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iceman2kx

iceman2kx

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iceman2kx
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  • I don't have a problem with exhaustion resetting on hook. It's fine honestly.

    Second, there is a problem with camping that needs to be addressed. Playing as a killer, there's a stigma against killing a freshly unhooked survivor, even if it was done right in front of the killer's face. It's ridiculous that a killer feels pressured to automatically go after the "rescuer" even though he could insta-down the freshly unhooked survivor. I see popular killer streamers do it all the time. This is the most ridiculous arbitrary rule killer main's follow just to avoid being called a camper or "lol tunneler" even though they weren't trying to camp/tunnel in the first place.

    With that being said, I absolutely agree survivor's unhooking a survivor directly in front of the killer/terror radius should be punished somehow. There's a time when it's necessary, for instance if a killer is face camping, but farming your teammate makes you a bad survivor and player. You unhook a survivor before the killer even has the opportunity to get in another chase, the killer doubles back and kills that survivor. You just got your teammate killed again. You're a bad player and should be punished for it. This isn't the killers fault, it's your fault.

    Let's be realistic here, what actually happens? The bad survivors QQ in end game chat on how bad the killer is because he is camper/tunneler. Frankly, the community needs to figure it out and learn what face camping and tunneling actually is.

  • Honestly the hatch is the equivalent of NOED for survivors, I don't care what anyone says. If the theory behind a killer using NOED is, "NOED rewards bad killers", doesn't hatch do the exact same thing for survivors?

    Even though I believe NOED isn't as OP DS, this game would be so much better if they'd just remove DS, the hatch and NOED all together.

  • Pretty much what isn't in the game already. An alien killer, an undead killer, a vampire killer, a mythical killer and a fairy tale killer.

  • @Master said:

    I never understood how they do pranks in the US.
    Are they not scared to be shot? (maybe its just fake, idk)

    Sorry to necro my own thread, I just wanted to respond to this.

    How do you walk around pranking people in Europe without getting stabbed? Pretty much the same for U.S. but with guns. Stay away from the ghetto areas. Gun violence statistics aren't high because we have normal people running around shooting people, it's because ghetto areas and gang violence raise this number.

  • @alivebydeadight said:

    @iceman2kx said:
    Yea sure, that sounds super balanced and fun for killer. Great idea.

    I agree with his/her idea, but is that sarcasm

    Yeah. Leave it up to survivor mains to come up with a perk more OP than DS. BT is a very, very strong perk already. OP's idea is a huge buff. Your guys' ideas of balanced is delusional.

  • Yea sure, that sounds super balanced and fun for killer. Great idea.

  • Reduce his terror radius, fix his chainsaw mechanic and he will be much better.

  • Hope not. Downloaded the remastered BioShocks and have been playing them in my off time instead of DBD. The killer ques are way too long.

  • More than anything I could possibly every want as a killer:

  • Obligatory post:

  • If you plan on playing survivor mainly, you really need to pick up We're Gonna Live Forever. The BP bonus is just too good to pass up. The perk itself needs a buff IMO but you won't regret the extra BPs.

    IMO here's a great new player build:
    We're Gonna Live Forever
    Self Care or Pharmacy
    Windows of Opportunity
    (exhaustion perk): Balanced Landing/Lithe/SB/DH But don't pick DH

    Once you're a bit better:

    We're Gonna Live Forever/Urban Evasion/Adrenaline
    Self Care or Pharmacy
    Iron Will
    (exhaustion perk): Balanced Landing/Lithe/SB/DH But don't pick DH

  • No mither BP bonus would be terrible. Anytime I play with a no mither survivor, they are always insta-downed and those are people who feel confident running it. Imagine every survivor running no mither for the BP bonus now.

  • Personally, I'd like to see current DS revamped and changed into some sort of exhaustion perk.

  • In other words, "I lost and didn't have fun, so nerf the enemy because I said so". You have complete disregard for the opposing side, in other words you're clearly biased towards the side you play on. I get it your salty and irritated, but no one will take you seriously with this type of mentality, ever. I can tell right now from your post that you are the toxic survivor in end game chat that always QQs at the killer for something.

