holywhitetrash
holywhitetrash
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- holywhitetrash
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@patroclus said:
@ChesterTheMolester hell, it can even be a perk or offering or add-on to a medkit if you are one of the last 2 survivors. Doesnt even need to be all game. Im just looking to fix this exploit of preventing the hatch to be used by high tier killers. Its a super simple exploit to prevent any survivors.you keep calling slugging to stop the hatch an exploit, the hatch is meant as "you are all alone but there is still hope" not as a "you outlived your team here is 5000 bloodpoints"
earlier you mentioned a killer would have to leave the person on the ground a full minute for that survivor to reach max (80%) recover, it takes less than 20 seconds probably closer to 10 seconds. so if people distract the killer for any amount of time before he picks up the guy and then took a single hit it would be a guaranteed escape with your insane "fix"
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@AshleyWB said:
I think kicking gens should be more powerful.honestly i just want survivors to spend as much time to stop the regression as i did to start it, maybe even very slighty longer
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@Shadoureon said:
I think the nerf is just too much. Theres absolutely no reason to spend 7000 blood points on it anymore.I think it would be better to make the BNP more expensive to use so people actually have to make the choice if its worth it to them.
My examples are:
Increase the cost of Ultra Rare Addons in the bloodweb to 15000 blood points.
In order to use Ultra Rare Addons like BNP, Odd Bulp and Anti-Hemorrhagic Syringe you must use an Item of Very Rare rarity. This means (Engineer's Toolbox, Alex's Toolbox, Utility Flashlight or Ranger Med-Kit. This will put a hefty price on the Addons in the case of Healing and Repairing. Flashlight wont change anything but you wont see Odd Bulb on lower quality Flashlights anymore. This also means that when you dont own a Very Rare item the Addons become useless untill you do.changing the blood price only affects players who havent maxed out their characters on perks, because once you have gotten all the perks on the characters you play, you no longer need blood points
and requiring higher level items for higher level addons is mostly in the same boat -
this is an asymmetrical horror game
as a killer it is not my job to make sure survivors have fun , nor is it a survivor's job to make sure i have funif we play against each other and we both have fun then great
if i have fun putting you on a hook and watching you slowly bleed out , well then sucks to be you
if you have fun teabagging and running around the same piece of wood 35 times , well then sucks to be me -
@thesuicidefox said:
They fall into the same category as "easy to do and highly rewarding", which by the way no one seems to be refuting (especially after I posted a video of TrueTalent saying exactly that). Camping is obviously a defensive tactic, but so is tunneling in that you aren't expanding your influence of the game as much as you are trying to preserve what you already have. You explain these things to me like I don't know what I'm talking about. Dude read some of my other posts. If you, as killer, go away and just happen to come back to see the guy that just unhooked, yea bad luck. I'm not talking about that. I'm talking about a killer hooking someone, and either refusing to leave or leaving only to ALWAYS immediately come back for that guy. It is very clear when events play out naturally and the dude just has bad luck (or makes dumb mistakes, eg. runs to the killer after the unhook) and when a killer if clearly camping/tunneling.
camping is only rewarding when survivors play like idiots , if you see some one camping stop trying to save that person and go do the gens.
in the time it takes a killer to find down and hook a survivor 2 gens are usually done, if that killer camps that player to death the other survivors have more than enough time finish all the remaining gens and leave, that killer will depip and at worst all of those people who escaped will black pip
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@thesuicidefox said:
The fact people like you are so ready to accept this kind of nonsense as acceptable behavior is part of the reason it still exists. People like you defending it as if it should be a valid tactic, when all it does is promote toxicity while letting less skilled players get more wins/pips that they rightfully should. Camping/tunneling does not belong in the game, period. You should not be rewarded as killer for these tactics, at least not so much that it supersedes the need to go out and actually do something to earn your rank.
No game worth it's salt as an eSport allows defensive strategies to be superior to offensive ones, because defensive strats are not only much easier to do but ruin the spirit of the game in the process. It's why FPS players hate campers, because camping is a very easy thing to do and playing against it is a chore, not entertainment. Really go find me any legit eSport game where the superior tactics are defensive. You won't because those games nerfed those tactics so they aren't viable. If you get put into a defensive position in any serious competitive game that's usually a sign that you are losing, not winning.
tunneling and camping arent the same thing
camping is when the killer never leaves the person on the hook which is also not the same as looking for the survivors the killer knows are near the hook.if a survivor is getting camped and the other survivors decide to "save them" instead of doing gens then it is their fault that the killer got rewarded. if the survivors just do the gens and leave that guy to die the killer will probably depip
tunneling is when the killer is given more than one option to chase he always goes with the people who have been hooked, because dead players cant do gens
if a killer puts someone on the hook does his patrol and comes back to the hook in time to find you unhooking a survivor then it only makes sense to down the person who only has 2 hooks at most left
you wouldn't get mad at CS player for AWPing some dude in the first 30 seconds, dont get mad at the KILLER for removing an opposing player from the game
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@Master said:
Why dont you simply DC like everyone else does? DCs arent punished btw.....
they are if you wanted blood points and not a guaranteed depip
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@only1biggs said:
So cute. You play long enough NOBODY is scared. That fades after a week for those who are scared of pixels. Come on.
