, hit boxes, and auto aim. There's times where the killer definitely hit you, too, that the hit doesn't register for whatever reason.
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@Nicholas said:
@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.I agree with this, but it's not always as black and white. There are only two hook stages, so afaik there's no need to prematurely rush a survivor on the second stage?
Yeah, though you get survivors who'll do stuff on the opposite end. Either wait too long to go for the save or they're literally on the killers feet, getting you the second the killer turns away. Obviously not everyone does these sorts of plays.
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@knell said:
When playing chess, it doesn't matter how many points I accumulate (based on the Reinfeld values) or whether I took twice as many pieces as my opponent - if the opponent places me in a checkmate in the end, I have to face the fact that I lost.When I play DBD, it doesn't matter how much points I accumulated by repairing generators, saving other survivors, or did well in a chase - if I die in the end, I lost. If I didn't, I win.
If people want to believe that this horror/survival game is actually a point salad game, that's fine - they can minimax for points all they want if that's what they have fun doing. Different people, different strokes. I just prefer just enjoying the experience of survival horror - to live or to die. But I don't see anywhere in the official tutorial or the FAQ that states that 'pipping is the winning condition' as claimed by some of you. In fact, in addition to what NuclearBurrito has already provided, the only thing about 'pip' I can find in an official capacity is that, "Emblems are a used as a system to evaluate your performance during a match and gives you pips in order to rank up." So Pip is simply an indicator of whether you were able to rank up or not (for matchmaking purposes), and not an indicator of your victory. In most games, you can perform really well, but sometimes still lose - I see DBD falling in the same category. I suspect that some of you just can't stand that.
But I'd be happy to be proven wrong - from an official source. If you can't do that, perhaps you shouldn't be so driven to force your 'pipping is winning' condition to the rest of us. Afterall, even the game director has stated that, "One of the difficulties is that the game does not have a clear-cut win/lose condition" fairly recently in a Twitchcon 2018 interview.
DbD isn't chest. I see it more as creating the story. The more you do, the better plays you make, the better the story is. It would be considered a "win" if you do a lot 'cause you're contributing to the "finale" and you won't "win" if you don't contribute to the end. When it comes to the "pipping = winning" mentality, it's about making the plays and doing what you can in the horror story so that what you do matters and it isn't just "they hid and therefore escaped" sort of scenario, though I do think it's still considered a win if you hid for most of the match and was able to get out? I haven't tried that tactic as I prefer a more active role, but getting out without being downed would be an iridescent and stealthing does count towards a pip now. I think what the game director was saying is that there's multiple ways to win, so there isn't a clear-cut win/lose condition.
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@Ryuhi said:
@fluffybunny said:
@Ryuhi said:
@fluffybunny said:
For survivor, the more you have present, the easier it is to do objectives and get out. It's ideal to help out your team. For killer, "Meanwhile, Survivors will be attempting to repair 5 generators... Killers should do everything in their power to stop them." If you do what is required to pip, you'll be doing everything in your power to stop them.One could even say that the pip conditions are the actual objectives, and the "main objective" is merely the result of accomplishing said objectives. When you accomplish your "main objective" without progressing your emblems, it means you did little to actually get your victory and were handed it on a silver platter.
Yeah, the main objective would be the door and what you have to do to get there would be the staircase. It's fun to change the objective sometimes, though, like when you get bored and what additional difficulties lol.
I've had games where my personal objective is just to get better at looping, or to try to practice red stain mindgames at places like T/L walls. I usually won't get a 4k or survive, but I'll have improved as a player for it. And since there is no actual training mode in this game, thats about the only way to git gudder.
A couple of times while playing SWF, we played protect the president where the president was basically useless (wouldn't do anything) and any time the president would be found, we'd take aggro or use our insta heals and go down in their place. Some of the killers played into it and it was great. If the president died, it was a fail state. XD I actually lived at one point and the Huntress was gonna give me hatch, but I shook my head 'cause the guard doesn't deserve to live if they can't protect the president. I think we did it as a joke 'cause everyone else was red and one person was green. There was another time I was playing with a Bill and someone else and their mission was to protect the Dwight. It was funny.