    What exactly is your goal here? To have a killer just walk around and never get a kill? To have the killer occasional be a heartbeat in your trial and walk around while you hold M1? Is that what will make you happy? If you want to make the rules, go play killer, it's that simple. This is just constructive criticism for you: when you come up with these type of irrational arguments or mindset, it's time to take a break from the game. Go play a console game and put cheat codes in or something to chill out for a bit.

  • I don't think I am a fan of this idea. If your thought process is to rid people of chilling at the gates when they're open, I think something similar to the "camping nerf" is fair. Basicially they lose points the longer they are within X range of the actual exit unless the killer is X meters away.

  • For me it's when other survivors force a killer to tunnel. Basically, unhooking a survivor before the killer is unoccupied. Second, would have to be leaving me on the hook so long I go into struggle. Third would be running up to your generator and failing a skill check resulting in the killer coming over.

  • @MuttonChops said:

    I get it your just a trash killer loving the free hits. GET GUD and stop relying on the crappy programming to get kills. 

    @MuttonChops said:

    With nearly 2k hours

    Hmm..

  • Yea I wish the ranking system was much harder to level up in. As long as you know the basic mechanics of killer and survivor, you absolutely can not avoid rank 1 as killer. Even in matches where I play like garbage, I'll still black pip.

  • @AntiJelly said:
    Personally every time I face a Hillbilly and he hits a chainsaw hit on me, it feels really unfair. Then, when I play Billy, I almost never hit my chainsaw.

    I'm not sure what point you were trying to get across but you completely contradicted yourself by saying this.

  • @Master said:

    @iceman2kx said:

    @Master said:

    @iceman2kx said:
    I think this event is a good example of what can be done to improve game play. It gives the killer just the right amount of time to make up for a couple mistakes and not be under so much pressure. Giving the survivor additional objectives in trials not only relieves pressure on gens (needed) but also gives survivors a nice little boost to BPs (also needed). I hope something like this is permanently implemented eventually because it benefits everyone.

    Then if survivors want to ignore the additional objective and just hit gens only, they still have that option.

    But thats exactly the problem. Survivors can simply ignore secondary objectives (like hex totems for example) and just hammer out the gens like crazy. Thats what the depip squad was trying to prove with their experiment.

    The depip squad is an exception. How often do you run across elite SWF groups? It doesn't matter if there's mandatory additional objectives, an elite SWF is still going to wreck a killer. Nerfing survivors based on an elite group is totally going to ruin the game for average/solo survivors.

    On the flipside, you could also do the same as killer right? Equip the best add-ons and offerings. You could camp and tunnel easily and call yourself a "depip killer". The average killer doesn't play that hard though.

    During the last double BP event I accidentially ranked up to rank 1 again by playing too much (I dont even know why you can rank up that far in a few days lol). I was genrushed so many times by said SWF that are "the exception" that I stopped playing DBD on the last BP day and actually deranked again.
    Until they buff the low tier killers I like to play or introduce a viable killer I enjoy playing, I will continue hovering below red ranks.

    If you dont balance the game aroudn high lvl gameplay, then you are simply ruining the game for killers at high lvl. And if solo survivors dont play well enough to compete with said SWF, well then they simply shouldnt be at rank 1.

    Either that or introduce a SWF game mode, because apparently you agree with the power difference of SWF and solo

    There's certain things I think can be addressed that impact the game-play negatively for killer. I don't believe making extra mandatory objectives for survivors is the way to do it though. Like I stated earlier, this event brings a nice little relief to gens for the killer which is perfect IMO, I understand you disagree with that.

    As far as deranking goes, do you not think survivors do the same thing? The ranking system makes no sense in this game, so you'll either be playing rank 1 against boosted survivors or rank 10 against de-pipped survivors. So you're still playing against good survivors. Not to mention, as a low tier killer you still get SWFs with red rank survivors in them. So, IMO rank is irrelevant in this game. Rank needs to be revamped honestly.