That survivor you spoke of can be baited out by downing other teammates.
I give up..it's just way easier for people to complain and moan and not think instead of getting better or out thinking someone else.
Bloodlust rewards bad killers.
adorable. you play enough EVERYBODY knows where the safe spots are. that stays for as long as you put any amount of thought into playing the game. come on
and those other survivors you found will just run to the safe spots
it is way easier for people to complain and moan and not think ( like what you are doing here) instead of getting better or out thinking someone else
bad survivors allow killers to get blood lust
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@only1biggs said:
@Runiver said:
Bloodlust is the only way to stop many vaulting spot abuses.
It needs to stay as long as the map design is at it is, as it is a decent bandaid fix to infinites.Now you have Bamboozle and the clown. Then there's outplaying someone.
I mean, I've already stated that some tiles are insane, but, don't go on those tiles to chase someone. Wait until you have baited them away or until they are last survivor and THEN bloodlust them if you have to.
Bloodlust rewards bad killers. It needs to go with the exceptions I have mentioned (Hag and Myers EW1).
if the survivor has found a safe spot then they will stay there as long as the killer as anywhere close enough to start chase and once the killer abandons them to go find other people that guy will just go do gens
if the killer ever finds that guy again then that survivor will just run back to his safe spotblood lust punishes survivors for completely ignoring the philosophy of this game, which is that killers should be scary
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@Cetren said:
Which would be a viable argument if emblem points split between the multiple survivors on the gen. They still are gonna get bronze/silver light bringer max.
Also I'm almost never in a situation whereally I have max objective but still need to do objectives to farm the pip. There's really no incentive to keep doing then once your BP is maxed and you know you'll pip.
If not reducing it, I'd at least ask that they split the coop points between the survivors the same way they split the emblem points.
emblem points are split between the survivors who worked on the gen....
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@X1xThUmP3R said:
So I play both killer and survivor and I feel like the new "ideas" for the nerfs to selfcare and the exhaustion perks...so the past few updates have been killer favored starting with the new emblem system it has forced survivors to have to interact with the killer I thought the whole idea of a horror game was to avoid the killer and do the obj. But instead we are forced to interact with the killer to pip to go down in rank....now with the buffs to killer and nerfs to survivors.....I understand it's a 4v1 dont get me wrong but with the perks and add ons for the killers can literally counter everything we have as survivors...stopped reading at that counter crap, if you honestly think killers can counter everything survivors bring then you dont play enough killer
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@seeker619 said:
Well ######### for $6.99 i can get a whole new killer, and survivor! If $10 is the norm for a skin thats pretty ######### up.being fabulous comes at a premium
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@seeker619 said:
(and BTW don't think we don't know what you are doing with those pretty little skins of yours in the store.. You have 1 or 2 decent ones for each character that cost like $10. then you have a handful of ######### ones that don't require real money. But they are all the same with slight color variations. )
Charging $10 for a skin is kinda jacked up.
What you need to do is have a event, or contest or something. Thats open to your player base. And have anyone who is interested in creating skins, doing it. Setup certain parameters for skins that can make it to the store. And sell them for like a $1 piece. Weapon, Head, Clothing. You know how people love to play dress up with their toons and be all unique and #########. And it will be understood that any skins that are submitted to you are your property, with the intent of it being sold in the DBD Store to cover costs of running servers, staff etc. All submitted skins that make it to the store will have the name of the creator. and that's their reward for making skins for you to use. Acknowledgement. Recognition. Should be a decent, steady flow of revenue.