I don't usually live either, tbh. Lately I've been practicing with DH, though that also means I have a perk I'm not super familiar with. I need to do more of that as killer, tbh. Practice mind games and not worry so much about points. I know recently I pulled a friend into KYF recently to practice DH with the perspective of like a high ranked killer. I kinda wish there was a practice mode where you could practice perks and that sort of stuff.
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@Ryuhi said:
@fluffybunny said:
For survivor, the more you have present, the easier it is to do objectives and get out. It's ideal to help out your team. For killer, "Meanwhile, Survivors will be attempting to repair 5 generators... Killers should do everything in their power to stop them." If you do what is required to pip, you'll be doing everything in your power to stop them.One could even say that the pip conditions are the actual objectives, and the "main objective" is merely the result of accomplishing said objectives. When you accomplish your "main objective" without progressing your emblems, it means you did little to actually get your victory and were handed it on a silver platter.
Yeah, the main objective would be the door and what you have to do to get there would be the staircase. It's fun to change the objective sometimes, though, like when you get bored and what additional difficulties lol.
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For survivor, the more you have present, the easier it is to do objectives and get out. It's ideal to help out your team. For killer, "Meanwhile, Survivors will be attempting to repair 5 generators... Killers should do everything in their power to stop them." If you do what is required to pip, you'll be doing everything in your power to stop them.
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@Poweas said:
@fluffybunny said:
@Mushwin said:
At least Clauds do things, urban invasion is good, but Jake's do farm or very much are useless, idk. Yes there are some out there, but when i play killer it's usually a jake dead first just because they end up farming, or just a little bit on the useless sideI'm farmed far more by Claudettes than by Jakes. Typically Jakes are flashy and the ones getting in the killer's face and looping.
@Poweas said:
@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.Your joking right? I main Claudette and I'm nothing like that... I hate how people make stereotypes for people who just play a skin.
Someone could say "I main Jake and I'm nothing like that." Just pointing out something. It's the player and not the character. As I said initially, the same could be said about Claudettes.
So? Dont make stereotypes over a skin, everyone is different.
Maybe you're overlooking what the topic is about. OP posted a complaint on how Jakes are inept and I gave what I experience as a counterpoint, later adding that you get bad and good players with every characters. Saying there is bad and good players in the community, regardless of the character they choose isn't stereotyping. Pointing out that someone's main also has people who give the character a bad name also isn't stereotyping, especially when they're the one who started with the point. Not sure what else you want.
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LF has BBQ&C and that's important for BP to help get all the perks and stuff.
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@Mushwin said:
At least Clauds do things, urban invasion is good, but Jake's do farm or very much are useless, idk. Yes there are some out there, but when i play killer it's usually a jake dead first just because they end up farming, or just a little bit on the useless sideI'm farmed far more by Claudettes than by Jakes. Typically Jakes are flashy and the ones getting in the killer's face and looping.
@Poweas said:
@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.Your joking right? I main Claudette and I'm nothing like that... I hate how people make stereotypes for people who just play a skin.
Someone could say "I main Jake and I'm nothing like that." Just pointing out something. It's the player and not the character. As I said initially, the same could be said about Claudettes.
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Add-ons should benefit an already strong killer. I agree they should tweak or give a lead to killers who use them, rather than killers being required to use them to get anywhere. I think they should work like items do for survivors, which either changes their play style or give them a bonus.