    As far as SWFs go, I let it quit bothering me a long time ago. If that's all you pay attention when creating a lobby, it's gonna drive you crazy. The bottom line is, you don't know how good a survivor SWF will be. Garbage survivors in a SWF will still be garbage survivors. I've played with solo survivors that I could of swore were SWF but weren't. Not to mention, SWF groups tend to have a different play style than solo survivors (more altruistic, less pressure on gens). They can almost be predictable at times. There's a yin and yang for everything.

  • @Master said:

    @iceman2kx said:
    I think this event is a good example of what can be done to improve game play. It gives the killer just the right amount of time to make up for a couple mistakes and not be under so much pressure. Giving the survivor additional objectives in trials not only relieves pressure on gens (needed) but also gives survivors a nice little boost to BPs (also needed). I hope something like this is permanently implemented eventually because it benefits everyone.

    Then if survivors want to ignore the additional objective and just hit gens only, they still have that option.

    But thats exactly the problem. Survivors can simply ignore secondary objectives (like hex totems for example) and just hammer out the gens like crazy. Thats what the depip squad was trying to prove with their experiment.

    The depip squad is an exception. How often do you run across elite SWF groups? It doesn't matter if there's mandatory additional objectives, an elite SWF is still going to wreck a killer. Nerfing survivors based on an elite group is totally going to ruin the game for average/solo survivors.

    On the flipside, you could also do the same as killer right? Equip the best add-ons and offerings. You could camp and tunnel easily and call yourself a "depip killer". The average killer doesn't play that hard though.

  • I think this event is a good example of what can be done to improve game play. It gives the killer just the right amount of time to make up for a couple mistakes and not be under so much pressure. Giving the survivor additional objectives in trials not only relieves pressure on gens (needed) but also gives survivors a nice little boost to BPs (also needed). I hope something like this is permanently implemented eventually because it benefits everyone.

    Then if survivors want to ignore the additional objective and just hit gens only, they still have that option.

  • I don't understand your post. There's literally 0 context. So far what I am picking up is you got wrecked by a Freddy 3 times in a row and you seem to be proud of that.

  • It doesn't matter what level you are right now. This event has completely jacked up killer ques.

  • @Nos37 said:
    Franklin's Demise is better than NOED for that last exit area hit

    Such an underrated perk. Maybe not one of the most useful but one of the most fun for sure. Only thing funnier than hitting a survivor running out and seeing his toolbox left behind is 4 toolboxes/med kits etc left behind.

  • To trigger you like they just did.

    in EZ Comment by iceman2kx
  • Balanced landing is hands down the best. Dead Hard is probably the most fun for both sides though.

  • If you made someone salty and you didn't BM at all, then it means you played the game well. If you think killer salt is bad, trying playing killer for a bit and hearing the survivors QQ. It's always 4 against 1 and they'll always find something to complain about :/

  • I'm willing to bet you'd see a lot less people running BBQ if other perks had BP bonuses or the BP bonus was just a passive trait always activated. BBQ is just too valuable to take off. The grind in this game is insane and we're talking doubling your BPs with every game.

    That being said, without the BP bonus it's still a great perk. It gives you so information which is extremely nice. Granted, good survivors can counter it, you can still generally figure out where survivors aren't. It's unreliable at times but yea I'd definitely consider it an A++ perk. Personally, if I could get the BP bonus on other perks, I'd probably use different perks over BBQ, but that's just me.

  • Spirit is super fun but much harder to play than Clown. Clown feels like a weak version of huntress to me TBH. This is just my opinion, but I don't find Clown all that fun to play either.

  • @ChesterTheMolester said:
    Don't bother trying to regress gens without PGTW, gens loses charges at 0.25 per second. Which in practice means that you might as well forget that the entire mechanic exists, it might cost more time kicking gens than you gain.
     Choose a target,hook , then go back or camp depending how many gens are left.

    I don't agree with this advice. No offense, but PGTW is a pretty overrated and garbage perk. The generator doesn't lose 25% of the entire generator, just 25% of the current progression. So if it's at 20% and you kick it, it doesn't go to 0, it goes to 15%. Not to mention it's on a timer, not a token system which is what makes it worthless.

    Kicking a generator is never a bad idea. If I play survivor and I get chased off a gen when it's at 75%, the best thing is coming back 2 minutes later to see it's still at 75% because the killer didn't kick it. Always kick gens.