i dont know what games you play where you have the ability to actually buy cosmetics but $10 is the norm for an entire skin
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@akbays35 said:
I do see this a dual problem because it is frustrating to the killers when they want a kill, but I feel like it shuts the game out if they camp. I have a suggestion that killers get bloodlust when they hook a survivor so they have a benefit for leaving the hook to give survivors a chance to save and if they stay too close to the hook (5/6 seconds in 15>m radius) the entity stuns them once. I also think if survivors stay near the hook too long (3 seconds?) they end up exposed which would stop body blocking at least at the hook location and make sabotage more risky. This would make survivors more passive towards the hooking process since they could be exposed and have a killer with bloodlust coming for them.your idea was going in the right direction and then you shot your self in the foot with the killer stun and i stopped reading after that
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@YaNestea said:
Ok LMAO ignore the not obsession part, idk if that’s even goodyour non obsession one is way way way better than the actual obsession part, if you downed a survivor more than 10 meters from a hook you would never be able to hook them
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i never understood the red stain , survivors already see in third person do they really need to be able to see what direction i am facing through walls for free?
also on survivor it feels real inconsistent sometimes i can see that thing hella far away and sometimes i dont see it on me at all when they hit me (and i check after game they did not have beast of prey) -
@Visionmaker said:
Kuris said:But now no sprint burst resetting during a chase...
Yeah, and every other exhaustion perk is worse. No one will stop using SB because of this.
i dont care that they keep using SB, why would the survivor be recovering from his exhaustion while they are still running?
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so the players be alerted to ruin is good for the killer , if they decide to go hunt it down then they are not working on gens which is buying you time which is what ruin is for.
same goes for thrill of the hunt (because taking a hex to try and make your other hexes slightly harder to get is a waste of a perk)
i dont ever go looking for hexes , you can usually just see them a mile away. -
that is pretty much the best thing for it , while you are carrying just make sure to look at your feet regularly so they dont get free time while they are crouched in front of you preventing your movement.
also i like to run iron grasp or agitation, with both there is basically no way to stop you from hooking without Dstrike -
@DocOctober said:
It should indeed count as a secondary Terror Radius, like Freddy's. His Lullaby activates Perks like Stake Out, the Huntress' doesn't.not an expert but isnt freddy's song the same size as his terror radius?
huntress' hum is more than double her terror radius an area that big before terror increasing perks would be insane with the perks that make your terror radius do things -
because survivors expect to always be let go and that the killer should only play as mindless pallet eating machine and if the killer ever sees an uninjured person he must break off any chase with injured people and chase the healthy one
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@Mringasa said:
It depends on which made up Survivor ruleset you are following. Toxicity can be:Killing anyone except yourself
Killing a member of the SWF group in your Lobby and not the solo queue'er
Actually managing to down someone and your OP Perks causing them to miss their DS skillcheck
Being in the match in the first place
Not standing in the corner with your face to the wall the entire match
Being within 100 meters of the hook
Being on the map after hooking someone
Not permitting them to get 30k BP and a double pip
And.... I could go on and onSorry, but toxicity is really in the mind of the beholder. It's different for everyone. I don't really find any style of gameplay to be toxic. The only thing toxic to me is the post-game chats where people fling insults and threats at one another because they got outplayed or they need to justify a loss to themselves. I follow one rule when playing, on either side btw:
If it exists in the game, and is not considered to be rule-breaking or abusive (in the manner of a cheat), then it is fair to utilize it. Doesn't matter what it is: BNPs, Moris, certain Perks, looping, camping, etc etc. This is the game as the Developers want it, currently since it can always be patched, so whatever is available should be used to its fullest.
Obviously I dislike certain things, always dependant on which side I'm playing at the time, but if it doesn't break a rule then it's perfectly acceptable. That's why I always give a gg, and sometimes a well played depending on if they did a good job or not. If they did legitimately cheat, then I just hit the Upgrade or Leave button and move on to the next match with a clear mind. You don't want to take prior matches into a new one.
the little reactions at the bottom of comments are not enough for how much this made my day
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the elite skill system (suggestion 1) seems kind of neat i for sure dont want the devs assigning values to all the perks like your second suggestion would require cause we all know they cant be trusted
and i am pretty sure remember me is freddy's best perk not blood warden

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i just dont want dailies for specific survivors , i get killers they have completely different playstyles . the only difference between survivors is how much blood i have dumped into them, so specific daily rituals for survivors are mostly just asking me to play without perks
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I have played both. I am not a great killer.