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@douggie123 said:
For god sake is there anything else you survivor mains wish to moan about. Christ this is getting ridiculous now. Remove noed, Remove ruin, Nerf ruin ,what else do you want killers to not have a power. You need to get a grip for gods sake> @SpongeBob420Pants said:Add-ons should be used to tweak an already balanced power and not be used to make up for weaknesses in the killers
base kit. This would allow for more choice in what add-ons to bring.Here are some examples of add-on dependency:
Trapper: trap carry capacity
Wraith: movement speed/uncloak
Huntress: hatchet wind up time
Hag: teleport range
Cannibal: chainsaw charge time
Doctor: shock therapy range
Clown: effect duration/hindered*As a side note, having to go through a blood-web after every game/other game just to get certain add-ons makes killers even more grind dependent than it is for perks and hurts killer variety.
This is funny. I guess all mains are survivor mains now lmao
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@Eveline said:
Survivors and Killers need to team up and defeat entity.We got this, guys. I have its feet.
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@yobuddd said:
@fluffybunny said:
The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.Good point. Maybe this could be where we build in the perk levels. “You carry a hex totem on your back until there are 4/3/2 generators remaining, at which point it spawns at a random location. Dull totems remain on your back for the entire match” (or maybe the killer drops it where he stands upon completion of the target generator)
I don’t see this being a problem for NOED as the survivors have nearly escaped anyway. It’s really only an issue if they want to stick around and taunt the killer. In games without the taunters, the NOED hex very rarely gets cleansed anyway.
Blood Warden punishes that sort of cockiness. NOED gives the killer extra help to kill their victims if they're struggling. If the survivor has time to taunt the killer, they're often well out regardless of NOED. From what I've heard, it used to be a problem and became a totem due to that, so I doubt we want to rewind to those times. Carrying around a dull totem would be fair to ensure you would have a possibility of it, though perhaps the lit variation could have a timer attached to it so that you can't just hold onto it for the rest of the time the survivor's are present.
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The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.
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@Chi said:
@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.This applies to any survivor really.
You get bad and good players with every character.
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Are you solo when this occurs? Unfortunately solo players can't tell teammates to come or that it's safe, like they can't say it's not safe or to stay away. A lot of killer mains seem to assume solo players have the benefits of comms when they don't. Solo survivors shouldn't be treated as a unit unless they're given the benefits to help them act as one. When you're on the hook, you can't tell anyone to come or stay away. If you have two people on separate generators, it is entirely possible they'll think the other will go and neither will go for the save.
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@DexyIV said:
I take offense to this@fluffybunny said:
The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.I've met more crappy Clauds than Jakes personally, so I agree with this. Then again, like 40% of people play Claud so the sample size is much bigger
Yeah, you get bad and good players with every character. Most of the Jakes I've seen were either chill/memers or they've been playing for a long time and are really good.
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@Eveline said:
fluffybunny said:The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.
I hate when people do that. They always heave to be fully healed.
Yeah, it's like we can crawl off and heal together. xD A lot of times the killer is no where nearby, too.
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The same could be said about Claudettes. Either they're farmers or urban evaders who self care nearby well into your second stage and then finally go for you.
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@Rex_Huin said:
A Freddy chased me for ages but hadn't put me in the dream. He kept swinging but obviously couldn't connect with me. Noob!Sounds like they were doing the Freddy without his power challenge.
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@tt_ivi_99 said:
I dont know why but everytime I see Clown reloading his bottles I cant stop laughingOr Clown running around with a bottle ready. xD
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Perhaps this would work as an assist of sorts, but I'm not sure how it'd work as a killer.
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@Rex_Huin said:
-They can spawn in basement lockers.- No survivor notifications unless directly affected (i.e. Devour Hope).
- A special killer perk that moves the hex to a dull totem if a survivor starts working on it.
-This idea would change how lockers work
-Would be giving a debuff to solos, while not affecting swf(not what you want to happen since swf is already stronger)
-It'd be better to have a perk to move the totem if someone was chased off of it, rather than start working on it. Being able to change location should be base kit imo to counter swf "the hex is by the tractor" -
Matchmaking doesn't always seem to work as it's intended to. You should be placed with other rank 4 or 7.