  • Are we talking at the beginning of the match or at the end of the match?

    You can't stop generator progress as a killer unless you're a really good Billy or Nurse. If you stick around one generator, survivors will just move to another one. Guarding a single generator is essentially the same as face camping but way worse since all survivors are up; all your gens will get completed because you have no control over the map. Your best bet is to pick 3 generators really close to each other and make sure those don't ever get worked on. One of the worst situations you can be in as a killer is having 3 generators spread out across the map.

    Really you just need to feel it out. If you went to the rest of the generators and all were worked on but the last one which is almost complete, then obviously the survivors are hiding in that area. They aren't going to want to leave, so your best bet is to kick the gen, do a quick look around bushes/trees whatever to see if you can find a survivor. This is where Whispers come in handy. If you can't find them, move on.

  • I enjoy the change of scenery but the event has negatively affected my game-play pretty significantly. As a killer, lobby wait times are pretty heavy right now. Also, almost every game survivors want to just farm. I don't mind helping them farm every now and then but it just seems DBD has been put on the sidelines while everyone collects juice.

    On the flip side, when you do find a serious game, generators go way slower because survivors are collecting juices. I definitely like survivors having the ability to do extra stuff in a trial. So, when you find a game like this, they are pretty fun and much less stressful for killer.

  • LF is a weaker version of Billy without any of the mobility and a terrible chainsaw mechanic. The only benefit to playing LF over Billy is he can down multiple survivors at once. That being said, this makes him the perfect killer to camp with. Anyone who wants to play "normal" will play Billy. Anyone whose playing LF and doesn't camp is probably just bored of Billy. LF is a weaker version of Billy, period. That's not an exaggeration.

    So that's your answer.

    Until they buff LF somehow, he's just a meme right now. They could improve his chainsaw mechanic, reduce his terror radius or do something that would make him a little more desirable to play, but until he's adjusted, you'll probably see a lot of Insidious LFs.

  • Wreaths/Puddings/Shell pretty much any offering is fine. Just be careful with certain add-ons and perks mentioned in the first post because a lot of those are used for meme builds or specialty builds. You shouldn't use them unless you know what you are doing.

  • ^^Don't use any of these add-ons/perks ^^. Other than BBQ/We're Gonna live forever. You'll just lose and won't net any BPs.

    If you're a killer, I'd probably suggest Wraith or Leatherface with the BBQ perk equipped. They are both really easy to play and can wrack in the points pretty fast.

    You should be earning 20-30k score a trial, with BBQ 4 hooks that will bring your net gain up to about 40-60k BP a trial. With pudding that will be 60-90k BPs a trial.

  • It's fine. There was no foul play, just a survivor with limited experience against a Myers.

    So now you know, MM has very versatile play styles and this is a reason you should never mess with a MM at the exit gate.

  • This is great advice. I love seeing good players adapt.

  • Survivors could definitely use like a 25% boost to their BPs. It's crazy how little BPs survivors earn. You could play an entire trial and play really well but your BPs say otherwise. That's why I refuse to grind BPs on survivor.

  • @Peasant said:
    I've never seen a toxic Quentin to this day.

    You can't be toxic when you have a face like this.

  • @GrannyonAcid said:
    Why would you consider Deerstalker a crutch perk? Or are you saying you don't want to give up a crutch perk for something like Deerstalker?

    He's not saying Deerstalker is a crutch perk in the way the community perceives, "crutch". He's saying he wants to get better at finding downed survivors rather than rely on a perk to do it for him.

  • @ProfoundEnding said:
    Please...

    Yea I'm totally face camping because I'm a bad killer. No other reason. No really. Promise.

  • @Kevvie said:
    Just have to throw them down earlier, the stun and points is always nice but with the P2P connection the killer is going to have the advantage in that scenario. It isn't a gamble, its choosing to throw it when it is safe or unsafe.

    QFE. Well said. It's very hard to hit a good survivor through a pallet.