I dare devs to share the data with us. You wouldn't believe till they release all the data.Hilly and the nurse . I am asking for a slight nerf around 5-10% of his overall. Hilly gets a 15% reduction in movement while using the chainsaw and traversing the map. after 3 sec his movement returns to 100%.
this way we can eliminate or reduce the instakill situation by allowing the survivor done by blocking a survivor.
about the nurse, fix the blink.
one your points in the first post is "dont punish players who are skilled"
billy and nurse are the only high rank killers you see because they have the highest skill caps, they are the only killers where your actual skill affects how the game plays, every other killer is always waiting for the survivors to mess up so they can capitalize. -
@TacticalDonut said:
What i list directly takes power away from d-strike, so your wrong on that. And on SC you completely skipped over the part where i said "on a small map".i am sorry that you want survivors to never be punished for playing bad which is what dribbling is (punishment for letting the chase end close to a hook) , and that after my explanation of what Dstrike actually does you think enduring affects its power at all
and on the small map SC thing i guess i did miss that because i cant find it in what i quoted you for, but even still on haddenfield which i assume is the smallest map you still have plenty of room to move away from the terror radius ( quite a bit of the way out of the terror radius really) and heal your self
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@xxaggieboyxx said:
@Goobz said:
First couple of seconds on a gen with Hex: Ruin enabled give no progress, problem solved. So gen tapping in that instance is making the survivors worse off than just doing the gen with ruin.still doesnt fix the problem they would just get on it and get off as soon as they get progress but yeah it would slow them down a lot but still bypassing the point of ruin which is to cause regression or... ruin like the quotes say on the perk
killer's are fighting against a time clock
the point of ruin is just to add time to the killer's clock, which it does by either survivors looking for the hex (because honestly if all 4 survivors are looking for the hex it will probably last 30 seconds), the survivors losing progress through not getting skill checks (this one probably adds 30-40 seconds) , and then gen tapping (this one actually adds the most time probably 50-60 seconds) -
i liked all the changes they mentioned for trapper
i would change the name of the "iridescent stone" to "clock work mechanism"
and honestly i just want the ability to rearm traps while i am carrying max traps, so that when i happen on one of the traps i already placed in the spot i want i would not need to go place a trap, then walk back to good trap , pick it up , and replace it, then walk back to trap i didnt want to place and pick it up -
@TacticalDonut said:
I dont like the proposed changes lets make it clear though. Its the right direction, but maybe too far.Decisive strike is already countered by enduring, dribbling, and unerving presence. Most of the time it only buys survivors 10 seconds. My proposed change isnt much different. Allow the obsession to strike off, but anyone else running the perk to stun. However, i think the stun needs to be slightly longer, 5 seconds. The time it takes to trigger the skill check is wasted wiggling time.
dribbling does not counter Dstrike, if you are being chased and you get downed beside a hook while you have Dstrike then you failed the chase
enduring does not counter Dstrike , the stun in Dstrike only exists so you dont get down the instant you use it, what Dstrike actually does is waste the killer's time and practically guarantee escape if the gates are powered.the time the killer invested to chase you down and hit you twice is a very large investment, which proably allowed 2 gens to get finished and now he has to catch you a third time and god forbid the non-obsession gets to that 30% because then the killer actually wasted even more time walking you closer to a hook
Self care is countered by doctor t3, nurses, survivors noise, tunneling, and blood trails. Again i think the proposed is the right direction, but too far. It promotes tunneling more and makes it impossible for a good player to pip even if his teammates are covering the gens while he kites all game. Instead of resetting to 0, have it regress like a kicked gen.
nurse's calling and doctor t3 would only counter self care if you are in the killer's terror radius (same for survivors noise when the killer is extremely close to you) and blood trails are meant to make it harder to start hiding mid chase which is not when you should be doing self care
and i dont understand what you mean by tunneling counters self care , do you expect the killer to stop chasing the player he just injured when ever he sees a healthy survivor?
finally 1 survivor should not be able to kite the whole game , survivors should feel the need to actually trick the killer and break the chaseIt seems like the changes to the most used perks were swung at with a heavy hammer, and i think thats the wrong way to go about it. Balancing is about subtle changes to even the playing field.
when the meta of a game gets this stale a hammer is a pretty good idea.
if both sides are evenly matched then 2 players should die and 2 escape , if the killer plays well 3 should die and 1 escape and vice versa, if a 4 kill or 4 escape happens then there was a massive failure in match making.bottom line when i play killer i want to feel scary and on survivor i want to feel scared
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they could also make destroying a totem a dangerous thing, maybe make you exposed for a duration since you just "desecrated" a symbol of the entity's power
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gen tapping is a terrible way to get through ruin. it takes more than double the time than just doing the gen and hitting normal skill checks and stopping while the sparks fly out (no progress during that time and can still get skill checks), unless you get real unlucky and just keep getting like 3 skill checks in a row.
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you guys realize that insidious is a killer perk right? which means the devs wanted camping to be a viable strategy for killers, and it is an incredibly weak strategy if the survivors cut their losses by just doing the gens and leaving that guy to die.