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@Mat_Sella said:
- The concept of Wraith was horrifying
- Exposed meant you were visible to the killer (still think it should be renamed)
- The basement had more than one escape and was also horrifying ( i was too scared to ever go in the basement and assumed there was another way out)
- Trapper traps didnt notify the trapper when you snapped them
- when the huntress laughed during her hum, that means she caught you
- crouching everywhere wasn't a waste of time
I've had some people I was playing with who thought exposed meant killers could see them and was confused when they got one-hit downed. The terming is quite confusing, I agree.
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@DemonDaddy said:
Never even noticed that as I don't let go and haven't seen it ingame. Well I can imagine that being annoying beyond reason.I've seen it happen to streamers/YouTubers, but that's it. I'm guessing it's pretty rare.
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@DemonDaddy said:
######### is mori spamming? Survivors can only die once and after that its a whole new match in which your suppose to kill them again.It's where you cancel the interaction so that you can start it up again. There's a window of time while preforming a mori that you can let go and essentially cancel the mori.
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@OrionsFury4789 said:
twistedmonkey said:That's just a killers form of tbagging.
Now if you did it for a prolonged period making the bleed out timer last a lot longer or every time you saw that person in game it would be griefing/harassment.
No it was the only time I did that to him and I only did because he messaged me saying "farm" and wanted to get an achievement for the hag , we helped him get the achievement and he betrayed us so I was just letting him know I knew who he was once I was getting even
I'd be careful with that. It's against the rules to target a specific player repeatedly to ruin their experience.
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@Angelicus23 said:
fluffybunny said:From what I've heard, changing your steam country (so that you get people from different areas of the world) may give you or them a laggy lobby. People will dig into whatever they can to try to tear you down, though. Don't let it get to you too much.
I meant this
Oh, so you don't mean you changed it to get a match in another place. Just report them and move on, then. As I said before, some people will dig into whatever they can to tear other people down. DbD and Twitch has rules against communication abuse, though, and racism.
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From what I've heard, changing your steam country (so that you get people from different areas of the world) may give you or them a laggy lobby. People will dig into whatever they can to try to tear you down, though. Don't let it get to you too much.
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@TreemanXD said:
@fluffybunny said:
@TreemanXD said:
I run noed and DS don’t @meDo you also bring in Mori? Nea has one of the best ones.
XD yep I’m a ebony mori, noed, DS, remember me, and blood warden Nea.
Oh no! I'm super scared. XD lol
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Both my forum and steam username is due to my fondness of cute fluffy things. ^^ My steam also is related to my favorite Pokemon, too. fluffymareep
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@Eveline said:
Don't get me wrong I don't even want the hatch I just want to move to the next game. It's so boring.It's the most killers can do if they want a 4k. Otherwise, they'll either need to find the survivor before they find the hatch or have a stand-off.
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@TreemanXD said:
I run noed and DS don’t @meDo you also bring in Mori? Nea has one of the best ones.
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Nea's one of my favorite killers. c:
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@captainlongshlong said:
BBQ & Chilli is one of the best perks in the game. When you hook a survivor you can see the auras of other survivors at variable distances depending on what tier the perk is at. It's a teachable perk at Level 35.I agree with this. Getting stacks while playing killer can help you put points into all your other characters. Hag has Ruin, though, so if you need something to slow the game down, that's a good option. c:
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Bond has nice information that empathy doesn't have. I've tried aftercare and it would be better if you kept your connections, regardless of if you're hooked. You don't have to do anything to get information from bond and it can let you know vital things like where teammates are (for heals, while looping to avoid) and even what they doing in most cases. If you see multiple people by a hooked survivor, time to go back on gens. If you see someone running around and being chased, you'll know the killer is pressuring someone and they don't even have to be injured to know that. You can also see someone approaching while being chased, too, so you can go and hide or leave the area momentarily. It's nice.