  • @TigerKirby215 said:
    People read the healing nerf as +4 seconds.
    What people don't realize is that this is +8 seconds of Self Care, +5 seconds on a Sloppy Butcher heal (from the base of +3 seconds, and being +4 seconds from the current base heal time), and a whopping ten extra seconds of Self Care with Sloppy Butcher.
    This isn't even looking at perks like Coulrophobia which increases these numbers by 50%, meaning that a Doctor with Sloppy and Clownphobia can make a Self Care take a whopping 45 seconds.

    If the intent was to nerf Self Care well... you didn't. You just made it more mandatory since it's less likely that your allies will have the time to heal you. Once again a nerf that tries to fix an OP perk just made it even more mandatory. (Exaustion nerf)

    +4 seconds is way too much because of the implications with Self Care. Either make it +2 seconds, or make Self Care's healing speed something like 60%. (~27 seconds, which is still 3 seconds slower than base Self Care.)
    Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?

    Okay so let's logically think about what you just said. More than likely, the average killer will always run Ruin and BBQ. So:
    1. BBQ
    2. Ruin
    3. Coulrophobia
    4. Sloppy Butcher

    Their entire build is based around slowing down heals/the game. That means they gave up any other uber perk like Enduring/Spirit Fury/Make Your Choice/Nurses Calling/Devour Hope/Noed whatever perk you feel is good on killer to slow down your Self Care/heals.

    It sounds to me like you've become very reliant on Self Care. I don't know what to tell you because the devs clearly stated they wanted, "To give killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased".

  • Might be a cool way for them to change Cypress Moris. To this day, I don't think I've ever used a Cypress Mori.

  • What's gonna happen is the survivors will crawl and look for the hatch OR towards the exit if the gates are opened. That's the only way a survivor will be able to live (and win) assuming they don't have unbreakable, DS or other teammates to pick them up.

    If they bleed out, they die. If they die, you win. The only time bleeding out will really hurt you is if you haven't hooked them yet and received your BBQ stack for it. If they are no where near the hatch, you could try the corners/edge of the map or somewhere no where near a hook. The the reason they would crawl there is to get far enough away from a hook so they can wiggle free and escape. There's really no benefit for a survivor to bleed out and die as opposed to being hooked.

  • It takes 7 seconds from the time they are affected to the time they fall asleep. Survivors know this. What's happening is they continue to work on a generator and purposely fail a skill check. Failing a skill check cancels the dream transition so you have to start it again.

  • The best thing to do is remember the general vicinity your downed survivor is and hook the other survivor far enough so they'll pop up on BBQ. Otherwise, you'll be looking for blood and groans. You might also be seriously underestimating how far a survivor can crawl, especially if they have tenacity.

    If you really just blew it, let the dying survivor escape from you and none of the above work, take a mental note of where the hatch spawns and start you search outwards from there.

  • Whatever survivors the toxic streamers play, the wanna-bes try to mimic them.

  • @Mediva said:
    I have no idea why this should be changed. To secure a kill for what? So you rank up? So you get more points?
    How about that guy on the hook, that you are facecamping to accomplish that? Doesnt he deserve the 5k points more then you for escaping? He actually played better then you, but still you want to screw him cause you want a kill. If you didnt accomplish that in game, Play better next time.

    This is such an obvious survivor sided argument that it's border line trolling. I'm not even gonna break down this argument and give you a proper response because it's so silly.

    @ Op

    I don't really care about pipping but I will say the changes probably should be adjusted to reflect that scenario you mentioned a little bit. Once the fifth gen is powered, it's pretty much GG especially if the gates are open. Once the gates are open, there's not really a single reason a killer should leave the hook because you know the remaining survivors are all within the area to unhook. That being said, something to keep in mind:

    f the Killer is currently in a chase OR there are 1 or more other Survivors within a 16m radius of the hooked Survivor, the penalty is not applied. If the hooked Survivor is the last remaining Survivor in a match, the penalty is not applied.

    This kind of makes things wonky for killers trying to pip. More than likely, the survivors are gonna be within that 16 m radius after the gate is open. Theoretically, the penalty shouldn't affect you unless the survivors are purposely trying to penalize you. Either way, the last hooked survivor has always been fair game once the gates were open; all "rules" are off and camping is always allowed. I'd like to see the Chaser penalty reflect this as well.

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