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@TrAiNwReCk said:
@fluffybunny said:
@TrAiNwReCk said:
@ermsy said:
TrAiNwReCk said:@NightmareReborn said:
I feel like people hate it because it rewards poor performance. I'd just make it so that survivors know the killer has noed when the last gen is popped rather when a survivor is hit. It would give extra warning to the survivors. Also that the NOED totem would be revealed in a small radius so you would have to spend 10 hrs finding it.
I don't care about NOED or DS. They both can be annoying to go up against, but I like your thoughts on players perception of the NOED perk.
* I feel like people hate it because it rewards poor performance
If this truly is the majority of players perception I as a killer who couldn't care if NOED stays or goes.
* Remove NOED for killers
* Remove hatch for survivors
NO MORE REWARDING ANYONE FOR BAD PERFORMANCEId agree to this
@fluffybunny since you mentioned poor play in one of your posts :-)
I actually wanted to reply to this after, but didn't want to be that person leaving a ton of replies in a row. QQ Hatch could use a rework so that it's more of a game of skill rather than often a gift to survivors, regardless of skill. Hatch isn't really a sign of poor play unless we're suggesting survivors should be treated as a unit. I've had many games where I've done all the gens or was the only one solid in a chase, so there's often a range of skill when regarding both solo and swf. It should be more of a process, though, that takes skill, but is doable with just one person, though.
The more posts the more info shared. It's always good to receive feedback. We all hope for opinionated feedback, not that hateful stuff.
I wasn't trying at a real balance to the game, but you're not the only one to mention NOED rewards poor performance or something similar. So I thought the hatch would be a good resemblance to NOED and unrealistically would cancel each other out in the rewards for being bad department.
Agreed, because you and your team only got 2+ gens done doesn't mean you are bad by any means. Though if a killer keeps good pressure, secures quick hooks and gets kills before gens can power the gates I say they deserve the kills. Just as a 4 man survivor team. It's not fair to any of them if the killer manages to get 1 survivor due to NOED if they all managed to survive only to power the gates and get dumped on. I feel they are of similar weight in the value they have to both sides.
I agree. It's best to keep ideas going around. ^^ Being rude or hateful doesn't really help anything.
I was thinking it was more like DS 'cause DS users tend to be weak and it often ends with an easier "win" where they don't have to learn to loop as well and so on. Killers will often leave DS on the ground and if there's two people and one is DS, the killer is only going after them if they have an obsession perk in most cases. I'm sure there's other things, too. I don't use DS, so I may not know all the elements related to the perk. I just know what I see from my teammates and from killers.
The point of the hatch currently is to find the survivor (as killer) before they find or near the hatch. So, it's like the final frontier for both sides. The big this is that the last person is often the one hiding/not doing gens and not the one trying to get both of them out, though, and it often ends up in a stalemate, which is boring for both sides.
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@TrAiNwReCk said:
@fluffybunny said:
@TrAiNwReCk said:
@ermsy said:
NuclearBurrito2 said:Not saying that NOED in particular is fine. But in general perks that give you a boost when you are losing are not problematic, however that is only true so long as the boost is less than the snowball from the fact that you are losing (or in otherwords you should never be MORE likely to win now that the survivors have made additional progress). Those gens should always hurt you more than they help you, but that does not mean they can't help you, hence end game builds.
like, a survivor is very likely to escape once the gate is powered, not as likely if the killer has NOED, but even in that case they are still more likely to escape compared to when the gate isn't powered.
DS is problematic because you are more likely to survive a chase after using it compared to when you were initially injured or downed
Or in otherwords a perk can turn a point of failure into a point of lesser failure and still be fair. However it is not fair for a perk to turn a point of failure into a point of success.
Keep in mind that even without NOED it is possible for the killer to win after the gates are powered. Thus having a boost that makes it possible to win is still a point of failure as the gates being powered still makes it highly possible to lose compared to before then.
(I consider blood warden and remember me to both be stronger than NOED in this context since they are more effective at letting you win the game after the gates are powered)
I agree that ds is much more of a problem compared to noed as respecting the possibility of a noed as a survivor is usually enough to escape. You just have to take ds most of the time and hope you can resolve the second chase quickly, if not you lose.
I don't believe remember me and blood warden is stronger. Although Remember me is very strong but promotes tunneling and blood warden is too situational, survivors can make themselves scarce if they know about it and you have to time the hook.
This is only my opinion
The only reason why NOED is a problem at all is because of over altruistic survivors.
- Survivor (A) got hooked
- Survivor (B) opens gate
- (B) is really good or has borrowed time "I can get my mate easy, no way the killer can stop us!"
- (A) i'm getting rescued "This is awesome we are both going to escape!"
Survivor (B) runs FEARLESSLY towards the killer knowing the plan "there's no way I can be stopped, the gate is right next to us as well!"
Killer swings INSTANT DOWN
Survivor A & B "You trash, noob, no good blah blah blah"
The killer was at least going to get that 1 kill, and instead of escaping your friend went in for the save. Survivors should play with some sort of fear saying "Screw this I don't want to take a chance, i'm out of here" NOED changes that possibility entirely and survivors hate that. Like players who camp with insidious. Never ever ever, when facing leather face and see a survivor hooked in the basement will I ever go for the save. And for players who rush in without thinking twice getting mad that they were just downed by an insidious camping leather face only have them selves to blame for charging in thinking it's just like any other game. Survivors blame yourself, not the perks. I have died due to stupidity and instead of coming to complain in the forums I have tried to learn, to accept and work around it.
I will happily struggle till the time runs out to give my team time to gen rush a camping killer, but HATE when I see them run downstairs to the rescue without any thought of their fate.
Only my experience and opinion.
In my experience, survivors have issue with it because it can turn a 1k into a 3/4k. The killer could do poorly and still net a win with a perk's help.
No doubt the perk can swing things in the killers favor, but unless the other survivors are happily dancing in front of the killer at the very least 2 can get out if they jump on a gate until it's open and then leave.
Admittedly, back in the day when I used NOED, a game where I was so lucky to get 1 survivor on the hook before a gate was opened and they all escaped. Many games the other 3 would stay . . and keep messing around like they're going to outsmart me. All I want is at at least one kill, I was terrible back then. Nope here they come swarming the hook, ready to body block and all because they didn't walk out of the open gate ROFL.
I totally agree with you, but it has been in so many cases that survivors have a gate open. They can leave, but they chose to stay. Any time a survivor chooses to stay instead of leave, they need to get over it if they die.
I can see NOED as an anti borrowed time perk at the end game. Without NOED with 1 or more players going for the save to body block and the BT protecting the injured there is no way a killer is going to secure any kill. And survivors get to use borrowed time throughout the entire game.
Again, I agree with you that the perk can help get a massive snowball in an otherwise lost game, but 9/10 times the other survivors simply had to leave out the gate, but chose to stay. Their choice not to leave caused their death, not the perk they weren't counting on the killer having. The perk just made it possible.
I typically don't care if I die once gates are powered. Points and pips are secured by that point. If a killer gets me at the end and camps me, I expect it. If I see NOED go off, I'm not usually blindsided by it. It's honestly more annoying when your teammates aren't on board. I've had games where I cleansed all totems but one and the DS kiddo couldn't even bother with the last totem. So what was everyone surviving turned into a 3k 'cause the one who wasn't caught was inept. The person wasn't bad at playing, I don't think. Sometimes people will put NOED on characters they aren't used to.
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@TrAiNwReCk said:
@ermsy said:
TrAiNwReCk said:@NightmareReborn said:
I feel like people hate it because it rewards poor performance. I'd just make it so that survivors know the killer has noed when the last gen is popped rather when a survivor is hit. It would give extra warning to the survivors. Also that the NOED totem would be revealed in a small radius so you would have to spend 10 hrs finding it.
I don't care about NOED or DS. They both can be annoying to go up against, but I like your thoughts on players perception of the NOED perk.
* I feel like people hate it because it rewards poor performance
If this truly is the majority of players perception I as a killer who couldn't care if NOED stays or goes.
* Remove NOED for killers
* Remove hatch for survivors
NO MORE REWARDING ANYONE FOR BAD PERFORMANCEId agree to this
@fluffybunny since you mentioned poor play in one of your posts :-)
I actually wanted to reply to this after, but didn't want to be that person leaving a ton of replies in a row. QQ Hatch could use a rework so that it's more of a game of skill rather than often a gift to survivors, regardless of skill. Hatch isn't really a sign of poor play unless we're suggesting survivors should be treated as a unit. I've had many games where I've done all the gens or was the only one solid in a chase, so there's often a range of skill when regarding both solo and swf. It should be more of a process, though, that takes skill, but is doable with just one person, though.
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Don't talk about my cute little Michael like that. He's not scary or creepy! He's just... different. -
@TrAiNwReCk said:
@ermsy said:
NuclearBurrito2 said:Not saying that NOED in particular is fine. But in general perks that give you a boost when you are losing are not problematic, however that is only true so long as the boost is less than the snowball from the fact that you are losing (or in otherwords you should never be MORE likely to win now that the survivors have made additional progress). Those gens should always hurt you more than they help you, but that does not mean they can't help you, hence end game builds.
like, a survivor is very likely to escape once the gate is powered, not as likely if the killer has NOED, but even in that case they are still more likely to escape compared to when the gate isn't powered.
DS is problematic because you are more likely to survive a chase after using it compared to when you were initially injured or downed
Or in otherwords a perk can turn a point of failure into a point of lesser failure and still be fair. However it is not fair for a perk to turn a point of failure into a point of success.
Keep in mind that even without NOED it is possible for the killer to win after the gates are powered. Thus having a boost that makes it possible to win is still a point of failure as the gates being powered still makes it highly possible to lose compared to before then.
(I consider blood warden and remember me to both be stronger than NOED in this context since they are more effective at letting you win the game after the gates are powered)
I agree that ds is much more of a problem compared to noed as respecting the possibility of a noed as a survivor is usually enough to escape. You just have to take ds most of the time and hope you can resolve the second chase quickly, if not you lose.
I don't believe remember me and blood warden is stronger. Although Remember me is very strong but promotes tunneling and blood warden is too situational, survivors can make themselves scarce if they know about it and you have to time the hook.
This is only my opinion
The only reason why NOED is a problem at all is because of over altruistic survivors.
- Survivor (A) got hooked
- Survivor (B) opens gate
- (B) is really good or has borrowed time "I can get my mate easy, no way the killer can stop us!"
- (A) i'm getting rescued "This is awesome we are both going to escape!"
Survivor (B) runs FEARLESSLY towards the killer knowing the plan "there's no way I can be stopped, the gate is right next to us as well!"
Killer swings INSTANT DOWN
Survivor A & B "You trash, noob, no good blah blah blah"
The killer was at least going to get that 1 kill, and instead of escaping your friend went in for the save. Survivors should play with some sort of fear saying "Screw this I don't want to take a chance, i'm out of here" NOED changes that possibility entirely and survivors hate that. Like players who camp with insidious. Never ever ever, when facing leather face and see a survivor hooked in the basement will I ever go for the save. And for players who rush in without thinking twice getting mad that they were just downed by an insidious camping leather face only have them selves to blame for charging in thinking it's just like any other game. Survivors blame yourself, not the perks. I have died due to stupidity and instead of coming to complain in the forums I have tried to learn, to accept and work around it.
I will happily struggle till the time runs out to give my team time to gen rush a camping killer, but HATE when I see them run downstairs to the rescue without any thought of their fate.
Only my experience and opinion.
In my experience, survivors have issue with it because it can turn a 1k into a 3/4k. The killer could do poorly and still net a win with a perk's help.